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.
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.
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.
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.
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 |
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.
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.
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)”.
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.
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.
“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.
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.
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.
■[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.
■ 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.