In order to make sure everyone has gotten into the game, and in a plane, there will be a 5 Min timer for the Begin of Mission.  You may start your engines, but DO NOT take off until you see the Begin of Mission Subtitle.

Each side starts with the same amount of area (grids) and the same configuration (x wide x deep)

Each side places 11 Airfields. Only one Airfield per grid.  Airfields can not be moved once placed.  The purpose of having a large amount of airfields is so that the enemy will not be able know where you are taking off from.   5 Airfields must be on front line grids, and these airfields will be disabled 15 mins after the Begin of mission.    So if a pilot gets killed, they can not start up again at the front lines, and there is a substantial flight time involved in getting back into the action.  The remaining 3 Airfields can be places in any of the remaing grids.  These will be disabled along with the frontline airfields after 15 mins into the mission.  These 3 airfields will be your secondary fields in the event you loose all the airfields in the front line grids.  3 additionl Airfields should be placed in the far rear grids.

Each side gets 3 Elements for every  grid they control. Distribution is as follows.  1 normal  AAA     2 normal machine gunner   

For every 5 grids each side controls, they get one aerostat.  Height is standard 350 meters AGL

Each side places elements where ever they want.  There must be at least one element in each grid, and there can be no more than 3 aaa elements in any one grid.  There can be no more than 4 gunners in a grid.  There can be no more than 7 elements total in any one grid. 

Elements should be place in relativly close proximity to stratigic ground objects. Elements can be place closed to forests, but should not be inside them.  ie, dont try to "hide" them.  Do not place elements way out in a far coner of a grid.   However, convoy routes are stratigic elements, and therefore it is ok to place elements along route to protect the convoy.    Other Ground objects of stratic importance that we can put in should be determined, as other than airfields and convoyes, there are none. This should be done by placing them out of the way in the mission map, and allowing mission builders to drag them where they want them. Once placed, they can not be moved.  They will not be linked entities (ie, can not be destroyed).

Machine gunners must be kept inside gunner postitions and next to truck (to allow easier detecting). MG must have at least a 180 degree range of fire. Gunner Positions (the pill boxes) and the Trucks next to MG do not count towards capturing a grid.  Do not waste your ammunition on them.

Each side will have at a convoy of 6 vehicles.  Convoy route must be at least x kilometers, and convoy speed must be x kmh.  Convoy route must take it thru 3 grids (and this does not mean skirting grid boundaries). Routes must take it at least 2/3s of the originating grid, it must pass thru the entire width or hight of the second grid, and pass thru 1/3 of the destination grid.  

Convoys represent supplies.  If a convoy is destoyed before it reaches its final destination, all elements in the final destination will suffer major damage 30 mins after convoy is destoryed.  If a convoy reaches its final destination, all elements in final grid will incur major repair (ie will get resupllied). In addition, final destination will get one AAA, and one machine gunner which can be placed anywhere in final destination grid.  These reinforcements will not count when determining whether or not a grid is captured.   Convoy destination grid has to be a front line grid.  It does not matter how many elements are in that grid already.  

Should the convoy reach its destination grid, and that grid gets reinforced, that side will carry forward the reinforements over to the next mission. Should the convoy reach its destination grid, but gets destroyed afterwards, that side still gets to add the reinforcements to the next session count.

Convoys will travel on Paved Roads.  

There is the possiblilty a Convoy will be in a grid, and during that time, that grid will get captured.  And there is a possibility the convoy will be leaving a friendly grid, and next waypoint takes it thru a captured grid.
If the grid a convoy is passing thru gets captured, it will continue, and try to make it to its destination grid.  Note: with the new "grid capture" logic, this will only happen if the convoy route is something other than east-west.   If a convoy is about to exit a friendly grid, and the next grid is already captured, it can not continue.  It will retreat. If its retreat takes it thru a captured grid, it will continue, and try and make it back to friendly territory.
If it retreats, AND the destination grid has not been captured, then the damage mcu should kick in 30 mins after the retreat, as the destination grid will not get supplied.  If the destination grid gets captured after the Convoy has already started its retreat, the Damage Mcu will be deactivated. So if you capture the destination grid, and then continue on and destory the convoy, the elements you captured in the destination grid will not get a damage mcu.

To capture a grid, you must defeat a percentage of the elements within that grid. Elements consist of AAA, gunners, and Aerostats.  The Trucks placed next to gunners ( for visual aids) do not count.
Grids to the rear cannot be captured if the grids forward of them have not been captured.  Each rear grid  borders 2 of the grids in front of it.  Both of these front grids have to be captured in order for the rear grid to switch nationality.

________________________________________________________
l                       l                         l                         l                      l
l                       l                         l                         l                      l
l        A             l         B              l         C             l         D            l
l_____________l______________l_______________l____________l_
l                                l                           l                                    l
l                                l                           l                                    l
l         E                     l           F              l              G                   l
l                                l                           l                                    l
l__________________l________________l____________________l

Grids A and B have to be captured before Grid E can be captured.  Grids B and C have to be captured before Grid F can be captured.

If Grid A has been captured, and the elements of Grid E have been destoryed, Grid E will not switch nationality.  But as soon as Grid B gets captured, Grid E will switch nationality at the same time Grid B does.

Grids that have been captured, and switched nationality can be recaptured in any sequence.

elements in grid		needed for defeat
	1                                  1
	2		            2
	3			3
	4			3		
	5			4
	6		            5
            7			6

Once an grid has been defeated, and all the grids forward of it are captured, it will switch nationality.  All elements remaining within the grid not defeated will be captured, and become enemy.  Airfields within the grid will not be available to either side during the mission.

Planes available will be determined by a consensus of all the groups.

ALLIED PLANES WILL NOT TAKE BOMBS

Targets of Importance

Each side will have 2 Recon Flights.  These will take off from fields at BOM.  Default waypoints will be TakeOff, 1st thru 4th waypoint and Land.  Recons should fly at 1000 meters. No more than 2 extra waypoint can be inserted between 1st waypoint and land.    This is only to reduce strain on the mission.
Each side will place Additional ground objects. These are 2 Train stations with a train at the station, 2 factories, 3 tent formations, 3 Merc22 and 3 crosselys.  Merc22 and Crossleys can be moved from mission to mission.  Each side will place One "check zone" on anyone of the Crossley, Merc21, or the passanger car in the train.  This will designate it as a target of importance.  ALL OBJECTS THAT QUALIFY AS TOI MUST BE ON THE FRONT GRIDS.  If the Enemy recon flys over the check zone (ie, spots the target), it will radio back the intelligence.  2 Patrol planes that are well inside thier hangers (so as to avoid getting shot on the ground) will take off, and head for the reported area.  These planes have not yet been serviced since thier last sortie, and are low on fuel.   They will locate the target the Recons spotted, and will engage it until they run out of ammunition.  They will continue circling the target so if any of thier patrols in the area spot them,  these can attempt to destroy the target. The AI Patrol only has 25 mins of fuel, so 15 minutes after locating the TOI, they must RTB.  NOTE: Recons and Patrol AI should take of from the same Airfield.  Spacing between the Objects that can be TOI should be substantial.  If a pilot spots his AI Patrol circling an area, it should be somewhat clear what ground target is the TOI.  If there are 2 ground objects close to each other that qualify for TOI, it might be hard to tell which one was the target the Recons spotted.   

The target (a merc22, the crossely, or the passenger car in the train) has a High Ranking Officer inside.  If the TOI is destroyed, then the officer is killed.  With such a large gap in the enemies hierachy, no one has the authority to order elements to move.  If a sides Officer is killed, they can not move any assests around for the next session, other than to put something into a grid they may have captured during that session, or add elements they have gained due to a captured grid.
.
Any grids captured in that session, irregardles of how many friendly borders, can only have one asset in it.  It can not be a balloon.   If the side that has lost the Offiecer also wins grids, then the additional assets they gain cannot be properly deployed, and must go to rear grids.  If they have lost elements during the same session, they must take one element out of the grid with the MOST elements, then take one element out of the second most populated, and down the line until they have removed however many elements they lost during the session.  

The only side that will get a Report saying the Officer has been killed will be the side that lost the Officer.  The other side will have to rely on intel from thier pilots to determine whether or not they killed the Officer.  Pilots on both sides flying offensive patrols (crossing the front) should make note of where assets are located.
If thier intel reports the Officer was killed, then next session they will know where any assets they have spotted will be.

This should place some emphasis on destroying the Recon flights, and should move a segment of the mission from stictly ground fighting to some high altitude engagemant.  

You may edit the altitude and priority of the waypoints for the Recons and the Patrol AI.  Ceiling level for the Recons is 1600m.

At the end of the mission, screen shots of map areas are taken.  Mission Groups for each side will be edited to reflect grids won/lost.

Each side will loose the elements as reported in the End of Mission report.  Each side only sees what they lost.  So the enemy may have an indication of how much damage they did, but don't know for sure.  

If a side defeats a grid, they get 3 new elements,  1 AAA and 2 MG, which can be placed anywhere.  However, in placing elements in newly aquired grids, the following rules must be followed.

If a Grid borders the front, that border is considered friendly.  If a Grid borders a neutral area, that border is not considered friendly.

grids with friendly borders on just 1 side can be supplied, but with difficulty, and can have one and only one assets.  It must be  an AAA or a MG.  It cannot be an aerostat.

grids with friendly borders on just  2 sides can be supplied, but with some level of difficulty, and can have no more than  3 elements. No restrictions on what you can put in there.

all other grids can be supplied, and have no restrictions.

For Every 3 grids captured that are adjacent, one airfield (if they exist within the grids), can be made available.

Adjacent is defined as

XXX    XX     XX
           X     X

Where any one of those grids has an airfield, and all the grids have been captured.

Coms and squads.  

Each side must have at least 4 squads set up.  There will be a seperate TS channel for each squad, and one channel for "on ground".   Pilots  will only talk with members of their squad.  If a pilot lands in friendly territory, and survives, they may switch to the "on ground" channel, and freely share any stratigic information they have with another pilot on the ground.  

Squads should share a common objective, and a common patrol area either offensive or defensive.  Patrol areas should be reasonable in size.  Something in the order of square of 4 grids (20sq Km).  Any bigger, and it would be unreasonable to assume one member in the squad could communicate with another member.

If a sides stratagy dicatates the need for more squads, a seperate channel should be provided for them.

Hot keys for setting up channel switching in TS are easy to set up.

Mission Dates and Times.

Will use a random generator to come up with the missions time.  This will be soon after mission session so mission builders will have wind direction for the land commands.

Jan thru Mar  08:00 to 15:00 start time

Apr thru Jun  07:00 to  16:00 start time

Jul thru Sep  06:00 to 17:00 start time

Sep thru Dec 08:00 to 15:00 start time

Will use a random generator to come up with weather. No precipitaion.  This will be done day before session.

result 1  clear skies
result 2  light clouds
result 3  heavy clouds
result 4  overcast

Will use wind at time of last edit in Boston Ma.
1 mile per hour = 0.44704 meters per second
1 meter per second = 3.6 kilometers per hour

Will start with Aug, 1916, and next mission will forward by one month.  

Quarum

Mission relies on even sides, and Rl is a factor.  If one side is significantly short, suggest rerunning the previous session, and move pilots to even sides.  

During the course of the mission, pilots may have to drop out.  Suggest that if a pilot dropping out was on the defensive for his side, a pilot on the offensive side takes his place.  

If it reaches the point where enought pilots have dropped out, and the remaining pilots are not enough to run the mission properly, there are 2 options.

Shoot the EOM ballon, and it will trigger the EOM Reports, and end the mission.  

Or, if the remaining pilots still want to fly more, Shoot the Reports Balloon.  That will trigger the EOM Report, but not end the mission.  The results of this EOM report, as well as status of territory at that point will be what we use for the next mission.  Anything killed or captured after the Reports Balloon is shoot down will not count towards the next session.

Mission Errors

If at the end of the mission, it is determined that there were some errors on the part of the mission builders, first effort should be placed on agreeing on what the end result would have been if the errors had not been made.  Most common errors I can think of would be placing 5 elements in a grid and forgeting to change counter from 3 to 5, or placing 1 element in a grid and forgetting to change counter from 3 to 1.  Worst case scenario would be if link to EOM reports on German side was not made in final mission.

Mission builders can use whatever resources they posses, but, they MUST share any new concepts with other side.  I dont want this to become a war of the mission builders.

Mission Building

SAVE YOUR WORK ALOT!

Will use a standard naming nomenclature for mission files. 
When each Mission Builder gets the starting mission, it will be called GW XXX  Template, where xxx is the month the session is currently in.

They will open and save it as GW XXX Allied v1 or GW XXX German v1.  As they make their changes, and want to do saves, increment to v2 v3 etc.  When they are finished, they will save it as GW XXX Allied Final. 

MOST IMPORTANT   Make sure your repspective group (ie allied group, or german group) is "set to working" when you are making edits.   Everything you do should end up under your respective group. 

Use sheet and fill in what elements you posses.  Be sure to save this missions sheet so as to have accurate count when adding/subtracting elements.

Use paper map to fill in how you plan to spead out your resouces.

Open up Mission Template currently in use, and change title of mission to reflect the above standard, select the title you just put in, and select copy.  Go to "save as", navigate to dogfight misison, and paste in title.  This guarentees mission title and file name are identical.  It also keeps Starting mission intact.

To start, you have to place your airfields, and permanant ground objects.  You should know pretty much where you are going to place everything before doing edits. 

Set the mission title to working, and get into landscape view.  At the very bottom of the mission tree on the left select the airfield for the side you are on , right click and select move camera to object.  In the map area, left click on the airfield to select it then right click and select properties.  In the properties window for the airfield, adjust the planes that you are going to be using for the mission.  Exit out of the properties window, select the airfield again, right click and select copy. You will be copying this airfield into the grids where you want them placed.  When you are finished, you will be deleting this airfiels.   In the mission tree on the left, locate the grid you are going to be putting the field in.  Right click on it and Set the group to working, then select move camera to object.  Locate the area you want to place the field, and then right click, and select paste.  With the Airfields properties still open, name the fields with unique names.  With the airfield selected, right click, selected object menu and select "look from this object"  Be sure field is level and take offs are possible.   Once fields are placed, they CAN NOT be moved.   ALL AIRFIELDS IN FRONT AND MIDDLE GRIDS MUST BE AS CLOSE TO HALF WAY BACK AS YOU CAN GET.  In the mission tree on the left, locate the next grid to have an airfield, and set it to working, the select move camera to object.  Repeat this for the 5  frontline airfields, the 3 middle grid airfields.  Make sure the grid you are putting the airfield in is "set to working". Set the Allied Group or German Group to working, depending on which side you are on.  Place 3 airfields in the rear grid as far back as you can.  These are your respawn fields. All other airfields are disabled 13 mins after the begin of mission.  Double check you have your 5 frontline airfields, your 3 middle grid airfields, and your 3 respawn airfields in the far rear grid.  Set the mission title to working,  right click on the airfield for your side (this is the airfield you copied at the very beginning of this step), and select move camera to object.  On the map, select the airfield, right click and delete it.

Making sure you are in landscape view for the map (ie, not 3d view) in the mission tree on the left, find the group you are working with, Allied or German, set the group to working, and expand the tree.  Locate the Command Behaviou mcu and left click on it and select move camera to object, then right click and select properties to bring up the properties window.  Click on the first blank spot under Find Objects.  In the Basic  MCU Properites window, sort the fields by name, and locate Allied Base or German Base Entitiy.  There should be 11 entries with Allied Base or German Base Entity in the list. The last 3 are the respawn fields, so make sure you do not include them.  Select the Base Entity that is at the top of the list.   In the Select MCU properties window click on the next blank space under find object, sort the fields by name, and locate the next Allied Base or German Base Entity, and select it.  Repeat this until there are 3 Allied or German Base entities left in the list.  Do not disable the 3 Rear grid airfields.  You should see the 8 Green object links you have just made going out from the Command Behaviour MCU to the the 8 Airfields that you placed.  Double check that none of the Airfields you have linked are any of your 3 rear respawn airfields.

On the mission tree on the left, find the Group for the side you are on, Allied Group, or German Group, and expand the tree.  Find the Allied or German Ground objects group.  Set it to working, and move camera to object. Locate the Train Station, select it, and copy it.  As we did with the airfields, locate the grid you are going to be putting it in, and set it to working.  Locate where you are putting the Train station, and select paste.  Repeat for one more train station in another grid.  To locate the RR lines, in the Mission Editor Toolbar at the top of ME, the third and fouth icons from the right are for locating RR lines and Roads.  If you click on the 4th icon, the one that has a road and a 1 on it, it will give you a red hashed grid over roads or RR lines.  You have to be zoomed in on the map to see this hash.  Once you have located some of the Red Hash marks on the section of map, click the Icon again to remove the Red hash marks so you can see if the item marked was a road or a RR line.  Keep in mind, if you want to use the RR car as one of your targets of importance, it has to be in one of the front line grids.  You should also have a Train Station in a Middle grid in case the Front line grid with the RR gets captured.

Find the Ground objects group in the mission tree, and set it to working and move camera to object. Locate the train station in the group that you copied, select it and delete it.
Locate the Factory on the map in the Ground objects group, select it and copy it.  Repeat the same proceedure for the Train Station. Be sure the grids you are placing 3 or 4  Factories are in are set to working.  When done with the all your  factories, set the ground objects group to working, and delete the factory in the group.

All the permanant objects for the mission are now in place.  Save the mission as GW Allied or German Template.  Will be using this template for each of the subsequent mission session, and this is the template that will be used when adding or subtracting grids.

Placing your assets.  Again, be sure you know pretty much where everything is going before you begin.  Double check that the number of assets you are placing is correct.  If this is the first mission, you have 30mg, 15AAA, and 3 balloons.. If this is a continued mission,  highly suggest a chart.  It should list assets you started with, assets you lost from the reports, assets you gained due to captured grids,, and assets you gained from reinforcements.

Set 1st group in the grid you want to edit as working, and delete elements not being used.  Highly suggest clicking on AAA to select and delete rather then using the mouse to drag a selection area around them.  There is one mcu very close to one of the AAA, and you have to be sure you dont delete that mcu.  When deleting gunners, select the 2 bunkers, gunner and truck, and delete selection.  When deleting aerostats, select all the elements around and connected to the ballon (this is the hard balloon logic), and delete selection.  Making sure you adhere to all the rule for asset location, move the assets to where they will be.  For each asset, you should select it, right click and under selcted object menu go to "look from this object".  Sometims trees in the mission do not look like trees when looking at the ME map.
Find the Trigger Counter in the elements group, and be sure to set it to the correct count for the number of elements in the grid (see table above)

SAVE AFTER EVERY MOVE!!!!!

 All required links for Groups in the grids are already set.

Convoys

Select the mission title and set it to working.  Select the group you are working with (allied group, german group) and set it to working. Find the Alied Convoy group Icon, or the German Convoy Group icon, and drag the group close to where you are going to be starting out your convoy. Set the convoy group to working.

Zoom in enough so that you can select all the trucks in the convoy.  You can select by holding down left mouse and dragging a selection box.  Drag selection to your origination point for the convoy.  This must be a paved road.  To align trucks on road, grap red corner of selection to roatate selection and align with road.

Convoys will travel on paved roads with an "on road" formation. Place the "convoy first waypoint" some on the road close to where the convoy is starting out.  Find the  "leave first grid" waypoint and place it on the road immediatly before the border of the first grid the convoy is travelling thru. Find the "enter 2nd grid" waypoint and place it on the road immedialty after the border of the 2nd grid the convoy is travelling thru.  Find the "convoy leaving 2nd grid" waypoint, and place it immediatly before the border of the second grid the convoy is passing thru.  Find the "Convoy final waypoint", and place it where the convoy will finish its route.  Important: While the "leave" and "enter" waypoints should be close, there should be at least 5 seconds travel time for the convoy between them.  

In the mission tree on the left, locate the 2nd grid the convoy travels to.  Expand that group, you do not have to set it to working.  Locate the Trigger Counter in the group, and click it to bring up properties window.  Click on the next blank spot under find targets, and sort the fields by name. Find the Allied or German Second Grid Counter, and select it.   

In the mission tree on the left, locate the 3rd (and final)  grid the convoy travells to.  Expand that group, you do not have to set it to working.  Locate the Trigger Counter in the group, and click it to bring up properties window.  Click on the next blank spot under find targets, and sort the fields by name. Find the Allied or German Third Grid Counter, and select it.   

Find the Retreat Waypoint, and place it on the road close to where the  convoy started out.  This is where the convoy will retreat to.

In the convoy group, on the map, find the Convoy failure damage mcu. click on it to select it.  As long as you dont use your left mouse while the cursor is in the map area, this proceedure will work. You can left click if you are in the mission tree, but you cant left click if the cursor is in the map area.  If you do, you will loose your selection.   In the mission tree on the left, find the  grid group where the convoy is ending up, and set it to working, then select move camera to object.   Making sure you dont hit left mouse,   Click SHIFT + O, and you should get a cursor with an O.  Click on an element in the grid.  When doing gunners, make sure you are zoomed in enough so you are object linking the gunners, and not the pillbox.  Find the next element, repeat the SHIFT+ O, and click on the element.  Do this for ALL the elements in that grid.

In the mission tree on the left, find the convoy group you are working with, and set it to working, then selcect move camera to object.

In the convoy group, find the Convoy sucess repair mcu.  Repeat the above proceedure for this mcu.  You want to OL this to ALL the assets in the final destination grid for the convoy.

RECONS

Before starting this edit, you should know  what grid your recons and patrols are taking off from. You should also have a patrol route determind for the alpha recon, and the bravo recon.   Recons take a while to get to altitude.  Should consider having them take off from a middle field so as to give them time to get up to 1000m before crossing the front, otherwise they may be too low, and too easy to spot.

Assuming you are working with allied group:

Set the Allied group to working.  In the mission tree on left, locate the Allied Recon Group,  right click and select move camera to object.  You should have an icon for Allied Recon Group.  Select the icon, and drag the group close to where the Recons and the Patrol flight will be taking off from.  Set the Allied Recon group to working.  Move Allied Recon  Alpha and Bravo to the airfield. Make sure they placed by the hangers on the far left (with the hangers behind you).  The players joining spawn on the far right, and this will avoid having players spawn on top of the recons.  Zoom in on Recons, and rotate planes to line up with where take off waypoint will be.  Drag take off waypoint, and first thru fouth waypoints to where you want your recons to patrol.  Place your Recon Land waypoints where you want your Recons to land at this base.  You may edit Priority and Height of waypoints.  Max altitude is 1300m.  Anything higher and they can not spot the Officer.

Locate the Allied AI Patrol wing and lead.  These will go well inside a Hanger on the take off field.  This will avoid having them shoot on the ground.  NOTE!  The French bases have 3 hangers on the far left.  These hangers can be opened from either side (front or back).  The middle hanger is opened from the back, so you should put your AI Patrol in the 1st and 3rd hangers from the left, and when finished, do a "look from this object" to make sure they are in a hanger with a front door open.

Drag the Lead Patrol plane to the front of the hanger, but not inside.  Zoom in, and rotate plane so it is lined up in such a manner that it will take off straight out of the hanger.  Now move the patrol lead well inside the hanger.  Right click on Lead, and select look from this object, to make sure it is centered inside, and well to the rear, so that it can not be spotted by the enemy.  Repeat for the Wing Patrol plane.  Place the AI Patrol Land waypoint where you want your plane to land at this Base.  

The Allied Patrol TOI waypoint will be set in the final edit.  It is not necessary to move it anywhere at this time.

Targets of importance (TOI)

For the side you are working in, find the ground objects group.  Set it to working, and move camera to object.  There are several objects that can be placed into the mission, and one of them will be designated as the TOI.  These objects are tents, a Crossley, a Merc22, and a Passenger Train car.  Note, that when selecting the Passanger Train car, you must select all the elements of the train along with it, and move them all together.  For the tents, select the tents icon, right click and select copy.  Find the first grid you are placing the tents in, and set it to working, and move camera to object.  Right click in the grid, and select paste.  Move the tent icon you just pasted in to where you want the tents to be.  With exception of the train, repeat this for all the other ground objects you are putting into the mission.  Remember that no 2 of these should be close to each other. If your TOI is spotted by the enemy recons, and the patrol makes it to the place where the TOI was spotted, it should be clear what target has been spotted.  If there are 2 ground objects close to each other, it may not be clear which of the 2 is the TOI. There should be at least one object that can be a TOI in each of your front line grids

To do the train, set the Ground Objects group to working, and move camera to object.  Select all the elements of the train, right click and select copy.  Find the grids that have train stations, set one of them to working, and then move camera to object.  Right click in the grid and paste the train in. All the cars in the train should still be selected, so move the train group to the train station, and grab the corner of the selected train group to orientate it on the tracks.

Repeat the above for one of the other Train Stations.

All of the above ground objects can be moved from one mission session to another.  They do not have to be placed in the same area for each session.

Determine which of the ground objects you placed is going to be your TOI.  In the mission tree on the left, locate the grid that has the TOI in it and set it to working, then move camera to object.  Click on the object that is going to be the TOI and select it, the right click and select properties.  Write down the x and z coordinates of the TOI Object.  Now go to advanced properties of the TOI object.  At the top of the advanced properties window, find the Linked Translator ID for the TOI, and write it down.  These numbers have to be passed on to the person doing the Final Edit for the mission.

In the Allied or German in the mission tree on the left, locate the Allied or German TOI Check Zone group, set it to working, and then select move camera to object. Locate the Allied or German TOI check zone. Drag it to the grid that has the TOI object.  Select properties of the TOI check zone, and edit the x and z coordintes to the coordinates you wrote down for the item that is going to be the TOI.  This should put the TOI check zone right on top of the TOI object.

In the mission tree on the left, select the mission title, which will bring up the mission properties window. In the description secion of the mission properties window, type in this

xxxxxx.xx    zzzzzz.zz   aaaa

where xxx is the x coordinate you wrote down,   zzz is the z coordinate you wrote down, and aaa is the Linked Translator ID you wrote down.

Each side is finished with thier individual edits.  All that has to be done is combine the two sides into the final mission.

Final Edits

These are the edits that are required to make the necessary links in the German Group to the report generator, edit the Patrol waypoints to the Check zone locations, and set the target ID's for the patrol command attacks.
New Grids

This is only for the mission builder who is going to be adjusting the mission template to reflect results of previous section.  
Alli
Set one side to working, and delete the group(s) In grids that have been lost.  Find the Translator Influence area for that grid, and change the nationality for that grid.  
If there is an airfield in the grid, make sure you set it to neutral, unless the other side has won 2 other adjacent grids, in which case, the have won the airfield too, in which case, you have to delete it, and add the airfield to the others group.  Detail instructions to follow.

Set the other side to working.  Repeat the above steps if necessary.

Example is for allied.

Set Allied group to working.   Find a Translator Influence area and copy it. Then past it where you have won a group. Edit the boundaris so that it fits into that area.  Rename the new Translator influence area with  a unique name, such as Translator Influence Area Xa, where X is the either the 2nd time the mission has been play, or the Third time its been played.  Also, put in a G or A for allied or German.  As these are in a different group, this makes it easier to set your Tl's

Find the Allied asset group, and put it into the group you are working on.  Immediatly right click, and select group objects .  Give the new group the same Name as the Influence area, such as Group 2A.
Now set that new group to working.
Find the Gunner and AAA destoryed triggers in the new group and tl to the approprate begin XXX destroyed mcu.  Find the Change assest to German mcu, and OL it to the Infulence area mcu for that grid

EOM Group.  

The EOM group is in the allied group.  The proper links for the Allied EOM reports are already in place, but the links to the German EOM reports must be set.  In the EOM group on the left hand side, locate the Trigger AAA Damaged Report.  In its properties, It should already have a link in it for Allied AAA EOM Report Trigger.  Click on a blank spot under find targets, sort the list by name field, and select the German AAA EOM Report Trigger.  Then in the EOM group, locate the Trigger Gunners Damaged Report.  In its properties, it should already have a link for Allied Gunners EOM Report Trigger.  CLick on a blank spot under find targets, sort by the name field, and select German Gunners EOM Report Trigger and select it.

notes: (these are just for me)

be sure final waypoint for convoys are tl to the convoy survived timer, which is linked to the deactivate for the convoy destroyed subtitles.

counter #5 (aaa and mg) has to be set to 2 in the template group
mission begin has to be added to disable airfields in the template  Both done in v8 and up

the german assets group has to be changed, its setting the assets to german if grid is won

Mcus  for begin aaa and gunner killed have to be renamed to either german or allied,  This in not done in the template!!!

2 hour timer for mission end is not in template..(why not??)

the deactivate damage mcus in the convoy have to be renamed german and allied decativate damage

put AOI under mission group?

edit height of recon and patrol waypoints and priority

add command attack to patrol

timer on Recon take off

BOM to check zone

make patrol waypoint high

should AI TOI waypoint be in other sides group?  would be easy to link, and would not involve coordinates.

Recons:  both sides give object number of TOI.  Both sides give x and z of thier checkzone.  AI patrol waypoint for german is edited with allied x and z of checkzone.  German AI command attack is edited to TL for object number of Allied TOI

Be sure AI is set to high.

edit recon takeoff y

Link to command attack should come from ai waypoint, and not checkzone

do all toi check zones have bom linked

dbl check the AI level for the assets in the Assets group.  some of them are still set to high.

convoy gets destoryed, then convoy counter sets the EOM report counter to 1. 

Need some names for the bases

what is not linked in both groups.

disable airfields 15 mins after start

damage reports for german 

German Convoy Final Waypoint has to be TL to G Convoy Success EOM Counter.

TOI link to report

Final waypoint has to be linked to  G convoy success eom counter

Patrol waypoint has to be linked to other sides check zone.

Patrols command attack has to be linked to other sides TOI object

edit 3-29 11:00