Rommel in The Desert Module For Aide-de-Camp II - By Gary Chappell - R1
-----------------------------------------------------------------

This Aide-de-Camp II (ADC2) module is designed for the 1941 Campaign
Game for Rommel in The Desert RITD.  If you wish to use it for other
RITD scenarios, you can adapt it from this one using the ADC2
Symbol amd Map/Board editor.  

Rommel in the Desert is trademarked and copyrighted by Columbia games.
Grant Dalgliesh of Columbia Games has given permission for this ADC2 module
to be distributed as Freeware. This includes the scans of the original
game map, and game charts. Reproduction of the RITD copyrighted boardgame 
as presented in this RITD ADC2 module requires one of the players to own
the Columbia boardgame Rommel In the Desert.

Five additional files are included. The first, Ritd_4_ADC2.Pics.zip, is 3
pictures (Ritd_4_ADC2_Cyrenica.bmp, Ritd_4_ADC2_Tobruk.bmp, and
Ritd_4_ADC2_Alemein.bmp). These will give a feel for how the map looks
in game play. Two are the new detailed summary sheets for Buildup Sequence
and Turn Sequence (RITD_TurnSeq.doc and RITD_BuildpSeq.doc), developed
by Dave Blizzard and myself during FTF play. They are a direct extension
of the original game, and very useful for both FTF boardgame and ADC2 PBEM
play. The other two are not used for ADC2 PBEM but are useful for your FTF
games.  These are the Jalo Oasis map insert (RITD_Jalo.xls) and the Turn
Record Sheet (RITD_TurnRecord.xls). These four are included with permission
of The Canadian Wargamers Journal. Their webite is at:
 <http://www.agt.net/public/cwgroup/cwghome.html>. 
 
As Freeware this RITD ADC2 module does not have ongoing support by the author
or Columbia Games.  In other words if it doesn't work on your machine, you
are on your own! 

Installation
------------

Needs ADC2 Version 2.10 or better, best at 800x600 16 bit color resolution.
Assumes ADC2 Preferences under File Directories/Folders are set to default. 
Unzip module into a new separate subdirectory "RITD" under ADC2 directory.
Create a "Sent" and "Recd" subdirectory under this new "RITD" subdir. 
Copy GameIntro.Wav file to the "Sounds" subdir under ADC2 directory.
Check Rommel.WAV and Monty.WAV are in Player Pics/People subdir under ADC2.
Set ADC2 Preferences under File Directories/Folders for Saved games to the
new RITD subdir.

Comments on Module Design/Operation
-----------------------------------

Initial Passwords now set as "Rommel" for Axis and "Montgomery" for Allies.
These are case sensitive.  Opponent can only ever see blank units in Red for
Allies, Blue for all Axis units (Italian and German).

The game RITD_Start.OPS shows the basic positions of the 10 German units in
El Agheila and the 6 Allied units in Tobruk. The remaining 6 Allied units
are just placed on the map waiting for the Allied plyaer to adjust to his
final startign setup.  Choose Replay to hear to opening game introduction 
by that jaunty North African Allied BBC radio announcer "Sahara Sarah" (my
daughter).  Not historically correct as Monty was not on the scene yet, but
you get the idea.  The other game file Ritd.OPS is the same except no Replay.

Please open the 3 enclosed pictures (Ritd_4_ADC2_Cyrenica.bmp, Ritd_4_ADC2_
Tobruk.bmp, and Ritd_4_ADC2_Alemein.bmp) to get a feel for how the units, 
hexsides, and battle layouts are done.

The map is altered from original only with new Battle Board section at upper
right and Jalo Oasis insert on lower right. 

ADC2 has limitation of 4 MB maximum memory use before "weird" things begin.
Therefore Jalo Oasis map extension would have required Zoom 3 map size to be
reduced considerably.  It was decided to display Jalo as a map insert for
those few times it is used.

The Battle Board in the Mediterranean has a single horizontal dividing line,
Allies top side and Axis bottom. All units in Combat are moved to Battle
Board area for battles (mark hex and battle board with same Battle Marker). 

Map/Board Display Options under Game menu should be set at 1/1/1.  Map hexes
do not correspond to ADC2 module hexes.  There are approximately 7 ADC2 hexes
within each RITD map hex, providing a possible about 7 unit placement
locations within each map hex.

Maximize ADC2 screen leaving bottom edge of map set about 1 inch above
bottom screen to view unit designations when mouse pointer is held over them.

Piece values for all units are Current CV, Start CV, Entry Turn, and CV Per
Step.  Current CV value is edited to show results of hits/rebuilds etc.

Under Advanced Menu choice, set Auto-Reveal "OFF" for both Moving and Combat. 

Edit piece info to Not Hidden when in Battles and back to Hidden when
battle is over.  Note that if you hide or reveal units, it does not actually
change in Replay until the game is exited and reopened. So if you change a 
unit to Not Hidden after a battle, then move it in that same session, the
unit will stay visible to the opponent during the Replay. If you wish to hide
this units movement, you will have to save after editing to Not Hidden, exit
game, reopen, continue with move, and send 2 files to opponent.  This is 
an ADC2 limitation on Replay.  

Markers are provided for all game/unit conditions. They are accessed under
the Toolbar button "Build Class, Piece, or Pool" with the "Add Pieces" 
choice. Whenever a unit status changes, place the appropriate marker on top
of the unit (eg. Disrupted, Unsupplied, Minefield, Fortress Supplied, Refit,
Allied Hex Side, Axis Hex Side, Routed, Partial Retreat, Battle 1, Battle 2,
Battle 3, No Supply, Refused Battle). Marker addition and removal is
specified in the detailed Turn and Buildup Sequences.  When finished with
markers remove them from game.  Place dead units on unused potion of map 
for easy reference.   

Axis (blue) or Allied (red) hexside Markers are placed outside the Battle
Hex, pointing toward the hex side crossed by the last unit into the hex. 

Supply cards are easily handled by the Card system in ADC2.  Supply cards 
are best played to the appropriate side of the Battle Board to define
ownership.

Saving game, and importing/exporting files is easy if you use the following 
method that keeps things straight.  Always unzip or bring incoming email
game files (*.ops) into the RECD subdir and then copy them to the RITD subdir.
After doing your move, save to a new name, and copy the new *.ops file to
SENT subdir for mailing. ALWAYS KEEP THE SAME RITD SUBDIR FOR THE SAVED
GAME IN ADC PREFERENCEs/FILE DIRECTORIES/FOLDERS !! The reason is that each
time you save an ADC2 game that uses the card system to a different
subdir, it WILL copy the card files as well TO THE NEW GAME NAME. The only
way your opponent can load the game then is if the new card name files are
sent too. However, if you save to the SAME subdir each time, ADC2 will ASK
you if you wish to copy the card files too. ALWAYS SAY "NO" otherwise your
opponent will not be able to open the game file until you send him the
new set of card files created under the new name.  Here is the question
you will see from ADC2 when you save a game to the same subdir it was
loaded from:

  "Because you are not saving this game to a new Folder/Directory it is
   not necessary to copy the playing card bitmap files to the new game
   name...etc..........  Would you like to copy the playing card files
   now?"'

Say 'NO" to this for sure or you will have to send your opponent the new
card files before the game can continue. This is an ADC2 limitation.
      
Info-Pages has Game Record sheets for Axis and Allies.  Info-Pages are NOT
updated in the *.OPS file sent to opponent so must be edited for your
opponent's information as well as your own. Turn Options chart, Unit Type
Chart, Combat Results Table, and Buildup Points Costs are available here
for reference during the game. "Scale Bitmaps to Fit" should be checked "on". 

The RITD ADC2 module has been playtested and ran very smoothly, with 90% of
the time spent on RITD gameplay rather than on ADC2 logistics.

Hope you enjoy it as much as I do.  Gary Chappell (gchappell@shaw.ca)
****************************************************************************











