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, plains, and sea, and there are also building terrain such as cities, airports, and missile bases. You can check what terrain the terrain graphic on the battlefield map actually represents in the [Terrain Info] window that appears in the [Info]> [Terrain Info] menu.
You can also check the terrain name, visibility, income, etc. of the point clicked on the battlefield map from the [Selected terrain information] palette displayed in the [Palette]> [Selected terrain] menu.
Note that the terrain displayed in dark colors on the battlefield map indicates that it is outside the “searching range”.

What is the search range?
Each unit has a "searching range" where you can reconnaissance with radar. There is also a “field of view” in the buildings belonging to each faction that allows you to look around. In this game, these ranges are collectively referred to as the “Searching Range”. When an enemy unit enters the search range, the unit icon is displayed on the battlefield map as if it was confirmed.
By the way, even if a building or unit with a victory condition label is outside the search range, the victory condition label itself is not displayed.

Movement restrictions due to terrain

When a unit moves, the range of movement is limited depending on the type of terrain. For example, a ship cannot enter land. Also, tanks can move more quickly 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 [Landform Information] window.

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.
You can check the terrain defense by unit type in the [Terrain Information] window.
In addition, the terrain defense of the road is applied to the terrain below the road.

Building

Buildings play a particularly important role in terrain. This includes 16 types of capitals, large cities, medium cities, small cities, urban areas, airports, ports, factories, oil fields, nuclear power plants, missile bases (with warheads), missile bases (without warheads), fortresses, dams, tunnels, and bridges. there is.
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. All faction buildings can also be destroyed by destructible units.

* Some buildings do not appear in this scenario map. These buildings will be used in future scenario maps.

Building visibility range

The building has a field of view to search for nearby enemy units. This is the same as the enemy's search range, which opens up a few hexes around the building. The field of view is as follows.

 

Capital

: Radius 6 hex

Metropolis, Airport, Harbor, Workshop, Fortress

: Radius 5 hex

Large City

: Radius 4 hex

Small City

: Radius 3 hex

Missile base (2 types)

: Radius 2 hex

Urban area, oil field, nuclear power plant, dam, tunnel

: Radius 1 hex

Income from buildings

You can earn military revenue from cities owned by your faction each time a new turn is started. The amount of income is as follows.

 

Capital

500

Metropolis

400

Large City

300

Small City

200

 Military expenses can be carried forward every turn, but are consumed by replenishment (repair) and production of troops.

Building storage capacity

Certain units can be stowed / landed in some of the buildings on the own side and allied side. The maximum number of storage / landings and the types of units that can be stored / landed are as follows.

 

Capital Fortress

: 6 units (ground units, helicopters, VTOL aircraft)

Metropolis

: 4 units (ground units, helicopters, VTOL aircraft)

Large City

: 3 units (ground units, helicopters, VTOL aircraft)

Small City

: 2 units (ground units, helicopters, VTOL aircraft)

Airport

: 6 units (air units including helicopters and VTOL aircraft)

Harbor

:6 troops (ship forces)

Tunnel

: 6 troops (ground troops)

When units are produced, they are still stored in the building.
In addition, the “▽” mark is displayed at the top of the hex graphic of the building where the unit is stored / landed.

Building supply / replenishment (repair) ability

Fuel and ammunition can be replenished to the units that are being stored / landed in all of the buildings that can be stored / landed on the own side and allied side except the tunnel.
Also, in the camp capital, metropolis, airport, and port, you can replenish (repair) the lost number of units in storage / landing units. For details, refer to “Replenishment / Replenishment (Repair)”.

Building production capacity

If the production option is set to [Production], you can produce troops in your own capital, metropolis, airport, or port. See the “Production” section for details.

Building durability and occupation durability

Each building has a value called “endurance” and “occupation endurance”. The current “Durability” and “Occupation Durability” can be checked on the [Selected Terrain Information] palette when building terrain is selected.

Durability
Durability” decreases when a building is damaged by the “Shooting” and “Destruction (bombing)” commands, and when it reaches “0”, the building is destroyed. Functions such as visibility range, income, storage, replenishment, replenishment (repair), and production are lost. Especially for bridges, it becomes difficult to pass.
Destructed buildings are displayed in gray on the battlefield map. Only the bridge turns into a destroyed bridge graphic.
Destructed buildings can only be restored with the “Repair” command for buildings on the own side, friendly side, and neutral side.

Occupation Durability
Occupation Endurance” decreases with the “Occupation” command, and when it reaches “0”, the building is occupied. The building is then owned by the occupied faction. Occupied buildings return to 100% “Occupation Endurance” at the moment they become owned by another faction.

Labels

Label overview

Label” is a sticky mark attached to a building, terrain, or unit on the battlefield map. The names of buildings, terrain, and units that have labels attached will be displayed on the battlefield map. There are two types of labels:

Place name / Building name label
 In the scenario map, the names are pasted on particularly important bases and famous place names. The place name building name label is displayed in white.

Victory condition label
In the scenario map, the label is affixed to the building or unit where victory conditions are set. Victory condition labels are displayed in the color of the enemy faction in a format sandwiched between “☆” marks. However, the victory condition label itself is not visible when you are outside the search range of this faction. If you can't find the victory condition label, please do reconnaissance.
In addition, on the “Operation Command” screen of the briefing screen, the approximate location of the building / unit where the victory condition label is pasted is displayed blinking on the reduced map.

Label display on / off

The label display on the battlefield map can be turned on and off for each type on the [Map Display] tab screen of the [Environmental Settings] dialog. During the game, the [F5] key can be used to turn on and off the place name and building name labels, and the [F6] key to individually turn on and off the victory condition labels. You can also temporarily hide all labels while pressing the [Shift] key.
Note that if multiple labels overlap on the battlefield map, some of the labels may not be displayed.

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.

Compiled machine number representation
In the lower right of the unit icon, the current number of aircraft (number of aircraft) of that unit is displayed numerically. If the aircraft that makes up the unit is lost in battle, etc., the number of organized aircraft will decrease. Large aircraft units, ship units, tactical air defense radars, headquarters and ballistic missiles are composed of one unit (one), and the number of knitting machines is the number of knitting machines Is displayed instead of.

Loading
If the convoy is equipped with other units, a “▽” mark will appear at the top of the unit icon.

Action end display
Units that have completed their action on the turn and have become “action completed” will have an “E” in the lower left corner of the unit icon.

Change display of entire battlefield map

Zoom in / out of display range, hex frame display

[View]> [Wide Area Display] menu and [View]> [Enlarged View] menu
When [View]> [Wide Area Display] menu is executed, the battlefield map zooms out and you can see a wider area. However, the storage indication of the building will disappear. The unit icon also changes to a simple icon that represents the weapon type, and the unit's status display disappears.
To return the display range to the zoomed-in state, execute the [View]> [Enlarged View] menu.

[View]> [Hex Frame] menu
If there is a checkmark in the [View]> [Hex Frame] menu, a hex frame will be displayed in the terrain hex on the 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, hold down the right mouse button on the battlefield map. Then, the mouse cursor changes to a palm cursor, so drag it to grab the map.
You can also move the display range by using the scroll bar in the battlefield map window.

[HQ map] palette
You can also move the display range using the [HQ Map] palette that appears when you execute the [Palette]> [HQ Map] menu.
[HQ map] On the reduced map of the palette, the range currently displayed in the battlefield map window is displayed with a square white frame. Drag this white frame or click anywhere on the reduced map to move the area displayed in the battlefield map window.
The contents of the reduced map displayed on the [HQ Map] palette can be switched by clicking the [Image], [Building] and [Unit] buttons at the bottom of the [HQ Map] palette.