Sie sind auf Seite 1von 48

Army Builder® User Manual

Welcome to the Army Builder User Manual. Here we’ll expose you to the facets of Army Builder and get you familiar with its features, all in small,
easily digestible chunks. You will also find valuable help through Army Builder’s Help buttons. We strongly recommend you read the first section:
Critical Army Builder Details. It explains concepts that all users should understand.
The other sections do not have to be explored in order, however it is easiest to do so. The tutorial only uses the "Examples" game system that is
installed with the product. This game system uses common elements shared by a wide range of games.
With most web browsers, printing pages of this User Manual will result in standard black text on a white page, except for graphics (e.g. buttons). So
you can readily print all or part of the manual if you prefer.
The User Manual is also available in PDF format on the web. The PDF version requires Adobe Acrobat Reader to view. You can download the PDF
document by right-clicking on the link below and selecting "Save As..." from the menu presented.
http://www.armybuilder.com/docs/abmanual.pdf

To get started with the User Manual, simply click on the link below corresponding to the section you’d like to explore...

For New Users:

● Show Me the Tutorial (highly useful for V2.x veterans, too!)

Roster Construction Features:

● Critical Army Builder Details


● Choosing a Game System
● Creating a New Roster
● Main Roster Construction Window
● Roster Design Basics
● Filtering Units
● Sorting Units
● Changing the View
● Quick Button and Favorites Bar
● Roster Validation
● Info Windows
● Roster Output
● Locating Data Files

Reference:

● License Details
● Miscellaneous Features
● Menu Selections
● Keyboard Shortcuts
● Tools
● Credits

Army Builder is a registered trademark of Lone Wolf Development, Inc.


Copyright © 1997-2006 Lone Wolf Development, Inc.
Army Builder Tutorial
Learn the basics in just ten minutes!

Printer Friendly
Although this tutorial uses color, it should print in standard black-and-white from any standard web browser.

The First Steps


When you start Army Builder, you need to pick a game system. Click on the Example Game System and press Open. This loads the game’s data files.
Army Builder now compiles the data files and loads them. If this is the first time loading a new version of the data files, you will be presented with any
release notes for those files. Once you've read them, press OK.
Some game systems include important reminders about the how the data files work. If present, these will be displayed next. Once you've read them, press
OK.
Now you need to pick the type of roster to create. From the Select Army droplist, select Royal Legion. Then click on the Restricted To option to select
it. Lastly, click in the edit region next to the "Restricted To" option and enter 1000 into the region for the army size. We'll use the default Rule Sets
shown, so press Create.
In the upper half of the main window, you'll see a region labeled Available Units. This lists all of the units available for the selected army. All of the
primary stats are shown for each unit in the list. To the right are two Info Windows. The top one shows additional details for the currently selected unit.
The lower one shows a graphical composition summary of the roster we'll create in the lower half of the main window. Try single-clicking on a few units
and watch the contents of the upper info window change.
Below this region, you'll see a horizontal Splitter Bar (it looks like a thick blue line). Click on this bar and drag it up or down to resize the two main
grids on the form - drag it upwards to make the top part of the form smaller (and the bottom part larger), drag it downwards to do the opposite. In this
way you can optimize the layout of Army Builder depending on what you are doing - looking at units to add? Increase the size of the available units
region. Putting the finishing touches on your army? Increase the size of the roster.

Sorting Units
The units start out sorted by the Grp column. Let's sort them alphabetically. Click on the column header labeled Name and the units are automatically re-
sorted based on their name. Now click on the Cost column header and the units are sorted by cost. Clicking on the Cost column header a second time

reverses the sort order. You can sort the units using any column. More complex sorts can be accomplished via the Sort button .

Using Favorites
Now look at the bar in the upper right that looks like the image below.

This is the Favorites Bar, and it contains a bunch of pre-defined shortcuts we can use. The first five are shortcuts to filters (no italics) and the sixth is a
shortcut to a view (italics). Filters extract units that meet criteria we specify, and our shortcuts correspond to each of the various unit types. Click on the
C&C favorite and only the C&C units are shown. Click on the Elite favorite and only the Elite units are shown. To reset the units shown, click on the

button. You can use the adjacent button in the future to customize the Favorites Bar.

Filtering Units

Let's create our own filter, so click on the Filter button . Let's find all the units that are good in close combat, so click on Close Combat in the
Groups column on the left. All the corresponding stat values for our units appear on the right. Click on the values 5 and 6 to specify a high combat skill.
The form should now look like the image below.
Click OK and only the units with a Combat Value of 5 or 6 will be shown. Before continuing, reset the filter by clicking the button. When asked to
confirm the reset, click Yes.

Adjusting the View


Now let's play with the layout of the grid. Right-click in the Name column header and a menu appears. Select Set Column Width. Click the arrow
buttons to change the width of the column, then click Finished after experimenting.
You can change the order of columns, hide columns, and add new columns to customize the layout however you wish. This is accomplished with the

View button . You can experiment with Views later.

Adding Units to the Roster


Double-click on the Commander unit. The unit is added to the Roster grid in the lower half of the main window. To the right of the Roster grid, the
Options Panel now contains the various options for the unit. The display for the Commander unit within the Roster grid (below) looks a bit different
from how it looks in the Available Units grid.

The first obvious difference is the extra Command HQ entry above the Commander. This extra entry represents a Squad, which allows you to group
units together within the roster. This topic is not covered in the tutorial, but it is fully described in the User Manual.
Other differences include a column for the model count (#), the total unit Cost on the far right, and an Option Summary column. The Option Summary
column is currently empty, but it will soon have abbreviations in it for the options we select, providing a quick summary of what each unit has when
you're reviewing your roster.

The buttons above the Roster grid and to the right are pretty simple. The button shows you a text summary for the unit that includes the unit

description. The button deletes the current unit. The and buttons increment and decrement the model count for the unit. Since our
current unit is a lone model, these last two buttons are disabled.

Selecting Options
Look at the Options Panel to the right of the Roster grid. There are four categories of option shown down the left side. At the top is the total cost of a
single model in the unit. Our Commander is a lone model, so this isn't of much value at the moment, but this can be extremely valuable when equipping
units with multiple models in them. At the bottom is a Summary button that provides a recap of all the options available to the unit. Next to it
are two buttons for paging up and down when there are more options than will fit within the panel.

Click on the Summary button to take a peek at all the options available to this unit. When you're finished, click Close.
Along the left edge of the Options Panel, the Range category is initially selected, corresponding to Ranged Weapons. Our Commander comes pre-
equipped with an Assault Rifle and we can't change it, so there's nothing we can do here. We know the Assault Rifle is selected because of the next
to it. And we know it can't be changed because the option is greyed out, which means it's disabled.
Let's look at his Gear. Click on the Gear category along the left edge of the Options Panel. There are six options available. Click on the Heartbeat
Sensor to select it. A new item appears beneath the Commander unit in the Roster grid, including a brief summary of what the item does. Click on the
Heartbeat Sensor option again and it's deselected. The item also disappears.
Now select the AP Grenades option. In addition to the new item appearing beneath the Commander, a new option appears in the Options Panel. The
Remote Detonator is only available when the AP Grenades are selected, so they don't appear until the Grenades have been chosen. Select the Remote
Detonator to add it as well.
Click again on the AP Grenades to deselect them. The Remote Detonator turns red because it is no longer a valid option. This also causes the Gear
category to show red, as well as the unit name. Until we deselect the Detonator, the unit is invalid, so click the Remote Detonator to remove it. This
time, it disappears entirely, since it is no longer valid for selection.
Important! Army Builder won't delete an option that you've selected. The only exception to this is if the data file author designs the files to expressly
have Army Builder delete a particular option.
Switch over to our Commander's Close Combat weapons by clicking on the Close category. There are four weapons available, with one being selected
and the others disabled. Click on the Combat Knife to deselect it, and all of the options turn red, even though none are selected. This is because our
Commander must choose exactly one Close Combat weapon. Until one of the options is chosen, the unit is invalid. So click on the Ion Sword. The other
options become disabled, since exactly one option is allowed, and the unit is again valid.

Different Types of Options


Let's look at a completely different type of option. Within the Available Units grid, double-click on the Tactical Marines unit to add it to the roster.
The Range category is chosen by default, and we can see this unit has a wide variety of weapons available, but they all look different from previous
options we've seen. These are range-based options (not to be confused with our ranged weapons category). Range-based options have a selection count
that spans a range of values. In this particular case, the unit can select from zero to two of each ranged weapon.

To adjust range-based options, click on the and buttons. The current selection count appears between the buttons and the option name.
Our unit is limited to a maximum of two choices, so we can either choose two of one weapon or one each of two different weapons. As soon as we reach
the maximum limit, incrementing the options becomes disabled. However, we can always decrease the count of an option, allowing us to change our
selections. Give it a try.
There is one more important type of option to cover. To see it in action, click on the Commander unit again to select it. Then click on the Char
category. You will see two new styles of option.
The Add Pet option can be selected multiple times to add a new unit as a child. Click on the Add Pet option and a new Mechanical Squirrel is added as
a child unit. A new Mechanical Squirrel option also appears that corresponds to the new child unit. Click on the new Mechanical Squirrel option to
deselect it and the child goes away. Each click of the Add Pet option adds a new child and a corresponding option that can be used to remove the child.
When an option adds a new child, the option button always used is .
The Command Squad option is slightly different. Instead of adding the new unit as a child, it adds the unit as a new top-level unit. Click the Command
Squad option to give it a try. You are asked to confirm the addition, after which the new unit appears beneath the Commander unit, but NOT as a child.
The new unit is another independent, top-level unit, just like the Commander. When an option adds a new top-level unit, the option button always used is
(There are also options which adds new squads, indicated by , but none appear in this tutorial.)

Validation

Just above the and to the left of the Roster grid, you should see the Validation button . When this button is visible, it means that Army Builder
has spotted something wrong with your roster. Click on the Validation button. A Validation Report appears that outlines the issues Army Builder has
detected in your roster (below).

All issues are classified as either errors or warnings. Errors are denoted with a red bullet. Warnings are denoted with a yellow bullet. The messages
should provide you with guidance about the problems that were detected, helping to point you to the source of the problem so you can correct it.
At the very bottom of the main window, you'll see the Validation Summary bar (below).

You'll see a smaller version of the Validation button in the lower left corner, and the bar will contain notes about the errors found in the roster. The notes
will often be brief so that they will fit within the bar. However, glancing at the bar can be much more efficient that having to open the full Validation
Report. The report is always available if you need the full details to diagnose the errors.

Now Grab Data Files


Since you can now handle the basics, it's time to start experimenting with your favorite game. First, make sure that you have an active Internet
connection. Look at the menu bar across the top of the main window, then follow it all the way to the very right edge of the window. You'll see a menu
item there that should either be labeled "Check for Updates" or "NEW UPDATES", depending on how you configured the automatic check mechanism
when you first launched Army Builder.
In either case, click on the menu item. Army Builder contacts the Lone Wolf Development server and retrieves the list of all the latest data files that are
available. Then the Updates form is displayed, showing you the available game systems. The games are initially sorted with the most recent updates at
the top. You can click on the column header to sort by game name, if you like.
Click on the name of your favorite game and press Download. Army Builder will then retrieve the data files for that game system and download them
across the Internet. When download completes, click Yes to import the files automatically. The Import form is displayed, which provides useful
information about the data files. However, since this is your first data file download, just press the Start Import button. When the import is complete,
press Finished to close the Updates form.
The new game system will now be ready for use. Go to the File menu and select Switch Game System. The new game should appear in the list. Select
the game system, click Open, and you're off!

Have Fun!
This tutorial has only scratched the surface of what Army Builder can do, but now you know enough to plunge in.
If you need help, Army Builder has tool tips. Just hold your mouse over a portion of the screen, and a small note will pop up telling you what you can do
there. If you run into questions about the data files, there will usually be a FAQ for the data files available under the Help menu.
Be sure to read the documentation, too. It’s presented in small, easy chunks, and it can help you learn all the amazing things that Army Builder can do.
Critical Army Builder Details

There are a few very important concepts that are used throughout Army Builder and this User Manual. Please familiarize yourself with these
concepts before continuing.

Navigation
Army Builder is designed to work using a mouse for navigation. You can use your mouse for almost all tasks, except for entering text (notes, roster
names, etc.). In cases where the contents of a window are larger than will fit in the space provided, a scroll bar appears at the right-hand edge of the
screen. As with any Windows scroll bar, you can click on the gemstones at the top or bottom to move the window’s contents by one line, click inside
the bar to move the contents a page up or down, or you can click and drag the diamond-shaped handle to position the window’s contents as you
desire.
Army Builder also supports keyboard navigation in just about all contexts, working much like normal Windows programs. The <Tab> key moves
the keyboard focus through the various controls on the form, with the current focus indicated by a dotted outline. If a particular button is the default
action for a form, it will have a solid outline around it as an indicator when active. Pressing the <Enter> key will trigger the default action (when
available). The up and down arrow keys move you through the various components on each form.
Within the Available Units list, you can press a letter key to jump to the next unit in the list that starts with that letter.

Help Resources
"Tool tips" appear when you hold your mouse over virtually any area of the screen that you can interact with. These tool tips describe what the
object does and how you can use it. If something in Army Builder isn’t clear, just pause the mouse over it for a second or two and its tool tip will
appear. Once you’re used to Army Builder, you can turn off these tool tips under the "Settings" menu.

Detailed help information can also be found throughout Army Builder. Many dialogs have a "Help" button that displays
appropriate information. Please use these buttons, since the information provided answers most user questions and makes
learning Army Builder both faster and easier.

Game Systems and Data Files


Army Builder is a generic tool that can be used with virtually all tabletop miniatures game systems. The specifics of each game system are packaged
into a set of data files for use with Army Builder. All data files are separate from Army Builder to enable them to be developed and maintained
independently of the product. You will need to obtain the data files for each game system that you play. In general, data files can be obtained via the
Lone Wolf Development website and via the integrated Updates mechanism within the product.

Data files are developed and maintained by data file authors (or simply authors). Authors are normally volunteers who have no direct association
with Lone Wolf Development. As such, Lone Wolf Development has no control over the availability or accuracy of the data files for any game
system. The services provided within Army Builder are intended to facilitate communication between authors and users by making it easier for
authors to get their data files to users. However, there is no further association between authors and Lone Wolf Development.

What Are Updates?


The term updates is used generically to refer to a variety of different important components. The key thing that all updates have in common is that
they are separately downloadable components that work in conjunction with Army Builder.
Data files for game systems are the most common type of update. Product upgrades are also classified as updates. Additional update types include
roster collections (a bundled assortment of saved rosters) and skins (which customize the appearance of the user-interface).

Updates Mechanism
Thanks to a generous group of volunteers, data files have been created or are in development for a wide number of game systems. In order to make
access to these data files as easy as possible, Army Builder provides an integrated Updates mechanism. The Updates mechanism uses the internet to
contact a server where a master list of all available data files is maintained, along with where those data files can be found. Army Builder then
presents the list to you so you can select the games you play. When you select a game system, Army Builder retrieves the data files from where they
reside and then installs them properly for subsequent use within the product.
Complete details on accessing the Updates mechanism and using various updates can be found in the section entitled Locating Data Files.

Tags and Tag Groups


The concepts of "tags" and "tag groups" form the basis for much of Army Builder's power and flexibility. To start with, a tag is a piece of
information that defines an aspect of a unit: its cost, abilities, statistics, etc. All units have a number of tags, and those tags belong to assorted tag
groups. The set of tags and tag groups is defined by each game system. For example, every unit in any game has a specific cost. Each of those cost
(3, 5, 42, etc.) is a separate tag within the "cost" tag group. Similarly, each different unit type is a tag in the "type" tag group. Units can have any
number of tags assigned from any number of groups, as defined by each game system. Since the parameters of units vary widely from one game
system to the next, Army Builder uses the generic terms "tag" and "tag group".
You will most commonly see tag groups as column headers within Army Builder, and tags as individual entries within those columns. For example,
your roster might have a column labeled “Attack” (a tag group). Within that column, some units may have “3” or “4” listed as their attack value
(both of which are individual tags in the Attack Value tag group).

Right-Click Menus
Many areas within Army Builder make use of context-sensitive, right-click menus. Accessing one of these menus is as simple as clicking the right
mouse button, which then displays a menu of available options. Make sure to look for right-click menus, since they will make using Army Builder
both faster and easier in many situations.

Hot Zones
In a variety of places (including information from data files), the cursor will change to include a question mark ('?') as you move the mouse around
the window. When this occurs, it means that the icon or term the mouse is over is a hot zone. When the mouse is over a hot zone, left-clicking the
mouse will present additional reference information for that zone. In general, this feature is used to provide a more detailed description of whatever
material is within the hot zone.
For example, the name of a special ability might be designated as a hot zone with the reference text being a description of how that special ability
works. You can see this behavior in action within the Examples data files included with Army Builder. Every unit is assigned a composition group
that is displayed as an icon with a hot zone. Moving the mouse over the icon changes the cursor, and clicking on the icon displays a description of
what the icon means.

Demonstration Mode
When you initially install Army Builder, it will operate in Demo mode. While in Demo mode, you will be unable to save your rosters or otherwise
output them. You will also be limited to a maximum of three (3) top-level units or items in the roster. This should enable you to take Army Builder
for a "test drive" and get a good feel for what it can do.
Once you decide the time-savings offered by Army Builder is worth some of your hard-earned cash, you can purchase a license. This can be done by
visiting your local retailer or by purchasing online directly from Lone Wolf Development. You'll find a convenient link for this under the "License"
menu within Army Builder.

License Management and Activation


We've put together a complete section that outlines all the basics you'll need for managing licenses and activating them. Please refer to the section
entitled License Details.

Go Back to the Index


Choosing A Game System

When you launch Army Builder, the first thing you are presented with is the "Select Game System" form (shown below).

Selecting a Game
Before you can proceed, you must select the game system you want Army Builder to load.
The left side of the form lists the game systems currently available on your computer. To use a game system you have installed on your machine,
simply choose the game system by clicking on it and then pressing Open. Alternately, you can double-click on your chosen game.
Pressing "Exit" at this time closes Army Builder. If you reached this form by switching game systems after already loading a different game, the
"Exit" button will change to "Cancel" and clicking it will return you to your previous state.

Finding Data Files


When you first install Army Builder, you will only have the Example data files. You can obtain data files for other game systems if you have access
to the internet. Make sure you have a live internet connection and then click the "Locate File" button. This will initiate the Updates Mechanism that
will facilitate retrieval of data files for a wide range of games.

Importing Data Files


If you have already downloaded a set of data files, or if you don't have an internet connection on your computer and are transferring data files from
another computer, you can import data files into Army Builder. Click the "Import File" button. You will be prompted to select the Army Builder
import file to be loaded. All import files have a file extension of ".ab".
Once you navigate to the import file and select it, Army Builder will verify that the file is valid and then present you with the Import form.

Go Back to the Index


Creating A New Roster

After you select a game system, the first thing you'll be presented with is the "Create New Roster" form. This is where you tell Army Builder the
characteristics of the roster to create.

Army Selection
The topmost component of the form is a droplist where you must select the army you wish to use. Clicking on default army listed will drop down a
list of all the various armies you can choose from. Select the army you want by clicking on it and the list disappears, with your selection being used.

Roster Size
Below the selected army, you can choose whether to create a roster of unlimited or restricted size. Most games are played with an agreed-to roster
size, so you'll usually select the restricted size. When the restricted size is chosen, you can click in the region to the right and enter the exact roster
size to be used. This will always be an integer value (e.g. "1000").

Rule Set Selection


Every game system uses an assortment of rule sets to govern what can and cannot be included in the roster. Some games are simple and only have a
single set of rules, while others will have an extensive range to select from. Examples include multiple scenarios with different army composition
rules, controlling whether to include or exclude certain sets of units (e.g. special characters), or choosing to apply special limits to the army, such as
might be enforced for a specific tournament. Using the rule selection form, you can choose which combination of these restrictions to apply to your
roster.

Beneath the roster size is a button that looks like a clipboard with a checkmark on it. And beneath the button is a summary of all the rule sets
that have been selected for use with your roster. You can customize the selected rule sets by clicking on the button, which brings up a form similar to
the one shown below.

Rule sets are grouped into rule contexts. Every game always includes at least one rule context, and the list of rule contexts is displayed in the
column on the left. The currently selected rule context is highlighted and the rule sets it governs are shown on the right.
Each rule context takes one of two forms. It can be a "select one" context, in which only a single rule set can be selected at once, or it can be a
"select any" context, in which any number of rule sets can be selected. The heading of the column of rule sets indicates the nature of the rule context.
Clicking a rule set will toggle its selection state. Right-clicking a rule will pop up a description of that rule. When selected, a rule is marked with a
checkbox . If the current context is a "select one" context, any previously selected rule set will be automatically deselected.
In some cases, certain rule sets will be invalid in combination with other rule sets. When this happens, the invalid rule sets will be greyed out, as can
be seen in the form showed above. If a rule sets becomes invalid while it is selected, or if you selected a rule set that is greyed out, the invalid rule
set is shown in red to flag the problem.

Clicking the button below the list of rule sets displays a summary of all the rule sets for that context. If you don't know what a particular rule
set does, click here to find out.
Clicking the "Reset" button will reset all rule sets back to the initial defaults for the game system.

Loading a roster
When the "Create New Roster" form is displayed for the first time for a game system, it will also display a "Load" button. Clicking this button will
load a previously-saved roster.

Go Back to the Index


Main Window

The main roster construction window of Army Builder is where you build and analyze your roster. This chapter provides an overview of the various
components of the main window.

Upper vs. Lower Halves


The main window is divided into an upper and lower half. The upper half provides assorted resources you'll use when designing your roster. The lower
half is where you'll actually construct the roster. Each of these halves is described separately below. Between the two halves is a splitter:

Click and drag on the splitter (the long horizontal bar in the center of the form) up and down to change the sizes of the upper and lower halves of the
screen. Moving it up will reduce the size of the upper half - moving it down will reduce the size of the lower half. This enables you to use more space
for your current task, whether it's choosing units from the available list or editing your roster. Clicking on the borders between the columns and
dragging them left or right lets you resize the columns to your satisfaction.

Upper Half - Resources


In the top left region of the main window is a place where you can enter the name of your roster. The name will be included atop roster printouts and
will be used as the default when saving your roster.
The most prominent component of the upper half of the main window is the Available Units grid (below). This is where all of the units will be listed
that you can add to your roster.

Grouped tightly above the Available Units grid are two sets of buttons. On the left are three buttons that control the contents of the grid. On the right are
two additional buttons. Each of these buttons is summarized below.

The filter button brings up the Filter form, allowing you to display only those units that meet specific criteria that you
specify.
The sort button brings up the Sort form, where you can customize the order in which units are shown.

The view button brings up the View form, allowing you to customize the layout of the Available Units grid.

The rules button brings up the Rule Set form, where you can configure the rules governing your roster.

The allies button displays a list of available army lists from which you can add allies to your roster. Selecting an ally
changes the Available Units grid to show only the valid units from that ally. To change back to adding units from
your primary army list, bring up the ally list again and select the primary army (indicated with a flag icon).

To the right of the Available Units grid are the two Info Windows (below). These windows provide assorted tools to help in the design of your roster.
Follow the link to learn more about Info Windows.
Above the Info Windows region is a button that allows the creation of "floating" info windows. Complete details will be found in the chapter
covering Info Windows.

Across the top and to the right of the roster name region, there are two buttons and a region containing zero or more clickable options
(below). These controls provide quick access to filters and views that you'll use frequently. Full details can be found in the chapter on the Quick Button
and Favorites Bar.

Lower Half - The Roster


The lower half of the main window is where you'll do the actual design of your roster. This is where units will be added to your roster, equipment
allocated, spells selected, points tallied, etc.
The most prominent component of the lower half of the main window is the Roster grid (below). This grid contains all of the units that have been
added to your roster. Just like in the available units grid, clicking on the borders between the columns and dragging them left or right lets you resize the
columns to your satisfaction.

Centered above the Roster grid is a reminder about what type of roster you're creating and the total cost of the roster thus far. Flanking this information
are two sets of buttons, with two buttons on the left and another four on the right. Each of these buttons is summarized below.

The view button brings up the View form, allowing you to customize the layout of the Roster grid.
The validation warning button indicates that one or more issues were found with your roster that likely need
correction. Follow the link to learn more about Roster Validation.

This button displays rendered information for the currently selected unit or item.

This button deletes the currently selected unit, item, or squad.

This button increments the selection count for the currently selected unit or item.

This button decrements the selection count for the currently selected unit or item.

To the left of the "Name" column in the first row of the roster grid is a circular icon.

Clicking this icon changes the state of squads in the roster - in other words, whether the extra squad line is displayed
for each squad, showing the squad name, total squad model count and points cost. Clicking stops the extra squad
row from being displayed. Clicking restores it.

Several icons are also displayed beside each squad in the roster.

This indicates which units and items are part of the squad. Right-clicking lets you perform operations on the whole
squad, such as moving it within the roster or deleting it. You can also click and drag this to move it around.

This button appears beside units or items with children. Clicking on it will hide the child units or items, meaning they
are not displayed in the roster. (They still appear as normal in output.)
This button appears beside units or items with hidden children (hidden by pressing the button, above). Clicking it
restores the children to their normal non-hidden state.

To the right of the Roster grid is the Options Panel (see right). The Options Panel is where the selection of all
items, equipment, and special abilities will be performed for the units in your roster.
Options are divided into "categories" for easy management. The various categories for which options are
available for the current unit/item are shown down the left side of the Options Panel. The options themselves
are shown to the right of the categories.
At the bottom of the options list are three buttons. The buttons showing up and down arrows allow you to page
up and down through the list of options when there are more than will fit in the visible region. The
button displays a summary of the available options for the current unit/item, with options in the selected
category displayed first.
Full details can be found in the chapter on Roster Design Basics.

At the very bottom of the main window, the Validation Summary bar will be found (below). If there are validation issues, a small red diamond
appears, followed by a summary of all the validation warnings. This provides you with a quick reference to what problems may exist within your roster.
Full details on validation will be found in the chapter on Roster Validation.
Go Back to the Index
How Do I Build a Roster?
How Do I Change Games?
Roster Design Basics

This chapter delves into the process of creating a new roster. After a few minutes of seeing Army Builder in action, you'll wonder how you ever
managed to get along without it! For a walk-through of creating a roster, please refer to the Tutorial.

Obviously, the first step in building a roster is creating it. Once you have loaded the game system you want, you are presented with the Create New
Roster form. This chapter picks up after the roster is created and you're ready to start adding units to it.

Important! Readers are assumed to be familiar with the overall layout of the Army Builder main screen, as well as the critical concepts presented
earlier. Please make sure you are familiar with this material before proceeding.

Roster Hierarchy
Army Builder manages the roster in a hierarchy. Units can have child units, such as ridden horses, and they can have child items, such as specialized
equipment. In some cases, units will have children, and those children will themselves have children. The use of a hierarchy keeps everything
organized.
In order to present the roster in a familiar way, Army Builder uses a tree-view for displaying the contents of the roster. The tree-view looks and
works very similarly to the way Windows Explorer works (see below).

Just like Windows Explorer, each unit or item in the tree can be collapsed or expanded by single-clicking on the tree node icons or double-
clicking on the unit name. This provides you with complete control over what information is or isn't displayed at any point in time.
The Roster grid has a few more key differences in its columns when compared to the Available Units grid. First, there is a new "#" column in the
grid, which shows the total number of models for each unit (or item count for items). Second, the "Cost" column is now shown at the far right. Child
units/items have their cost shown in brackets (e.g. "[40]") to indicate that the cost is rolled up into the cost of the parent unit/item. Lastly, there is the
new "Option Summary" column. This column will contain short abbreviations corresponding to the options that have been selected for the unit. The
abbreviations are unique to each game system, but their purpose is to provide a quick idea of which units have which options when glancing at the
overall roster. The "Option Summary" column can be moved or hidden if you prefer, while the other new columns cannot.

The Concept of Squads


There is one important aspect of the roster that was not addressed in the previous section. If you look closely at the roster contents, you'll see that
there is an extra level above all of the units and some units have been grouped together beneath this level. Army Builder provides the built-in
concept of Squads, and these extra "container" entries represent each squad in the roster.
Squads allow you to combine independent units into explicit groupings that can be managed as single entity and validated as a single entity. It also
provides significantly flexibility when designing your roster. For example, a unit of Tactical Marines, their sergeant, their transport vehicle and
another character might be grouped together into one Squad. Each of these units is independent, so it can be easily moved to a different squad (or
converted to an independent squad). For example, if you add a transport vehicle to one squad, customize its options, and then decide it would work
better in another squad, you can simply move the vehicle from one squad to the other. Similarly, if you want to include your army commander with a
specific unit, you can add them both to the same squad and have them grouped together on your roster.
Each squad is represented by a squad entry within the roster. All of the units within the squad appear as children of the squad. For each squad entry,
three pieces of information are displayed: the squad name, the total count of all models in the squad (the number beside the icon), and the total
cost of the squad.
Just like units, each squad can be expanded and collapsed to show and hide just the information you want at any point in time. Squads are also
denoted by the presence of the squad handle to their left.
Important! Selecting the Squad entry (i.e. the first row of a squad) and trying to delete it will delete the entire squad. You'll be warned first, but if
you proceed with the deletion, the squad and all units within it will be deleted. Be careful not to accidentally delete squads that contain units you
want to keep!
Important! Not all game systems make use of Army Builder's squad functionality. When you add a unit to the roster in these game systems, you
will only see the unit and no containing squad entry will be present. You won't be able to combine units together, but you can still drag-and-drop
units around the roster so sequence them as you wish (see below). You can toggle this state by clicking the and icons at the top of the roster
grid.

Adding Units to the Roster


Adding a unit to the roster is as simple as double-clicking on the unit within the Available Units list. Any unit you double-click on within the
Available Units list is immediately appended at the end of the roster. The added unit will look something like below and it automatically selected.

This particular Assault Marines unit includes a child Sergeant unit that is automatically attached. The Sergeant unit is indented beneath its parent and
its cost is placed in "[]" to indicate that the cost is included in the total above it.

Drag-and-Drop
Staying consistent with the Windows Explorer interface style, you can use drag-and-drop to move components around within the roster. Only
independent components can be manipulated with drag-and-drop, so you cannot move a child unit from one unit to another.
To engage drag-and-drop, click on a unit in the roster and hold the mouse button down. Once you begin to move the mouse, the cursor changes to
indicate that you are now dragging the unit somewhere. When the mouse is over a valid location to put the unit, the cursor indicates it, and when the
mouse is over an invalid location, the cursor changes to a barred circle to show that you may not drop the unit there. When you release the mouse
button, the unit being dragged is moved to the new location.
Drag-and-drop can be used to re-sequence squads, units and items in the roster. To move a squad, click on the squad (or on the squad handle to the
left of the squad) and drag it elsewhere. Upon release, it will be positioned above to the squad under the mouse (the "target" squad). To re-sequence
units or items within a squad, click on the unit to move and drag it within the squad. Upon release, it will be positioned above the target unit.
Holding down the "Shift" key while dragging and dropping units or squads changes this behaviour - instead of being inserted above the target, the
unit or squad will be inserted after the target. (You must hold "Shift" down as you drop the unit, item or squad for this to work.)
Drag-and-drop also allows you to move a top-level unit from one squad into another. You can combine two separate top-level units into a single
squad by dragging one of the units into the other and releasing. If you do this with the last unit in a squad, the now-empty squad is automatically
deleted. You can also drag a unit out of a squad, making it a new independent unit in its own squad (the new squad is automatically created). To
accomplish this, drag the unit past the end of the roster.
You can drop units and items into existing squads, or as new squads. The cursor will change to indicate where the current selection will be dropped.
Moving the cursor between two squads will make it change to include a pair of left-pointing chevrons. This indicates that when you drop your
selection (i.e., when you release the mouse button), it will be inserted into the roster in a new squad. Moving the cursor within a squad will change it
to a pair of right-pointing chevrons. This indicates that when dropped, the unit or item will be inserted at that point within the squad.
You can also add a unit to the roster by dragging it from the Available Units grid over the Roster grid. Click on the unit you want to add in the
Available Units grid and drag it down over empty space in the Roster grid. The unit will be added to the roster as a new squad. Alternately, you can
drag the unit over an existing squad to have it added directly to that squad. (To find out what will happen when you drop a unit, simply look at the
cursor - the same rules in the paragraph above apply here.)
When dragging and dropping a unit, item or squad into the roster, moving the mouse just above the roster grid (below the splitter) will scroll the
roster upwards. Moving it just below the roster grid (between the roster and the bottom of the window) will scroll it downwards. Once the very top
or bottom of the roster is visible, the cursor changes to a "Insert in new squad" icon - dropping the entity there will insert it at the beginning (if the
cursor is above the roster) or end (if the cursor is below the roster) of the roster, in a new squad if appropriate.

Adjusting Units
Basic adjustments to the units and items in your roster are accomplished via the buttons above the Roster grid and to the right. These buttons always

apply to the currently selected unit/item. Deleting the unit is achieved by clicking the button. You can view rendered information for the unit

with the button.

The and buttons allow you to adjust the quantity upwards or downwards by one adjustment increment. Most units/items have an
adjustment increment of one, but sometimes the increment may be larger. You can also force the adjustment to occur in multiples by holding down
either the <shift> or <ctrl> buttons when clicking. The <shift> key uses a multiple of five (5) and the <ctrl> key uses a multiple of ten (10). This
makes it quick and easy to add a unit of 40 goblins.
In addition to the buttons, you can use the '+' and '–' keys on the keyboard to adjust the count of the selected unit/item.
For manually grouping and ordering your units and squads, drag-and-drop will likely be the easiest technique. However, you can also use the
appropriate options on the "Unit" menu and in the right-click menu that appears for units in the Roster grid. Menu options are provided to move the
unit upwards, downwards, to the top of the roster, and to the bottom of the roster.
Other adjustments to units are performed via the selection of options via the Options Panel.

Options Panel
When a unit or item is selected in the roster, the Options Panel will be filled with all of the various options that can be selected for the unit/item, as
well as all of the option categories that apply to the unit/item.
Options are divided into "categories" for easy management. The various categories for which options are available for the unit/item are shown down
the left side of the Options Panel. If the unit/item does not have any options from a particular category, the category is not listed. The categories
behave like "tabs", so clicking on one of them will display the list of available options within that category.
Shown below is an example of all the different types of options that you'll encounter within Army Builder. Beneath it is a brief summary of these
different option types.

● For most game systems, the majority of options you will encounter are simple toggle options. These options are either selected or not, so a
checkbox is used to represent them. Examples of simple toggle options can be seen in the "Unselected Option" and "Selected Option"
above.
● Another common option type is the range-based option, or simply range option. Range options allow you to select from a range of values,
with a minimum and maximum. Next to the option are both '+' and '–' buttons, allowing you to adjust the selection count. The current
count is shown between the buttons and the option name. An example of the range option can be seen as the "Range Option" above.
● Some game systems will allow you to add multiple child units/items via an option. These options are term new child options. When the
new child is added, it will appear as a normal toggle option that is selected. Deselecting the new toggle option will cause the option and the
child to disappear. This option type will sometimes add a new child unit/item automatically, and other times it will display a form with a
list of units/items to choose from.
You can sort this list of units by clicking on the 'Name' or 'Cost' columns - the column edges can be dragged to resize them, and a splitter
between the grid and the info details can be dragged to change their relative sizes (just like the splitter on the main form).
To identify their special behavior, these options have a unique button next to them. An example is shown above as the "Create New
Child" option.
● Once in awhile, you will be given the ability to add a new top-level unit via a detached option. A detached option works just like a "new
child" option, except that the new unit/item is added as a top-level unit/item instead of as a child. These options have their own distinct
buttons. The button indicates that when pressed, it adds a unit or item in a new squad to the roster. The button is similar, but
adds a new unit or item to the current squad. Examples of these can be seen above in the "Add Detached Unit" and "Add New Squad"
options.

All the different option types described above can be disabled to indicate that the option is not selectable under the current conditions. Examples of
each option type in its disabled state are shown above. When disabled, clicking on an option will have no effect.
In various situations, an option will become invalid. When invalid, an option will turn red to indicate there is a problem. This can occur with both
selected and unselected options. Selected options can become invalid if the conditions change so that the option is no longer valid. This can also
occur if too many of a limited group of options are selected. Deselected options can become invalid if conditions require that the option, or an option
from a required group, be selected.
In general, Army Builder will NOT automatically deselect options that you have expressly selected. This is controllable by the data file author, so it
is not an absolute rule, but this is the normal behavior. The reason for this behavior is to ensure that Army Builder doesn't delete something you
added without your explicit permission.
There is one special case that can arise due to Army Builder not deleting things automatically. If there is a range option that has a non-zero minimum
value, Army Builder won't delete the option automatically and it is not technically possible for you to delete the option by decrementing it (since the
option will never go to zero). When this happens, Army Builder detects it and adds an extra kill button between the normal buttons and the
selection value. Clicking this button will discard the option.

More on Options
For each option shown in the Options Panel, the cost will be shown to the right of the option name. [Note: You can turn off the display of option
costs via the "Settings" menu.] The cost shown represents Army Builder's "best guess" for the cost. If the cost is fixed for the option, then the cost
shown will be accurate. However, if the option attaches a child unit or item, the cost shown will be the base cost for the child. Similarly, if the cost is
dynamically calculated based on other characteristics of the unit, the cost shown may not always be accurate, since the final cost can't be know until
all those conditions are taken into account.
To find out more about a particular option, you can right-click on it. When you do, additional details are shown for the option. If the option cost is
applied for each model in the unit, then two cost values will be shown. The first will be the cost for each model, with the net cost shown in
parentheses next to it. In cases where the option brings up a list of child units/items to select from, there is no way to know the cost, since it will vary
based on the selected child. In this situation, the cost is shown simply as "?".
Beneath the name and cost information will be complete description text for the option. If no description has been provided, that fact will be
specified. And in cases where the option presents a selection list, no description can be know, since it will vary based on the selected child.
When there are lots of options for a unit, figuring out what each one does would be tedious if you had to go through them one at a time. So Army
Builder provides you with a complete summary of all options with a single click. When you click on the button, a list of all available
options is presented, including cost and description for each. The options are grouped by category, with the currently selected category being shown
first.
Whenever one or more options are invalid within a given option category, the category is shown in red within the Options Panel. In addition, if one
or more options are invalid within a unit/item, the unit/item name is shown in red within the roster to flag the problem. This provides direct feedback
on which units/items in your roster need attention.

Selecting Options
When options are selected and deselected, their state will visually change and their effects will be reflected within the stat line and cost of the unit/
item. However, options can have effects that ripple beyond just that one option. Quite often, the selection of an option will add a new child unit/item,
with the new child appearing in the roster and being subsequently customizable. And it's not uncommon to have the cascading effects between
options, where the selection of one option adds new options and/or disables (sometimes deletes) existing options. The goal with these behaviors is to
accurately reflect the army construction rules set forth for the current game system.
Once in awhile, the effects of an option will extend beyond the unit/item to which the option is attached. Sometimes, an option will influence its
parent unit, sibling units, or child units. When this occurs, Army Builder will properly reflect those changes in the other units.
Although rare, it's also possible for an option to impact entirely independent units within the roster. An example might be the selection of a special
magic item that boosts the magic resistance of all units in the army by one. When options with global impact like this are selected/deselected, Army
Builder will trigger an update of the entire roster to properly reflect the necessary effects, which might include options on other units in the roster
transitioning between valid and invalid states.

Composition Breakdown Report


For most game systems, a key component of designing an effective roster involves monitoring the overall composition of the force. To support this,
Army Builder provides a detailed Composition Breakdown Report (below). The report can be accessed via the "View" menu, or it can be shown by
double-clicking within an Info Window containing a Composition Summary.

The Composition Breakdown Report contains exact information regarding each of the basic composition categories for the game system. The list of
composition categories is listed in the leftmost column, with the actual quantity used and the minimum/maximum for each in the remaining columns.
Any composition category that is outside of the established limits is highlighted in red to indicate it is currently invalid.

Making Sure Your Roster Is Legal


As you design your roster, you'll want to make sure that it's legal for play. Keep an eye on the Validation Summary bar across the bottom of the main

window. You'll see a convenient summary of any problems that exists within your roster. If you need additional details, click on the button
above the Roster grid to obtain a complete Validation Report. Another important indicator for problems is if any units or items in the roster are
shown in red. If they are, then it means something is wrong with that specific unit/item, so click on the unit/item and take a closer look.

Go Back to the Index


Filtering Units

The Filter button brings up the Filter form (shown below). This form allows you to limit the units displayed, showing only those units that fit
your chosen criteria. If you want to see only infantry, cavalry, and/or vehicle units, or only those units illustrated with a certain strength, this is the
tool you’ll use.

Filtering by Tags
Filtering the set of units shown in the Available Units list is accomplished by selecting the group of tags that the units must have and/or not have.
The top portion of the Filter form lists the game’s tag groups in the Groups window on the left and the corresponding tags on the right. If you click
on a tag group, like “Attack Value”, Army Builder lists the tags for that group in the Required Tags window on the right. For example, if you click
on the "Unit Type" group after loading the Examples data files, you’ll see Infantry, Cavalry, Vehicle, etc. Each tag group has a set of tags unique to
that game system, so the list of tag groups will vary for each game, as will the list of tags for each tag group.
You utilize these regions to select tags for the filter. You can click on various tag groups, and choose those tags you wish to include in your filtered
list. As you click on each tag, a checkmark appears to show that the tag has been included in the filter. When one or more tags within a tag group
have been selected, a small dot appears to the left of the tag group name to remind you that you’ve made a filtering choice in that group.
Note also that a summary of your filter choices is shown in the region at the bottom of the Filter form. You can click on the triangular control button
to close or reopen this region.
Example: You’ve got an idea for an elite infantry army. Click on the Unit Type tag group, and check the boxes for Infantry, Character and
Independent Character. Then click on the Leadership tag group and check the boxes for 8, 9 and 10. Press the "OK" button at the bottom of the
dialog, and you’ll see all of the units of the specified Unit Types with a Leadership of 8 or more.
The Select All button selects all of the tags listed for the current tag group. Likewise, the Select None button clears all of the tags listed for the
current tag group.
The Reset button clears all selections for all tag groups, so that you can start from scratch.
Filtering by Text
The text box in the center of the Filter form labeled Text Required Within Unit is a powerful tool. It allows you to filter your units using custom
text. You can search for this text within the unit name or the description text (i.e., game or rule text). For example, you could choose to select all
units that mention “Goblin” in their title text. (By the way, the filter mechanism is NOT case-sensitive.)
Example: Let’s see what "Marine" units are available. Click the filter button to bring up the form, then click "Reset" to clear the fields. First, let’s
filter for the unit type Infantry. Then, in the text box for the search text, type the word "marine" and check the box next to "Unit Name" on the right.
This tells Army Builder to find Infantry units that contain the word "Marine" within the unit name. Click "OK", and Army Builder will display all
the available units.
If you want to only find matches of the search text that are whole words, simply check the appropriate box. When checked, searching for the text
"orc" will match a unit named "Orc Veteran" but it will not match the unit named "Torch Scout Vehicle", since the search text is not a whole word in
the latter unit.

Advanced Filtering
When multiple choices are made within a given tag group, Army Builder treats these with an inclusive “or” clause by default. That is, if you select
the unit types Infantry and Cavalry, Army Builder shows you those units that are either infantry or cavalry (or both), not just those units that are both
infantry AND cavalry.
Choices made from different tag groups are treated with an exclusive “and” clause. Thus, if you choose Infantry from the Unit Type tag group and
Infiltration from the Special Abilities tag group, you will see infantry that can infiltrate only. You will not see all units that are either infantry or are
infiltrators.
The text search area is treated as a separate tag group, thus if you check “unit name” and “description text”, it looks for your text in either place.
Just to the right of the label “Required Tags” is a downward-pointing control button. You can click on this to toggle between three different
behaviors for filtering units, as outlined below. Each tag group can be individually set to require or exclude its tags.
Require Any Selected Tags – This is the default behavior and identifies units that contain any of the tags for a given tag group. When this mode
is selected, a normal checkmark is shown next to each tag. In addition, the label at the top has the word (Any) as a reminder.
Require All Selected Tags – This mode identifies units that contain every one of the tags specified for a given tag group. When this mode is
selected, a plus symbol is shown next to each tag and the label at the top has the word (All).
Exclude All Selected Tags – This mode identifies units that LACK all of the tags specified for a given tag group. When this mode is selected, an
exclusion symbol is shown next to each tag and the label at the top changes to Excluded Tags.

"Promoting" Tag Groups


If you find yourself filtering on a tag group a lot, you can "promote" it so that it appears at the top of the list. Right-click on the group name and click
the 'Promote To Top Of List' menu item; the group will be moved to the top of the list, and appear italicized to indicate that it has been promoted.
You can return it to normal in the same fashion. If you promote multiple groups, they appear in alphabetical order before the rest.

Named Filters
Many users will find themselves re-using the same filters repeatedly, and it can become tedious to manually specify the same filter again and again.
If you plan to use a filter often, you can save it with a name by clicking the Save Filter button. You can restore that filter instantly by selecting it
from the droplist on the right. If you use a filter name that has already been used, it will overwrite the old filter with the new one. To delete a named
filter, select that filter and then click on the Delete Filter button. You'll be asked to confirm the action before a filter is deleted.
Named filters can also be defined by the data file author. A predefined filter appears in italics, and cannot be deleted or overwritten. To load it,
simply select it like any other filter.

Setting the Default Filter


You can set the default filter by designing a filter and then clicking the Set Default button. The default filter will be restored whenever you click the
Reset button from that point forward. This can be helpful when you want to re-use the same basic set of criteria repeatedly, with varying adjustments
to the basic criteria. To reset the defaults to no criteria, simply clear all the active criteria and set that as the new default.

The Active Filter

When a filter is active, the filter button on the main form changes to look like this . Right-click on the button to see the details of the currently
active filter.
Quickly Resetting the Filter

If you have an active filter and want to clear it, you can instantly reset the active filter by clicking on the filter reset button on the main form.
This has the same effect as opening the filter form and clicking the "Reset" button.

Go Back to the Index


Sorting Units

Army Builder’s sorting mechanism lets you choose how to arrange the units in the Available Units grid.

Quick and Easy Sorting


In the Available Units grid, you can perform a simple sort by clicking on the the column header (the tag group name). This arranges the units shown
based on the tags (name, value, etc.) within that tag group. The order of units with the exact same tags remains unchanged. Clicking on the column
header again reverse-sorts the list.
For example, clicking on the Unit Name column header sorts the visible list alphabetically, regardless of the unit type, stats, etc. Clicking on the
column header again sorts the units from Z to A.

Advanced Sorting

The Sort button provides detailed control over the sort ordering by opening a dedicated Sort form. The main portion of this form is the Sort
Sequence list. This list contains all of the tag groups for all units in the game. When you open this window, the contents reflect your most recent
choice(s) for sorting.
Within the Sort form, you can click on a tag group to adjust its priority and sort order. Clicking on the box to the left of the name changes the sort
order from ascending (A-Z, 0-9) to descending (Z-A, 9-0) and back again. Clicking on the up and down arrow buttons to the right of the list changes
the priority of the selected tag group relative to the others. The tag group at the top of the list is sorted first, then the second tag group is sorted
within identical tags of the first tag group, etc. For example, if your Sort Sequence has Unit Type (A-Z) at the top, followed by Name (A-Z) and Cost
(Z-A), then Army Builder sorts the units first by unit type, then by name within each given type, then lists the units of the same name from most
expensive to least expensive.
In some cases, the sequence of tags for a tag group will not sort alphabetically. When this occurs, it is because the data file author specified a custom
sort sequence for the tags, and Army Builder is using that sequence.
Note that Army Builder only uses the first six fields for sorting. By that time, you should be down to individual units, anyway.
Finally, if you wish to restore the sort order to the defaults provided by Army Builder, just press the Reset button.

Go Back to the Index


Changing the View

Army Builder utilizes Views to control what information is displayed and in what order within all the various unit grids. These include the two grids
visible to the user (Available Units and Roster, as well as the grids used for outputting rosters to the printer or HTML files. Each grid has a separate
View associated with it.

Basics
Views govern three primary aspects of each grid, plus one secondary aspect, as outlined below.
Visibility – Whether a given tag group does or does not appear as a column within the grid
Sequence – Views specify the order in which each tag group appears in columns of the grid, from left to right
Width – The width of each column is controlled as part of the View
Shown as Info – In addition to showing unit information within the grids, data can be shown within text-based regions in Army Builder. For
example, the info windows on the main screen can be configured to show unit details. These details consist of all tag groups designated to be "shown
as info". Some tag groups will be shown only within grid columns, some only as info, and some in both places (some will also be completely
hidden). Description text is also appended to the unit info.

Accessing the View

For the main unit grids that the user interacts with, clicking the associated View button will bring up the View form that allows control over the
contents of that grid. Note that each grid has a separate View button, so be sure to click the View button associated with the specific grid you want to
modify.
Modifying the View for output grids is typically accomplished through a Configure button within the form that allows you to customize what
information to include in the output. The Configure button is usually enabled or disabled via a checkbox on the form. For more details, see the
documentation on those forms or click the Help button on those forms.
When you bring up the View form, you'll see a sample view of what the layout will look like at the top of the form, a grid labeled Sequence and
Visibility on the left, and an assortment of buttons on the right. Customization of the View is performed in the area labeled "Sequence and
Visibility". Here you'll adjust the details of each tag group separately, including the unit name, cost (in the available view only) and count (in the
roster view only). In the Roster view, the cost is always appended as the last column in the grid. If not enough space is available (for example, if

you've resized the Army Builder window or specified too many tag groups in columns), an arrow will appear to indicate that there are
truncated columns present. To fix this, shrink or remove some columns, or just increase the width of the Army Builder window.
One thing you'll note is that unit description text is conspicuously absent from the list. This is because unit text is generally too lengthy for inclusion
in the columns. Depending on which View you are modifying, unit text will be controlled in different ways. For example, on the main screen, you
can display unit text in an Info Window at the bottom. You can also display unit text using the "Show Unit Text" options in the View menu.

If you modify a View and decide you don't like the results of your changes, you can press the Reset button on the right to revert a View to the
defaults for the game system.

Controlling Sequence and Visibility


Within the View form, you can select a column name (i.e. tag group) to adjust by clicking on its name. When selected, the column name is
highlighted.
The visibility of each tag group is set by checking a box in one of the three columns to the right of the tag group. When the Column box is checked,
that tag group is visible as a column in the window, and you can adjust its width. If the Info box is checked, that tag group’s data is shown as
information within Info Windows. If you check the Hidden box, you will not see that information anywhere.
If you wish, you can check both the Column and Info boxes for a given tag group. This displays the contents in both places.
As you check the various boxes, the Sample View at the top is automatically updated to reflect the changes you've made. This provides a convenient
means of verifying what the results will look like if you save your changes.
In addition to the visibility of tag groups, you can change the sequence in which those tag groups appear within the columns and info output. To
have a tag group appear before another, click on the tag group and then use the up and down arrow buttons to move it within the list. As you move
the tag group, you'll see the Sample View change to reflect the new order.
The sequence of tag groups is also important for groups designated as Info. When the Info data is rendered for output, the tag groups are output in
the order specified by the View. If you designate a tag group as both Column and Info, the same order is used for both, so you cannot have a tag
group be the first Column and the last Info.
You'll also note that Unit Name and Count (in Roster views only) are shown in square brackets ('[]'). This indicates that those entries cannot be
moved within the sequence (i.e. they always appear first). In addition, those entries cannot be designated as Info or Hidden. The only thing you can
do is adjust the column width. (It would be pretty tough to locate a unit if the Unit Name was hidden or was in a column in the middle.)

Adjusting Column Widths


If a tag group is designated for display in a Column (i.e. the Column box is checked), you can adjust the width of that column in the rightmost
Width column. The width is measured in character units, based on the width of an average character, so ‘I’ takes less than one average character’s
width and ‘W’ takes more. Tag groups with short tags, like unit cost, need only a small width like 3 (the minimum width Army Builder allows). Tag
groups with longer values like Special Abilities may need widths of 15 or more.
To adjust the width of a column, click on the '+' and '–' buttons on either side of the width value. As with everything else, you'll see the effects of
your change in the Sample View at the top of the form. You can also click and drag the column borders within the Sample View to resize columns,
with the width value being updated automatically.
If a tag group is designated as a Column, has its width set, and is then designated as Info, its last configured width is remembered until you save the
View. This allows you to change your mind and mark the group as a Column again (or accidentally change the wrong group and restore things).
Once you save the View and exit the form, the width value will be reset to its default if you subsequently designate the group as a Column.

Named Views
You will likely find yourself re-using the same views over and over again, so Army Builder allows you to save named views for quick reloading. To
save a named view, design the view as you wish and then click the Save View button. You'll be prompted for a name. Thereafter, you can instantly
select the view from the droplist. To delete a view, select it from the droplist and then click the Delete View button. The currently selected named
view will then be deleted. If you use a name that has already been used, it will overwrite the old view with the new one.
Named views can also be defined by the data file author. A predefined view appears in italics, and cannot be deleted or overwritten. To load it,
simply select it like any other view.
Important! Views can be defined in a variety of contexts, from roster construction, to roster output, etc. Saved views for each context are distinct
from views for other contexts. Any view you save within one context will NOT be available in any other context.

Go Back to the Index


Quick Button and Favorites Bar

Army Builder allows you to created named Filters and Views so you can restore them later. For example, you might save a filter for each of the
composition groups for a game system, or a view optimized for displaying the unit stats of vehicles. Both the Quick button and the Favorites Bar
provide the means to access these filters and views more quickly.

Named Filters and Views


Before you use the Quick button and Favorites Bar, you need to create one or more named Filters and Views. Full details on how to do this will be
found in the separate sections on Named Filters and Named Views. Some data files will also include an assortment of pre-defined named filters and
views, at the discretion of the data file author.

The Quick Button

As its name implies, the Quick button provides fast access to the various named filters and views. It also allows you to manage the contents of
the Favorites Bar. When you click on the Quick button, a menu with three sections will appear. These sections are:
Select Filter / View – All named filters and views designed for roster construction will be displayed in the sub-menus of this section. Selecting a
menu item immediately applies that filter or view.
Add Filter / View to Favorites – To add a filter or view to the Favorites Bar, select it from here. It will then be appended to the Favorites Bar
(see below). All named filters and views designed for roster construction can be added to the Favorites Bar.
Remove Favorite from List – If you want to remove a filter or view from the Favorites Bar, you can do so here.

The Favorites Bar


The Favorites Bar (shown below) may initially appear empty, or it may contain an initial set of pre-defined filters and views provided by the data
file author.

Within the Favorites Bar, each of the named filters and views that have been added to it are shown as outlined selections. Filters are shown in normal
text ("Elite"), while views are shown in italics ("Tank Stats"). This makes it easy to distinguish one from the other if the names are similar.
To switch to a filter or view on the Favorites Bar, simply left-click on it. If you click on a filter, that filter will be immediately applied to the
Available Units list. If you click on a view, that view will be immediately applied to the appropriate units grid (Available Units or Roster).
The contents of the Favorites Bar are managed via the Quick button (see above). When a new favorite is defined, it is appended to the end of the
Favorites Bar.
If you right-click on a favorite, a menu will appear, allowing you to delete the favorite. If you delete the favorite, it is simply removed from the
Favorites Bar. It will remain defined and can be added back later if you wish.

Quickly Resetting the Filter

If you have an active filter and want to clear it, you can instantly reset the active filter by clicking on the filter reset button . This provides a
convenient way do de-select a filter used from the Favorites Bar.

Go Back to the Index


Roster Validation

Once you’ve designed your roster, Army Builder’s powerful validation engine can ensure it complies with the complex rules of today's games.

What Is Validation?
Validation is the process of evaluating your roster against an assortment of roster construction rules that govern the game system. These rules take
many forms, and all of them are re-checked every time you make a change to your roster, providing you will instant feedback on whether your roster
is legal for play.
Validation spans a wide range of rules, including the following:

● Composition minimums and maximums, such as a limit on the maximum number of "Rare" units that can be selected
● Rule set restrictions, such as the inclusion of units that are not allowed given the chosen set of rule sets
● Inter-unit relationships, such as a unit that requires the presence of another in the roster
● Option selection requirements, such as the selection of too many Special Weapons for a particular unit
● And a host of other conditions that are unique to each game system

Validation Report
If the validation engine identifies any violations within your roster, Army Builder will flag these errors to your attention. Just above your roster and to

the left, a red diamond-shaped warning button will appear. If this button is visible, it means that one or more problems were encountered with
your roster. You can find out the details of these problems by simply clicking on the button, which brings up a Validation Report (below).

There are two classifications of violations within Army Builder: warnings and errors. Warnings are things that are technically legal but are often not
intentional, so they are flagged to your attention just to be safe. Errors are things that are clearly illegal in the roster, given the current set of validation
rules. To readily differentiate the two, warnings have a yellow indicator next to them, while errors have a red indicator.

Validation Summary
Bringing up the validation report to see what's wrong can be a nuisance. So Army Builder provides a Validation Summary at the bottom of the
screen (see below).

The validation summary provides an overview of what things are wrong with the roster. In many cases, the messages on the summary bar will be short
and the validation report will contain the full details. In addition, warnings will not be itemized on the summary bar. But the summary can prove
extremely useful in identifying a problem at a glance so that you can quickly correct it.
At the leftmost edge of the validation summary bar, a smaller version of the validation warning button will appear if there is something wrong with the
roster. You can click on this button in the same way as the larger version.
If the roster is valid, the warning button disappears and the validation bar across the bottom will reads "All validation rules are satisfied."

Rule Set Selection


There are many validation rules for each game system that always apply. However, there are often many other rules that are entirely dependent on the
specific type of roster you are designing. These customizable rule sets can be specified when you first create the roster, and they can be modified later

by clicking the Rules button if you wish. To learn more about rule set selection, click here.

Depending on the rule sets that you have enabled/disabled, Army Builder's validation engine will evaluate your roster against the appropriate rules.
Whenever you change the rule sets, Army Builder will re-validate the roster to make sure it complies with the new rules that now apply.

Pre-Defined Validation Messages


Most of the validation messages that will be reported by Army Builder are unique to each game system and are therefore unknown within this User
Manual. However, there are a small number of pre-defined validation messages that Army Builder will report, and these are summarized below:

Uniqueness The unit or item has options selected which duplicate the same set of options by another unit/item, and uniqueness is
requirement failed required.
Options are not valid The unit or item has options selected in excess of the allowed limits or requires more options to be selected to meet
minimums.
Does not comply The size specified for the unit/item is outside the established allowed minimum/maximum bounds and is therefore
with size limits illegal.
Presence invalid for The unit or item is not valid for inclusion within the roster, given the current roster settings. This may be due to the
current settings roster size, rule set selections, or something else.
Options illegally The unit or item has options selected that are no longer valid for selection. You need to deselected those options.
selected
Availability The conditions that existed when the attached unit or item was added to the roster have changed and the attached
requirements no unit/item is no longer valid for use.
longer satisfied
Leader selection no The "leader" unit selected for the unit no longer satisfies the required conditions for being a valid leader. A different
longer valid leader must be selected.
Composition The contents of the roster do not satisfy the minimum or maximum requirements set forth for the composition aspect
requirement not specified. Usually this means that additional units are required or too many units are present.
satisfied

For details on other validation messages, please refer to the game system FAQ for the loaded data files, which can be accessed by going to the "Help"
menu and selecting the "[Game System Name] FAQ" option.

Go Back to the Index


Info Window Basics

To the right of the Available Units grid, there are two Info Windows. These provide a range of convenient uses, including powerful roster analysis
tools. Take the time to explore these, as you'll find them invaluable.

The Basics
Initially, the Info Windows (below) contain the two most commonly used components: unit details and composition breakdown.

Each of the info windows is separate and is operated by a single Control Arrow button . The upper button controls the upper Info Window and the
lower button controls the lower Info Window. You can click on each of these buttons to fill each info window with the information of your choice.
You control their contents and size, allowing you to view exactly the information you want, when you want it. You can look at individual unit
details, roster statistics, custom notes, a composition breakdown, etc.

Using Info Windows


Click on one of the Control Arrows. A menu pops up showing the various actions you can take. If the info window contains something already, the
menu includes the option to close the window. If both info windows are active, the menu includes options to enlarge or shrink the current info
window relative to the other one.
When you select new contents for the info window, Army Builder fills the info window with the appropriate information. If the info window
currently has contents, they are replaced with the new information. In some cases, you will first be prompted for how you want the information to be
displayed. Details are provided where appropriate for each type of info window in the sections below.
The contents of each Info Window change dynamically as you adjust your roster. The information presented always provides up-to-date feedback on
your roster.
A maximum of two Info Windows can be open on the main form.

Floating Info Windows


Sometimes, two Info Windows just won't be enough. To accommodate this, Army Builder provides floating info windows, which can be used
however you like.

Just above the Info Windows and to the right is a button that allows you to open these floating info windows. Clicking on the button brings up
a menu similar to the ones presented by the Control Arrows. When you select the contents, a new window is created that floats over the main Army
Builder window. You can move and resize this new window however you prefer. And you can create any number of the floating info window to suit
your purposes.
Please note that certain information can only be shown in a single info window at a time. If you create a floating info window with content that can
only be shown in one place, any open info window with the same contents is automatically closed. The new floating info window supersedes the
previous one.
Show Unit Details
Unit Details displays information for the unit you clicked on most recently. The Info Window displays the unit’s game text, as well as the
information you designated as "Show as Info" via the active View. It does not display information that is hidden, or that is selected for "Column"
display.
Since the Available Units grid and the Roster grid can have different View settings, the data that appears in this Info Window depends on which
window the current unit occupies. Also, if you open a second Info Window for unit details, the older window collapses to avoid cluttering your
screen with duplicate information.

Show Composition Summary


This choice gives you a graphical display of the composition breakdown of the roster in summary form (below).

Each column corresponds to one of the basic composition categories for the game system. The name or other identifier (e.g. icon) for each category
is shown at the top of each column. At the bottom of each column is the actual number corresponding to the category (e.g. count, points, percentage,
etc.). And the bar provides a relative gauge of how much of the allotted limit has been used.
Any profiles that are invalid (for example, those where you have too many units or too few points) are displayed in red as a warning. Double-
clicking the summary displays a detailed Composition Report.

Show Roster Statistics


This option gives you a summary of various statistics for your roster. You can view numerous statistics at the same time. Each game has its own
calculations, as determined by the data file author, and you can choose any or all of these statistics for view.
When you select this option, you are first presented with a form to customize what information should be included in the Info Window. You can
select which statistics are included via the checkbox next to each one. You can also adjust the order in which the statistics appear by clicking on your
choice and using the up and down arrow buttons to move it within the list.

Show Unit Notes


While building your roster, you can create your own custom notes for units. If you want to see what clever notes you have on a unit, choose this
option. It works exactly the same way the Show Unit Details selection works. To edit your unit notes, double-click on the info window or use the
appropriate option on the Unit menu.

Show Roster Notes


As with unit notes, you can enter custom notes for the roster as a whole. To view the roster notes you've entered, choose this option. To edit your
roster notes, double-click on the info window or use the appropriate option on the View menu.

Go Back to the Index


Roster Output

Army Builder provides a variety of ways to output your roster. Whether you want a printout to take with you to the game, an HTML file to post on
your website, or a summary you can use in a post on your favorite discussion forum, Army Builder has the tools you need.

Roster Printouts
After you've designed your roster, you'll want to print it out to take with you to the game. Army Builder provides significant control over what
information is included in your printouts and how the information should be presented. This is all controlled via the Print Output form (below),
which is presented when you initiate printing of your roster.

Preview Roster
The first option on the form allows you to preview how your roster will look when it is printed. This is an extremely powerful capability when
customizing the layout and contents of your roster. Clicking this button will launch the Print Preview mechanism.

Customize View
Roster printouts have their own custom View that can be modified independently of all other views. Clicking this button will open the standard View
form to allow customization. Every game system has its own separate Views.
Important! You can setup the View to whatever columns widths you want. If the total width of all columns is wider than will fit on the page, Army
Builder will shrink the size of all output so that it will fit.

Configure Advanced Options


Advanced options provide you will control over how Army Builder renders the output and what information is included. Clicking this button will
bring up a form where you can customize these settings. Advanced options share the same settings across all game systems. For more information,
please use the "Help" button on the Advanced Options form.

Customize Output Fonts


You can specify which fonts to use for each component of the roster printout, providing you with detailed control over the look of your roster.
Clicking this button will bring up a form where you can customize the fonts. Font configurations share the same settings across all game systems.
Use of the Font Settings form is described on the form.

Watermarks
Watermarks allow you to customize your printouts by placing a background image behind your roster, such as a clan symbol or force emblem. When
the Print Output form is presented, the watermark settings will be initialized with the default settings you configured via the "Settings" menu (if
any). Controlling watermarks via this form temporarily overrides the default behavior only for this printout. The next time you print, the settings
will again use the defaults (if any).
To use a watermark, you must first check the "Use Watermark" checkbox. Once enabled, you can use the "Browse" button to select the file to use for
the watermark image and optionally check the "Stretch to Full Page" checkbox to have Army Builder expand the watermark to cover the entire page.
Important! The watermark image must be a standard Windows BMP file, and Army Builder assumes the bitmap is provided at 300dpi resolution
for scaling purposes.

Print Preview
Before you send your roster to the printer, you might want to take a peek at what it will actually look like. The Print Preview mechanism gives you a
chance to do just that and to adjust the various settings to get everything just the way you want it.
The preview form has an assortment of controls across the top, with the preview image shown beneath. The page image is initially scaled to fit the
entire page within the region. Moving mouse over the page image changes the cursor to indicate that clicking the mouse will zoom into the image.
Once zoomed in, the cursor changes to indicate that clicking again will zoom back out. The zoomed-in image can be extremely useful for fine-tuning
adjustments.
The controls across the top will likely be familiar from other software products, but we'll go over them as follows.

● initiates printing of the roster with all of the currently configured settings

● move to the first page, previous page, next page, and last page of the roster, respectively

● zoom out and zoom in the page image

● switch between portrait and landscape page orientation


● View – customizes the roster output view, as described for printing (above)
● Advanced – configures the advanced output options, as described for printing (above)
● Fonts – customizes the output fonts, as described for printing (above)

HTML Output
If you want to share your favorite rosters with others on your website, Army Builder makes it easy. You have a great deal of control over what
information is included in your printouts and how the information should is presented. When you trigger the saving of an HTML roster, the HTML
Output form (below) is displayed for this purpose.

File Selection
Use the "Browse" button to specify the file in which to generate the HTML output. The full filename is shown in the region beneath the button.

HTML Settings
This option provides control over how the HTML is generated, allowing you to control the look of the HTML page to integrate smoothly with your
website. Clicking this button will open the HTML Settings form to allow customization. HTML settings are shared across all game systems. For
more information, please use the "Help" button on the HTML Settings form.

Customize View
HTML output has its own custom View that can be modified independently of all other views. Clicking this button will open the standard View form
to allow customization. Every game system has its own separate Views.

Configure Advanced Options


Advanced options provide you will control over how Army Builder renders the output and what information is included. Clicking this button will
bring up a form where you can customize these settings. Advanced options share the same settings across all game systems. For more information,
please use the "Help" button on the Advanced Options form.

Customize Output Fonts


You can specify which fonts to use for each component of the roster printout, providing you with detailed control over the look of your roster.
Clicking this button will bring up a form where you can customize the fonts. Font configurations share the same settings across all game systems.
Use of the Font Settings form is described on the form

Text Summaries
Army Builder can generate text summary of a roster that is ideally suited for posting rosters on discussion forums. The text summary provides only
the most fundamental details of the roster in a compact format. There are no options or customizations associated with text summary. Simply specify
the file in which to save the summary and it is output.

Output Extensions
Some game systems will include custom Output Extensions. These extensions are external programs that are integrated directly into Army Builder to
generate highly customized output. One example might be a specialized roster for use in certain tournaments. Another might be a graphical layout of
each unit on separate cards for use in game play.
Custom extensions are entirely specific to each game system, so no details can be provided here. If a game system includes a custom output
extension, please refer to the game system FAQ for details (accessed via the Help menu within Army Builder).

Go Back to the Index


Locating Data Files

Army Builder can support virtually any miniatures game available. Each supported game has data files that can be downloaded from the internet
onto your computer and utilized. When you first install Army Builder, it only has the Example data files installed. The main reason for this is that the
data files for most games are changing all the time, and you’ll want to get the latest data available. So one of the first things you'll want to do is
retrieve the data files for your favorite games. Army Builder makes it easy.

Retrieving Updates Automatically


If you have an Internet connection, Army Builder can retrieve a list of all available updates and automatically install whichever updates you select.
When Army Builder starts up, click the Locate File button. Army Builder will contact the Lone Wolf Development server and retrieve a list of all
the updates that are available. This list will be displayed by date, showing the most recent updates first. If you wish to sort the list by the name of
each update, click on the column header. You can sort by date again by clicking on that column header.
Within the updates list, priority updates (e.g. product upgrades) always appear at the top so that you never miss them. Updates that are new since
your last check, or for which you are using an older version, are flagged with an exclamation point for your convenience. In addition to data files,
updates also include roster collections and skins for customizing the user-interface. You can view just a single category of updates by using the
droplist in the upper right to select the desired category.
To retrieve a specific update, select it from the list and click on the Download button. You can also double-click on the name of the update. Army
Builder will then download the update onto your computer and offer to install it appropriately. The installation process for each type of update is
different, as outlined below.
If something goes wrong with the download process, you can attempt to retrieve the file manually. To do so, first select the update in the list and
then click on the "Go To File" button at the bottom. Your web browser will be directed to a web page where the file can be downloaded from. You
can then download the file manually onto your computer and install it manually (described below).

Retrieving Updates Manually


In rare situations, you might choose to retrieve data files and product updates manually. This can be accomplished by visiting the Lone Wolf
Development website. To simplify the process, you can go to the Help menu and select the "View Latest Updates on Website" option. This will open
your web browser and take you directly to the downloads section of the website. From here, you can download the files you want and install them.
In the case of data files, you'll need to import them into Army Builder by going to the Tools menu and selecting the "Import Files" option. Simply
select the import file that you downloaded and then Army Builder will walk you through the process. It works much the same as when retrieving
data files automatically. Data files can also be imported automatically via Windows Explorer by double-clicking on an import file (they end with “.
ab”). This will launch Army Builder automatically and immediately begin the import process for that file.

Retrieving a New Game System


Once you download a new game system via the Updates mechanism, Army Builder will ask you if you wish to import the files immediately. Unless
you have specific reasons not to do so, you will typically want to proceed with the import.
At this point, the import form will be displayed for you to review what Army Builder is about to do. The import form shows a summary of the
import file contents, including notes from the data file author. On the right is a grid with two columns, entitled "Data Files Involved in the Import".
The files listed on the left are files that will be installed. The files on the right are files that Army Builder will not replace during the update. These
are typically files from the previous version of the data files, although they may also include files you added separately.
On the left is a checkbox labeled "Delete files not updated by import". If this checkbox is checked, all files in the right-hand column will be
deleted before the import begins. In general, this is recommend when installing a complete set of data files. Only uncheck this option when you are
importing supplemental data files that augment the existing installed data files, or if you specifically know that you need to retain the files listed in
the "Files Not Replaced" column. Under most circumstances, if you uncheck this option and files are listed in the right-hand column, Army Builder
will probably not be able to compile and load your data files successfully.
In the lower left is the folder name where the data files will be installed. You should typically leave this folder unchanged. However, if you do need
to install the data files into a different folder, you can select a new name by clicking the "Change" button. Using a different folder should only be
done with specific reason. One example would be data file authors testing releases and maintaining two separate copies of the same game system.
If everything is to your satisfaction, you can trigger the import to occur by clicking the "Start Import" button. Otherwise, you can cancel the
operation. Either way, you are returned to the list of updates and can download more games. Once you are finished, Army Builder returns you to
where you came from. If this was the "Select Game System" form, all newly imported game systems will appear in the list.

Retrieving a Roster Collection


A roster collection contains one or more individual rosters in a single archive. Once the collection is downloaded, you are asked whether to extract
the contents. If you click "Yes", you are presented with a list of all the rosters in the collection. You can now select which specific rosters you want
to extract. By default, all rosters are checked, indicating that all rosters will be extracted. Simply click on a roster name to toggle its selection state.
Once you have specified which rosters to extract, click the "OK" button and Army Builder will prompt you to select a folder to place them in. The
default is recommended, but you can save the files anywhere. Once you select the folder, Army Builder will perform the extraction.

Retrieving a Skin
Retrieving a skin involves no additional decisions or actions on your part. Once the skin is downloaded, you are asked if you want to extract it. If
you click "Yes", the skin is automatically extracted and installed into the proper location for subsequent selection. To select a skin after retrieving it,
go to the "Settings" menu and choose the "Select and Manage Skins" option.

Retrieving a Product Upgrade


The Updates mechanism also includes upgrades to Army Builder and the Authoring Kit. Immediately after you download a new version of Army
Builder, the program asks if you want to install the new version.
If you choose to proceed, Army Builder warns you that it is about to exit. Naturally, you can save changes to your roster before Army Builder exits.
Army Builder then installs the new version, replacing the existing version. Your existing defaults are preserved. Once the install completes, Army
Builder automatically re-launches, and you'll be using the new version.
When the new version launches, you'll be required to retrieve the new keyfile to unlock the product if you are running a licensed copy. A form will
appear that asks you to enter your password (the email address you used when you first licensed Army Builder) and make sure you have an active
internet connection. Enter the password and Army Builder will retrieve the new keyfile and unlock itself automatically.
Note! If you cancel while exiting Army Builder in the midst of a new product update, the automatic installation process will be aborted, and you will
need to install the new update manually.

Checking for Game System and Product Updates

For your convenience, Army Builder lets you know new updates are available by two different methods. If you have an
active Internet connection, Army Builder can automatically check for updates when it launches. If there are new updates
available, the words "Check for Updates" in the upper right-hand corner change to "NEW UPDATES!" (see image on
right), or a form will appear to announce the updates. You can configure Army Builder to operate either way via the
"Settings" menu by selecting the "Automatic Checking for Updates" option.

Also, if you check manually, updates that have been added since your last visit are flagged with an exclamation point within the Updates form.

Go Back to the Index


License Details

This section provides the basics of activating your license and otherwise managing your license. If you encounter problems with your license, the
first place to look is the License Management section of the Lone Wolf Development website. You will find complete details on the licensing
mechanism, a FAQ, and access to the license administration website here.

Activating Your License


Until you purchase and activate a product license, Army Builder will only operate in "Demonstration" mode. Once you have a license, activation is
quick and easy. Simply follow the steps below:

● Start by locating your license number. You also need either the access code included with the license number (if you purchased the product
in a store) or the email address your license was issued to (if you purchased an electronic license).
● Make sure you have an active internet connection.
● Launch Army Builder.
● When prompted, select any game system from the list presented.
● Create a roster of any type.
● Go to the "License" menu and select the "Activate License" option.
● A wizard will appear that will walk you through the entire process. You'll be prompted for a few pieces of information, after which a
keyfile is downloaded onto your computer that activates your license and renders it fully operational. The entire process should take only 1-
2 minutes.

If you don't have an internet connection on your computer, you can still activate your license. It simply requires a few more steps, as well as access
to a different computer that does have internet access. The process utilizes a separate wizard that will walk you through the steps. To initiate the
process, go to the "License" menu and select the "Manual License Activation" option.

License Management
After your license is activated, you can manage all aspects of the license easily via the license administration website. You can access this site from
within Army Builder by going to the "License" menu and selecting any of the appropriate menu options.

License Re-Activation After Product Upgrades


Whenever you install a new version of Army Builder, you will need to re-activate your license again. The activation process is tied separately to
each version of Army Builder. When you install a new version, Army Builder will typically recognize the change and prompt you to update your
keyfile. When prompted, simply make sure you have an internet connection and allow Army Builder to complete the update for you automatically.
If you don't complete the keyfile update when Army Builder next launches, the product will revert to demonstration mode. To activate the license
again, simply go to the "License" menu and select the "Activate License" option. Complete the wizard again and the product will be unlocked.

License Re-Activation After Operating System Changes


The licensing mechanism used by Army Builder associates your license with a unique "identity" that represents your computer. The "identity" of
your computer contains no information about you or your computer. It is derived from information established when you installed the operating
system and will be different for every computer. When your license is activated, the licensing server unique associates your license with your
computer.
If you happen to upgrade or re-install the operating system on your computer, the "identity" used by Army Builder for your computer will usually
change. When that happens, Army Builder will revert to demonstration mode. To re-activate your license, simply go to the "License" menu and
select the "Activate License" option to complete the wizard again.
The licensing mechanism allows you to move your license to a new computer "identity" periodically. This allows for users who upgrade the
operating system or need to re-install the operating system for some reason. However, situations may arise where you need to move your license to a
new environment sooner than the licensing mechanism normally allows. If this occurs, please contact technical support for assistance. Be sure to
include your name, license number, and a description of the problem.
For more details on the licensing mechanism, please visit the Lone Wolf Development website at www.wolflair.com.

Running Army Builder on Multiple Computers


Each Army Builder license will work on a single computer at any one time. If you attempt to use the same license number on multiple computers,
you will run into problems. Since many users will have multiple computers, each purchase of Army Builder includes the option for a free secondary
license can be installed on a second computer. You can obtain this secondary license via the license administration server, which can be access via
the various options under the "License" menu.
For more details on the licensing mechanism, please visit the Lone Wolf Development website at www.wolflair.com.

Running Army Builder in Multiple Accounts on the Same Computer


Various operating systems allow you to setup multiple user accounts on the same computer. This is quite convenient when you have multiple users
sharing the same computer, such as in a family environment. Army Builder fully supports this environment, but there are a few important details that
must be handled in order to get everything setup properly.
To run Army Builder under multiple user accounts on the same computer, start by installing the product somewhere that can be accessed by all
users. The next step is to get your license activated for each user, which is where you have to do a little extra work.
When you activate your license, Army Builder saves the license number in a storage area designed for this purpose that is called the Windows
Registry. Unfortunately, Windows maintains a separate storage area for each user account. Consequently, you will have to go through the license
activation wizard separately for each user account in order to configure Army Builder with the proper license number for each user. When you do
this, simply use the same license number for each user account. After Army Builder has been activated under all of the accounts, you'll be able to
use the product from any of the accounts.

Go Back to the Index


Miscellaneous Features

There are a few features within Army Builder that don't really fit elsewhere in the manual. These features are described in this section.

Quick Search
The main window allows you to search through the currently visible list of units to find specific units. The mechanism is called Quick Search and
can be accessed either via the View menu or by pressing <Ctrl-Q> on the keyboard.
When you invoke Quick Search, a new form appears over the current window. Enter the text you want to search for into the form, set the behavior to
your preferences, and click the Find button (or press <Enter>). Army Builder will jump to the next unit in the list which satisfies your criteria. To
keep searching, continue clicking the Find button or pressing <Enter>.
The following options are available when using Quick Search:

● Search Backwards – When unchecked, Army Builder scans downward to identify the next unit containing the text you enter. When
checked, the scan is upwards (or backwards).
● Wrap Around – When unchecked, Army Builder will stop when it reaches the last/first matching unit (depending on the search direction).
When checked, Army Builder will continue searching from the other end.
● Only Match Whole Words – When unchecked, the text can occur anywhere within a unit name. When checked, the text must constitute a
whole word. For example, the search text "orc" will match "torch" when this option is unchecked, but will not when checked.

Using Unit & Item Images


For some game systems, unit and item images can be downloaded and viewed within Army Builder. The image is displayed on the Unit Details and
Unit Image forms - clicking the blank image control for a unit with an image will download the image to your hard disk. Some units will have
multiple images, which you can switch between. Others will have a "Learn More" link you can use to go to a web site to find out more about the unit
or item.
You can utilize these images yourself if you wish by copying the images to your local disk or to another program. This is accomplished via a right-
click menu on the image, which provides a number of pretty self-explanatory options.
One important detail about unit images must be noted. When you copy an image out of Army Builder, a faint watermark is overlaid on the image to
ensure that the image is not misused (thereby protecting the game's publisher). If you want an unmodified image, you'll need to save the URL and
retrieve the image separately via another tool.

Using Skins
Army Builder provides the ability to create custom skins. A skin is a collection of colors, fonts, buttons, and textures that can be used in place of the
default resources used by Army Builder. Skins are created and packaged using the information and tools provided in the Authoring Kit. Once
packaged, they can be imported like any other update and can be distributed and installed via the integrated Updates mechanism.
Once a skin is installed on your computer, you can switch to it by going to the "Settings" menu and choosing "Select and Manage Skins". This brings
up the Skin Selection form, which has a list of the installed skins on the left and shows the details of the selected skin on the right.
To use a skin, highlight the skin you want on the left, then click "OK". The next time you launch Army Builder, the selected skin will be loaded
instead of the default Army Builder skin. If you want to switch back to the default, or to check out a different skin, simply go back to the Skin
Selection form and make your new selection.

Reporting Bugs
If you run into a problem while using Army Builder, the first thing you need to determine is whether the problem is with Army Builder itself or with
the data files you are currently using. Data file problems include things like missing units or options, incorrect point values, etc. Army Builder
problems include things like program crashes, confusing error messages, etc. The majority of problems you'll run into will be errors in the data files.
The second thing you need to do is determine whether the problem is already known or not. In some cases, it might just be that there is a non-
obvious way of dealing with the problem, in which case the solution will be posted for reference. If the data files are the source of the problem, go to
the "Help" menu within Army Builder and select the "[Game System] FAQ" option. This will display the FAQ for the data files, which will often list
known problems and work-arounds. If the problem is with Army Builder, please go to the Support section of our website and check the FAQs there.
Known problems and work-arounds will be found there if they exist.
If you haven't found the problem listed in a FAQ, then you need to report it. If the problem is specific to the data files, then you need to report the
problem to the data file author. Only the data file author can fix problems within the data files, so reporting it to Lone Wolf Development will simply
delay any fix from occurring. For most game systems, data file problems need to be reported to the data file author via email. To accomplish this, go
to the "Help" menu within Army Builder and select the "Contact Data File Author" option. This will initiate the sending of an email directly to the
author. In a few cases, problems need to be reported via a web-based forum. For these game systems, details on how to report problems will be
found in the FAQ described above.
Lastly, if the problem is within Army Builder, make sure you are using the latest version of the product. When bugs are found, we strive to get them
fixed in the next update, so any bug you might be encountering could easily be fixed in a newer release. If you are running the latest version of Army
Builder and the problem persists, please report it to us via email at support@wolflair.com. Be sure to include complete details of the problem,
including step-by-step instructions on how to reproduce the problem. This will make it easier for us to identify and fix the problem, which will get
you running again more quickly.

Copying Messages to the Clipboard


Many of the text messages displayed to you by Army Builder can be copied to the Windows clipboard, allowing you to paste those messages into
other programs. This can be extremely helpful when you need to save an error message so you can report it to technical support for assistance.
If a text message can be copied to the clipboard, a right-click menu will be available within the region containing the text. The menu will offer a
simple "Copy to Clipboard" option. Selecting this option will copy the contents of text message into the clipboard as plain text. Any use of bold,
italics, or formatting of any kind is stripped when the message is copied to the clipboard. To paste this text into another application, you can usually
press <Ctrl-V> or select the "Paste" option from the "Edit" menu. Not all programs support this capability and not all utilize the methods just
described, so please check the program documentation for further details.
NOTE! Not all text messages can be copied to the clipboard, but the important ones should be. If the right-click menu does not appear, the current
message cannot be copied to the clipboard.

Command-Line Options
If given command-line parameters, Army Builder will inspect the first parameter only and take appropriate action. (If this parameter includes spaces,
it must be enclosed in "double quotes".)

● Full path to a saved roster – For example, "c:\docs\my army.rst". If a saved roster file is specified, Army Builder will attempt to load it on
startup.
● Full path to an import file – For example, "c:\my game.ab". If an import file is specified, Army Builder will attempt to import it on startup.
● Game system folder name – For example, "examples" (to load the example game system). If a game system folder name is specified,
Army Builder will attempt to load that game system on startup.

For example, the command line “C:\ArmyBuilderEX\ArmyBuilder.exe examples” would automatically load the example game system, which
resides in the "examples" folder. If you play multiple game systems, you can create different Windows shortcuts for each, specifying a different
game system folder as the command-line parameter for each.

Custom Footers
Users are able to append their own custom line of text at the bottom of every page of standard roster printouts. Whenever a roster is printed, Army
Builder will look for a file named “footer.txt” in the directory where Army Builder is installed. If a file by this name is found, AND if the "Use
Custom Footer When Printing" item on the "Settings" menu, "Roster Construction Settings" submenu is enabled, the text within the file will be
extracted and placed at the bottom of each page of roster printout, immediately above the copyright text. This extra line of text can be used by both
retailers and tournament organizers. Retailers can use a custom footer on in-store computers, including the name and address of the store as a
reminder where users can purchase the product. Tournament organizers can use a custom footer to verify that rosters were processed through official
channels. For example, all rosters printed out by the tournament organizer using verified data files can have an official statement at the bottom. This
way, officially verified rosters can be differentiated from rosters brought in by users.

Go Back to the Index


Menu Reference

This section details all of the menu options available. Many of these options are linked directly to sections where the use is explained. You can jump
directly to the menu section you are interested in via the links below.
File • View • Roster • Unit • Tools • Settings • License • Help

Right-Click Available Units • Right-Click Roster

File Menu Options

● New Roster: Brings up the form to select the characteristics of a new roster. More info.
● Open Roster: Opens a saved roster file and loads it. More Info.
● Save Roster: Saves the current roster to a file. More Info.
● Save Roster As: Saves the current roster to a differently named file. More Info.
● Switch Game System: Build rosters for a different game system. More Info.
● Print Preview: See what your roster will look like before you print it. More Info.
● Print Roster: Output the roster to the printer or as an HTML file. More Info.
● Save HTML Roster: Output the roster as an HTML file. More Info.
● Save Text Summary: Output a summary of the roster contents to a text file. More Info.
● Output Extensions: Opens a submenu allowing you to launch any Army Builder accessory programs available for roster
output. More Info.
● Exit: Quits Army Builder.
● Most Recently Used List: Displays a list of the last 10 saved rosters used. Choose any of these to instantly load that roster.

View Menu Options

● Quick Search: Searches for the next available unit containing the text you specify. More Info.
● Show Unit Image: Displays a separate window where the unit image is shown. More Info.
● View Composition Breakdown: Displays a detailed composition report for the roster. More Info.
● Close All Info Windows: All info windows (both those to the right of the Available Units grid and those floating over the main
form) are closed. More Info.
● Close Floating Info Windows: All floating info windowsare closed. More Info.
● Floating Info Windows: Displays a sub-menu with option to create a floating info window with the specified contents. More
Info.
● View Unit Details: Displays a detailed summary of the selected unit, optionally including the unit image (when available).
● Specify Units Shown: Brings up the Filter form to specify the criteria for which units are shown. More Info.
● Specify Sort Order: Brings up the Sort form to specify the sort order in which units are shown. More Info.
● Specify Available Columns: Brings up the View form to configure what information is shown in the Available Units grid. More
Info.
● Specify Roster Columns: Brings up the View form to configure what information is shown in the Roster grid. More Info.
● Show Unit Text (Available): Includes unit description text beneath each unit in the Available Units grid.
● Show Unit Text (Roster): Includes unit description text beneath each unit in the Roster grid.

Roster Menu Options

● Change Roster Size: Brings up a form to select a new maximum size for the roster.
● View Validation Report: Displays the full validation report for the roster. More Info.
● Change Rules: Brings up a form to select the governing rules for the roster. More Info.
● Select Allies: Brings up a form to activate a new allied race for the roster. More Info.
● View Creation Notes: Displays the notes shown when you create a new army of this race..
● View Output Notes: Displays the notes shown when outputting an army of this race..
● Edit Roster Notes: Brings up a form to enter your own notes about the roster.
● Edit Roster Keywords: Allows you to assign keywords for your roster to facilitate searching.

Unit Menu Options

● Increment Count: Increment the quantity of the selected unit. More Info.
● Decrement Count: Decrement the quantity of the selected unit. More Info.
● Specify Count: Specify the quantity of the selected unit. More Info.
● Move To Top: Move the selected unit to the top of the roster. More Info.
● Move Upwards: Move the selected unit upwards one position in the roster. More Info.
● Move Downwards: Move the selected unit downwards one position in the roster. More Info.
● Move To Bpttom: Move the selected unit to the bottom of the roster. More Info.
● Delete Unit from Roster: Delete the selected from the roster. More Info.
● Edit Unit Name: Allows you to specify a custom name for the selected unit.
● Edit Unit Notes: Allows you to enter custom notes specifically for the selected unit.
● Duplicate Unit: Creates an identical copy of the unit, including all children, and places it in the roster.
● Save Unit: Saves the selected unit, item or squad, including all children, to a file for future use.
● Load Unit / Item / Squad: Loads a saved unit, item or squad from a file, adding it to the roster.

Tools Menu Options

● Import Files: Install the contents of an Army Builder import file for use. Import files are how Updates are packaged for
downloading. More Info.
● Delete Game System: Removes all files associated with the selected game system from your computer.
● Data File Debugging (for data file authors only)
● Compile Data Files: Brings up a list of game systems and allows you to force the compilation of the data files for a game

system, without actually loading them. This is ideal for verifying that changes to data files are valid before trying to load them.
● Always Recompile Data Files: If you want to force data files to always be recompiled every time they are loaded into Army

Builder, enable this option.


● View Undefined String Usage: If you utilize macros, references, and/or zones in your data files, Army Builder is unable to

verify that all uses are correct during compilation. So undefined accesses will only be recognized when used and found to be
missing. When this occurs, the undefined access is logged, and you can view the log via this option. This option is disabled
when no undefined uses are found.
● Reset All Info Windows: The contents of all info windows are reset to their default settings, as specified within the definition

file. This allows an author to test the default specifications given within the data files for info windows.
● Reset Favorites: The contents of the Favorites bar are reset to their default settings, as specified within the definition file.

This allows an author to test the default specifications given within the data files for favorites.
● Show Accrued Tags for Roster: Displays a floating info window listing accrued and global tags for the entire roster. As with

all other info windows, the window may be kept open for reference as you use Army Builder.
● Show Accumulated Stats for Roster: Displays a floating info window listing accumulated stats for the entire roster. As with

all other info windows, the window may be kept open for reference as you use Army Builder.

Settings Menu Options


● Basic Settings
● Enable Tool-tips: Toggles whether tool-tip reminders are shown. More Info.

● Show Name in Unit Details: Includes the unit name in Info Windows.
Ask Before Deleting Units: Asks for confirmation before deleting a unit from your roster.

Add Game Prefix When Saving Rosters: Includes a game-specific filename prefix for all saved rosters, making it easier to

organize rosters for multiple game systems.


● HTML Settings: Displays a form to configure how HTML output is generated. For full details, see the Help button on the

form.
● Show Graphics Within Text (Screen Only): Graphical symbols inserted into text are shown on-screen by default on

displays with more than 256 colors and hidden otherwise. This option disables screen use of graphic symbols, showing text
versions instead.
● Show Colors Within Text (Screen Only): Text colors defined in data files are shown on-screen by default. This option

disables all use of such colors, and might be useful if you're using a skin that conflicts with whatever colors the data file
author has selected.
● Disable Resolution Check At Startup: A minimum resolution of 800x600 is required at startup, unless disabled via this

setting. This is convenient for tablet PCs and other handheld devices with non-standard resolutions.
● Roster Construction Settings

● Show Cost Beside Option Names: When enabled, the cost of each option is shown on the right within the Options Panel.

When disabled, no cost is shown.


● Display Squad Titles: Controls whether the extra line of information for squads (the name, cost and model count) is

displayed in the roster grid.


● Options on Separate Lines on Screen: If checked, the list of options displayed in info windows and the Unit Details form

shows each option name on a new line.


● Use Color When Printing: Text colors defined in data files are printed unless this option is unchecked. You might want to

uncheck this if you're always printing in black and white, and don't want colored text being drawn in "greyscale".
● Disable Bitmaps When Printing: Graphical symbols inserted into text are shown on printouts unless Windows 98 or ME is

being used. Selecting this option disables use of graphic symbols on printed output, showing text versions instead.
● Use Custom Footer When Printing: Enables the use of a custom footer on printed output. More Info.

● Advanced Output Settings: Brings up a form to specify custom settings to use when generating output. More Info.
● Output Font Configuration: Brings up a form to customize the font settings used when generating output. More Info.
● Watermarks for Printouts
Use Watermark When Printing: When enabled, the watermark image is included in the background of all printed output for

this game system.


● Stretch to Full Page: When enabled, the watermark image is stretched to fill as much of the page as possible. Ignored if no

watermark is enabled.
● Select Watermark Bitmap: Selects the image to include as a watermark in printed output for the current game system.

Watermark images must be standard Windows "BMP" files and are assumed to be 300dpi for scaling purposes.
● Alternate Save Folder

● Use Alternate Save Folder: When enabled, the specified folder is used as the default when saving and loading rosters for

the game system.


● Select Alternate Save Folder: Allows selection of the folder to be used as the default when saving and loading rosters for

the game system.


● Select and Manage Skins: Displays a list of all installed skins, allowing you to select the one you want to use.

● Use Solid Background Colors: Replaces the standard background texture images with solid colors. Requires exit and

restart of Army Builder to take effect.


● User Details for Data Exchange: Specifies various user details that will be included in saved rosters. For more details, see

the Help button on the form.


● Development & Debugging

● Auto-Compile New Data Files: When enabled, data files are automatically re-compiled whenever a change is detected. If

disabled, changes to data files will not trigger an automatic recompile.


● Enable Data File Debugging: Enables various debugging options that assist data file authors when developing data files.

See the Authoring Kit for more information.


● Enable Skin Debugging: Enables various debugging options that assist when developing skins. See the Authoring Kit for
more information.
● Specify Secondary Updates URL: Prompts for entry of an additional URL to retrieve updates information from. See the

Authoring Kit for more information.


● Automatic Checking for Updates: Configures whether (and how) Army Builder should automatically check for new updates

when it launches. For more details, see the Help button on the form.

License Menu Options

● Activate License: Use this option once you have installed Army Builder to unlock it. Also use this if Army Builder reverts to
Demo mode due to changes on your computer. More Info.
● Manual License Activation: If your computer does not have a direct Internet connection, you can use this procedure to
license Army Builder. Please note that you will need to also utilize a second computer that does have Internet access to
complete the process. More Info.
● View License Info: Pretty self-explanatory, no?
● Manage License: This takes you to the License Administration website to manage all aspects of your license.
● Update Email Address: Takes you to the License Administration website, where you can update your email address (i.e.
your password).
● Obtain Secondary License: Takes you directly to the page for obtaining a secondary license on the License Administration
website.
● Extend License: Takes you directly to the page on the License Administration site for extending your license.
● Review License Terms: Takes you directly to the License Agreement page of the License Administration website.
● Send My Licenses To Me: Takes you to the License Administration site to request your licenses be sent to you automatically.
● Purchase License: If you are currently in demo mode and want the full power of Army Builder, select this option to purchase
a license through our secure server.

Help Menu Options

● Help Topics
● Where To Start: Quick instructions on where to find key information to get you started using Army Builder.

● View User Manual: Displays the User Manual.

● View Tutorial: Displays the Tutorial.

● Frequently Asked Questions: Directs your web browser to the FAQ for the latest information about Army Builder.

● Contact Technical Support: Invokes your email program to send an email to technical support.

● [Game System] FAQ: Opens a FAQ page in your web browser that contains support details for the current game system

within Army Builder.


● Contact Data File Author: Invokes your email program to send an email to the author of the game system data files. Use this

to report errors and omissions in the data files.


● Data File Release Notes: Provides additional information on the data files for the current game system.

● Disclaimer: Legal notices.

● Distribution Rules: Outlines the terms under which you can give Army Builder to your friends.

● Visit Company Website: Directs your browser to the company website.

● View Latest Updates on Website: Directs your browser to the complete list of updates available for Army Builder.

● What’s New in Army Builder: Displays a summary of the more important new features added in the current release of Army

Builder.
● About Loaded Files: Displays basic info about the currently loaded data files.

● About Army Builder: Displays basic info about your Army Builder installation.

Right-Click Menu for Unit in Available Units

● Add Unit: Adds the unit to the roster.


● View Unit Details: Displays a detailed summary of the selected unit, optionally including the unit image (when available).
● Configure Units Shown: Brings up the Filter form to specify the criteria for which units are shown. More Info.
● Configure Sort Order: Brings up the Sort form to specify the sort order in which units are shown. More Info.
● Configure Columns Shown: Brings up the View form to configure what information is shown in the Available Units grid.
More Info.
● [Debug Only] Show All Tags for Unit: Display a list of all tags assigned to the unit.

Right-Click Menu for Unit in Roster

● Show Unit Info: Displays the full, rendered output text for the unit.
● Expand / Collapse

● Expand Row: Expands the current row, if collapsed.

● Collapse Row: Collapses the current row, if expanded.

● Expand All Children: Expands the current row and all children of that row.

● Collapse All Children: Collapses the current row and all children of that row.

● Expand Whole Roster: Expands every row in the entire roster.

● Collapse Whole Roster: Collapses every row in the entire roster.

● Unit Details

● Show Unit Image: Displays a separate window where the unit image is shown.

● View Unit Details: Displays a detailed summary of the selected unit, optionally including the unit image (when available).

● Adjust Count

● Increment Model Count: Increment the quantity of the selected unit. More Info.

● Decrement Model Count: Decrement the quantity of the selected unit. More Info.
● Specify Model Count: Specify the quantity of the selected unit. More Info.
● Move Unit
● Move Unit To Top: Move the selected unit to the top of the roster. More Info.
● Move Unit Upwards: Move the selected unit upwards one position in the roster. More Info.
● Move Unit Downwards: Move the selected unit downwards one position in the roster. More Info.
● Move Unit To Bottom: Move the selected unit to the bottom of the roster. More Info.
● Edit Unit
Edit Unit Name: Allows you to specify a custom name for the selected unit.

● Edit Unit Notes: Allows you to enter custom notes specifically for the selected unit.

● Delete Unit: Delete the selected from the roster. More Info.

● Duplicate Unit: Creates an identical copy of the unit, including all children, and places it in the roster.
● Save Unit: Saves the unit, item or squad to a file that can be reloaded later.
● Configure Columns Shown: Brings up the View form to configure what information is shown in the Roster grid. More Info.
● [Debug Only] Data File Debugging
● [Debug Only] Show All Tags for Unit: Display a list of all tags assigned to the unit.

● [Debug Only] Show All Accrued Tags for Unit: Display a list of all accrued tags assigned to the unit.

● [Debug Only] Show All Links for Unit: Display a list of all links for the unit and their current state.

● [Debug Only] Show All Exclusions for Unit: Display a list of all exclusion references assigned to the unit and their current

usage.
● [Debug Only] Show All Unit Stats for Unit: Display a list of all unit stats for the unit, including all hidden stats.

● [Debug Only] Show All Accumulated Stats for Unit: Display a list of all accumulated stats for the unit.

● [Debug Only] Show All Accumulated Stats for Leader: Display a list of all accumulated stats for the followers of this unit.

Go Back to the Index


Keyboard Shortcuts

This section identifies all of the keyboard shortcuts that are available within Army Builder.

● <Ctrl-S> Save the current roster.


● <Ctrl-O> Open a new roster.
● <Ctrl-N> Create a new roster.
● <Ctrl-P> Print the current roster.
● <Ctrl-F> Modify the active filter.
● <Ctrl-Q> Display the quick search form.
● <Ctrl-M> Display the image window with the currently selected unit.
● <Ctrl-B> Display the composition report for the roster.
● <Ctrl-C> Compile a specified set of data files (only if debugging support is enabled).
● <Ctrl-D> Display the complete unit details for the currently selected unit.
● <Ctrl-H> Toggles the expanded state of the current node in the roster. (If the currently selected node in the roster is
expanded, Ctrl-H collapses it. If it is collapsed, Ctrl-H expands it.)
● <Del> Delete the currently selected unit from the roster.
● <+> Increment the count of the currently selected unit.
● <–> Decrement the count of the currently selected unit.

Go Back to the Index


Tools

Army Builder has additional tools available that are obtained and installed separately from the core product. These tools are described below.

Authoring Kit
The Authoring Kit encompasses a number of tools that are specifically designed for users who want to write their own data files. Consequently, the
tools are packaged separately as the Authoring Kit, which is available for free download via the Updates mechanism built into Army Builder. If you
want to write your own data files, download and install the Authoring Kit. You'll find complete documentation on all the authoring tools within the
Kit.

Go Back to the Index


Credits

Army Builder is the result of a great deal of work by a number of people. It would be nigh impossible to properly identify and credit everyone who
has influenced the product in some small way, since the list would be huge. Consequently, the list below represents only the core individuals who
have made the most substantive contributions to Army Builder over its eight-year evolution.

Product Concept and Vision:

Rob Bowes

Product Architecture and Development:

Rob Bowes, Colen McAlister

Tools Development:

Colen McAlister

Artwork:

Robert Lantry, Rob Bowes, Colen McAlister

Packaging:

Nikolai Lokteff

Quality Assurance:

Rob Bowes, Colen McAlister, The Entire Beta Team!!

Documentation:

Rob Bowes, Colen McAlister

And a huge THANK YOU to all the Data File Authors out there!
You guys make this all possible!

Go Back to the Index