Command HQ
Rules of Play


Reference Tables

 

 

Command HQ Control Summary

 

COMMAND

KEY

MOUSE/JOYSTICK


Function Key Commands

Message Level

F1

Pulldown Menu

Declare War

F2

Pulldown Menu

Show Terrain

F3

Pulldown Menu

Show Air Power

F4

Pulldown Menu

Chat Mode

F5

Pulldown Menu

Buy New Units

F6

Pulldown Menu

Show Ownership

F7

Pulldown Menu

Show Destinations

F8

Pulldown Menu

Show Satellites

F9

Pulldown Menu

Show Options

F10

Pulldown Menu


Movement/Placement Commands

Select

Insert
(Enter selects in menus)

Button One

Alternate Select

Delete  (Reprogrammable -
  Default function is same as Spacebar)

Button Two

Move Unit

Select Unit, Select Destination

 

Show Unit Path

Cursor on Unit

 

Designate Air Mission

F4, Select Unit, Select Target

 

Place New Unit
   or Nuke Attack

Select Target

 


Monitor Commands

Alternate Function

 

 

     Monitor One

CTRL/Z

Select        (Opponent's Oil)

     Monitor Two

CTRL/X

Select        (Resources)

     Monitor Three

CTRL/C

Select        (Ownership)

     Monitor Four

CTRL/V

Select        (Incomes)


Customization Commands

Zoom

SPACEBAR
(with cursor in area to Zoom in on)

Mouse/Joystick Button 2
(Can be re-defined)

Zoom to Monitor Three

ALT/SPACEBAR (or SPACEBAR
with cursor in Monitor Three)

Mouse/Joystick Button 2
with cursor in Monitor Three

Resize Zoom Window

TAB

 

Moveable Zoom

SCROLL LOCK or
   NUM LOCK/CURSOR

 

Speed Up

+

 

Speed Down

-

 

Toggle Show-Who

=

 

Program Macro

ALT/1-9

 

Execute Macro

1-9

 

Undo Macro

0

 


Special Functions

Query Speed/Who/Opponent

?

 

Exit Current Mode

Esc or `

 

Recalibrate Joystick

ALT/J

 

Recalibrate Keyboard

ALT/K

 

Recalibrate Mouse

ALT/M

 

Pause

ALT/P

Pulldown Menu

Exit Program

ALT/Q

 

Restart

ALT/R

Pulldown Menu

Save

ALT/S

Pulldown Menu

Volume

ALT/V

Pulldown Menu

Show Prior Message

BACKSPACE

Select Message Area

Program Button Two

ALT/button Two
(Followed by keystroke to program)

 

Kill Unit

CTRL/ALT/K

 

Change Sides

CTRL/ALT/W

 

Change Film to Game

CTRL/ALT/G

 

Change Solo to Two-Player

CTRL/ALT/H

 

 

Safe Harbor Games / DOSBox Special Keystrokes

Release Mouse from

Game Window to

Windows Desktop

Ctrl/F10

 

Fullscreen / Windowed Mode

ALT/Enter

 

 

 

 

 

 

Colors Used in the Game

 

unit type

big map

zoom view

units

red or blue hollow square

icon with
red or blue border

ready air units

red or blue solid square

red or blue icon

unready air units

gray solid square

white icon

unready production city

yellow (or white)
or red square

yellow (or white)
or red icon

ready production city

green square

green outline


Terrain Colors

capitol

black square

large gray square with
red or blue center

city

black square

large gray square

oil well

black cross

black circle

desert

yellow

yellow

forest

light green

light green

jungle

cyan (blue-green)

cyan (blue-green)

mountain

gray

gray

ocean

blue

blue

shallows

blue

blue

plain

dark green

dark green

polar

white

white

wasteland

large black circle

black

 

Firing and Scanning Ranges

 

 

Firing and Scanning Ranges

Unit

Firing Range

Scanning Range

All Land Units

2*

5

Transports

2

3

Submarines***

2**

4

Cruisers

3

5

Carriers

6

8

* Land units or transports must be 1 space away to hit sea units.

** Submarines can not hit land units.

***Submarines may not get spotted, even if within Scanning Range.

 

 

Hit Damage Table

 

D E F E N D E R

 

Infantry

Entrenched
Infantry

Infantry
Transport

Tank

Tank
Transport

Submarine

Cruiser

Carrier

A
T
T
A
C
K
E
R

Infantry

20

15

25

17

25

35

35

35

Entrenched Infantry

20

15

25

17

25

35

35

35

Infantry
Transport

18

14

10

16

10

5

5

5

Tank

26

20

25

20

25

35

35

35

Tank
Transport

9

7

10

8

10

5

5

5

Submarine

0

0

100

0

100

25

34

34

Cruiser

12

6

50

10

50

34

25

34

Carrier

10

5

50

8

50

25

20

25

 

The table above shows the amount of damage inflicted by each type of unit, when attacking each other type of unit.  The numbers represent per cent of the defender's total strength subtracted by each hit by the attacker.  Note that for land units, the actual damage may be different, depending on the terrain of the defender, as noted by the table below.

For example, when a submarine hits an Infantry or Tank Transport, the damage is 100% and the transport is instantly destroyed.  However, if a submarine tries to hit a regular infantry, the 0 indicates no damage occurs.  (Subs can't hit land units.)

 

Reduction in Damage for Defender Terrain

Terrain

Defender

Reduction

City

Army

1/3

City

Tank

1/5

Mountain

Army

1/4

Mountain

Tank

1/6

 

The table above indicates the reduction in damage caused by an enemy hit, if the defender is sitting in a city (including base or capital) or mountain square.

 


Next Chapter: Credits