TROOP 20231020 Game User Manual

June 16, 2024
TROOP

**TROOP 20231020 Game User Manual


**

Game Modes

Training – lightweight tutorial setups designed to introduce the primary game mechanics. No objectives, no failure, restart whenever you like and follow instructions (or not) as you wish.

Story – A series of scenarios telling the story of the campaign in Normandy. These scenarios are presented in chronological order from D-Day to Falaise, covering a wide variety of locations and units. The scenarios increase in complexity and size if played in order, introducing units and features as they go, but the player is free to play them in any order. Most scenarios are playable as both factions. We recommend new players start here after training.

Skirmish – Most story scenarios are also playable in skirmish mode. In this mode the player is free to choose their own force, weather, engagement size and difficulty. The enemy will likewise select its own force, although the player can impose some restrictions.

Campaign – Take command of a persistent force of units across a historically-inspired series of linked scenarios. Losses are permanent, but units that survive deployment will gain in experience and ability. Recommended for players with some experience in Story mode already.

Battle group – A dynamic 5-9 mission operation played with a persistent, randomised force. For those who want the challenge of a campaign experience in a fictional setting.

Gameplay

The Troop is an I-go-you-go turn-based game in which all units belonging to a faction can (by default) take action on that faction’s turn. The amount of action that can be taken by each unit is dictated by their available action points (split into movement and gunnery points) and the unit’s steadiness.

Each scenario has a turn limit (usually 20 or 30 turns) with one turn being counted only once both factions have had their chance to act.

Movement and Gunnery points

Green and blue pips in the UI HUD and in the unit tag (info above a unit in game world) denote movement points (MP) and gunnery points (GP), respectively, available to a unit. These pips replenish at the start of each turn.

Movement (MP, green):

Most tiles cost 1 MP to move into, rough terrain generally costs 2 MP, very rough costs 3 MP and roads cost 0.5 MP to vehicles. Some tiles, like walls or hedges, can only be moved “through”, not “into”.

Infantry can move in any direction, vehicles must choose to advance, reverse or rotate on the spot.
The latter 2 options tend to cost more MP than advancing, although some perks affect this.

When previewing movement of a vehicle, the unit’s final orientation (rotation) will be previewed with a white arrow on the proposed movement target tile.

When playing with a large force, moving units can be sped up dramatically by clicking anywhere during unit movement animation to skip it, the same can be accomplished by holding spacebar when ordering a move. There is also a gameplay settings option “auto select movement” that, when enabled, will automatically initiate and preview the top movement order for a unit when it is selected. Combine these two features to execute 2-click select and move.

Gunnery (GP, blue):

Gunnery points apply to units equipped with a heavy weapon, generally a cannon of some kind, and represent the unit’s ability to traverse the weapon, aim at a target and fire…. all of which takes time and skill with a heavy weapon. Most units in game to which this applies are tanks of some description.

The number of gunnery points available is a reflection of the unit’s turret traverse speed, and the effectiveness of the aiming equipment/gunnery crew. In order for a unit to fire its heavy weapon it must have actively aimed at a tile AND have at least 1 GP remaining. It is common for units to aim at a tile but use all their GP in doing so. They must wait until next turn to fire, but will accrue cumulative aim accuracy in the meantime. Equally some units with very slow turrets may have to use more than one turn to traverse their turret to the direction they wish.

When previewing an aim/traverse action light blue tiles represent those to which the unit will have an uninterrupted line of sight, violet/purple tiles represent a partially obscured line of sight.

Vehicles taking damage or crew member casualties will find the amount of MP/GP available to them to use each turn reduced.

Infantry and independent vehicle attacks

Infantry and independent weapons mounted on vehicles (hull/pintle MGs, flamethrowers) do not use gunnery points. These attacks may always be executed by a unit as long as it has not taken a final action. Infantry can execute their attacks in any direction, but vehicles may have restricted firing arcs for independent attacks.

Steadiness

Steadiness is one of the most important mechanics in The Troop. It represents a unit’s ability to take action competently at a given moment in the midst of battle. Steadiness of a selected unit is indicated by the vertical meter to the right of the centre bottom HUD and by the horizontal yellow bar in each unit’s tag in the game world.

The 2 most important effects of steadiness are on a) attack accuracy and b) a unit’s ability to conduct multiple actions in a single turn – referred to as “final actions”.

a) Accuracy – any reduction in steadiness from 100% will be reflected in the accuracy of a unit’s attacks (apart from those attack types with a fixed hit chance) along with other factors.

b) Final actions – in default settings, any action that reduces a unit’s steadiness to 0 will be counted as a final action, and the unit in question will be unable to conduct further actions in that turn.

Steadiness is reduced by movement, turret rotation/target acquisition, suppression. Steadiness is increased by cumulative aim (heavy weapons, can go above 100%). Steadiness of units generally returns to 100% at the end of THAT faction’s turn.

Primary attacks (firing tank main gun, firing infantry small arms, throwing a grenade) are always counted as final actions, regardless of a units steadiness at the time of firing.

The extent to which steadiness is reduced by movement differs from unit to unit, but a good rule of thumb is to assume that a unit (unsuppressed) using more than 75% of its MP will have no steadiness left.

Some examples:

  1. A Panzer IV moves 2 tiles (reducing its 100% default steadiness by 40%), then rotates its turret a little to aim at an enemy tank (reducing steadiness by another 10%). At this point the Pz4 still has 50% steadiness remaining and CAN take another action. But a shot taken now would immediately be at a -50% to hit penalty due to the loss of steadiness this turn… in addition to other factors like range and cover.
    So, the Pz 4 decides to wait until next turn…
    Next turn, the Pz4 steadiness is back up to 100% and he is already aimed at the enemy (which has not moved) so he doesn’t have to take any actions before firing – he can fire at 100% steadiness 🙂 Additionally, because he aimed at the enemy LAST turn, and neither he nor the target have moved, he gains a cumulative accuracy bonus of +25%. A much better shot!

  2. An infantry unit takes machinegun fire during the enemy turn. The fire causes no casualties but it does cause 20% suppression. At the start of the infantry unit’s turn, its steadiness has ALREADY been reduced to 80% by the suppression carried.
    The player wants this infantry unit to move 1 tile and then take a shot at an enemy unit. Moving 1 tile reduces the infantry unit’s steadiness by a further 10% to 70%, leaving it with a hefty total -30% accuracy penalty for the subsequent attack… too much.\
    Luckily the player has a HQ unit nearby that has the “rally” ability. It uses the ability to restore 20% steadiness to the infantry unit, leaving it with 90% steadiness for the attack.

  3. The player moves infantry unit A 4 tiles round the corner of a building and reveals a hidden enemy halftrack armed with a pintle MG a few tiles away pointing right at them. Inf unit A has moved 4 tiles and has reduced its steadiness to 0, it can do no more this turn and will be at the halftrack’s mercy!
    The player decides to move another infantry unit (B) 2 tiles around the other side of the building from which position they can fire their small arms at the halftrack from the side. The halftrack is an “open” vehicle and as such can be suppressed by small arms fire (though not damaged), the player’s hope is to cause enough suppression to the halftrack to reduce its steadiness next turn – reducing its accuracy when it inevitably attacks inf unit A.
    Unit B fires at the halftrack at close range and sure enough causes 30% suppression, a great result, but will it be enough to save inf unit A?
    The enemy turn arrives and the halftrack decides that inf unit B is the better target! It rotates on the spot to bring its MG to bear on the new target. The rotation movement action will cost the halftrack a lot of steadiness, but the new target is so close he is confident that it will not matter…. BUT. The halftrack is carrying 30% suppression and the rotation movement reduces steadiness by a further 75%. This means the rotation movement reduces steadiness below 0 and counts as a final action, the halftrack is now unable to do anything else this turn… including fire. A costly error.

Perks and Abilities

Many units in The Troop have special perks and/or abilities to help reflect their particular strengths/ weaknesses/functions on the battlefield. Both are listed in the unit information panels.

Perks are passive attributes that are in effect all the time. They can positive or negative.

Abilities are specific special actions that a unit might be able to take, they are activated via the lettered buttons underneath the name of a selected unit in the HUD. Some abilities will count as final actions if activated, some will not.

HUD

Perks and Abilities

A) Unit name and morale value(s). Click to open unit info panel.
B) Unit Abilities
C) Movement action options
D) Movement Points (MP)
E)
Unit damage and casualties indicator (also displays armaments for infantry)
F) Gunnery Points (GP)
G) Attack action options
H) Steadiness gauge

Chance to Hit

The base hit chance for a direct attack is 100%, it is then modified by:

Attacker moved – Steadiness reduced by movement before firing. Varies from unit to unit.

Aimed – Steadiness reduced by traversing turret and/or acquiring target.

Steadiness reduced by suppression suffered during preceding enemy turn.

Same Target Bonus – Cumulative aim bonus applied to heavy weapons (anything that requires an “aim” action before firing) if both the attacker and target have not moved. 25% bonus per turn of aiming, regardless of whether the attacker fires or not. Increases to 35% bonus per turn if the attacker has “hatches open” during the turn. Open vehicles like the M10 or non-enclosed weapons like AT guns are consider always “hatches open” for the purpose of this.

Distance – Distance to target, modifiers graded by weapon class. Some unit perks may reduce penalty e.g. high velocity tank gun. Can be a significant bonus for some weapon types if range is very close.
Cover – 20% penalty for attacking LOS passing through or into partial cover, unless attacker is “up against” the cover object. 20% for woodland and orchards. Woodland allows LOS up to a depth os 2 tiles only, orchard allows LOS up to depth of 5 tiles, with partial cover applying after a depth of 2 tiles.
Buildings provide a 60% penalty, unless the attack types are HE shell, auto cannon, or 50cal (20%. 20%, 40%). Bunkers also give 60% penalty, unless attack type is petard. Firing within a building is a 40% penalty.
Crops count as partial cover for infantry units only.

Smoke – 20% penalty for shooting through or into half smoke. Full smoke imposes a -40% penalty if shooting from, through or into, but does not apply if target is in a building (where the building’s own cover penalty takes precedent). Full smoke also prevents spotting AND prevents the accumulation of same target aim bonus.

Target in ambush – 20% penalty applies for 1 turn only after a unit is revealed because it has a) fired b) been spotted whilst static by an enemy unit moving close enough. Does NOT apply if a unit reveals itself by moving.

Target size – The physical size of the target, where a Sherman is the base standard, judged primarily on height for vehicles, but not entirely. Regular infantry groups are judged to be -20% as standard.

Very small target – an additional mod for very small infantry units like weapon teams.

Target moving quickly – 20% penalty applied to a target unit that moved more than 4 tiles in its last turn.

Over watch fire – 20% penalty applied to all targets.

A note on fixed hit chances – Some weapons have fixed to hit chances that are unmodified by the above factors, notably grenades, mortars and explosive splash.
The tile to which a mortar attack is applied also deviates from the designated target tile, the chance of a direct hit on a target tile does however increase with repeat shots. This increase is quicker if the mortar team (or a spotter unit) can observe the fall of the shots.

Cumulative Accuracy

Heavy weapons (those requiring an aim action before firing) gain accuracy for every turn they maintain uninterrupted aim at the same tile. If the attacking unit does not move, or break aim in any way, then they will gain +25% to hit chance per turn after the initial aiming turn.

This bonus is built each turn whether or not the unit fires, so it is possible to build cumulative aim accuracy whilst hidden. This bonus is bases upon the aim tile, not the target unit. If the target unit moves tile, aim will have to be readjusted and the bonus will be lost.

“Open” units (including units with hatches open) benefit from an increased bonus of 35% per turn.

Full smoke blocks the ability to gain cumulative aim bonus if it interrupts the line of sight.

Penetration and vehicle damage

We model penetration against the most commonly used anti-armour shell type for the weapon vs the armour thickness of the face hit (turret, hull, front, side etc). Penetration power is modified for range and angle of impact, while armour thickness is adjusted for slope, armour quality, weak points, shot traps, rounded turrets and overmatch (on the basis of a 75mm shell).

It should be noted that armour thickness of a face is taken as rough average of the whole face e.g. upper and lower glacis together as a combined value weighted by the relative size of each part presented to an attacker.

Where “Special AP” limited ammo is available, it is counted as having +50% penetration over the default AP.

Penetration rate is modelled at 60% like for like (50mm penetration vs 50mm adjusted effective armour), which is slightly more generous than real world pen tests of the era (over 50%). But we reflect “only just penetrated” as a possible result within the behind armour effects.

Behind armour effects are modelled by hit location (turret, hull, tracks) with results ranging from “suppression only” for partial penetrations or through and through, up to critical KO (unless hit is on tracks). Some weapon types have modifiers to behind armour effects (damage modifier), and some vehicles have their own modifiers too (toughness) – Large shells tend to cause more damage on penetration. Delicate, cramped or badly constructed vehicles tend to suffer more from penetrations. These “damage rolls” have paired to them relative chances of crew casualties, more damage potential – more crew casualty chance.

Repairs

Some units (mostly larger armoured vehicles) have the ability to repair a small amount of mechanical damage sustained from enemy fire. This is done via the Repair MP and Repair GP abilities. Performing a repair counts as a final action and also sacrifices the entire next turn, in which the unit may do nothing. As a result the unit will regain 2 lost MP/GP depending on the repair performed.

NOTE – Crew losses will still reduce the amount of MP/GP available, so repairs are usually only worth doing if the crew is still at near full complement.

Mortars

Mortar bombs apply a number of attacks to the tile where they land, and apply a reduced number of “splash damage” attacks to all adjacent tiles as well.

Mortar bombs can land anywhere within 2 tiles of the targeted tile. If a bomb hits a unit, do not assume that is where it was aimed!

For the first shot at a new target tile, mortar shots initially have a 5% chance of landing in the targeted tile and a 30% chance of landing in the “inner ring” of adjacent tiles. Otherwise it will land in the “outer ring”, 2 tiles away from targeted tile.

“Observed” mortar shots are those where the targeted tile is within 1 tile of a tile to which the mortar team or a spotter unit (HQ) have LOS. Assuming the target tile remains the same and the attacking mortar does not move, the chances of hitting the target tile or inner ring tiles go up with each subsequent shot. We refer to this as “zeroing”. If the target tile changes to an adjacent tile that is still “observed”, then the level of zeroing attained when firing at the previous target tile is retained. So a mortar team can effectively move its target tile one observed tile per turn and still build accuracy.

“Unobserved” shots at the same tile after first shot do NOT increase in chance to hit the target tile or inner ring. The team is blind firing and cannot zero in.

The “chance to hit” displayed in the attack log once a bomb has landed on a tile is NOT the chance for the bomb to land on the intended tile, it is the hit chance of each attack being applied to a unit IF the tile has been hit directly or with splash damage (usually fixed at 30%). Larger mortars have more of these hit chances than smaller ones and better effective penetration if they hit a vehicle, those are the only differences. Larger mortars are no more likely to land on (or near) where intended than smaller mortars, but are more likely to do more damage both directly and via splash.

Splash damage attacks are NOT applied to tiles inside a building. Only direct hits will count. Nor are splash damage attacks applied to infantry carried in “open” vehicles, but they are applied to infantry carried in “exposed” vehicles.

Spotting

Any unit in or passing through CLEAR line of sight (LOS) from an enemy unit will be revealed.

Any unit firing or executing any other form of attack action (with the exception of mortars) will be revealed, even if out of LOS of all enemy units.

All units have a “sight range”. This is the distance at which they will spot and reveal an enemy unit through a PARTIALLY obscured LOS (e.g. partial cover). “Conspicuous” units like tanks and other large vehicles will be spotted at triple sight range if they move more than 1 tile in a turn. Closing hatches on a tank generally reduces sight range to almost nothing.

Units inside buildings and dense woodland (with ground foliage) will only be spotted by infantry units in an adjacent tile.

Units in 2 storey buildings are assumed to be in the upper floor and have a significant boost to spotting.

Mount/Dismount/Occupy

Occupy – An action whereby an infantry unit will take over control of an empty vehicle/weapon in an adjacent tile.

Mount – An action whereby an infantry unit will get onto/into a vehicle unit in an adjacent tile as passengers. Depending on the vehicle, the passenger unit may be exposed on top of the vehicle (e.g. tank), partially exposed in an open-topped vehicle (e.g. halftrack) or completely enclosed inside the vehicle (e.g. Stuart Recce).

  • Occupying a unit is a final action.
  • Mounting is an action of the passenger unit, dismounting is an action of the carrying unit. The carrying unit cannot dismount its passengers after a final action.
  • Dismounted units are counted as having performed a final action.

Objectives

Most missions feature one or more objective zone. These zones are linked directly to the win/loss condition of the scenario and take 2 forms:

The rarer form is the “reach objective”:

This is usually a single objective and marks an area into which one faction must move a certain number of its units. The presence or absence of enemy units is irrelevant, get X units into zone Y and you win.

The more common form is the “take objective”:

There may be only 1, or there may be 10… But either way one side has to take a certain number to win. Taking an objective requires moving your units into its zone and getting the enemy’s out… or destroying them.
Once you have units in an objective zone and there are no enemy present, it is yours. If both sides have units in a zone then it is generally shown as contested.

There are 2 exceptions to the above regarding taking objectives:

  1. Single-man infantry units do NOT count at all for the purpose of taking or holding an objective.
  2. An objective cannot be contested by a single infantry or car UNIT if the opposing faction has 3 or more valid (not single man) units in the zone.

Contested objectives counts as belonging to the defender in attack /defence scenarios for the purpose of resolving win/loss. Objectives that no longer have ANY units in them (because they moved out) will remain held by the last faction that held them.

Unit objectives:

In some rare or special missions the objective can be a unit or units. In such a case the unit/s in question must be either destroyed or protected, according to the mission. In such missions, the relevant “objective units” are marked by a white crosshair icon in their unit tag.

Objective capture acknowledgement turn:

In some missions, usually meeting engagements where both sides seek to take central neutral objectives, there is an objective acknowledgement turn listed in the objective text. This indicates that the number of objectives required to be taken to win is not considered until that turn number is reached (usually around turn 12, if part of the scenario).
So you can charge forward your scout cars in turn 1 and occupy the objectives… but even if you take enough to exceed the win threshold, you will still have to hold them until the acknowledgement turn is reached.

Morale

Morale in The Troop does not refer to individual units, but rather a faction’s overall willingness to continue the fight. In each story mission (after the first few, from Crossroads onwards), and in all Skirmish and Campaign scenarios, each side has a force morale value, displayed just above the centre bottom HUD.

Each unit also has a unit morale value, displayed in the unit stats panel and in the HUD when selected. When a unit is eliminated, that unit’s morale value is deducted from the faction’s force morale. If either faction’s force morale is reduced to zero or below then that faction loses the scenario immediately, regardless of other factors.

Infantry units must be completely eliminated (reduced to 0 men) for their morale value to be deducted. So getting a lone survivor out of danger is worth it!

Vehicle units will often have crew units occupying them that have their own morale value too, if the vehicle is destroyed and the crew killed then both values will be deducted!

If a vehicle unit is abandoned (crew bailed out) half the morale value of the vehicle is deducted (rounding up). The crew retains its own morale value, if it is eliminated then that morale is lost too. If an empty vehicle is occupied (even a formerly enemy one) then the half morale value is gained/restored.

Force morale levels for both sides are preset in story missions, but where a force is selected (skirmish, campaign) the force morale is calculated according to the units chosen and previewed in the force selection UI.

Some units can reduce or increase the overall force morale when selected for inclusion in a force.
This is called a morale modifier and is also previewed in force selection and unit stats.

Victory Ratings

Upon winning a scenario, your performance will be rated Bronze, Silver or Gold. This rating is primarily based upon the turn count at the point of victory; the quicker you win, the better the rating. Each scenario has its own turn thresholds for ratings.

However, you will also receive a “tactical bonus”, based upon your remaining force morale at the point of victory. The higher your force morale at the point if victory, the higher the tactical bonus.
This bonus is deducted from the final turn count for the purpose of calculating rating. So a slow victory can still achieve Gold if very little morale is lost, similarly heavy morale loss can be offset by a very quick win.

Over watch

When enabled, over watch allows interrupting fire during the opposing faction’s turn in reaction to unit movement.

By default, all units begin their own turn eligible for OW (over watch) fire, as indicated by the lightning bolt icon. If the unit still retains at least 80% of its steadiness by the end of the faction turn, it will be eligible for OW fire during the following enemy turn.

Essentially, if a unit still has its lighting icon, it can OW fire. If any action the unit takes in its own turn is a final action OR reduces the unit’s steadiness to below 80%, OW status will be lost.
Similarly, units that start their turn with less than 80% steadiness will not be able to engage in OW fire during the following enemy turn.

Infantry units can make small arms and AT rocket weapon attacks in OW, but not thrown weapon attacks (grenade etc). These infantry OW attacks can be made in any direction.

Heavy weapons (eg tank turret armament) can only execute OW fire within a 30 degree arc centred on the current direction the weapon is pointing.

All OW attacks are executed at a to hit-penalty of -20% on top of any other applicable modifiers.

Late Deployment (reinforcements)

When selecting a force in Skirmish or Campaign modes the player has the option of designating one or more cards as “late deployment” by ticking the box in the bottom left of that card. If a card is designated late deployment then its cost is reduced by 30% but its units will not enter the battle until player turn 8, when they will arrive on the player’s back line edge(s) of the map in random locations.

At least one card MUST be selected for a force WITHOUT late deployment ticked.

Tools

4 main tools are available to the player during gameplay:

Minimap – screen top left. Opens a supplementary overhead map view marking the locations of known units and objectives.

Attack Log – screen top left. Opens a running log window with detailed information of all attacks launched by either faction and their hit chances.

Unit Info Tool – right of central HUD. Activates unit information tool, click on a revealed unit in game (player or enemy) to open unit information panel.

LOS Tool – right of central HUD. Activates line of sight tool, click on any tile to display clear (light blue) and partially obscured (purple) LOS from that tile in all directions. As with aim/traverse actions, blue tiles represent those to which the unit will have an uninterrupted line of sight, violet/ purple tiles represent a partially obscured line of sight.

Game play Settings

Action camera – dictates how often and in what circumstances the action camera is triggered during an attack

Auto-rotate camera – dictates whether the camera rotates automatically when under game control (e.g. during AI turn)

Show confirmation popups – turn on/off popups that warn player they might be taking an action they do not intend

Unit radar always visible – Turn on to keep unit radar “tags” visible during enemy turn as well as player.

Unit Radar size – dictates size on screen of the UI “tags” above revealed units in game

Experimental map camera – toggle on/off automatic camera tilt into low angle (zoom in max) and overhead (zoom out max).

Show fog of war toggle on/off hatching effect on ground indicating areas beyond friendly units’ normal spotting range. Turning this off is purely a cosmetic choice, it will not change the spotting rules.

Infantry size modifier – set an optional additional to-hit penalty for direct attacks vs infantry units.
Those who like their soldiers (on both sides) a little harder to kill can adjust to the left (negative) to their taste. Default 0 (right).

Tabletop bocage LOS rules – When turned “on”, LOS is permitted through tall bocage hedges in a narrow arc perpendicular to the hedge line direction for units in adjacent tiles to the hedge. LOS is mutual, but bocage hedges confer significant cover to the adjacent unit for incoming fire and prevents incoming spotting.

Zero steadiness ends unit’s turn – toggle “final action” mechanic no/off. Those who wish to play a more hectic game where attacks/actions are permitted even after long moves without restriction can se this to “off”. We recommend the default “on”.

Alternate infantry movement – When “on” this imposes heavier, but more realistic, penalties on infantry units for moving. Steadiness will be reduced to 0 on a move of more than 2 tiles.

Use morale – Turn morale system on/off completely. Recommended (default) “on”. Players may choose to turn off the morale system altogether and fight to the death/objective victory. Can have some odd side effects in certain missions so should ONLY be used when playing a mission casually.

Show enemy morale – Toggle on/off, default off. Show the player the enemy force morale level as it changes during a battle.

Morale Bonus, Enemy Morale Bonus – Default 0. These are blanket difficulty settings that reduce/ increase the player’s and AI’s starting Force morale levels on any given mission where morale is in use. Set to taste to provide a fun challenge.

Unit spotted info – dictates the extent to which the player is notified (yellow crossed eye icon in unit tag) when a friendly unit is hidden from the enemy (ie they do not know where it is… or even possibly that it exists).
Player can choose to:
a) Always be shown their units’ hidden/revealed status (right, default).
b) Never be shown their units’ hidden/revealed status (left, difficult!).
c) Be shown their units’ INITIAL hidden/revealed status (centre), this means a unit’s status will be shown to the player UNTIL it is revealed for the first time in a mission. After that, if the unit regains its hidden status, the player will not be notified.

Enemy Status detail – Dictates how much information the player is given about the status of revealed enemy units. This includes info like suppression level, MP/GP available, casualties, immobilised state… Defaults to FULL (right), move left for more of a challenge. No info can make a BIG difference to difficulty

Over watch – Toggle on/off, default off. Enables/disables reaction/opportunity fire during enemy faction turn. When enabled, units that end their turn with 80% or more steadiness (and 2 GP if relevant) will be eligible to engage in over watch fire.

Over watch sliders – dictate the level of hit chance at which the game will offer the player
over watch fire opportunities against indicated target types. Each player overwatch eligible unit will only have ONE opportunity to fire at EACH enemy that presents itself by movement. Once a unit has fired in overwatch it may not fire again in the same turn (unless the first attack is via hull/pintle MG).

Alternate faction colours – changes faction colours to blue and orange.

Auto select movement – when enabled, automatically initiates and previews the top movement order for a unit when it is selected.

CHANGE LANGUAGE (underneath main panel) – English, German.

Tile Info Icons

Screen top centre, listed from left to right:

Trees – indicates scattered trees or orchards not reaching the density of proper woodland

Woodland – dense trees and ground foliage

Crops – crop fields or dense vegetation sufficient to conceal infantry, provides partial cover for infantry and AT gun units only.

Dug in – Provides cover and concealment equivalent to a building for infantry and AT guns only.
Does not block LOS. Grenades can be used against these positions at full range.

Bunker – As per building but provides significantly better protection from HE shells and other heavy weapons

Building – Provides excellent cover and concealment to infantry units. Cover less effective against HE shell and other heavy weapons.

Breachable point – A point in a tall bocage hedge where specialist vehicles such as Churchill tanks can pass through.

Traversable by foot units

Traversable by wheeled units

Traversable by light (or half) tracked vehicles

Traversable by fully tracked vehicles

Road – half cost in movement points to traverse for vehicle units

Rough ground – double cost for units to traverse

Very rough ground – triple cost for units to traverse

Half smoke currently covered in partial smoke

Full Smoke – currently covered in full smoke

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