Game Manual (Draft)
REALISM SETTINGS
NEVER ACT ON OWN INITIATIVE: Your soldiers never do anything unless they are specifically ordered to.
ALWAYS OBEY ORDERS: With this selected, your units always obey orders. This is for when you tire of your soldiers’ senses of self-preservation.
NOTE: if you turn ON these realism settings you gain less points per victory for request reinforcements or access to better units.
THE BATTLE GROUP SCREEN
Once you have selected your fight, you gain access to the Battle Group screen; this shows all the forces available for a particular battle. Left-clicking on any of the units listed selects the unit, showing its Experience Level, Morale, and armament in the bottom panel, as well as giving you a chance to rename the unit.
The Battle group Screen allows you to choose your forces from the force Pool. To change your
forces, you must Double-click on a unit to remove it from the Battle Group and return it
to the Force Pool. Next, you must select a new unit from the list of units in the Battle
Group Force Pool on the left hand side of the screen by Double-clicking on the unit in
the Force Pool list. Single-clicking on the unit in the force pool list will show the unit’s
strength at the bottom of the screen.
Note: removing an unit from your active roster will erase its history, including any experience bonuses or medals it has earned.
The button marked Reinforce is only present when you have "Reinforcements Points". This button refills the force pool for the Battle Group once it has been depleted, or you can access to new units.
Note: the reinforce button will only work if the Battle Group is able to access a friendly
major supply depot through the road net. If you try to Reinforce without such access, you
will get a dialog box explaining that you are out of supply.
The button marked Rename allows you to rename the selected team.
The button marked Remove allows you to remove the selected team. When the selected
team is removed, the next team in order of platoon precedence is selected. It may then
be removed by clicking Remove again. This can be repeated until all teams are removed.
When a team is selected in the Force Pool and there is an open slot in the Battle Group
screen the Add button appears in place of the Remove button. Clicking the Add button will
fill an empty slot in the Battle Group with the selected team. To change the type of team
to fill empty slots, simply select a different team by left-clicking on it in the Force Pool list.
The Revert button resets the Battle Group force to the computer-selected default force
mix of the Battle Group.
The button marked Soldier takes you to the Soldier Screen. The Soldier Screen shows
the Health, Morale, Leadership, Intelligence, Strength, and Experience for each soldier in the
unit as well as accumulated achievements such as kills, medals, acts of bravery, or acts
of cowardice.
Health represents the physical status of the soldier.
Morale indicates the willingness of a soldier to fight on. Soldiers with high morale are
braver and are more willing to face danger than men with poor morale.
Leadership represents the ability of a man to improve the morale of the men around him and to keep
his team together. However, when a unit leader with a high leadership
level dies, it can have a devastating effect on unit morale.
Intelligence reflects how likely the soldier is to go berserk or panic in a firefight. Intelligent
men are less likely to make such fatal errors.
Strength determines how quickly the soldier becomes fatigued when moving and affects how severe his wounds are if he is shot. The stronger the man, the longer he can keep going.
Lucky is the posiblity of a soldier to make a lucky shoot.
Marksmanship is how good is the soldier to aim.
Experience is vital for a soldier and can affect a wide range of abilities, ranging from how
good a shot he is, to how well he can hide himself in Ambush, to how well he conserves
ammo. More experienced soldiers do just about everything better than green troops.
Each soldier also has his kills and achievements listed as a cumulative total in battles.
BATTLEFIELD CONTROLS
Basic Unit Orders
Right-clicking on any unit brings up a popup menu listing possible orders
for that unit. These orders are: Move, Move Fast, Sneak, Fire, Smoke, Defend,
and Ambush. Not all orders will be available at all times. For example, a
tank that has thrown a tread can neither Move, Move Fast, nor Sneak. Once
you bring up the popup menu, an order may then be selected by leftclicking
on the order option. If you change your mind and do not wish to
issue an order, either right or left-clicking on the map removes the popup
menu. Order options that a unit cannot perform are shaded gray.
Hot Key Orders
All orders can also be given by hot key commands. To give an order by hot key, leftclick
on the unit, then press the appropriate key.
Z..................Move C..................Sneak B ......................Smoke M ......................Ambush
X ................Move Fast V..................Fire N......................Defend
Movement Orders
Units have three movement commands: Sneak, Move, and Move Fast. After you select the
menu order, place the cursor where you want the selected unit to go and left-click. If you
wish to cancel the movement order during this phase hit Backspace on your keyboard.
When you give a movement order, a coloured dot appears on the map, marking the
unit’s destination. The unit attempts to reach its destination by whatever movement type
you have selected. The colour of the dot corresponds with the type of movement order
given.
Move......................Blue
Sneak ..................Yellow
Move Fast ..............Purple
Once placed, the destination dot can be moved to another location by left-clicking and dragging it.
Sneak
When sneaking, your men crawl forward cautiously and quietly. Sneak is the slowest of all
movement types. In addition to being stealthy themselves, sneaking troops have an
improved chance of finding concealed enemies. Sneaking troops never initiate combat;
this makes sneaking undesirable in potential close combat situations. Using Sneak through
a minefield is the best way for infantry to traverse this type of terrain. Engineers/Pioniere
teams will clear minefields when they sneak though them. You may want to check the
overview map to see if the minefields changed to green to verify the clearing of minefield
elements on the map.
When a squad of men has moved to a location using Sneak movement, they then revert
to Ambush mode.
Move
This orders infantry to cautiously advance. Infantry on the move are not quite as stealthy
or as observant as men who are sneaking, but they are faster. Moving infantry initiates
combat if the opportunity arises. Using Move through a minefield is dangerous.
When infantry reach a location they have Moved to, they then revert to Defend mode.
Move Fast
These orders cause infantry to move as quickly as they can. While running, soldiers focus
on getting to their destination and do not try to use cover at all. They engage in hand to
hand combat if the enemy gets in their way. Running men are not observant and tire
quickly. Using Move Fast through a minefield is very dangerous for your troops.
Infantry that Move Fast will revert to Defend mode when they reach their destination.
Vehicles
Vehicles are not stealthy, particularly tanks. However, a sneaking tank is at maximum
watchfulness and at its slowest speed. Vehicles, unlike infantry teams, will initiate combat in
Sneak mode. A tank on the move is somewhat faster and slightly less observant. A tank
that is sneaking or moving attempts to maintain its original armour arc as much as possible.
For example, a tank that is facing the enemy could be ordered to back up using the
Move command.
Tanks ordered to Move Fast turn to face their destination and then move there at maximum
possible speed.
Tanks can fire while following any movement order, although their rate of fire and accuracy
decrease.
Indirect Paths/Waypoints
Rather than having your units move in a straight line, it is possible to order infantry and vehicles to follow an indirect route. Routes are determined by setting waypoints. To set waypoints, right-click on a unit as normal
and determine which type of movement you desire, then press and hold the shift key and plot the path
you wish the unit to take by left-clicking on the screen. Each number that appears represents a point the unit
passes through on its way to its destination. When you have completed your path, release the shift key and the unit proceeds as ordered. You can place a total of 20 waypoints. Set waypoints can also be selected and dragged to alter a unit’s path.
Fire
While your soldiers are capable of firing on their own initiative, it is often useful to direct
their fire. The Fire option brings up a targeting circle. The targeting circle is connected to
the firing unit by a coloured line.
When the circle is not sitting above an enemy unit, it appears as a thin, white circle.
When placed on an enemy unit, the circle either turns green, yellow, red, or black. This
colour corresponds with the chance that a shot will hit the enemy unit.
Green............100-60%
Red ................29-10%
Yellow..........59-30%
Black..............9-0%
When deciding whether or not to order a unit to Fire, it is important to consider the situation.
If a unit is laying down suppression fire, it does not have to actually kill the enemy to
have the desired effect. On the other hand, a small Bazooka team waiting in ambush
while an armoured column approaches had better wait for a killing shot.
Line of Sight and Range
The colour of the line connecting the targeting circle to the firing unit indicates line of
sight.
For direct fire weapons, the line is light green for clear lines of sight, dark green for lines
of sight obscured by foliage or smoke, and red for lines of sight that are blocked. Infantry
line of sight is determined for each soldier individually, so enemies visible to one soldier
might not be seen by another. For indirect firing weapons, the connecting line is orange
for targets in line of sight and brown for targets beyond line of sight. Teams that fire indirect
weapons, such as mortar squads, do not need line of sight to hit their targets.
However, having a clear line of sight greatly increases the accuracy of indirect fire.
The number by the targeting circle represents the distance from the firing unit. This distance
is particularly important for infantry, whose anti-tank weapons and flamethrowers
have short effective ranges. The distance number by the targeting circle also indicates
range effects.
Green ............The unit is within effective range.
Yellow ..........The distance is too close or too far away; the weapon has reduced effectiveness.
Black..............The distance is too close or too far away for the weapon to be effective at all.
If a line of sight is obstructed, a white number appears along the targeting line indicating
the range to the obstruction. If a line of sight is partially obstructed by smoke or foliage
and then completely blocked further along, both ranges are indicated.
Partial obstruction by smoke or foliage prevents the attacker from specifically targeting
enemies, but the firing unit can lay down fire in the hopes of suppressing the enemy or
getting lucky.
Smoke
There are times in battle when the
ability to conceal yourself from the
enemy, even partially, can be the
difference between victory and
death. Vehicles and infantry on
both sides are often equipped
with smoke grenades. Units hiding
behind smoke are harder to
detect, and if they are detected, it
is impossible to target them specifically.
Smoke has roughly the same
effect as partial obstruction by
foliage; units may still Fire in a general
area behind smoke in the
hopes of suppressing the enemy.
The Smoke command brings up a targeting circle for firing smoke grenades. Mortar teams
can lay down smoke virtually anywhere on the map; soldiers can throw smoke grenades
a maximum of 30 meters.
Some vehicles and guns have the ability to fire smoke rounds, which can reach out to
the weapon’s maximum range. If a unit has smoke rounds, the Smoke command is available
on the unit menu. Some vehicles have smoke dischargers and/or smoke mortars.
These work in the same way as smoke rounds.
Units, both tanks and infantry, often use smoke on their own when they come under
sudden attack in an attempt to screen themselves from enemy fire.
Defend
Units that have been ordered to
Defend stop, seek whatever cover
is available, and engage any target
of opportunity. When ordered
to Defend, a blue arc appears
above the unit; this indicates the
direction that unit is facing. To
change the direction of defensive
facing, left-click the highlighted
arc; a blue circle appears above
the unit. Move the cursor to the
arc, drag the arc to the point on
the circle that you wish the unit to
face, and left-click again. Anti-tank
guns and tanks rotate to face that
direction and infantry seeks cover defending from that direction. Defending units engage
enemies not in the blue arc, but only if those enemies are very close. Units that are
defending will fire on targets of opportunity that they have at least a 30% chance of
killing. That is equivalent to a yellow or green targeting circle.
Defend is the default setting for tanks. When not under specific orders, tanks Defend the
area in front of them.
Ambush
Ordering a unit to Ambush is similar to the order to Defend. As in Defend mode, the units
stop in place and seek cover, but ambushing units only attack when an enemy comes
within 30 meters. When a unit is ordered to Ambush, a green arc appears above the
unit. This works in the same way as the blue arc in the Defend order. To change the direction
that the unit is ordered to ambush, left-click on the green arc, move the arc to the
proper facing, and left-click again to release. A unit in Ambush mode is generally harder
to detect for the enemy compared to a unit on Defend.
It is vital for any successful commander to understand the importance of the Ambush
order. Infantry are generally far more effective at close range, and many anti-tank
weapons are more effective from the side or rear. Keeping infantry, bazooka and concealed
AT guns hidden until the right moment can be critical to success.
OTHER CONTROLS
Minimap
This is a miniature map of the battlefield that appears on the screen.
Soldier Monitor
The soldier’s name, the soldier’s role in the team,
and current Health/Morale state are shown along the
top. Current Actions, Weapon in use, and Ammunition
level for the type of ammunition in use are displayed
at the bottom.
This gives detailed reports on whatever unit is currently
selected, showing the weapon type,
ammunition level, and state of morale for every man
in the unit. If a soldier has low morale or comes
under fire, his current action can be very different
from what you order him to do.
Possible Morale States
Healthy ....................Soldier is in good health.
Injured ......................Soldier is hurt but can still perform actions at a reduced capacity.
Incapacitated ......Soldier is seriously injured and unable to perform any actions.
Dead ..........................Someone back home is getting a telegram.
Winded ....................Soldier is tired but able to recover with a short break; his performance
is slightly affected.
Fatigued ..................Soldier is completely exhausted, desperately needs a rest, and can
hardly act. His performance is severely affected.
Panicked..................The soldier is losing it. His combat efficiency is dramatically affected. He
may calm down given time, but you might want to keep the squad
around him until he relaxes.
Broken ......................The soldier has stopped obeying orders and is thinking about making a
run for it. As with panicked soldiers, he may calm down given time, and
the presence of a battlefield commander and his unit may help bring
him around.
Routed ......................The soldier has decided to make a run for it; he cannot be recovered.
Suppressed ..........The soldier is taking cover from enemy fire while firing back. His accuracy
when firing his weapon is reduced.
Pinned ......................The soldier is taking heavy fire and is spending more time hiding than
firing. His accuracy is reduced, and he is unlikely to follow a movement
order.
Cowering................The soldier is staying put, keeping his head down, and will only fire
occasionally.
Stunned....................An explosion has temporarily knocked the soldier out. He will
regain consciousness again soon.
Heroic........................The soldier is feeling confident and is at an increased level of
performance.
Fanatic ......................More than confident, the soldier takes chances and is gunning
for a medal.
Berserk......................The soldier feels invulnerable and attacks the enemy without fear. Such
displays of fearlessness inspire those around him.
Unit Status
It shows the type of unit, what it is doing, the health of its men, and how effective it is against infantry and tanks.
The Colour of the faces indicates the status of the men in the Unit.
Green................................Healthy
Yellow ..............................Injured
Orange ............................Incapacitated
Black ................................Panicked
White ................................Surrendered or captured
Red ....................................Dead
COMMAND AND MORALE
While each unit has some kind of leader who leads his troops into battle, each unit’s fighting
effectiveness and morale is improved by being close to a higher ranking commander,
who can direct the efforts of those men under his command. Keeping battlefield commanders
near units on the front improves performance and morale dramatically. The
higher ranking a commander, the larger the battlefield area he is able to administer.
Pressing the Space bar on the battlefield shows the command radius of command personnel.
The colour of the circle indicates the quality of the commander.
Green........................High
Yellow ......................Medium
Red ............................Low
Black ........................Very Low
During the placement phase, and during battle, it is often useful to zoom the map out,
press the Space bar, and make sure that your commanders are positioned to provide
leadership to the troops.
As a battle progresses, some soldiers may lose morale. Receiving enemy fire, having their
officers die, being flanked or ambushed, being around too many dead bodies, or facing
too many enemies can all sap a soldier’s will to fight. Eventually, a soldier may panic, run
from the fight, or even surrender to the enemy. Convincing enemy troops to surrender
by breaking their morale can be a very efficient way to win battles. Prisoners are walked
off with raised hands to the map edge; they can be recaptured/freed if your own teams
reach them before they leave the map.
Aside from competent command, you can improve soldiers’ morale by successfully
ambushing the enemy. Infantry that manage to destroy enemy tanks also get a large
morale boost during the current battle.
Rallying
Soldiers that are routed will rally after a time. If they are within the command radius of a
command team, this time period will be shorter. If the broken soldier is not within the
command radius of a leader, the time needed to rally the soldier will be longer.
Separation
Occasionally, a soldier may get separated from his unit. This can happen from either panic
or simple fortunes of war. If this happens, the soldier attempts to find his way back to his
unit. This process can be hastened by moving the unit closer to their lost man. The presence
of a commander can also assist in keeping groups together and bringing in
separated men.
THE BATTLEFIELD
... pending...
