F1 - Movement
F1 (Hold) - Hold here
F1 - Hold this position
F2 - Follow me - stays the same
F3 - Charge - stays the same
F4 - Stand ground - stays the same
F5 - Retreat - stays the same
F6 - Advance ten paces - stays the same
F7 - Fall back ten paces - stays the same
F8 (Hold) - Face this direction - an arrow on the ground appears so you can rotate your troops to face a certain direction.
F9 - Face the enemy - your troops face the enemy, as they do by default
F2 - Combat
F2 (Hold) - Focus fire - group will fire at enemies around the icon which is projected much like the movement icon. If said enemies move, fire will follow
F1 - Fire at will - stays the same
F2 - All fire now - stays the same
F3 - Fire by rank - the front rank will fire, then the second rank (if it exists) as the first reloads, then the third (if it exists), as the first finishes off reloading and the second reloads. The cycle will then begin again.
F4 - Ripple fire - troops fire in a ripple from left to right
F5 - Melee charge (hold for flag marker) - troops will conduct a melee charge at troops near the flag marker. This will help mitigate the limitations of the usual F4-F1, F1-F3 method of charging which are:
- Pressing F1-F3 makes troops move towards any nearby enemies, often splitting your troops up in the process. A melee charge would get your troops to attack one group of enemies in one area.
- Troops cannot use their ranged weapons, even if they are loaded. During a "melee charge" troops would fire off any loaded rounds in their weapons before contact, before switching to bayonets.
- Troops are spread out and sparse during a charge, making the F1-F3 charge mean little more than "casually advance to enemy". During a "melee charge", troops would attack coherently, and have bayonets ready to lunge before coming into contact.
- Bayonet charges in history were ferocious. Added sound effects during a melee charge would add to the realism and immersion.
F3 - Formations
F1 - Form 1 rank - stays the same
F2 - Form 2 ranks - stays the same
F3 - Form 3 ranks - stays the same
F4 - Form 4 ranks - stays the same
F5 - Form 5 ranks - stays the same
F6 - Spread out - stays the same
F7 - Stand closer - stays the same
F8 (Infantry) - Form square - forms an infantry square, used for last stands or defense against cavalry attacks.
F8 (Cavalry) - Form wedge - forms a tight cavalry wedge, used for splitting up an enemy formation.
F4 - Weapons/Equipment
F1 - Use melee weapons - stays the same
F2 - Use ranged weapons - stays the same
F3 - Use only blunt weapons - stays the same
F4 - Use weapons at will - stays the same
F5 - Find ammo - troops will loot the ground nearby for cartridges, especially useful if your entire squad has lost their ammo from walking through water
F6 - Mount horses - stays the same
F7 - Dismount - stays the same
F5 - Behavior
F1 - Everyone stand - everyone stands
F2 - Everyone crouch - everyone crouches, useful for taking cover, or hiding in cornfields
F3 - Default posture - reverts to default standing/crouching
F4 - Use nearby cover - troops will seek to put small objects (rocks, fences, trees etc.) in front of them and the enemy. While reloading troops will try to completely obscure the enemies line of fire, however once they have loaded they will emerge temporarily from cover to fire
F5 - Skirmish - troops will avoid melee contact with enemies and seek cover, but not so much as "use nearby cover"
F6 - Special
F1 - Surrender - troops drop their weapons and raise their hands, putting them out of the fight but not adding to your deaths.
F2 (Artillery) - Unlimber cannon - artillerists unlimber your cannon
F3 (Artillery) - Limber cannon - artillerists limber the cannon
F4 (Artillery) - Man cannon - two men will man the cannon, one tasked with loading rounds, the other with using the ramrod.
F5 (Artillery) - Load shell/ball - the first man will pick up a round and place it in the cannon, the second will reload the cannon. The first then pushes the cannon forward if needed.
F6 (Artillery) - Load canister - same as above but with canister round