Types and features of terrain

Each battlefield map is composed of hexagons called “hexes” that are 64 squares long and 64 squares wide.
Hexes have unique terrain such as mountains, flat land, and sea, and there are also building terrain such as cities, airports, and refineries. You can check what terrain the terrain graphic on the battlefield map actually shows in the [Terrain List] window displayed in the [Information Table]> [Terrain List] menu.
Also, you can check the “terrain name”, “coordinates”, and “defense rate” of the point clicked on the battlefield map in the “terrain information” panel displayed in the [Information panel]> [terrain information] menu.

Terrain and altitude hierarchy

Although it is difficult to imagine when the [Small Range Display], [Middle Range Display], and [Large Range Display] states are viewed from directly above the battlefield map, each terrain has a hierarchy of different altitudes. The
”For example,“ land ”terrain has a“ ground ”layer at the same altitude as the ground. Above the “Ground” layer, there are “Low Sky”, “
Mid Sky” and “High Sky” aerial layers.
In the case of “ocean” terrain, there is an “undersea” layer, which is the lowest altitude hierarchy, and an “ocean” layer, which is the so-called sea level. Above that, there is an aerial hierarchy of “ground,” “low,” “
mid,” and “high”. However, since there is no ground in the “ocean” terrain, the “terrestrial” layer is treated as a kind of very low-altitude layer.
Normally, naval and submarine weapons are allowed to act only at the altitude of the “ocean” and “undersea” classes. Similarly, ground weapons will act on the “ground” layer, and air weapons will only act on the “ground (landing and ultra-low)”, “low”, “hollow” and “high”.
(However, there are exceptions, and some terrain is mixed with two altitude levels. For example, the “Shore”, “Bridge”, and “Port” terrains have the “Sea” layer, which is the sea level, and the “Ground” layer, which is the ground surface, in the same hex. In short, there is a port facility in a part of the hex, and the rest is covered by the sea. In this case, both sea and ground weapons are allowed to act.
“Mountain” and “Snow mountain” are also special terrain. In these two terrains, there is no “ground” or “low” layer, but only “
mid” and “high” layers above it.

Movement restrictions by topography and altitude hierarchy

When a unit moves, the range of movement is limited depending on the type of terrain and the altitude hierarchy. For example, destroyers cannot naturally enter forests with altitudes higher than the ground level. Also, tanks can move less at a time if they move around in the forest than on flat ground. This is because the “moving power” of the unit is consumed at different rates depending on the terrain.
The movement power consumption also varies depending on the “movement type” of the unit.
The movement power consumed by units by terrain and movement type can be confirmed in the [Movement Type Table] window displayed in the [Information Table]> [Movement Type Table] menu. [Movement Type Table] The terrain displayed as "-" in the window cannot enter the movement type unit.
For details on the movement of units, please refer to “Actions-Movement”.

Defense effect by terrain

When attacked by an enemy, the unit ’s defenses are affected by the type of terrain the unit is currently in. For example, ground troops are harder to attack from enemies in a forest with many obstacles, resulting in higher defense and less damage.
The terrain defense by terrain can be checked in the [Terrain List] window displayed in the [Information Table]> [Terrain List] menu.



Building

Buildings play a particularly important role in terrain. There are six types: capital, city, factory, airport, port and refinery.
Buildings are always placed in either a specific camp or neutral. When neutral, it ’s gray, and when it ’s owned by a particular faction, it ’s the color of that faction.
∙ Enemy factions and neutral buildings can be captured and owned by their own occupations.

Revenue from building and fuel supply

The capital, city, and factory owned by the faction can earn money each time a new turn is started. Funds can be carried forward every turn, but are consumed by troop production, ammunition supplies, repairs and replenishment.
In addition, fuel can be supplied from the capital and refinery owned by the camp every time a new turn is started. Fuel can be carried forward every turn, but is consumed by refueling the unit.
In addition, the amount of revenue and fuel supply amount by terrain can be confirmed in the [Landform List] window displayed in the [Information Table]> [Landform List] menu.

Building replenishment / repair / replenishment ability

Self-owned buildings, excluding factories and refineries, provide fuel and ammunition, repair of lost durability, and replenishment of lost aircraft to self-service units on the building during the supply phase You can to be.
For details, refer to “Replenishment / Replenishment / Repair”

Building search range

The building has a search range that searches for nearby enemy units. This is the same as the enemy's search range, and it can capture the enemy faction that has entered several hexes around the building. The search range is as follows (the unit is hex, and the numerical value is radius).

@

@

@

High

Mid

Low

Ground

Maritime

Underwater

Capital

2

2

3

4

3

1

City

1

1

2

3

2

1

Airport

3

3

3

2

1

1

Port

1

1

1

2

3

2

Factory

1

1

2

2

2

1

Refinery

1

1

1

2

1

1

Unit icon

Status display of unit icons

On the battlefield map, the units of the participating camps are displayed as weapon silhouette icons with colored camps. At the same time, the unit icon shows the status of various units.

Number of knitting machines
On the left side of the unit icon, the current number of aircraft (number of aircraft units) of the unit is displayed numerically. If the aircraft that makes up the unit is lost in battle, etc., the number of organized aircraft will decrease. The number of knitting machines per unit is two for large aircraft units such as transport aircraft, and one for the ship unit.
    • On-board display
If the transport unit is equipped with other units, a “¤” mark will be displayed at the top of the unit icon.
    • Advanced hierarchy display
On the right side of the unit icon, a small “ ” mark is displayed to indicate which altitude level the unit is currently in. The “ ” mark changes to an abbreviation when [Small Range Display] is selected in the [View] menu.
œ High Sky: Red (High)
œ Hollow: Orange (Middle)
œ Low Sky: Yellow
œ Ground: Green
œ Sea: light blue (Sea)
œ Underwater: Under
    • Action end indication
For units that have completed their actions in that turn and have become “action completed”, an “E” is displayed at the bottom of the unit icon indicating END.
    • Unit icon in 3D view
Unit icons when the battlefield map is in the [3D display] state are displayed as rectangular parallelepiped blocks. At this time, the current number of aircraft and the maximum number of knitting are displayed in the format of “6/10” on the side surface in the minor axis direction. On the side of the major axis, the current number of aircraft is displayed as a bar graph.
Note that units that have already acted are shown in dark camp colors.

Change display of entire battlefield map

To move the display range

Right button drag operation and scroll bar operation
If you want to change the range displayed in the battlefield map window to another location, press and hold the right mouse button on the battlefield map. Then, the mouse cursor changes to a palm cursor, so drag it to grab the map. However, this method cannot be used for [3D display].
You can also move the display range by using the scroll bar in the battlefield map window.
    • HQ palette
∙ You can also move the display range using the HQ panel at the top left of the game screen.
    • Keyboard operation during 3D display
In [3D display], only a narrow range is displayed, but you can easily move the viewpoint using the keyboard.

š ↑ ↓ ← → key: You can scroll the display range back and forth and left and right.
š +-key (numeric keypad): Zoom in or out the display range.
š 4-6 key (numeric keypad): The display range can be rotated to the right or left. At this time, an arrow indicating which direction you face is displayed in the white frame on the HQ panel.
š 2-8 key (numeric keypad): Adjust the front and rear depressions of the display range.