Tap a Marine to select that Marine. Tap again to select the fire team, and again for the whole squad. The Squad and fire team buttons above the orders do the same. Keys: 1 2 3 fire teams, 0 squad, Esc cancel.
Pick Walk, Rush or Crawl, then tap the ground. Right-click also moves. Teams and the squad move in their formation. A walking team that takes fire, or sees a new enemy within 250 m, halts on its own, gets down and returns fire; rush, assault or bound to keep moving under fire. Rushing is fast but tiring and easy to spot. Crawling is slow but men can crawl while pinned.
Suppress puts fire on an area, seen enemy or not. Bound sends the squad forward one fire team at a time while the others cover it (a fire team bounds in buddy pairs). Assault walks forward firing and throwing grenades. Tap a visible enemy to make the selection engage that target.
Blue pieces are your Marines; red pieces are enemy you can see. A selected piece is lifted off the map and circled in blue. The shaded cone shows where a man is looking: he sweeps it left and right, wide and slow when calm, tighter and quicker when the enemy is near, fast and jerky under fire, and holds it on his target while firing. He is far more likely to spot an enemy inside his cone. The numeral beside him is his fire team. Cones toggles them (key V). Chits stacked on a piece show posture (STD, KNL, PRN), suppression (SUP, or PIN when pinned; a pinned man moves only by crawling), a wound (WIA) and no ammunition (AMO). A slash through a piece is a casualty; an X is killed. A red symbol in a dashed frame is where an enemy was last seen.
Orders are drawn as on an acetate overlay: blue for friendly, red for enemy, black for targets. Blue lines with arrowheads are routes (long dashes for a rush, dots for a crawl); a heavy arrow with a solid head is an assault. OBJ marks the objective of a bounding drill. Dashed blue lines run from the shooters to a suppression target, a black cross in a circle. 40MM marks a grenade launcher target.
The sheet covers 3 by 3 kilometers in nine 1-kilometer grid squares, in standard US military map colors. White is open ground. Light green with tufts is tall grass, which hides a man lying prone. Green is woods and hedgerows; rows of small green circles are orchards, green row lines are vineyards. Blue lines are streams, which run in shallow gullies that give cover; blue areas are ponds and cannot be crossed. Red-brown lines are contours 5 meters apart, with a heavier, numbered index contour every 25 meters; numbers with a dot are hilltop heights. Black blocks are buildings. A black line with ticks is a stone wall, which gives hard cover to a kneeling or prone man. The red road is a paved road; the dashed double lines are dirt tracks. Point at the map to read the 8-digit grid reference. Zoomed out, your men gather into one counter per fire team, then one for the squad, in the standard unit symbol: a rectangle with an infantry X for friendly, a diamond for enemy.
Drag to pan. Use the wheel or pinch to zoom. Space pauses; you can give orders while paused.