View the manual
1.1. System Requirements
1.2. Installing the game
1.3. Uninstalling the game
1.4. Product updates
1.5. Multi-player registration
1.6. Game forums
1.7. Need help?
1.8. Conventions
2.1. Singleplayer
2.2. Multiplayer
2.3. Options
2.4. Editor
2.5. Exit
3.1. Core Units
3.2. Specializations
4.1. Unit Categories
4.2. Unit Classes
4.3. Unit Stats
4.4. Selection
4.5. Movement
4.6. Embarking & Disembarking
4.7. Zone of Control
4.8. Efficiency
4.9. Entrenchment
4.10. Combat
4.11. Purchase & Deployment
4.12. Experience
4.13. Repairing & Reinforcing
5.1. Detaching
5.2. Injury & Imprisonment
6.1. Briefing
6.2. Controls
6.3. Objectives: Victory & Defeat
6.4. Hexes & Territory
6.5. Supply System
6.6. Unit Selection Interface
6.7. Terrain
6.8. Resources
6.9. Command Points
6.10. Minimap & Strategic Map
6.11. Fog of War
6.12. Aircraft Maintenance
7.1. Editor Hotkeys
Order of Battle – Pacific is a turn based strategy game set during
The Pacific War. It covers the conflict from the attack on Pearl
Harbor in December 1941 until the “what-if” invasion of Tokyo in
1946. It puts you, the player, in command of either the Japanese
Empire or the US-led Allies.
The game has been carefully designed to be easy to play
yet hard to master. The AI opponent will give even the most
experienced players a good challenge. The user interface is laid
out in a clear and easy-to-use manner, meaning you’ll be spending
your time fighting the enemy and not the game’s interface.
Minimum Spec
Windows® XP/Vista
Pentium 4 or equivalent
512Mb DirectX 9 video card with shader model 2.0
CD ROM Drive (not required for the digital version)
DirectX Compatible Sound Card
DirectX 9.0c or higher (included in installer)
Recommended Spec
1Gb DirectX 9 video card or better
Please ensure your graphics and sound drivers are up to date
before playing the game or you may experience graphical glitches
or more serious errors. Check your manufacturer’s website for
the latest version, as new drivers are released regularly.
Please ensure your system meets the minimum requirements
listed above.
To install the game, either double click on the installation file
you downloaded or insert the Order of Battle – Pacific CD into your
CD-ROM drive. If you have disabled the autorun function on your
CD-ROM or if you are installing from a digital download, doubleclick on the installation archive file, then double click on the file
that is shown inside the archive. Follow all on-screen prompts to
complete installation.
You can also launch the game on Steam.
Please use the Add/Remove Programs option from the Windows
Control Panel or the Uninstall shortcut in the games Windows
“Start” menu folder to uninstall the game.Uninstalling through
any other method will not properly uninstall the game.
In order to maintain our product excellence, Slitherine Games
releases updates containing new features, enhancements, and
corrections to any known issues. All our updates are available free
on our website:
They can also be downloaded quickly and easily by clicking on the
“Update” link in your Game Menu or by using the “Update Game”
shortcut in your Windows “Start” menu folder for the game.
We highly recommend registering your game first before playing.
You can simply do this through the game menu, from Multiplayer
or directly at Slitherine’s website at:
This is because you will need a registered account to play
Multiplayer games on Slitherine’s PBEM (play by e-mail) server.
When registering you can choose to sign up to the newsletters
to receive regular updates, offers and discounts on the rest of
Slitherine’s catalogue so it is worth registering!
Our forums are one of the best things about Slitherine Games.
Every game has its own forum with our designers, developers and
the gamers playing the game. If you are experiencing a problem,
have a question or just an idea on how to make the game better,
post a message there.
Go to and click on the Forums hyperlink.
The best way to contact us if you are having a problem with one
of our games is through our Help Desk. Our Help Desk has a FAQs
section as well as a dedicated support staff that answer questions
within 24 hours, Monday through Friday. Support questions sent in
on Saturday and Sunday may wait 48 hours for a reply. You can get to
our Help Desk by going to
Direct e-mail support:: [email protected]
Throughout the manual we use a number of terms and we list their
meaning here for those who may be unfamiliar with the jargon.
ww Click: Place your mouse pointer over an area or button and
click the left mouse button.
ww Right Click: Place your mouse pointer over an area or button
and click the right mouse button.
ww Drag: Hold down the left mouse button while moving the
mouse pointer across the screen
ww Select: Click on an item or unit to “focus” or highlight it.
ww UI: User Interface is a generic term that we use to describe
the “in-game controls” that will be used by you to manage
the game.
ww Tooltip: Useful instant text guidance found by hovering the
mouse pointer over buttons and other UI elements.
ww Strength Plate: The UI box positioned below each individual
unit deployed on the battle map. It contains various types of
information on the current state of its unit.
After the intro video sequence you will arrive in the Main Menu.
Here you have a number of options available:
ww Singleplayer: From here you can start a singleplayer
campaign or scenario, as well as load previously saved
ww Multiplayer: You can play against human opponents using
the PBEM++ server system, or on the same device using the
Hotseat mode. Both modes allow matches of up to four
human players to take part in a single match.
ww Options: Takes you to the Options Menu which offers a
number of gameplay, performance and visual settings.
ww Editor: Allows you to create your own custom singleplayer
and multiplayer scenarios.
Below these options at the bottom of the screen, a set of flags
can be found which allow you to change the game’s language
The first tab in the Singleplayer menu provides an overview of
all available Campaigns. Use the arrow buttons on the left and
right side of the campaign description text to scroll through the
campaigns. The base game offers three campaigns:
ww Boot Camp: Focuses on teaching the player the basic
elements of the game. You play as a batch of US recruits
facing another team of US trainees in a series of wargames
and training exercises.
ww Imperial Japan: Puts the player in command of the Imperial
Japanese Forces at the start of the surprise attack at Pearl
Harbor. The campaign eventually leads to the fictional
“what-if” invasion of Australia.
ww Pacific Allies: Puts the player in command of the US-led
Allies facing the Japanese aggressor. From a series of hard
fought defensive battles starting at Pearl Harbor, the Allies
will face a long fight to regain the initiative and turn the tide
of the war.
If you are new to this game it is strongly advised to start with the
“Boot Camp” tutorial campaign. The other campaigns will start with
a higher difficulty level and will not introduce the gameplay features
gradually. Even if you are used to hexagonal strategy games, it will
be a useful introduction to some of the game’s unique gameplay
The second tab in the Singleplayer menu lists all available
individual scenarios. Scenarios marked with a golden star are
official scenarios provided by the game’s developer, while a
silver star marks any custom scenarios created by yourself or the
By default, custom scenarios are located in the “My Documents\My
Games\Order of Battle - Pacific\Scenarios” folder.
A number of settings are available for individual scenarios:
ww Quick Experience: When enabled, units gain experience
much faster to allow acquiring elite units over the course of
a single scenario.
ww Combat Randomizing: By default, the combat outcome
is slightly randomized and does not match the prognosis
ww Custom Starting Force: Checking this will remove all core
units from the default scenario setup and allows players to
purchase and deploy their own custom starting force.
ww Scenario difficulty: The difficulty level of the scenario will
affect the strength of AI controlled players. There are five
levels available, “I” being the easiest and “V” being the
In the “Load Game” tab you can load and continue previously
saved games. This lists both games saved during the campaign
and individual scenarios. The list is sorted by creation date, the
highest game in the list being the most recent one.
At the bottom of this menu the scenario name, campaign (if
any) and current turn of the selected game is displayed.
There are two ways to play multiplayer:
ww Hotseat mode allows up to four players to play the game
on the same device. Players must “change seat” whenever
it is their turn.
ww The Online PBEM++ Server System allows you to play
Multiplayer games with and against other players across the
world, on any platform and at any time.
The Hotseat menu allows you to start a new multiplayer game
through the “New Game” button. It also provides an overview
of unfinished Hotseat save games – if any are available. These
are automatically created when a new Hotseat game is launched.
To continue one of these games, select it in the list and click
“Continue Game”.
The Hotseat “Game Setup” menu is very similar to the
Singleplayer Scenario Panel: select a scenario from the list and
change the settings according to your preferences. The only
difference is that you can change the avatars of all the (human)
players involved. Clicking the “Launch Game” button will start the
turn for the first human player.
The online multiplayer option requires you to log onto the server.
If you already have a Slitherine account or have previously played
other multiplayer games on our server, choose the Log In button
and enter your username and password.
If you do not have an account, click the
Register button to create one. After this
you also use this account on the Slitherine
forums to communicate with developers
and other players.
After logging in you arrive in the
Multiplayer Lobby which has four different
ww “All Games” lists all challenges and
matches of any type and state.
ww “My Matches”, lists the active games you currently have in
ww “My Challenges” shows the challenges you hosted which
are waiting for other players to begin
ww “Open Challenges” lets you see if there are any challenges
available from other players. Challenges displaying a padlock
icon are private challenges which require a password to join.
From here you can accept other players’ challenges or create
your own.
If you want to initiate your own challenge, click the “Host Challenge”
button to open the Game Setup menu. This interface is very similar
to the Singleplayer Scenario Panel: select a scenario from the list
and change the settings according to your preferences. The only
difference is that you can choose any available open player slot.
This will put you in control of that specific nation (or group of
nations) once the match has started.
By clicking the “Open Slot” bar at the top of an open slot box
you can reserve also reserve a specific slot for a specific player.
A window will pop up allowing you to search for the player and
confirm the reservation.
A reserved slot cannot be occupied by any player other than
the reserved one, allowing you to specifically choose your allies
and/or opponents. If you do not reserve any slots, any player can
join your game unless you assign a password to it.
Once you are happy with the setup, click the “Confirm”
button to launch the challenge. From this moment other players
will be able to join your game. It will automatically turn into an
active “Match” once it has filled up with the required amount
of players, the player controlling the first side in the selected
scenario will then be able to play the first turn. When it is your
turn you’ll be able to select the game and press “Launch “ to start
the game. Otherwise you’ll have to wait for your opponent(s) to
take their turn(s).
When it is time to play your turn you’ll be notified by e-mail. It is
important that you enter your real email address when registering
or you will not see these e-mail alerts.
When you are playing a multiplayer match and are ready to finish
your turn, simply click the End Turn button. This will automatically
upload the turn to the server and allow the next player to make
his/her moves. Once all other players have completed their turn,
the game will once again be available for you to play.
In both Hotseat and PBEM++ mode you
can create chat messages to communicate
with other players. This interface can be
accessed by clicking the chat bubble
button next to the End Turn button in
the bottom right side of the UI bar.
From here you can select the message recipients: all players,
allied players or an individual player. Optionally you can use the
“place marker” button to point to a specific hex on the map.
This can be useful when discussion strategy with other players to
mark a location of attack or defense mentioned in your message.
Clicking the same button again will clear the marker.
Once your message is ready click the “Send” button to
confirm it. The message will then be displayed to the recipients
at the start of
their next turn.
By clicking the
“Overview” button
you can access the Chat Overview panel, which displays all previously
sent and received messages.
Enable Hex Grid: Toggles the visible hexagonal grid to highlight
individual hexes on the map.
Map visuals:
ww 3D World Map: Switches the map to the animated “real
world” visual style. (Default)
ww 3D Tactical Map: Switches the map to boardgame style
ww 2D Tactical Map: Identical to the above, but without any 3D
End Turn Warnings: Enabling these will create various warning
popups on clicking the End Turn button.
Display hovered unit’s name as tooltip: When enabled,
hovering over a unit will display its (custom) name.
Instantly show strength loss from combat: Update the unit
strength plates instantly when launching an attack, instead of
waiting for the damage number in the attack animation to pop up.
Always adjust unit size to current ground/air focus: When
switching between ground and air focus, all ground/naval and air
units respectively will be displayed in either large or small size,
regardless of whether they share a hex with another unit.
Summarised Unit Stats: Display only the most important
statistics when selecting a unit.
Pause game if windows is not focused: When enabled, the
game rendering will pause when another window is switched to
in the operating system.
Animation Speeds: Controls the speed of movement and rotation
animations as well as the delay between individual unit actions.
Separate settings are available for player and AI units animations.
Classic Unit Facings: When enabled, units will turn to left or
right facing to resemble the 2D orientations used in many classic
hexagonal strategy games.
Unit Scaling: Change the display size of the unit visuals.
On “Dynamic” their scale changes as with the camera zoom
level, displaying the models on “Large” size when zoomed out
completely and on “Small” size when zoomed in all the way.
Tutorial: Allows you to disable tutorial popups or reset the
tutorial history.
Mouse Controls Scheme: The “One-button” control scheme
allows you to play the game exclusively with the left mouse
button, while the two-button scheme uses left-click for selection
and right-click to issue orders.
Map Scroll Speed: Sets the scrolling speed when moving the
mouse cursor to the edges of the screen or using the WASD/ZQSD
or arrow keys to scroll the map.
Mouse Zoom Speed: This slider allows you to adjust the
sensitivity of the mouse wheel, used to zoom in and out on the
battle map.
Hotkeys: The customisable list of hotkeys allows you to review
or change the keyboard shortcuts to certain common actions. To
change a hotkey, click the button next to its name and press the
desired key combination on the keyboard.
This tab offers a range of settings that have an impact of the
performance of the game. If your hardware is producing a slow frame
rate, experiment with various performance settings to improve it.
Render Quality: This setting affects the overall quality of the
3D graphics. The lower this setting the better performance you
will get on older hardware, the higher the setting the better the
graphics will look.
Effects Quality: Determines the quality of various combat and
ambient effects, such as fire and explosions.
Lighting Quality: Determines the quality of the lighting in the
3D World Map display.
Bloom: Toggle the bloom visual effect, which creates a
feathering glow around brightly illuminated areas.
Weather Effects: Toggle weather visual effects on or off.
Permanent Wrecks: When enabled, destroyed units will remain
on the map until their hex gets occupied by another unit.
Unit Accenting Glow: To increase the contrast of unit models
over specific terrain types, the unit glow can be enabled. Other
settings allow you to switch the effect on or off permanently,
or adjust the glow colour to the unit’s player colour for easier
Screen Resolution & Windowed Mode: When running
full screen you should always try to use your display’s native
resolution. This will be selected by default. When running in
Windowed Mode make certain the resolution is small enough to
make it fit in your operating system’s native screen resolution.
Here you can adjust the volume of the music and the sound effects
and ambient sounds, or turn them off altogether.
Play intro video on game start: When disabled, the intro video
sequence will no longer play when starting the game. Instead it
will go directly to the Main Menu.
When in campaign or scenario mode, you can access the Save
& Load tab through the options menu. Here you can save your
current game progress or load a previously saved game.
When accessing the Options panel through the Main Menu this
fourth tab is not available. Instead you have to use the “Load Game”
tab from the Single Player menu.
From here you can access the built-in scenario editor which was
also used to create all the official game content.
2.5. EXIT
Exits the game.
When launching a new campaign, the campaign map view will
appear. This screen displays a map of the region the campaign
takes place in, marking the territory controlled by all involved
parties as well as marking the next available mission(s).
If multiple missions are available, click on their
map marker to choose between them. To start the
currently selected mission, click the play symbol in
the bottom right corner.
During later stages of
the campaign, coloured pushpins may appear
on the map. These mark the state of specific scenario events
which have a lasting effect in the campaign. When hovering over
a pushpin a tooltip will appear to explain its exact meaning. The
colour of these markers also indicate who benefits from the event.
The Campaign UI also allows
you to set the difficulty level,
review unlocked Specialisations
and inspect your current Core
When playing a campaign, surviving units will be carried over
from one scenario to the next. The force you maintain throughout
a campaign is called a “Core” or “Core Force”. The units that
are part of it are called
“Core Units”. These can be
recognised on the battle map
by the yellow outlines of their
strength plates.
Some scenarios also contain Auxiliary Units
– which exist only in the current scenario
– marked with a black outline around the
strength plate.
This distinction is also visible in the unit list,
where core units have a yellow unit type name
and auxiliary units a white name.
At specific points throughout the campaigns a choice between
two Specializations will be given. You can only pick one of the two
available choices – the other will be unavailable for the duration
of the current campaign.
Specialisations add unique abilities and units to your forces.
They are inspired by the unique historical strengths, characteristics
and doctrines of the warring nations and allow you to add further
customisation to your Core Force.
In Order of Battle – Pacific, everything evolves around the creation
of a powerful, well-mixed force of different unit types and using
each individual unit to the best of its abilities.
Each unit type belongs one of these three categories:
ww Land Units
Are restricted to land hexes
ww Air Units
Can move anywhere when airborne.
ww Naval Units
Restricted to water hexes.
Unit categories are further split into unit classes, which assign
specific roles and behaviours to the unit types.
ww Infantry
The infantry forms the backbone of any army during
WWII. They excel in cities, forests and mountains
– terrain types with high cover values. In open terrain,
however, they are vulnerable to artillery fire and armored
attacks. Infantry units move fairly slowly on foot, but can be
equipped with motorized transportation to increase their
ww Reconnaissance
Units of this class have the unique ability to spread
their movement points in two consecutive moves.
Land-based Recon units will also be more likely to retreat
from combat to prevent taking significant losses. This
behaviour makes them effective at surviving scouting
missions, but ill-suited for holding defensive positions.
Their high movement speed also makes them effective
harassment units which can target vulnerable enemy units
even behind enemy lines.
ww Tank
This class contains armored combat vehicles
designed to fight in general combat against various
target types. While most Tanks are designed to fight infantry
and overrun enemy defenses, the majority of tanks also
perform well against other armored vehicles. In high cover
terrain such as cities and forests tanks generally do not
perform as well , aside from a few specialized types such
as flamethrower – or howitzer-equipped assault vehicles
which are effective to fight against units in cover.
ww Anti-Tank
These units are specialized in destroying armored
vehicles of the Tanks class. They have the unique
ability of providing fire-support to any adjacent friendly
unit when the latter is attacked by an enemy Tank-class
unit. Towed and turretless anti-tank weapons suffer more
from outflanking attacks however, and often have poor
protection against close infantry attacks.
ww Artillery
Artillery fire is not very accurate and as a result does
not do much direct damage. Instead these weapons
are mostly effective at breaking the enemy efficiency and
keeping them pinned down. Towed artillery units are slow
and generally only suitable for defense or battering large
fixed defenses. Self-propelled artillery units however can
travel quickly and can fire during the same turn they moved.
This allows them to support a rapidly advancing attack.
ww Anti-Air
AA units are used to protect ground targets from air
attacks. Because of their poor mobility AA units are
hard to use to gain air superiority. They are however valuable
on the defence, providing protection against any air attacks
within their firing range. Some AA guns can switch to direct
fire mode, acting as Anti-Tank class units in this alternative
setup. Compared to true AT weapons however, AA guns are
generally more prone to taking casualties in ground combat.
ww Fighter
Fighters are the ultimate weapon when struggling
for air superiority. Some types are designed for
their dogfighting capabilities against enemy fighters, while
others excel against Strategic Bombers thanks to their heavy
weapon-loads and excellent high-altitude performance.
Fighters are also useful in a defensive role: when placed next
to a friendly bomber, land or naval unit, they can support it
against attacks by enemy aircraft. Fighters can also be used
for attacking ground and naval targets, but only specialized
attack planes are truly effective in this role.
ww Tactical Bomber
Tactical bombers are designed to deliver precise blows
against enemy ground or naval units. They carry either
torpedoes to use against naval targets or bombs which can
be used against both ground and naval targets. Most torpedo
bombers can also be switched to carry bombs instead but can
only do so when deployed on an airfield or carrier.
ww Strategic Bomber
Strategic bombers perform bombing raids from
great heights and are much less precise than tactical
bombers. Similar to Artillery, their attacks don’t do a lot of
damage to enemy strength, but can cripple their targets’
efficiency. Their large size and high altitude generally makes
them difficult to destroy, requiring specialized Fighter
aircraft or high-calibre AA guns take them on effectively.
They can also be used to target enemy supply sources
directly, destroying their supply output. A sustained
strategic bombing campaign can therefore affect the
performance of large numbers of enemy units.
ww Destroyer
The Destroyer is the workhorse of any fleet. Cheap
and numerous, these fast warships act as scouts,
escorts and the screening of larger, more expensive ships
against enemy destroyers. They are, however, vulnerable
to long range fire from larger Cruisers and Battleships. All
Destroyers have the ability to launch torpedoes, which can
be used with deadly effect against even the largest warships.
They also excel as hunting down enemy submarines and
protecting other ships against this threat.
ww Cruiser
The Cruiser class contains fast, medium sized
warships packed with various light and heavy gun
batteries. They are ideally suited for escorting important
targets such as transports, supply ships and Aircraft
Carriers. They also carry a large array of anti-aircraft guns
to face off any attack from above. Japanese Cruisers are
generally less well-armored but have the ability to launch
deadly torpedo volleys.
This class contains the largest, most powerful
surface ships in the game, capable of attacking
naval and ground targets from great distance. When used
for ground bombardment – much like artillery – they rarely
cause direct damage. Instead they will wear down enemy
efficiency with a barrage of massive explosions. These ships
are incapable of attacking submarines, relying on Destroyer
escorts to deal with this threat.
Carriers serve as mobile airfields which can maintain
carrier-based Fighters and Tactical Bombers. This
makes them useful in supporting naval battles and invasions
where land-based airfields are not available or are too far
away from the action. Depending on their size Carriers can
store one to three air units in their cargo holds, providing
these with repair and refueling.
Submarines are naval vessels capable of moving
and attacking while being submerged. In this state
only enemy ships equipped with the Sonar Pulse ability can
effectively reveal and attack a submarine.
Structures range from static combat units such as
Bunkers and Coastal Guns to passive Radar Stations
and Fuel Depots.
The transports class contains all “organic transports”
– motorized transportation vehicles attached to
specific Infantry or towed weapons – as well as air transports
for paratroopers, naval transport ships and trains for railroad
ww Mines
Mines are static units which – once deployed – belong
to no one. Land and naval mines can only be spotted
by adjacent land and naval units, respectively. Once spotted
they remain visible but can only be removed by moving a unit
through them – causing several casualties – or using the Mine
Clearing ability of specialized units such as Engineers.
The strength and weaknesses of each unit type is defined by the
sum of all its stats. These are carefully balanced to accurately
reflect their historical characteristics.
ww Strength
Current strength of the unit. This essential value is displayed on
each units’ strength plate on the battle map. Strength is damaged
in combat and replenished using Repair and Elite Repair abilities.
The higher the strength value, the more effective a unit is in
combat. When it is reduced to 0, the unit will be destroyed.
ww Entrenchment
Entrenchment level of the unit. When not moving
and not involved in combat, land units automatically
dig in and entrench their position. This makes them
more resistant to attack.
ww Experience
This represents the unit’s level of experience.
It will gradually increase when a unit is involved
in combat. Experienced units perform better in combat and
are more difficult to destroy.
ww Chassis
The chassis type defines “how a unit is moved”. Chassis types
range from “foot” for infantry to “wheels” or “tracked” for
ground vehicles. Naval units are either “shallow draft”, “deep
draft” or “submerged”. Only the first type is capable of moving
through shallow water hexes. The chassis thus directly affects
how far a unit can move across different terrain types.
ww Movement Points
The number of movement points a unit can spend
every turn. Depending on the unit’s chassis type,
every terrain type takes a certain number of points
to travel across, so the combination of these two attributes
determine how far the unit can travel in one turn.
ww Line of Sight (LOS)
The LOS value determines how far away a unit can spot
enemy units. Each terrain type has a specific “LOS cost”.
For example “Open” terrain has a cost of two, “City” terrain
a cost of three and “Mountains” a cost of five. This means a
unit with a LOS value of six can see three hexes across open
terrain (6 / 2), two hexes across city terrain (6 / 3) and one
hex across mountains (6 / 5).
ww Range
Unit’s shooting range (in hexes). A range of 0 means
that the unit needs to be adjacent to the target and
actually be able to enter the terrain type of the enemy.
For example, a Tank cannot attack Infantry positioned in a
Mountains hex because it cannot enter that terrain type.
ww Attack
Each unit type has various attack values used against
various different unit categories or (defensive)
combat types.
ww Defense
Each unit type has various defense values used when
being attacked by various different unit categories
or (offensive) combat types.
ww Offensive Combat Type (OCT)
Defines which defense stat is used by the enemy unit in
combat. This determines what defense value is used against
a specific unit type. For example, when a unit with OCT
“Mechanized” attacks, the defender will use its “Defense
Against Mechanized” defensive value against it.
ww Defensive Combat Type (DCT)
Defines which attack stat the enemy will use against this
unit. This determines what attack value is used against a
specific unit type. For example when an aircraft with DCT
“Small” is being attacked, the attacker will use its “Attack
Against [Air] Small” attack value against it.
ww Bombardment
Strategic bombers can target and damage supply sources.
The amount of potential damage done is defined by the
bombardment value.
ww Shock
Units such as artillery and strategic bombers will
lower their target’s efficiency level when attacking.
Their shock value determines how much severe this
effect will be.
ww Assault
Units with an Assault value of 1 or higher will
damage and decrease enemy entrenchment at
the beginning of their attack. Use them to lead
an assault on heavily fortified positions to soften up the
target’s defenses before the other units move in.
When hovering the mouse cursor over a friendly unit,
the default cursor will change to a selection cursor.
Click the left mouse button to select it. You can only
select your own units, not allied or enemy units.
Most units can only move once per turn. An exception to this rule
are Recon class units which can move twice, provided there are
still movement points left after their first move.
Most units can still attack after moving, but cannot move after
attacking. However towed artillery units however can only fire if
they have not yet moved during the current turn.
When a unit is selected,
a white overlay is displayed
over each hex it can move in
that turn. Clicking on any of
these hexes will move the
unit to this position, provided
it is not blocked enroute by
a previously invisible enemy
Each hex can contain one air unit, one ground (land or naval)
unit or one of each. If it contains both an air and a ground unit,
only the focused unit will be displayed in full scale with its strength
and status icons visible. To switch focus between air and ground
layers, click the toggle button in the top-left corner of the screen
or press the <TAB> key.
Adjacent units of the same category (land, naval or air) can swap
positions, provided they can both move into each other’s terrain
type and have not yet moved this turn. To swap two units, select
one, hold down <CTRL> and click on the other unit.
Infantry and towed guns move slowly without motorized
transportation. You can assign a transport vehicle to these units
through the Upgrade menu, accessible through the Upgrade
button in the Abilities panel in the lower left corner of the screen.
These transport vehicles are called “organic transports” because
they remain part of that unit wherever it moves. Organic transports
cannot be detached from a unit, but can be removed through the
Upgrade menu if the “No Transport” option is selected.
When upgraded with an
organic transport, the white
movement overlay will also
display truck icons for hexes only
reachable using the transportation
vehicle. Clicking on such a hex will
automatically turn the unit into its
organic transport type and move
it to the destination.
When a unit is positioned in a
city or village with a railroad
line it can be moved by train.
Select the unit, click on any of
the available marked hexes
with a locomotive icon and
the unit will turn into a Train
transportation unit, moving it to the chosen destination.
In the following turns, infantry units can leave the train
transportation from any hex. Other classes such as tanks or artillery
need to be in a city or village to be unloaded from the train.
Sometimes you need to move a unit across a large distance which
would take a number of turns, making it a rather cumbersome
endeavor. To automate such an assignment you can set a long
distance destination by holding the CTRL key and clicking on the
unit’s final destination.
When a long distance destination is set, the unit will
automatically move toward this position at the end of every
turn. Clicking the End Turn button will trigger a popup asking
permission to complete all long distance moves. On confirmation
all units will complete these moves just before the turn ends.
To cancel a unit’s long distance destination, hold the CTRL key and
click on either the unit or destination hex. When you give any other
order to the unit the long distance destination will also be removed.
Land units can be transported across water by embarking on naval
transportation. The option to embark is available if the unit is:
ww Positioned on a city, town or village adjacent to a port hex.
ww Adjacent to a friendly warship (not including submarines or
transport ships).
Clicking on a valid embarkment hex will
turn the unit into a naval transportation
ship and allows them to move across
bodies of water.
A transport ship can disembark on
adjacent land terrain provided the unit type
it carries can actually enter that terrain.
For example infantry can disembark on a
coastal mountain hex, but tanks cannot.
Ground and naval units
project control over all
adjacent hexes. This area
is called the “Zone-ofControl” or ZoC. Hexes
inside an enemy units’
ZoC are more difficult to
move through: It costs
three times as many
movement points to move from one hex to the next if the first
hex is in enemy ZoC.
This means moving past an enemy unit or gap in the enemy
defense generally takes several turns. As displayed in the image
above, the Japanese destroyer’s movement is restricted by the
ZoC of the two US destroyers.
Besides affecting movement, all hexes within the ZoC of a land
unit will automatically be captured if it has not moved or attacked
during the previous turn – provided these hexes are not in the
ZoC of an enemy unit and do not contain a supply source.
While a unit’s strength value determines how “healthy” it is,
its efficiency represents its current state of cohesion, morale
and fatigue. This value has a strong impact on unit combat
capabilities, especially the ability to deal damage to enemy units
– defensive capabilities are affected in a lesser degree. The colour
of the strength number on the unit plate gives an indication of
its current efficiency level. As efficiency drops, the number turns
yellow, orange and eventually red.
Efficiency can be damaged through combat, especially when
bombarded by artillery, naval gunfire or strategic bombers.
Movement through difficult terrain types such as mountains and
jungles will also decrease efficiency. This is indicated by negative
values on a unit’s predicted movement path. The presence of a
dirt road will decrease this movement
penalty, while moving along a hard
road causes no efficiency loss at all.
Disembarking from transportation
ships also causes an efficiency drop.
The amount of efficiency loss depends
on the terrain type the unit lands on.
Beaches cause a fairly low penalty making them ideally suited for
naval invasions. Disembarking from a port to an adjacent city hex
causes no efficiency loss at all, making the capture of coastal cities
useful in the course of a naval invasion.
Unlike strength, efficiency will automatically recover when a
unit doesn’t not move and is not involved in combat for at least
one full turn. It may take several turns for a 0 efficiency unit to
fully recover to the maximum efficiency level of 10.
Idle units will automatically create entrenchments at their
position. The effectiveness of the entrenchment will increase
gradually over several turns, ranging from 0 (no entrenchment)
to 10. These levels are visualized on the map by sandbags
around the unit. The more bags, the higher the entrenchment
The following actions will prevent a unit from entrenching:
ww Attacking an enemy
ww Moving to a different position
ww Being attacked by an enemy unit
ww Using certain special abilities
Repairing and upgrading do not prevent a unit from entrenching.
Moving a unit to a new position will clear its previous
entrenchment. Attacking from an entrenched position will
also reduce its effectiveness. As such, in order to maintain
entrenchment defending units must hold their position and resist
the temptation of launching counter attacks.
4.10. COMBAT
All units can only attack once per turn.
When selecting a unit which has not yet
lost its ability to attack in the current turn,
all valid targets will be marked with a red
When hovering the mouse over a valid target, the combat
prognosis will be displayed. This is an estimated outcome of the
attack, displaying the amount of damage each side is expected
to deal to the other. The number under each flag indicates the
estimated damage the unit of that nation will do to the other. So
the higher your number is compared to that of the enemy, the
better the combat odds are for you.
Similar to the scores of a sports
game, a prognosis of (USA) 3-0
(Japan) means the American unit
is expected to score 3 hits on the
Japanese unit.
To initiate an attack, simply leftclick on a valid target. Remember
that the outcome may not exactly
match the prognosis, as combat results are slightly randomized
and currently invisible enemy units may also affect the real
combat outcome.
When hovering over a hex marked
as a valid move, a combat prognosis
will appear over every target which
is in range from that position. These
potential prognoses display the
expected combat results as if the unit
has moved to the hex the cursor is
currently pointing at. This allows you
to check your attack options before
having to confirm the move order.
When moving a unit it may run into an enemy unit that was invisible or
hidden in the fog of war. This will trigger an ambush attack between
the enemy unit and the moving unit. Being caught by surprise, the
moving unit will suffer from significant combat penalties.
When a defender takes heavy casualties’ damage in an attack,
it will attempt to retreat to safety to reduce its losses. This
increases its chances of survival but causes further deterioration
of its efficiency. The amount of damage taken during the retreat
depends on the movement speed difference between the
attacker and the defender. Highly experienced units also suffer
less efficiency and strength loss when retreating.
Strategic Bombers have the ability to target enemy supply sources
directly to decrease the amount of supply they provide. Sustained
strategic bombardments will eventually decrease the efficiency of
all enemy units within the affected territory.
Simply move the bomber over an enemy
supply source and it will show up as a valid
target, regardless of whether it contains a
(visible) enemy unit or not.
A unit engaging a target can get outflanking support from other
friendly units. To provide such a bonus, the friendly unit must be:
1. Adjacent to the target unit
2. NOT adjacent to the attacking unit
3. NOT adjacent to any other
enemy unit which is also
adjacent to the target
Friendly units providing outflanking
support will be highlighted with
a pulsing blue cross during the
combat prognosis.
All units in the Anti-Tank and Anti-Air classes count as “support
units”. They will provide a combat bonus to any adjacent
ground unit when the latter is attacked by a tank or aircraft
Enemy units providing fire support will be highlighted with
a pulsing red cross during the combat prognosis. A maximum
of three units can provide
support in a single attack. If
more valid support units are
available the best ones will
automatically be used.
Similar to defensive fire support, fighter-class units will defend
any adjacent friendly ground, air or naval unit against enemy
air attacks. For example when a bomber attacks a carrier with a
fighter adjacent to it, the fighter will be involved in the combat
calculation and cause additional damage to the attacker.
The only exception is that fighters will never assist other
fighters in combat. A maximum of three fighters can provide
support in a single attack. If more supporting fighters are available
the best ones will automatically be used.
A mechanic unique to air-to-air combat is that the damage done by
both attacker and defender depends on the defender’s strength
value. For example when a 10 strength fighter attacks a 3 strength
bomber the damage taken and dealt by both will be lower than
if both units had been at full strength. This represents that there
are only so many attacking aircraft that can safely engage a single
target simultaneously, and that weakened targets are more
spread out – trying to avoid combat – resulting in longer flight
times to catch up with them.
In practice this means it is better to spread out your fighters
when engaging several incoming enemy bombers rather than
concentrating all fighters on a single target until it is destroyed.
It also gives to badly damaged aircraft a better chance to escape
back to the safety of their airfield or carrier.
When engaged in combat, ships would face their sides to the
enemy to allow all guns to aim at the enemy and deliver maximum
broadside fire. This meant that – once they got in firing range –
fleets would generally sail parallel to the enemy, not toward
them. In the game this is simulated with the following mechanic:
When ships increase or decrease the distance toward a specific
target before firing, its attack capability will be decreased.
In the example above the Japanese cruiser does two damage
to the enemy ship from a distance of five hexes. If it chooses
to move upward to a hex that is still five hexes away from the
enemy, the combat prognosis does not change. If instead it
moves toward the enemy – thus changing the distance from five
to two hexes – the predicted damage output will decrease to 0+.
In addition to this, the combat calculation also takes into
account that firing accuracy decreases over range:
Damage caused by ships decreases if the target is further than
1/3rd of the ship’s range + 1 hex. So for example a three range
Destroyer will deal maximum damage at any target within a range
of two hexes (three range / 3 + 1 hex), while a six range Cruiser
can hit targets up to three hexes away with maximum accuracy.
Targets further away will take less damage when fired upon as
illustrated in the screenshot above.
Note: Torpedoes are not affected by any of these two naval
combat mechanics.
Various naval and air units have the ability to fire torpedoes. After
firing a volley of torpedoes it takes a number of turns to recharge
the ability. Torpedoes generally deal very high damage, especially
to large – easier to hit – capital ships.
Unlike normal attacks however, torpedoes require a clear line of fire:
Land hexes and other ships – friend or foe – can block a target if they
are positioned on the
torpedoes trajectory.
In the example above,
the Japanese destroyer
can fire torpedoes at
the bottom cruiser, but
not the one at the top,
because it is shielded
by a destroyer.
The damage output of a torpedo is determined by whether the
target has moved in the previous turn or not. This is indicated by
the national emblem next to the enemy unit’s strength number:
if the unit has moved the emblem is fully darkened, meaning
torpedoes will be less effective at hitting and damaging the target.
Note: A ship which has not moved or attacked during its own
turn will automatically count as “moved” for this torpedo penalty,
so you don’t have to move every single ship every turn if it is not
involved in combat. Only ships which have fired their guns but did
not move will take maximum damage when targeted by torpedoes.
The Production Panel can be accessed during your turn through
the “Purchase” button above the Unit Abilities panel and allows
you to acquire new units.
In the Production Panel, select the desired unit class, pick a
unit from the available selection and click the purchase button
to complete the purchase. If you do not have enough Resource
Points to purchase the unit or not
enough Command Points to deploy it,
a tooltip on the Purchase button will
inform you.
After purchasing a new unit it is added to the force pool list,
under either the “All” or “Reserve” tabs. Clicking on its icon will
select that unit and highlight valid deployment hexes on the
battle map. As a general rule, ground units can be placed adjacent
to cities, air units around airfields and naval units around ports.
Note that these locations are only valid
if they contain a Victory or Capture
Point and are controlled by the player
who owns the unit.
In addition to these standard
deployment rules, a lot of scenarios
also mark additional areas as valid
deployment positions. Sometimes
these areas are only available during
the deployment phase, other times
throughout the course of a scenario.
Freshly purchased units can still be sold
by clicking the “$” button at the bottom
right side of their icon. This will refund the
full cost of the unit, but once the unit has been deployed on the
battlefield once you will no longer be able to sell it.
Note that land units can only be deployed on regions which have
enough supply output to support them. For air unit deployment,
there must be enough supply output from friendly airfields or
carriers available on the map. Most carriers for example provide
enough supply to maintain only carrier-based 3 aircraft. If there
are no airfields available – for example in a naval battle – the
deployment of land-based aircraft will be prohibited.
Valid deployment hexes which are unavailable due to supply
shortages will be marked in a red overlay. In the example above,
the M3 Stuart tank
requires 4 supply
deployed because
there is 0 supply
surplus available in
this territory.
When units are involved in combat, they gain experience. this
means that green recruits – should they survive – will eventually
grow into tough veterans. The amount of experience gained in a
single attack depends on the amount of damage done and taken.
Experience slightly improves a units
offensive and defensive capabilities,
but mostly impacts unit efficiency and
survivability. Veteran units will suffer less
efficiency loss from combat and movement,
and will take fewer casualties when forced
to retreat.
A unit’s experience level is visualised
with small yellow dots above its strength
plate on the battle map. These dots match the experience stars
displayed in the lower UI panel if a unit is selected. Hovering the
cursor over these stars will display the exact experience points
the unit currently has.
Not designed as combat units, Aircraft Carriers also gain
experience from refueling aircraft.
Land units can be repaired anywhere on the map as long as they
are not cut off from supply. When not adjacent to the enemy and
if it has not yet moved in the current turn, a unit will recover up to
5 strength points from a Repair action. Otherwise only 2 strength
points can be recovered per turn. These rates can decrease if the
unit is suffering from supply shortages. Units which can operate
in enemy territory – such as commandos – cannot repair until they
reach friendly territory.
To repair an air unit it must be undeployed or landed on an
airfield or carrier. Naval units must be deployed inside a friendly
port hex, but also have a damage control ability to repair a limited
amount of strength on the open sea.
The specialized “Support Ship” unit can also repair naval units on
the open sea, albeit at a slower rate than port facilities.
There are two types of repair available
in the Unit Abilities panel: Normal and Elite
Repair. Using normal repair will reduce
the unit’s experience level based on the amount of fresh
reinforcements added. Elite reinforcements will maintain the
experience level, but becomes more expensive as experience
grows. The cost compared to standard reinforcing is significant,
so you should restrict the use of elite reinforcements to key units
in your army core.
When a Core unit is destroyed, you can track its history in the
Force list under the “Destroyed Units” tab. When selecting it in
the list a “Reform Unit’ button will appear in the Unit Abilities
panel. This allows you to reform the unit
for full cost, maintaining 5% of its former
experience. It will also keep the logbook and
statistics history of the unit in place.
Commanders are automatically unlocked in specific scenarios on
specific dates or events, and can be attached to a unit to provide
specific bonuses to its unit and any
other unit within its command range.
There are three types of Commanders,
each can only be attached to a specific
category of units:
ww Generals: Attach to land units.
ww Captains: Attach to naval units.
ww Pilots: Attach to air units.
To assign a newly unlocked Commander to a unit, just click on its
portrait in the top-right corner of the screen and all valid targets
be highlighted on the battlefield. Then click on a valid unit to
confirm the attachment.
Just like Core Units, Commanders will be carried over from one
scenario to the next throughout a campaign. When a Commander
is attached to an Auxiliary (non-Core) unit it will automatically
be detached from that unit at the end of the scenario. The
Commander can then be attached to another unit at the start of
the next scenario.
Information Panel of their
current unit. Click the red
cross in the top-right corner
of the portrait to detach
it. The Commander will
instantly detach from that
unit but requires two turns
before it can be reassigned
to another unit.
When a Commander’s unit is destroyed in combat it will become
unavailable for a number of turns. This timer can be tracked on its
portrait in the top right corner of the screen. Once the timer has
ran out, the Commander can be reassigned to another unit.
If a commander’s unit is destroyed
while completely cut off from supply,
its status will be “Imprisoned”
instead of “Wounded”. Imprisoned
commanders take longer to recover
– or rather, escape imprisonment – than wounded commanders.
Most scenarios start with an briefing sequence to take you
through the objectives and background of the mission. Click the
“Start Briefing” button to initiate the briefing display, then use
the next or previous buttons at the bottom UI to read through
the various pages.
You cannot select units or interact with the battle map during
the briefing. Once you have reviewed the briefing, you can click
the “Start Game” button to start the game.
ww UI controls: Left click select/apply, Right click to cancel
ww Drag the map: Drag the right mouse button
Single mouse-button controls scheme:
ww Select unit: Left click on unit
ww Deselect unit: Right click
ww Move unit: Left click on destination
ww Attack unit: Left click on target
ww Swap unit: CTRL + Left click on target
Double mouse-button control scheme:
ww Select unit: Left click on unit
ww Deselect unit: Left click on a open hex
ww Move unit: Right click on destination
ww Attack unit: Right click on target
ww Swap unit: CTRL + Right click on target
Hold Space Bar: Display supply mode.
TAB: Switch between air and ground view
Page Up/Down: Scrolls through units that still have movement
or attack points left
F5: Quick save
F8: Quick load
F9: Take screenshot, saved in the game documents folder
(PNG file format)
Escape: Opens the options menu.
Arrow keys: Scroll the map
WASD keys: Scroll the map (qwerty)
ZQSD keys: Scroll the map (azerty)
P: Open/close purchase menu
F: Open/close force pool list
CTRL + Enter: End turn
R: Repair selected unit
E: Elite repair selected unit
U: Open upgrade menu for selected unit
C: Open chat messenger (MP only)
I: Toggle the Unit Information panel.
+: Zoom in
-: Zoom out
There are two types of objectives in a scenario:
ww Primary Objectives: Need to be achieved in order to win the
ww Secondary Objectives: Completing these is optional and
will give various bonuses in the current scenario or at later
points in the campaign.
Failing to complete all of the primary objectives before the turn
limit expires will lead to a defeat.
Also keep in mind that it is not always possible to achieve all
Secondary Objectives. In some scenarios you have to choose
specifically on which objectives to focus on, rather than try to
complete them all. While Secondary Objectives may not always
affect the current scenario, they may affect the strategic situation
of the campaign and have noticeable consequences in later
The objectives of the current
scenario are displayed in the
Turn Overview panel. This will
automatically be displayed at
the start of the scenario and
each new player turn.
To get more information
about an objective, such as its
award or the position of hexes
or units it refers
to, click on the
icon in front of
You can also bring up the Turn Overview
panel at any time by clicking on the turn &
date indicator in the bottom right UI bar. It
allows you to review the scenario objectives
and their status at any point in the game.
Some hexes are marked with animated flags which come in three
ww Primary VPs: Marked with a golden flag.
ww Secondary VPs: Marked with a silver flag.
ww Capture Points (CP): Marked with a bronze flag.
Primary and Secondary Victory Points are generally linked directly to
the scenario objectives,
while CPs merely mark
important locations.
Both VPs and CPs
are also very important
in the deployment of new units: when present on a city or village
hex, new units can be deployed there by whomever controls the
hex. Note however that when you (re)capture an enemy VP or
CP it takes 3 turns to establish full control over the point. This is
represented by the height of the flag:
Until the flag is fully raised, the hex will not provide any supply
and will not allow the deployment of new units.
Every hex is owned by a specific player. Hexes are captured by
moving land or naval units to or through them. Air units cannot
capture hexes. Regions of hexes uninterrupted by enemy or neutral
hexes form “territories” and are visually defined with borderlines.
When a hex contains a
Victory Point or Capture
Point its flag will represent
the nation that owns the hex.
Water hex ownership is not
visualised with borderlines
because unless it also contains
a VP it has no effect on the
Isolated patches of territory containing no units or supply
sources will be automatically captured if they are completely
surrounded by enemy territory.
Supply plays a vital element in Order of Battle and can be the
difference between victory and defeat.
You can enable the Supply Display mode
by holding the <Space Bar> or clicking on the
Command Points display in the bottom left side of
the UI, just above the date &
turn indicator.
In this mode, supply
sources are marked on the
map and unit strength plates
change to display their supply
type and cost requirements.
Land units generally draw supply from cities, villages or other landbased supply sources. The supply level of a land unit is calculated
by adding up the output of all supply sources in its territory and
dividing that by the sum of the supply requirements of all units in
that territory. Each unit type requires a specific amount of supply.
For example, in the screenshot above there are two towns
providing five supply each in a small pocket of territory. This
means there are a total of ten supply points available here. The
five US units in this territory require four supply each, so the
supply balance is:
(5 + 5) / (4 + 4 + 4 + 4 + 4) = 10 / 20 = 0.5 = 50% supply level for each
of the five units.
The red – 10 indicates that there is a total shortage of ten supply
points in this territory.
So in order to operate at full efficiency the total amount of
supply provided by all supply sources in a territory must match or
exceed the total supply requirements of all units in that territory.
When there are not enough supply sources available in a
territory, units will gradually lose efficiency until their efficiency
level matches their supply level. So in the example above, the 5
units will drop to 50% efficiency over the next few turns.
Units on less than 100% supply level are marked with yellow,
orange or red dots depending on the severity of the shortage.
The supply level of a unit will also affect its movement speed
and repair rate. It is also not possible to deploy additional units
in a territory if its supply output cannot sustain the extra supply
requirements of those units.
Naval units do not require supply. However, they have the
ability to provide supply for land-based units when adjacent to
land territory. When in supply display
mode, black arrows will point to the
territory each coastal ship is currently
providing supply to.
The amount of coastal supply
provided depends on the ship type
and strength: larger ships generally
provide more supply than smaller
ones. The unique “Supply Ship” unit provides by far the most
supply and is essential to support naval invasions until sufficient
land-based sources can be captured. When deployed in a port hex,
ships provide twice as much coastal supply as they normally do.
Note: Carriers do not provide Land Supply, but provide Air Supply
Air units draw supply from any friendly airfield on the map,
regardless of the distance to the aircraft. Carrier-based aircraft
can also draw supply from Carrier units. Just like land units,
if there are not enough air supply points available to match or
exceed the total amount of required supply points of all aircraft
present on the battle map, the air units efficiency level will drop.
While losing all airfield
or carriers may not directly
damage your aircraft, it will
effectively cripple them. Once
depleted to zero efficiency,
they will be unable to defend
themselves properly let alone
cause further damage to
enemy units.
The bottom UI bar displayed during scenario gameplay can be
divided into 3 sections. From left to right it contains:
ww The selected unit’s Abilities Panel on the left side of the bar
ww The selected and hovered units’ information display in the
center of the bar
ww The scenario information display on the right side of the bar
The far left side of the UI bar displays the Unit Abilities Panel, which
provides access to Repair, Elite Repair, Upgrade and certain special
abilities depending on the type of the selected unit. It also contains
“next” and “previous” button which allow you to scroll through all
currently active units. Active means that the
unit can still execute a move or attack during
the current turn.
The content of the center section is
dynamic and can display a variety of unitrelated information.
a unit, it will display
the basic information
about that unit as
well as on overview of its most important stats. On the right side it
will display the terrain type of the unit’s current position on the map.
By clicking on the
terrain type name, this
display can be toggled
to display a list of the
unit’s traits instead.
While the unique balance of a
unit’s statistics largely define its
purpose on the battlefield, their
use is often augmented by one
or more special traits. These can
define passive bonuses or benefits such as the ability to travel
through difficult terrain more easily, or grant active abilities such
as minesweeping capabilities or special attack types.
When hovering the cursor over another unit, the terrain or
traits information will
be replaced with the
icon of that unit. The
central statistics will
also change to display
either information about a combat prognosis between the two
units or a comparison of their statistics.
Clicking the “i” button on the bottom right of
the unit icon or pressing the <I> key will open
the unit information panel.
This panel provides an overview of the
unit’s statistics and history. The “General”
tab displays the current unit type’s statistics, the attached
Commander (if any) and his bonuses as well as the Logbook,
which contains a summary of the main events in the unit’s career.
The “Statistics” tab provides a detailed overview of the unit’s
performance in combat, listing kills of each unit class as well as
some overall statistics.
Every hex has a specific terrain type. You can
bring up a Terrain Information Panel by clicking
the “i” button on the terrain picture of the
currently selected unit.
This popup shows the combat effects and
efficiency penalties related to the selected
terrain type. Terrain can cause an attack
penalty for the attacker, the defender, or
both. Fighting on terrain with an “attacker
damage” factor of less than 1.0 will cause
fewer casualties for the defender, while
terrain types where both sides have lowered
damage output – such as mountains – result
in lower casualties in general, thus making
decisive combat much slower and more difficult to achieve.
The panel also displays the efficiency loss for moving to or
through this terrain, the efficiency loss for disembarking here
from naval transportation and the terrain “cover rating”.
The cover rating of a terrain type determined how much cover
from direct fire and natural obstructions are available. Terrain
types such as cities, jungles and hills have
higher cover values than open terrain and
beaches. All attack stats against land based
targets consist of two values. The terrain
cover value determines what actual value is
used when fighting on a hex.
For example the M4A3 Sherman 105mm
above is armed with a low-velocity howitzer,
designed for assault and infantry support but not for fighting
enemy tanks. Its “Attack against [Land] Mechanised” (lower-left
corner) has a range of “12-16”.
This means it will have 12 attack against tanks on terrain with
0% cover and 16 attack in 100% cover. If the terrain has 50% cover
it will have 14 attack. This means the unit’s gun is less effective
against tanks on open terrain, where shots would be fired from
long ranges, but its performance improves in towns and cities,
where its high-calibre gun can be used to bettter effect.
The exact calculation for range “X - Y” is:
(X - Y) * (100 - (cover rating)) + Y
Dirt and Hard Roads decrease the cost from moving through
hexes. When there is a road connection between two hexes,
moving from one hex to the other will only take half the movement
points it would normally cost.
Railroads allow trains and other railroad unit types to move
through the hexes.
Rivers are among the most important natural obstacles you will
encounter in the game. A unit always spends all its movement
points to enter or exit a river hex. This means it takes three turns
for a unit starting adjacent to a river hex to cross over and move
away from the river.
In addition, while sitting on a river hex a unit is highly vulnerable
to attack. Crossing rivers near a strong enemy presence should
only be attempted when strong artillery support is available.
Whenever possible, bridges should be used to cross a river quickly
and safely. They do not cause any movement restrictions but
being attacked while on a bridge still causes a combat penalty.
Bridges can be destroyed using the “Demolition Explosives”
ability of specialized units such as Engineers. A hex with a
destroyed bridge has the same penalties as a river hex without
any bridge. Engineers also have the ability to create pontoon
bridges. These have the same benefit as standard road bridges.
The main resource type in the game is given the general name
“Resources” or “Resource Points” (RP). These are used for
various actions:
ww Purchasing new units
ww Repairing units
ww Upgrading units
ww Executing certain special abilities
The amount of RP currently available in a scenario is displayed
in the top-right corner of the main UI bar. Additional RP can be
acquired in a few different ways:
ww Most scenarios provide a steady income of RP every turn.
If the scenario is completed faster than the turn limit, any
RP for the remaining turns are automatically added to the
stockpile. The amount of RP income per turn is displayed in
the Turn Overview popup window.
ww For completing specific objectives. Sometimes the cost of
repairs to complete these objectives may exceed their RP
bonus, but they may provide additional advantages in later
The amount of available Command Points
(CP) is displayed in the top-right corner
of the main UI bar, next to the resources
display. These values determine how many
units can be deployed at a given time in the current scenario.
There are 3 types of CP, one for each of the three unit categories
available in the game:
ww Land CP, indicated by a green helmet icon
ww Naval CP, indicated by a blue anchor icon
ww Air CP, indicated by a red aircraft icon
Each unit type consumes a specific amount of CP when it is
deployed. If there are not enough remaining CP the unit cannot
be deployed until more CP become available through a specific
scenario event or the destruction of another Core unit. Auxiliary
units do not consume CP and do not return their CP cost to the
reserve pool upon destruction.
The minimap is positioned on the right side of
the main UI bar. It displays an overview of the
whole battle map. Units are represented by dots
matching their owner’s player colour. Bright dots
are units that have not yet moved, darkened dots
are units that have consumed all their movement
points for the current turn.
Note that enemy and neutral units are only visible on the minimap
when they are actually within line of sight of one of your own units.
indicates the area that is
currently visible on the battle
map. Left-clicking anywhere
on the minimap will move
the camera to focus on that
minimap will open the Strategic
Map. This is essentially a
larger version of the minimap,
providing a full overview of
the map, friendly and (visible)
enemy units and their classes. Note that you cannot control the
units in this view, it only serves to provide a quick overview of the
current strategic situation.
6.11. FOG OF WAR
All hexes on the map that are not within Line of Sight (LOS) of at
least one friendly unit will be covered in a dark shroud, called the
Fog of War (FoW). Enemy units in the FoW are not visible on the
battle map.
The distance a unit can see
depends on the terrain types
of its surrounding. Note how
in the screenshot above the
US unit can see 2 hexes along
the open road, but cannot see
past the jungle terrain on its
right. This is because jungle terrain has a higher “LOS cost” than
open terrain.
At the start of a turn, all your units reveal the FoW of all hexes
within their LoS. When you move them, they reveal all the hexes
along their path of movement.
Enemy units attacking from inside FoW – for example long
range artillery – will automatically be revealed for the duration of
their turn. At the end of each turn the FoW is recalculated, hiding
hexes that your units can no longer see.
There are also a number of special units such as submerged
submarines and commando type infantry units which can be
invisible to the enemy even when their location is not concealed
by the FoW. In addition, Infantry and towed guns positioned in
certain terrain types such as jungles and cities can only be spotted
by adjacent ground or naval units.
Aircraft and Radar Stations have the ability to see past their LOS
range, revealing the position of enemy ships or aircraft in the fog
of war. These hexes are covered with a lighter version of the FoW
as opposed to the standard black shroud. Enemy units detected
in this manner will be marked as an icon without revealing their
type or strength.
Air units require fuel to stay up in
the air. The number on the right
side of an air unit’s strength plate
indicates the amount of turns it
can stay up in the air. If an aircraft
is selected, red movement markers
indicate hexes that will be out of
fuel range in the next turn.
When the fuel indicator drops
to 0, the air unit will lose strength
each turn until it finally drops
out of the sky and crashes. To prevent this from happening the
aircraft must land on a friendly airfield where it will be refueled
automatically in the next turn. Carrier-based aircraft can also land
and refuel on aircraft carriers.
When on or adjacent to a friendly airfield you can use the
“Land” ability to put it on the ground. When landing on an empty
airfield, a Hangar unit will be created and the aircraft will be
stored inside. If a Hangar already exists, the aircraft will be added
to its current cargo. Hangars will automatically disappear when
the last aircraft inside takes off.
Selecting the Hangar or Carrier allows you to select and
manage their cargo in the bottom left UI bar.
Float Planes and Flying Boats are an exception to this rule:
They do not require refueling. This ability to stay airborne makes
them ideal for long range
but they carry very little
armament and are vulnerable
to enemy air attacks.
Scenarios are created using the boardgame visuals style.
You can at any point test how your creation looks and plays
by clicking the “Launch Scenario” button in the bottom right
corner of the screen.
When opening the editor you will start off with a blank map
filled with the “Open” terrain type. The buttons in the bottom
left side of the UI bar allow you to change terrain types or
place decorations, units, roads, rivers and other special objects
on the map.
The editor allows you to add every feature that is used in the
official game content to your own creations, thereby letting you
design single-player and multi-player scenarios of any size and
complexity that you want to.
For more information on the scenario editor and game
modding, you can visit the game forums on the Slitherine website:
Shift + Click (with unit selected): Move unit to new location
CTRL + numpad number (with unit selected: Set AI team <number>
ALT + numpad number (with unit selected: Set AI team 10 +
CTRL + click (with valid transport type selected): Assign transport
to target unit on the map
CTRL + T: toggle overlay image on/off (<yourscenarioname>_
Lukas Nijsten
David Forster
Bernd Brosing
Massimiliano Del Bono, Wim De Mulder
Niels Vaes
Paulo Costa
Alessandro Ponti
Michèl Niedermeier
JD McNeil
Iain McNeil
Alex Stoikou
Erik Rutins
Philip Veale
Marco A. Minoli
Richard Evans
Olivier Georges
Bart Schouten
Liz Stoltz
Claudio Guarnerio, Myriam Bell
Andrew Loveridge, Gerry Edwards, Matthew Davis
Dean Walker
Paulo Costa, Joseph Miller
Valery Vidershpan, Andrea Nicola, Fernando Turi
Printed in China through WorldPrint Ltd.
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