The units of each faction on the battlefield
map take major military actions such as movement, combat, occupation,
and transportation in the action phase.
Each unit in the Action
Phase can take any action other than moving on the spot, take another
action after moving, or take no action.
Note that units that
have completed their actions in the Action Phase will be in the
“Action Completed” state and will not be able to act
until the next turn. However, you can take passive actions such as
other units boarding the actioned unit or the actioned unit
counterattacking attacks from enemy units.
When
a unit takes various actions, it may be restricted by the following
factors.
■ Out
of fuel and ammunition
If
you don't have enough fuel to move, you can't move. Similarly, if you
don't have the ammunition you need to fight, you won't be able to
fight or fight back when attacked.
■ Decrease
in morale
Units
that have battled will have their “morale” value reduced.
A morale value of 30 is the maximum value, and when this is set to
“0”, it is no longer possible to launch a battle or
counterattack when attacked. Morale will automatically recover to
some extent on the next turn if you do not battle for one turn.
When ordering an action for a unit on your side, you must first select that unit.
To select a unit, follow these steps: In either
case, after selecting a unit, the movable range is displayed, and at
the same time, an action palette is displayed, waiting for action
instructions from the player. In addition, if you select an
electronic fighter, the effective range of the electronic defense is
also displayed in a different color hex.
* To cancel waiting for
action instructions, click the "Cancel" button in the
action palette or right-click on the battlefield map.
■ Normal unit
selection
Click
the unit icon on the battlefield map. If a unit is housed / landed in
only one unit, click on the building to call the unit.
■
When selecting in a building with
multiple units
To
select a specific unit in a building with multiple units, click the
building to display the unit selection menu, and click to select the
target unit. At this time, units that have not been stowed / landed
in the building, but simply stayed on the building, will be displayed
on the top line of the unit selection menu.
* The unit selection
menu displays a list of weapon type icons, unit name, current number
of aircraft or current durability, “not yet” action and
“completed” action.
■ When
selecting a unit that is onboard / arriving
To select a unit that is loaded /
arrived in another transport unit, click the transport unit to
display the unit selection menu, and select the target unit from the
sub-menu of the transport unit.
Various basic information about the selected
unit can be confirmed on the [Selected Unit Information] palette
displayed in the [Palette]> [Selected Unit] menu.
The
displayed contents are as follows in order from the top. •
Unit name: Name of the unit. If the unit name has
not been changed, the names of the weapons that make up the unit are
displayed.
• Weapon name: The name
of the weapon that makes up the unit.
•
Unit icon: Displays the unit icon and the current “number of
aircraft” (current “endurance” for large aircraft,
ships, etc.). Click this icon to display the [Details of Unit
Information] dialog.
• Weapon Type:
The weapon type of the weapon that makes up the unit is displayed
with an icon and a specific weapon type name.
•
Faction name: Displays the name of the faction to which the unit
belongs. In addition, for units belonging to the own faction or ally
faction, an “AL” mark indicating the allied army is also
displayed.
• “Number of
aircraft”: Same as the current “Number of aircraft”
displayed on the unit icon.
•
“Fuel”: Remaining fuel. When it is reduced by a certain
amount, it will be displayed in orange.
•
Morale: Current morale value. The maximum is 30, but it will decrease
with repeated battles, and when it becomes “0”, neither
attack nor counterattack can be performed. If you don't fight, you
will recover to some extent the next turn. When it is reduced by a
certain amount, it will be displayed in orange.
•
“Mobility”: The power of the weapons that make up the
unit. When the numerical value of the moving force is blue, it
indicates that you can enter shallow waters and shallow seas, and
when it is light blue, you can enter rivers and deep rivers.
•
“Lv”: “Unit level”. When the experience level
reaches a certain level after repeated battles, E → D → C →
B → A. Eventually it will be an ace “★”. The higher
the level, the more advantageous the battle.
•
Experience points: If you survive in battle, this bar graph will go
up. When the tank is full, the unit level increases by one.
•
Selection of action units and other factions and unit information
If
you select an action unit that has already completed the action in
that turn, or an enemy faction-affiliation friendly camp, various
unit information will be displayed in the [Selected Unit Information]
palette.
When a unit is selected, the movable
area is displayed as a white hex and an action palette appears at the
same time.
The action pallet has action buttons for combat,
shooting, occupation, deformation, destruction (bombing), repair,
merging, storage / landing, loading / shipping, armament exchange,
and containment. , Only actionable action buttons are active.
If
you move the mouse cursor over each button, the action content will
be displayed as a help tip.
Click on the active button to take
these actions on the spot. On the other hand, after moving, you can
take these actions in the action palette that appears again at the
destination. To end a unit action without moving or taking these
actions, click the unit icon again while the action palette is on.
The unit will then be “acted” on the spot.
* To
cancel the action palette display, click the "Cancel"
button or right-click on the battlefield map.
Moving a unit on the battlefield map is called “move”. Movement is the most basic element of military action and is a plain but very important action. It is often used in combination with other actions such as moving, fighting, moving and boarding, as well as simply moving.
"Movement
force"
When
a unit moves, the movement power set for each type of weapon that
makes up the unit is consumed. Basically, a unit with higher
movement power can reach farther with a single movement.
The
movement force is used every turn, and the remaining value cannot be
carried over to the next turn. However, the movement power consumed
will be restored on the next turn.
Terrain
and consumption mobility
The
range that the unit can move is determined by the consumption
movement power of the passing terrain. How much power is consumed in
which terrain depends on the type of weapon movement. If you don't
have enough movement to enter a new hex, you can't enter that hex.
Please confirm the specific consumption mobility in the [Terrain
Information] window.
Note that the range of movement derived
from the terrain consumption and the movement power of the unit is
automatically calculated by the computer and displayed in a white
frame.
Movement
and fuel
Each
unit has its own fuel. Each time you use 1 move, 1 fuel is consumed.
When the fuel reaches "0", the unit can no longer move
until it is refilled. Also, if the unit is an aerial unit, it has
crashed and will disappear at the end of the move.
Air units
other than helicopters and VTOL aircraft are considered to consume
half of their moving power to stay in the air every turn even if
they do not move at all. However, air units do not consume fuel when
landing at the airport, or when landing on an aircraft carrier,
light aircraft carrier, or assault landing ship.
Fuel is
replenished during the Supply Phase every turn, either by storing /
landing in the building or adjoining a supply unit on your side. For
details, refer to “Replenishment / Replenishment (Repair)”.
Inaccessible
terrain for each movement type
[Landform
Information] You cannot pass the terrain marked with “x”
in the “Mobility” column of the window, and you cannot
end the action there. In addition, only troops with the ability to
enter rivers, deep rivers, shallows, and shallow waters can be
entered.
† Only infantry type ground units can enter the
destroyed bridge.
Conversely, some ships that cannot normally
pass under the bridge will be able to pass under the destroyed
bridge. This is because the railing of the bridge that was an
obstacle no longer exists.
Note that high-air movement type air
units are not subject to any movement restrictions due to
topography.
In
principle, 1 hex 1 unit
Units
may not enter or pass through hexes with units from other factions.
While moving, you can pass over your side and allied side units, but
no two units can occupy one hex at the end of the move. However,
this is an exception for loading / unloading / containment in a
transport unit or storage / landing in a building.
Territory
(ZOC=Zone
Of Control)
There
are “Zocation Zones” (ZOCs) in the six hexes around the
unit, which can be said to be the range of influence of the unit.
When entering a ZOC (adjacent to an enemy unit), the moving unit
must end its movement there.
If you start moving from within an
enemy unit's ZOC, you can move until you enter the enemy unit's ZOC
again.
If an enemy unit has no means of attacking a moving unit
(out of ammo or lacks attack power), ZOC will not occur and movement
will continue even if it is adjacent to that enemy unit.
Possibility of encounter battle
If you enter the ZOC of an enemy
unit that was outside the search range before you started moving,
you will be unilaterally attacked by that enemy unit.
1. Click the destination hex when the
unit's movement range (white hex) is displayed.
2. The action palette is displayed again after the unit has moved
temporarily. Click the unit again to end the move. If you want to
continue taking action, select an action from the action palette.
If
you select the cancel button here or right-click on the battlefield
map, you will return to the movable range display. However, if you
move to a hex outside the search range and encounter an enemy, you
cannot cancel it.
The
action of an enemy unit attacking an enemy unit is called “battle”.
■Battle type
There
are four types of battles:
Adjacent
attack
★ Adjacent
attacks attack adjacent enemy units. At this time, if there is an
effective counterattack on the attacking side, it will automatically
counterattack. Originally long-range indirect attacks can be used
for adjacent attacks.
★ If you are adjacent to multiple
enemies, you can only attack one unit.
Indirect
attack
★ An
indirect attack can add long-range attacks to enemy units more than
2 hexes apart. The attacked side cannot counterattack.
★ If
multiple enemy units are within range, you can only attack one
unit.
★ In rare cases, the landing may deviate, but the unit
at the point of impact will be damaged regardless of the enemy.
★
Indirect attacks are not possible after moving.
Mega
hex attack
★ A
type of indirect attack that adds long-range attacks to enemy units
more than 2 hexes apart. However, you cannot attack adjacent enemy
units. The attacked side cannot counterattack.
★
Simultaneously attack the target hex and the 6 hexes around it. Be
careful with units in the mega hex, as allies are also attacked. The
damage is lighter in the surrounding hex than in the center.
★
In rare cases, the landing may deviate, but the unit at the point of
impact will be damaged regardless of the enemy.
★ Mega hex
attacks are not possible after moving.
Encounter battle
★ It is a battle that starts
automatically when it is adjacent to an enemy unit outside the
search range while moving. Because you have been ambushed, you will
be attacked unilaterally. However, this is only possible if the
opponent's unit has a valid means of attack. Also, if you are
adjacent to multiple enemies, you will only be attacked by one of
your units.
★ The units involved in the encounter battle will
end their actions at the end of the battle.
■Factors that affect
battle
In
order to advance the battle in an advantageous manner, it is
necessary to consider the topography of the unit, the effective
attack method of the unit, the counter-attack method of the opponent,
the unit level, etc.
Effective
attack means and attack power
The
attacking means of the unit include “anti-high air”
targeting aircraft, “anti-low” targeting helicopters,
“anti-ground” targeting vehicles and infantry, and
“anti-sea” targeting marine ships. There are five types
of "Underwater" for submarines, and these are expressed by
their "attack power".
If the attack power is “0”,
you have no means of attack against that advanced enemy. Also, if
the attack power is too low, you cannot expect a result. Use
different units (weapons) depending on the type of enemy units and
their attack power.
5 types
of defense
The
unit has five types of “defense”, as well as attack
means, “anti-high air”, “anti-low air”,
“anti-ground”, “anti-sea” and “anti-sea”.
When fighting, the defense is effective according to the altitude of
the opponent. The higher your defense, the less likely you are to be
damaged.
Terrain
and defense
The
terrain where the attacking unit is located affects the defense of
that unit. [Terrain information] The higher the "defense"
value in the window, the more advantageous to the defender. As for
the counterattack, the terrain where the unit on the counterattack
is affected will affect the defense of that unit.
Unit
level
A
high unit level gives you both an attack and a defense.
Support effect by allies
If an enemy unit is adjacent to an
attacking enemy unit, the attack value will increase regardless of
whether it is adjacent or indirect. In this case, the more friendly
allies are, the better the effect.
■Combat restrictions and post-processing
Combat
only when there are remaining bullets and morale
Enemy units can only be attacked
if there is an effective means of attack and there are remaining
bullets. In other words, it is not possible to attack an aircraft
with a unit that does not have an anti-air attack power, or to
attack a tank with a unit that has a ground attack power but has a
remaining number of bullets of "0".
Also, if the
morale value is “0”, no battle can be conducted.
Battle
abandonment is also possible
It
is up to the player to make the units that can fight during that
action phase fight. Even if you move and adjoin an enemy unit, you
can avoid the battle and end the action.
Post-battle
processing and impact
★ The
unit that has performed the battle ends its action on that turn.
★
As a result of battle, the number of units in the unit will decrease
depending on the percentage of damage. In addition, if all units are
lost, they will be removed from the battlefield map.
★ The
morale of the unit will be reduced.
★ You can get troop
experience points.
Durability of large aircraft and
ships
Large
aircraft, warship units, tactical air defense radars, headquarters
and ballistic missiles are organized in one unit (one) instead of
ten. For these units, instead of the number of knitting machines, a
value called “endurance” is set, and the value is
displayed below the unit icon like the number of knitting machines.
When this durability reaches “0”, the unit is removed
from the battlefield map.
Durability is restored by “repair”
which is a kind of “replenishment”.
1. Click the Battle button on the Action
Palette.
2. A target mark appears on
the enemy units that can be attacked. Click and specify the enemy
unit you want to attack.
3. The [Select
Weapons] dialog box is displayed. Click to decide which weapon to use
to attack. You cannot select weapons that cannot attack that enemy
unit.
4. A battle prediction dialog is
displayed. At the top of the dialog, the “Predictive Attack”
and “Predictive Defense” of both enemies are displayed.
In addition, the estimated number of defeats is indicated by an “x”
mark above the aircraft icon.
5. Click
the [OK] button in the battle prediction dialog, and the battle will
be processed based on the battle display method set in the [Battle
Display] tab screen of the Preferences dialog.
The
action of firing ballistic missiles towards buildings and units is
“shooting”.
■Fireable
units and buildings
Shooting
can only be performed by a ballistic missile vehicle in the form of a
base and a missile base (with a warhead) in the building terrain.
The
targets of the fire are all buildings and enemy camps that are within
the range of the ballistic missile and within the search range.
■Shooting
treatment and impact
The
unit that fired will end its action on that turn.
The ballistic
missile warheads fired in the shooting will fly on the battlefield
map during the missile phase. And landing will damage the unit and
reduce the durability of the building.
If you are targeting a
unit and you lose sight of the unit along the way, the shooting will
automatically fail.
If a building is a shooting target, the
building will be destroyed when the durability of the building
reaches “0”. Units that were housed / landed in a
destroyed building are removed from the battlefield map. If the
destroyed terrain was a bridge, the unit that was on the bridge will
be deleted from the battlefield map. Except for bridges, the building
and the units on it cannot be damaged at the same time.
The unit
that launched the ballistic missile will not be able to fire the next
ballistic missile for the next few turns. This is because large
ballistic missile launches require careful preparation.
1. Click the fire button in the action
palette.
2. Target marks are displayed
on buildings and units that can be fired. Click to specify the
building / building you want to shoot.
3. If there is a unit on top of the building, a dialog will appear
asking if you want to shoot the building or unit.
4. The ballistic missile warhead is fired during the missile phase of
the next turn. If landed, the unit will be damaged or the durability
of the building will be reduced.
“Occupation” of enemy camps and
neutral buildings can benefit from increased military revenues,
securing a supply / repair (repair) base, and expanding the search
range. Occupation of buildings with victory conditions is especially
important.
If you want to “repair” an enemy building
that has been destroyed, you must occupy the building in advance and
make it owned by your side.
■Occupied
Terrain and Occupable Forces
Only
enemy factions and neutral buildings can be occupied.
Occupation
can only be performed by infantry units with occupation capabilities.
■Post-occupation
processing and impact
Occupation
durability is set for each building according to its size. Occupation
will not be completed until this occupation durability is "0".
In addition, once the occupation is completed and the building
becomes a camp, the occupation durability will be restored to
100%.
Units stored / landed in the occupied building will be
removed from the battlefield map.
1. Move the infantry over the building you
want to occupy and click the Occupation button in the Actions
palette.
2. Occupation action is
performed, and the occupation durability of the building is reduced.
At the same time, a dialog showing the percentage is displayed.
3. When the occupation is complete, a message will be displayed and
the building color will switch to the camp color.
Troops with weapon types `` Towed Field
Artillery '', `` Anti-Air Missile '', `` Anti-Ground Missile '', ``
Anti-Ship Missile '', `` Ballistic Missile '', `` Tactical Air
Defense Radar '' cannot move when in an attack-able
base form, Can be moved by taking the form of a vehicle. This is
“deformation”.
Of course, the opposite is also true,
and vehicles in the “moving base” can be transformed into
a base that can be attacked by “deformation”. It is just
an image of deploying a missile base, or conversely folding equipment
and loading it onto a truck.
■Damage
during deformation
If
a transformable unit suffers damage in battle, it will be inherited
when transformed into another form. The remaining number of bullets
is inherited in the same way.
■Processing
and impact after transformation
The
unit that has transformed will end its action on that turn.
1. Click the Transform button on the
Behavior palette.
2. The transformation
is performed and the weapon silhouette of the unit icon is changed.
“Destruction (bombing)” is an
action in which an infantry with a destructive ability performs
destruction work on a building or a bomber bombs.
■Destructible
(bombed) units and buildings
Only
“Engineer”, “Special Force” and “North
Korea Special Force” can be destroyed. Bombing can only be
performed by a “bomber” loaded with “2000lbs
bombs”. Please note that if you remove the "2000lbs bomb"
in the "armament exchange", even a bomber will not be able
to bomb.
Destruction (bombing) is subject to all buildings
including the self-camp.
■Destruction
(bombing) treatment and impact
The
unit that destroyed (bombed) ends its action on that turn.
If
the destruction or bombing is done, the durability of the building
will decrease, and if the durability becomes “0”, the
building will be destroyed. Units that were stored / landed in the
destroyed building will be removed from the battlefield map.
1. To destroy, move a destructive infantry
over the building. When bombing, place the bomber next to the
building.
2. Click the Destroy (bomb)
button in the action palette.
3. A
dialog will be displayed in which the destructive action is executed
and the building durability is reduced.
In the case of bombing,
a target mark is displayed on the bombable building. Click to specify
the building you want to bomb.
4. In
the case of bombing, a dialog will be displayed to reduce the
building's durability.
“Repair” is to restore buildings
that have lost durability or have been destroyed by “shooting”
or “destruction (bombing)” to their original state.
■Repairable units
and buildings
Only
“Engineer” can repair it.
Only the buildings of the
own side, allied side, and neutral side can be restored.
■Repair process
and impact
The
unit that has performed the repair ends its action on that turn.
The
restored building will instantly recover 100% durability and regain
its original function.
1. Move the engineer over the building you
want to repair and click the Repair button on the Action
Palette.
2. Restoration actions are
executed and the durability of the building is restored 100%. The
destroyed building returns to its original normal building.
“Join” is an action in which
another unit composed of the same weapon moves adjacently to a unit
that has interrupted the number of formations due to battle damage,
etc.
■Units
that cannot join
Single-unit
units such as large aircraft and ships and supply vehicles cannot
join.
A unit
that already meets the number of formation machines cannot be
specified as a joining destination.
∙ Units composed of
different weapons cannot join.
■Treatment
and impact after merge
When
joining, the fuel, ammo, unit level, morale, etc. of the unit that
accepted the merge will be averaged according to the fuel,
ammunition, unit level, morale, etc. of the aircraft that has joined.
If units with different armed packs join each other, the armed pack
of the unit that accepted the join will remain.
As a result of
joining, the number of knitting machines of the joining unit will not
exceed the upper limit.
If the number of knitting machines of
the joining unit becomes “0”, the unit will be deleted
from the battlefield map.
The unit at the merger and merger ends
its action on that turn. The unit that joins can join even if it has
already acted.
1. Adjacent the joining unit to the
joining unit.
2. Click the Join button
on the action palette.
3. A target mark
is displayed on the unit of the merge target. Click to select
it.
4. The merge is executed and the
number of aircraft displayed on the unit icon is changed.
“Storing /
landing” is an action in which a unit enters a building such as
a city / airport of its own camp or ally camp in preparation for
supply, replenishment (repair), or armament exchange.
Strictly
speaking, ground units and ship units enter the buildings of cities
and ports are `` storage '', and air units enter the airport ``
landing '', but both are practically the same in that they enter
buildings. Action.
Storing / landing is one of the few
exceptions where multiple units can finish their actions in the same
hex alongside loading / shipping / containment.
■Storage /
landing locations and storage / landing limits
Depending
on the type of building, there is an upper limit on the number of
units that can be stored / landed simultaneously. Also, depending on
the type of weapon, storage / landing buildings are also limited. For
details, see “Building storage capacity”.
If the
unit to be stored / landed is a transport unit and other units are
being transported, the number of units being transported is not
included in the number of storage units.
■Processing
and impact after storage / landing
A
unit that has stowed / landed will end its action on that turn.
When
a unit is stowed / landed, the unit icon disappears from the
battlefield map, and a “▽” mark is displayed at the top
of the building hex where the unit was stowed / landed.
If the
building where the unit is stored / landed is occupied and destroyed,
all units that were stored / landed will be deleted.
1. Move the unit you want to store / land
to the top of the building.
2. Click
the Store / Land button on the Action Palette.
3. Storage / landing is performed.
The loading of other units on a transport unit
is called “loading / arrival”. The transported unit is
usually transported far away with the help of the transport unit, and
when it reaches its destination, it gets off and departs and leaves
the transport unit.
Onboard / landing is one of the few
exceptions where multiple units can finish their actions in the same
hex alongside storage / landing / containment.
■Transportable
units, units that can be mounted / shipped
There are 12 types of weapons for
transport units: transport aircraft, troop transport helicopters,
large transport helicopters, infantry combat vehicles, troop
transport vehicles, aircraft carriers, light aircraft carriers,
assault landing ships, landing ships, hovercraft, special
submersibles, and transport ships. There is a limit to the units that
can be loaded / shipped. You can check which units will be placed in
which type of transport unit in the “Board Details”
dialog and “Board Details” dialog.
In addition, even
if the transport unit has already acted, the loading / unloading
behavior to that unit can be performed without any problem.
■Onboard / arrival
at HQ
The
headquarters can carry up to 2 units of all ground units, but cannot
move due to lack of mobility. However, units mounted / shipped in the
Command Center can receive supplies.
■Maximum
number of onboard / arrival ships
Due
to the payload limitations of the transport units themselves, there
is a limit on the number of units that can be loaded / landed for
each weapon. However, if the unit to be loaded / shipped is a
transport unit and is already transporting another unit, the number
of units being transported will not be included in the number of
landings.
■Place
where you can mount / ship
Transport
units must be on a specific terrain when taking onboard / landing
actions. In particular, keep in mind that transport aircraft / ships
can only carry / land units at airports and harbors, and transport /
ships must be stored / landed in buildings.
In addition, the
assault landing ship can be installed / shipped at the point where
the sea is included, but ground units cannot enter the sea in the
first place. It is valid only for.
|
||||
■List of onboard / arrival restrictions |
||||
|---|---|---|---|---|
Conveying troops |
Number of possible troops |
On-board / landing unit |
Mounted / shipping terrain |
|
Conveyor |
2 |
Some ground units |
Airport |
|
Troop Transport Helicopter |
1 |
People – Recon Vehicle – Etc.. |
Enter possible terrain |
|
Large Transport Helicopter |
2 |
People – Recon Vehicle – Etc.. |
Enter possible terrain |
|
Infantry Combat Vehicle |
1 |
People |
Enter possible terrain |
|
Soldier Carrier |
1 |
People |
Enter possible terrain |
|
Aircraft Carrier |
6 |
Aircraft – VTOL - Helicopter |
Harbor / Sea / Shallow Sea |
|
Light Aircraft Carrier |
4 |
VTOL - Helicopter |
Harbor / Sea / Shallow Sea |
|
Assault Landing Ship |
4 |
VTOL – Helicopter – Ground Units - Hovercraft |
Harbor / Sea / Shallow Sea / Shallow |
|
Landing Ship |
4 |
Ground Units - Hovercraft |
Harbor / Sea / Shallow Sea / Shallow |
|
Hovercraft |
2 |
Ground Units |
Harbor, shallow, and access to possible topography |
|
Special Submarine |
1 |
Some infantry |
Harbor / Shallow |
|
Conveyor Ship |
6 |
All ground units |
Harbor |
|
■Processing and
impact after loading / arrival
A
unit that has taken onboard / arrival action ends its action on that
turn. *
If a transport unit suffers damage in battle, the
onboard / arrival unit will be damaged at the same rate as the
transport unit.
Ships that are onboard / arrived on the carrier,
light aircraft carrier, assault landing ship, landing ship, or
transport ship will be automatically replenished during the next
turn's supply phase.
《Transport
units that have units on board or landed will have a ▽ mark on the
top of the unit icon.
When a loaded / arrival unit gets off or
launches, each transport unit must be on a specific terrain, just
like when it is loaded / arrived. The exception is an infantry unit
with airborne capability, and when this unit is on board / shipped,
it will be deployed at any point where these infantry units can
enter, even if the aircraft is not at the airport. I can.
1. Move the unit you want to mount / ship
to the hex containing the transport unit.
2. Click the Mount / Ship button on the Action Palette. Then the
[Load / Ship] dialog is displayed. Click on the desired transport
unit to select it.
* In the [Loaded / Shipped] dialog, the units
of the unit in the hex, weapon type icon, unit name, current number
of aircraft or current durability, “not yet” action and
action “completed”, number of installed / maximum The
number of installed units is displayed in a list. At this time, the
units displayed in red cannot be loaded / shipped.
3. Click the [OK] button to execute loading / arrival.
“Armed exchange” is an action to
exchange weapon packs of weapons equipped by each unit. For example,
you can replace the armed pack of a fighter unit with a focus on
anti-aircraft weapons and use it for ground attack operations.
■Armed
exchangeable units and locations
Armed
exchanges can only be made when the unit is in storage / landing in a
replenishable building, or when it is mounted / shipped in another
unit. However, units with only one type of armed pack cannot take
this action.
When you change the armament, the loaded fuel and
moving force (speed) may change. The unit that exchanges the armament
will end its action on that turn.
1. Click the Arm Change button on
the Action Palette.
2. The [Select
Armed Pack] dialog box showing the equipment content for each armed
pack is displayed. Click the [P1] to [P4] buttons to select the
desired pack.
3. Click the [OK] button
to change the armed pack.
The transport unit placing civilians is called
“containment”.
In scenario maps where the rescue of
civilians is set as a victory condition, you will always take this
action. In that case, the transport unit must carry the contained
civilians to the target coordinate hex defined in the victory
conditions.
Containment is one of the few exceptions that allows
multiple units to finish their actions in the same hex alongside
storage / landing / loading / shipping.
■Transportable
units, units that can be accommodated
There
are nine types of transport units that can accommodate civilians:
transport aircraft, troop transport helicopters, large transport
helicopters, troop transport vehicles, assault landing ships, landing
ships, hovercraft, special submersibles, and transport ships.
In
addition, if the mailing unit has already acted, it cannot be
contained, unlike the loading / arrival behavior.
Only private
citizens who have an alliance with their country can be accommodated.
■Maximum number of
accommodation
Due
to the payload limit of the transport unit itself, there is an upper
limit on the number of units that can be accommodated. The maximum
number is the same as the maximum number of loaded / shipped
ships.
■Place
that can be accommodated
Transport
units must be on a specific terrain when taking containment actions.
In particular, keep in mind that transport aircraft / ships can only
accommodate civilians when they are stored / landed at airports /
ports. Basically, the place that can be accommodated depends on the
place where the transport unit can be installed.
Also, the
troops that are to be contained must be adjacent to civilians.
■Post-containment
treatment and impact
Transport
units that have taken containment action will end their turn. *
If
a transport unit suffers damage in battle, the civilians in
containment will be damaged at the same rate as the transport unit.
A
transport unit with a civilian in containment will have a “▽”
mark at the top of the unit icon.
The civilians in containment
will automatically leave the transport unit when they reach the
transport target point set in the victory conditions.
*
Civilians can be accommodated even in scenario maps that do not
include civilian transportation in the victory conditions. In that
case, however, please note that civilians once detained will not be
able to get off or disembark.
1. Adjacent the convoy to the civilian you
want to contain.
2. Click the
containment button in the action palette.
3. A target mark will be displayed on the civilians that can be
accommodated. Click on the civilian you wish to contain.
4. Civilians are contained in the transport unit.
During the first supply phase of each turn, if
there is a unit at a point where it can be supplied, the consumed
fuel and ammunition will be fully recovered. This is
“replenishment”.
The number of units that have been
lost in the battle can be recovered by having the units at the
replenishment point during the supply phase. This is
“Replenishment”.
Some units, such as large aircraft
and ships, have only one organizing machine. These units recover
their lost durability, but this is a kind of “repair” of
“replenishment”.
In addition, since replenishment
and replenishment (repair) actions are not independent commands, no
buttons are displayed on the action palette.
■Place
where replenishment and replenishment (repair) are possible
Each unit is eligible to receive
supplies when it enters a new supply phase when it is housed in its
own or friendly camp building (except for tunnels). In addition, when
stored in a specific building on your side, you can also receive
refills (repairs).
Units on board / arriving in a transport unit
can only receive supplies when they enter the new supply phase.
In
addition, aircraft including VTOL aircraft can only receive
replenishment when they enter a new replenishment phase when they are
adjacent to an aerial refueling machine. Similarly, helicopters, VTOL
aircraft, and ground units can only receive resupply when they are
adjacent to a supply vehicle, while ship units are only adjacent to a
supply ship.
This is a list below.
Type of weapon |
Replenishment point * When adjacent |
Supplement (repair) location |
|---|---|---|
Aircraft |
Airport (air refueling machine) |
Self-camped airport |
Carrier aircraft |
Airport, aircraft carrier, (air refueling machine) |
Self-camped airport |
VTOL |
Storable building, aircraft carrier, light aircraft carrier, assault landing ship, (aerial refueling machine), (supplement vehicle) |
Airport / Capital / Big City |
Helicopter |
Storable buildings, aircraft carriers, light aircraft carriers, assault landing ships, (supplement vehicles) |
Self-camped airport / Capital City |
Ground troops |
State of being installed in storage / transport unit excluding tunnels (Supply vehicle) |
Capital City |
Ship force |
Harbor (supply ship) |
Port |
■Supply restrictions
and effects
Air
refueling machines, supply vehicles, and supply ships are equipped
with supplies instead of ammunition. These supplies will be consumed
when other units receive supply. In addition, mutual supply between
these supply units is not possible.
Supplied does not incur
military expenses, but in replenishment (repair), military expenses
are consumed according to the price of the weapons that make up the
unit and the ratio of the number of aircraft to recover (durability).
Replenishment (repair) is not possible if the military expenditure is
insufficient.
1. Move the unit to a location where it
can be refilled or refilled (repaired).
2. When a new supply phase arrives, the supply is done automatically.
If you are replenishing (repairing), the [Refill] dialog will be
displayed one unit at a time.
3. In the
[Replenishment] dialog, the target unit's name, weapon name,
replenishment "cost", military balance after subtracting
replenishment (repair) costs, and "number of aircraft" to
be replenished Or “Durability” to be repaired is
displayed.
∙ The number of machines to recover and
durability are determined randomly. Click the [OK] button here to
perform replenishment (repair).
4. The
replenishment (repair) is completed, and the number of knitting
machines after recovery is displayed under the unit icon. If there
are other units that are still being replenished (repaired), the
[Refill] dialog will appear in sequence.
If the production option is set to [Production]
when you start playing with the scenario map, you can produce units
in the production phase following the action phase.
Note that
production actions are not independent commands, so buttons are not
displayed in the action palette.
■Production
place
Units
can only be produced on the building terrain of their own capital,
metropolis, airport, or port.
∙ At this time, the types of
weapons that can be produced are limited by the building in which
they are produced.
|
||
Capital |
: Ground units, helicopters, VTOL aircraft |
|
Metropolis |
: Ground units, helicopters, VTOL aircraft |
|
Airport |
: Air units including helicopters and VTOL aircraft |
|
Harbor |
: Ship Force |
■Production
limitations and impacts
When
a unit is produced, military costs are consumed according to the
price of the weapons that make up the unit. If military expenditure
is insufficient, production cannot be performed.
The produced
units appear on the battlefield map in the form of being stored in
the building. Therefore, if the maximum number of units is already
stored, production in that building cannot be performed.
The
produced unit cannot act until the next turn.
1. Click on a production
building during the production phase. Then, the [Production] dialog
is displayed.
2. On the left side of the
[Production] dialog, weapon icons, weapon names, and production
prices of weapons that can be produced are displayed as a weapon
list. When weapons are displayed in red, it means that there is not
enough military money for production.
[Production] In the
“Weapon Stock” list on the right side of the dialog, the
units currently stored in the building are displayed with a list of
“Waiting”.
Clicking the [Details] button with a
weapon selected in the weapon list displays the [Details of weapons]
dialog. Clicking the [Detail] button with the “Waiting”
unit selected in the “Weapon Stock” list will display the
[Detailed Unit Information] dialog.
At the bottom of the “Weapon
Stock” list, the number of units currently owned by the faction
/ maximum number of units and the maximum number of units in the
building are displayed together.
3. To
produce a unit, select a weapon in the weapon list on the left and
click the >>> button. Then, the unit of the weapon is
temporarily registered in the “weapon stock” list on the
right side with the indication “in production”.
Note
that units temporarily registered in the list as “In
Production” can be temporarily unregistered by clicking the
[Delete] button. However, please note that once the [Production]
dialog is closed, [Delete] cannot be performed later.
4.
When all units to be produced in the building have been determined,
close the dialog with the [OK] button. Then, weapons that were
provisionally registered as “in production” appear as
units in the building.