2. THE STRATEGIC GAME PLAY

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2.1. Game screen

The game screen is divided into the following parts:



2.1.1. General map

Left above is a small general map of the game map. By click on one point of this small map the camera will be placed over this point of the 3d world.


2.1.2. Unit selection

By clicking on a unit or a building in the 3d world, a picture of it can be seen on the right side top.
In addition, by clicking on the high/down buttons on the left and on the right of the unit picture the next/preceding unit in the province and/or the following/preceding province is selected.

By clicking on one of the selection symbols under the unit picture, you can filter the selected units. From left to right and above to downward this are land units (tank symbol), aircrafts (airplane symbol), ships (ship symbol), cities (house symbol), all units (flag symbol) and factories (factory symbol).
The active selection is with an green background.


2.1.3. Data of the unit

For the selected unit all important data are listed. These are:

- Name (in the example on the left of the British (player of the Anglo-Americans) fighter Supermarine Spitfire V)
- Unit category (in this case a Fighter, which is an aircraft)

- Province (here in Southern England as first unit)

- The flag indicates the nation (player).

Values:

- STR: Number of units of this type (here 3 fighters, which indicates also the number on the unit box in the 3d world).

- LOD: if loaded in a ship, on which unit number (here NOT “--”).

- ULC: used loading capacity of shipped units (here zero).

Movement:

- MP: Movement range (here 4 provinces).

- SR: Attack range (here 2 provinces).

- ZOC: Zone of Control - Reaction range by hostile attacks around (here one province far)

- FC: Fuel capacity (Oil) used per province distance movement.

- MT: Movement type (Air)

- TW: Transport weight (here 2 for loading into a other unit, like a transport ship or aircraft carrier)

- TC: Transportation capacity (here zero – transport ships or aircraft carrier have always some)

Production:

- PP: Costs in 'production points' (PP, here 182)

- BT: Construction period in turns = months (here 6 months)

- MT: Maintenance cost for each turn (here 27.29 PP)

- RC: Research class

- RL: Research month/year (here May 1940 = 5/1940)

Combat values:

- SA: Soft Attack (by own attack against unarmored land units, like infantry)

- SD: Soft Defense (in the defense against unarmored land units)

- HA: Hard Attack (by own attack against armored land units, like tanks)

- HD: Hard Defense (in the defense against armored land units)

- AA: Air Attack (by own attack against airplanes)

- AD: Air Defense (in the defense against airplanes)

- SC: Strategic attack (against factories)

- NA: Naval Attack (by own attack against surface ships, like battle ships, freighters)

- ND: Naval Defense (in the defense against surface ships)

- NSA: Naval Sub Attack (by own attack against submarines).

- NSD: Naval Sub Defense (in the defense against submarines).

- TAR: target type.

- DB: durability, ruggedness, armor (how many hits the unit can project, before it is destroyed - actual here two)

- DO: dodge chance (mobility to avoid a hostile attack in the battle - here 30%)


2.1.4. Buttons

At the bottom left hand corner are a set of buttons for different actions:


Go: ends the current turn phase and starts the next one.


Places the camera over the own capital.



Changes between free and fixed camera mode.


Cancels the last command action (“Undo” - function).


Opens the production menu window for all new units with completion date.



Opens the research window menu to check the research progress in various categories.


Opens the politics menu window to view the state of relations between you and other nations.



Opens the unit viewer with all the 3d models and their datas.



Opens a new window with this game manual for help.


Switched to the menu for game saving.


Leaves the running game (Attention: without saving !)



2.1.5. Turn information

Here current game turn information are visible, like e.g. the active player nation, game month and year, turn phase, points of production (PP), current monthly income of PP, consumption by maintenance for the units and the available PP for the current turn).



2.1.6. Compass

The compass arrow shows in each case toward the north direction.



2.2. THE 3D WORLD

The biggest part of the game screen is taken by the 3d map of the world. The camera can be moved in all directions and there is a option to move the camera and camera angles completely free.

During approximation to the surface the camera angle will be flattened as would the player walk on the world and with maximum distance the view is from above, like the view on a ordinary map.



2.2.1. Land province borders

Land province borders are represented with red lines on the map.


2.2.2. Terrain

The terrain of the provinces is represent by the following symbols:

Terrain

Example – symbol

Description

Movement
***: impossible

Attack / Defense

Sea



Sea is represented by light blue color. Each sea-province has a blue marker in the center, if there are no ships on it (as in the example left).

Foot

***

Air attack

- / -

Mot

***

Artillery

- / -

Mech

***

Infantry

- / -

Motorizied

- / -

Mechan.

- / -

Open



In provinces with a large part of open terrain none of the following special symbols are visible.


Foot

-

Air attack

- / -

Mot

-

Artillery

- / -

Mech

-

Infantry

- / -

Motorizied

- / -

Mechan.

- / -

Forrest



Provinces with many forrests are marked by small trees.

Foot

-

Air attack

-30/-10%

Mot

-0.5

Artillery

-20/-10%

Mech

-

Infantry

0/+10%

Motorizied

-30/-20%

Mechan.

-20/-10%

Mountains



Provinces with many mountains or strongly hilly are marked by snow-white or grey rocks, as here the Carpathians on the Balkans.

Foot

-0.25

Air attack

-20/-10%

Mot

-0.5

Artillery

-30/-10%

Mech

-0.5

Infantry

0/+20%

Motorizied

-30/-10%

Mechan.

-30/-20%

Desert



Desert is symbolized with camels in the province.

Foot

-

Air attack

+20/+10%

Mot

-

Artillery

+10/+20%

Mech

-

Infantry

-20 /-10%

Motorizied

0 /+10%

Mechan.

+30/+20%



Desert Mountains



Desert Mountains are visible by lowland areas in sand color and additional white-gray mountain surveys.


Foot

-0,25

Air attack

-10/+0%

Mot

-0,5

Artillery

-20/-10%

Mech

-0,5

Infantry

-20/+10%

Motorizied

-20/+0%

Mechan.

-10/-10%



Jungle, Swamps



Jungle or swamps are symbolized by lightgreen palms.

Foot

-0.25

Air attack

-30/-10%

Mot

-1

Artillery

-30/-20%

Mech

-0.5

Infantry

-10/+10%

Motorizied

-40/-30%

Mechan.

-30/-20%



Ice



ice is symbolized by constant, white colouring (like in the example Greenland).

Foot

0

Air attack

-10/ 0%

Mot

-0,5

Artillery

-10/0%

Mech

0

Infantry

-10/ 0%

Motorizied

-20/-10%

Mechan.

-/-



Urban



Urbanization (high population density, very good infrastructure) is indicated by small houses in the province.

Foot

0

Air attack

0/ 0%

Mot

+0,5

Artillery

-10/ 0%

Mech

+0,5

Infantery

0 /+10%

Motorisied

-10/ 0%

Mechan.

-20/-10%



The terrain of the province can be also checked by clicking on the province marker or an city there. The province datas will be shown in the right unit column (unit datas).

2.2.3. Weather and clima

The weather in the provinces is represented by different colouring of the ground:


The main summer weather from May to October indicated by light green color (blue frame) in Central Europe and by yellow sand color (orange frame) for the deserts of North Africa.















The mud period in autumn (November) and spring (March-April) in Eastern Europe, is shown by brown tint (in the yellow frame). The rainy weather in Western Europe is represented by a slightly darker green color (green frame). In the blue part of the frost (snow-frozen) is marked by white snow.





In the winter from December to February there is the mixed snow / rain forecast (snow-rainy), especially in central and northwestern Europe, but also in Eastern Turkey, visible in brown-white color (blue frame). The Frost (snow-frozen) in the white color (yellow frame) is in Eastern Europe, the rainy weather in Southern Europe (green frame) and also the rainy weather in parts of the desert in dark-yellow color (red frame).


The current weather for a province alos can be checked by clicking on a city there. It will be visible in the right column (unit datas).






Effects of the weather on movement and combat (additional to the terrain):

Movement type

rain

mud

snow-rainy

snow-frozen

Foot

-

- 0.5

-

-0.25

Mot (motorizied)

-

-1

-0.5

-0.5

Mech (mechanizied)

-

-0.5

-

-

Air (planes)

-

-0.25

-

-0.5

Combat type





Air combat (attack/defense)

-30% / -20%

-30% / -20%

-30% / -20%

-40% / -30%

Air attack (Ground attack/air defense)

-30% / -20%

-30% / -20%

-40% / -20%

-50% / -30%

Artillery (attack/defense)

-10% / -

-20% / -10%

-10% / -

-20% / -10%

Infantry (attack/defense)

-10% / -

-10% / -

-10% / -

-10% / -

Motorizied (attack/defense)

-30% / -10%

-30% / -20%

-30% / -20%

-40% / -40%

Mechanizied (attack/defense)

-20% / -10%

-20% / -10%

-30 % / -20%

-30% / -30%

Strategic attack (against factories)

-20%

-20%

-30%

-30 %


Note:

When fighting in provinces with weather 'snow-frozen' Russian units have an extra combat bonus of always 10%.



2.2.4. Province marker and city boxes

You can click on the province markers and city boxes in order to receive the unit data information in the right column. Units of the defender however are mostly placed around the province marker. The province markers and city boxes of the province are marked with flags of the controlling players:


Germany

I
taly and Axis Minors


Anglo-Americans
(USA and Great Britain)


Soviet Union

Note: Provinces can have more than one city, while unusable provinces have no cities and can only be overflown by airplanes.


2.2.5. Buildings

Each city has a building, which mostly fulfill special functions:


Factory I: here all units can be manufactured up to a certain quantity and sum of production points (PP).


Factory II: with sufficient progress in the development of mass production techniques factories I are rigged to factories II, whereby all units become 20% cheaper.


Factory III: with still further progress factories of the stage II are rigged to the stage III, whereby all units become 33,3% cheaper and also more can be manufactured.


Barracks: here some simple units (mostly infantry and artillery) can be manufactured. However, no progress in the mass production affects here.


Port: in ports ships can be moved and are safe from hostile ships. Additional, ships can be built in factories in the same province.


Fortress increases the ruggedness of the defending units by one in the province.


House: the city has no special characteristics.


Oil field: a oilpump is producing 80 unit oil (fuel) per game turn (month).


Palace: the cities which are imported for a victory in the game have a palace.

Most cities have VICTORY POINTS (VP), which are visible at the unit data (right on the screen) after clicking on it. The number of VP in own cities is the factor for the monthly PRODUCTION POINTS (PP) !


2.2.6. Units

The units of the different player nations are marked with different symbols on the unit box. The number (and also size of the unit) on the box shows the quantity of the units (up to 10 pieces for each box), while the model represents the type of the unit. In each province can be up to 16 unit boxes.


Germany


Italy and Axis Minors


Soviet Union (Russia)


Anglo-Americans




2.2.7. Blocking provinces



Some through narrow sea streets separate provinces can be crossed by land units without major problems if no hostile ships are between them. Such places on the map are symbolizes by bridges (see bottom, yellow framed: a bridge is connecting Sicily with Southern Italy).
The
coastal guns (ret framed) means, that only own or allied ships can move between the sea provinces.





Some provinces block certain movement paths, if they are controlled by a hostile or neutral nation:


Control of the province Denmark prevents that strange ships are moving from the Western Baltic Sea to the Skagerrak or reverse.


The control of the Baltic States prevents that strange ships are moving between the Gulf of Finland and the port of the city of Kronstadt in the province Ingermanland.


The control of Egypt prevents that strange ships are moving between the Eastern Mediterranean Sea and the Suez Channel.


The control of Tunisia prevents that strange ships are moving between the Strait of Sicily and the Gulf of Sirte. The control of Sicily prevents that strange ships are moving between the Strait of Sicily and the Ionian Sea.. The control of Southern Italy prevents that strange ships are moving between the Ionian Sea and the Adriatic Sea.


The control of Western Turkey prevents that strange ships are moving between the Aegean Sea and the Black Sea. The control of the Black Sea prevents that strange land units are moving between the Crimea and Southern Russia.


The control of Gibraltar prevents that strange ships are moving between the Gulf of Cadiz and the Western Mediterranean Sea.


The control of Jemen prevents that strange ships are moving between the Gulf of Aden and the Red Sea.


The control of the Southern Iran prevents that strange ships are moving between the Persian Gulf and the Gulf of Aden..

2.3. Overview of the controls

CAMERA

Action

Keyboard

Mouse

Rotate upward (only for a 'free' camera)

Mouse upper edge of window at the left or right side

Rotate to the left (only for a 'free' camera)

Mouse left edge of window

Rotate to the right (only for a 'free' camera)

Mouse right edge of window

Rotate downward (only for a 'free' camera)

Mouse lower edge of window at the left or right side

Move upward on the same height

W

Mouse upper edge and up or down from the middle

Move to the left on the same height

A

Mouse left edge and left or right from the middle

Move to the right on the same height

D

Mouse right edge and left or right from the middle

Move downward on the same height

S

Mouse lower edge and up or down from the middle

Move forward

space key (Space)

Mouse upper edge of window center

Move to the rear (backwards)

Strg

Mouse lower edge of window center

Fast move forward / backward


Scroll wheel in the center

SELECTION / MOVEMENT

Action

Keyboard

Mouse

Select unit or building


Click on unit
- or -
Click on unit image top right menu