<https://community.battlefront.com/topic/115644-combat-mission-commander-campaign-tool/page/2/#comment-1542095>
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"Falke88: \n \nInteresting. \n \nI've been working on my own op-layer for a few months myself, coding the tool with Flash AS3, using external, PBEM'able XML files to \"save\" and \"load\" counter/hex data. Many 10's of thousands of lines of code written, some significant progress made. It's awesome to see that several other members have answered the call as well to develop their own Op-layers for a game that is just crying out for one.  \n \nOne main sticky point I've been trying to solve is how best to reduce the bookkeeping for the players/umpire. I.E.: After a battle, I don't want to force the player/umpire to go through a gargantuan spreadsheet for every single unit to adjust ammo, casualties, morale, etc. I want that \"Unit updating\" process to be quick and painless.  \n \nOne solution is as follows:  \nOn the CM AAR screen, there are the following categories:\"Men Ok\",\"Men Killed\",\"Men Wounded\",\"Men Missing\",\"Tanks Lost\",\"Arm Vehicles Lost\",\"Other Vehicles Lost\". You could develop a tool that would let the player assign these casualties him/herself to the involved units of his force. For example: \n \nAxis Counters \"Ax1,Ax2 &amp; Ax3\" attack into Hex 38, contained a stacked Soviet force of 2 units, \"Sov1 and Sov2\". The result is an Axis victory. The AAR screen for Axis casualties reads the following: \"..., 45 men killed, 32 men wounded,...\". This End Screen is sent to the umpire, who pre-loads a master \"Unit Updater\" tool with those totals, as well as pre-selecting those Axis units that were involved in the battle (Ax1,Ax2,Ax3). That XML is send to the Axis player.  \n \nThe Axis player opens the XML file with their \"Unit Updater\" tool. The player would then assign casualty points based on his best guess as to how the casualties were distributed amongst his committed units. For example: \n \n \n \nLet's say in the battle Axis 1 suffered most of the casualties, with Axis 2 &amp; 3 suffering lighter. The player need only click the little black KIA buttons next to the affect units. That will decrease the \"KIA remaining\" number by 1, while decreasing the \"Men Ok\" of what ever unit, let's say Ax1,1stPlt. So, maybe the player assigns 10 KIA &amp; 5 WIA to each of his platoons in Ax1; that would leave 15 KIA points remaining, and 17 WIA points remaining to be assigned to the other units. He then allocates 5 KIA &amp; 5 WIA points to each of the Ax3 platoons. That reduces the counters down to 0 KIA and 2 WIA remaining. The last 2 WIA are assigned to Ax2,1stPlt.  \n \nFinal updated units strengths: Ax1.1 = \"OK:15, KIA:10, WIA:5\"........ etc for others.  \n \nAn unknown here: Does an umpire then have to manually open up a \"Core Units\" file, and adjust each and every individual unit to reflect the changes? I'm trying to design that laborious necessity out... I'm leaning more towards quick battles rather than umpire-built game files with updated core-units files.. The system Im working on relies on percentages of unit types within counters, along with force ratios between sides to calculate the amount of points each player will be allowed to allocate to certain types of units... Reliant on players to spend points honestly, but quick battles have SO much less bookkeeping... Can give more details if interested.  \n \nMore on the \"Unit Updater Tool\": \nThe advantage of such a tool/interface is that all the player is doing is clicking buttons to assign casualties: much less painful that scrolling through spreadsheets. Of course, the disadvantage is that is relies on players to allocate casualties honestly, as near as possible to what he remembers from the battle. But it's a fair tradeoff in my mind.  \n \nWith this, you could also throw in a board wargame mechanic called \"soak-off\", where a player intentionally commits a unit of lower quality to an attack with the intention of allocating all endured casualties to that unit afterwards. That would be do-able here too, if desired by the players. In such a case, regardless of whatever casualties the elite PzGren Ax1 &amp; Ax2 units ACTUALLY took on the CM battle, the Axis player could allocate ALL the \"KIA &amp; WIA remaining\" points to his crummy Ax3 Green Garrison infantry. Would feel like assigning step-losses. Matter of preference for the players.   \n \nSome questions:  \nWhat coding environment are you using? \nHow will you be modelling supply? \nWill there be FOW? \nHex or \"Area\" game Map? \n \nPM me to continue conversation is desired.  \n \nMike. \n"
<https://community.battlefront.com/topic/115644-combat-mission-commander-campaign-tool/page/2/>