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.
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.
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”.
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.
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.
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.
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”
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 |
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.
• [Display]>
[Small range display] [Medium range display] [Large range display]
menu
If you select any of these menus in the [View] menu, the
scale and magnification of the entire battlefield map will change.
In [Large Range Display], the unit icon changes to a simple icon
that only represents the weapon type, and the unit status display is
also removed.
• [View]> [3D
Display] menu
When this menu is selected in the [View] menu,
the entire battlefield map is switched to a 3D display. Unit icons
will also be three-dimensional.
In [3D Display], the
[Information Panel]> [VIEW Unit Information] menu cannot be
executed.
• [Options]> [Show
hex frame] menu
If [Options]> [Show hex frame] menu is
checked, the hex frame will be displayed in the terrain hex on the
battlefield map.
• [Option]>
[Show Place Name] menu
If [Option]> [Show Place Name] menu
is checked, the place name set in advance in the map data will be
displayed on the battlefield map.
• 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.