Offensive battles can be played optionally as First Person Shooter Battles, increasing the action in WW2 Total dramatically. Additional, it gives the players the opportunity to view their constructed and operational units in combat, together with their strengths and weaknesses. And last but not least, the outcome of the battle could be influenced by the tactical abilities and reactions of the player.
These
First Person Shooter Battles are
nothing else than FPS-combat in real time, whereby each unit on the
strategic map represents one figure on a limited battlefield.
The
outcome of the battle (losses of units and victory) will be
transferred to the strategic map.
The Head-Up Display contains basic informations that a soldier normally would or could quickly get.

Starting
from the upper right corner, clockwise there are the following
informations:
In the upper right corner is a small overview map of the
battlefield (general or mini map). With the Compass Arrow's
position and the direction the players figure is marked. Small flags
in the colours of the controlling nations mark the
respawn points.
If a respawn point is shortly
before conquest by hostile forces, than below the general map at
the position of the flag of the respawn point is a number
visible, which indicates the remaining time in seconds. If the
respawn point is conquered, the flag will be exchanged to that
one of the conqueror.
In the middle is a red
flag visible, which marks a respawn
point.
At this place reserve
units of the controlling side (Axis or Allied) could entering the
battlefield. The attacker has at the
beginning a respawn point
on the left side, while the defender has one in
the middle of the battlefield and a other one on the right end.
If a side has no
respawn points anymore, it may also not bring
in replacements for destroyed units.
If the side is not able to reconquere one of the respawn
points and all onw units are destroyed, it
has immediately lost
the battle.
The players weapon is visible half-right at the bottom of the screen, as well as effects of movement and firing. Aiming on targets, for example to enemy units, is done with the reticule in the middle of the screen. The weapon can be fired by a left mouse click.

The
player receives a randomly selected unit, if possible according to
the nation which he leads in the strategic game.
If
this is not possible, because no units of his nation are involved in
the battle, so he gets a unit from one member of his alliance, which
is involved in the battle.
There is a little picture of the
players unit,
similar to that on the strategic map for the unit type.
In addition
informations about the name
of unity, the health
(life points), the ammunition stocks
and the time until the weapon can be fired
next .
If
the player controls a
battle tank with a rotating tower, below right a small tank icon
appears, whereby the turret is displayed in the direction of its
view, relative to the tanks movement direction.
If
the health
is less than one, the unit is destroyed.
If the
ammunition stockpile
is exhausted, so the unit can no longer shoot.
In this case it's the best to move the unit to the end of the
battlefield behind your last respawn point.
From there the unit will automatically leave the battle zone and will
not count as a loss.
Is the time
until the next firing shot
of the weapon greater than zero seconds, the weapon is still reloaded
or not prepared and can not be fired yet.
If
a unit is destroyed, a new replacement unit appears after about 30
seconds at an allied respawn point. Precondition
is, of course, that there are still replacement units from the
strategic map available and even a respawn point is controlled.
In addition, each time a moral
test will be done,
according to the animated battles
on the strategic map. If the losses are too
highh, there can be a withdrawal of the troops, and the battle is
over and lost.
Top left, the remaining time for the attacker to conquer all respawn points appears. If the attacker is able to do this in time, he wins the battle. Otherwise, the defender wins.
First Person Shooter (FPS) Mode
|
Action |
Keyboard |
Mouse |
|---|---|---|
|
Moving forward |
W |
|
|
Moving left |
A |
|
|
Moving right |
S |
|
|
Moving Backward |
Z |
|
|
Turn Up |
↑ |
Move mouse upward |
|
Rotate Left |
← |
Move mouse to the left |
|
Rotate Right |
→ |
Move mouse to the right |
|
Turn Down |
↓ |
Move mouse down |
|
Firing |
|
Left click |
|
Quit battle |
Return |
|
Aircraft
may not (yet) be controlled by the players.
Therefore, they
are controlled by the AI (artificial
intelligence)
and acting independent, as well as all the other units on the
battlefield, which are not controlled by a player (or players in a
multiplayer game).
The
attack of an aircraft is aimed primarily against enemy ground
targets, and they are flying over the battlefield from one to the
other side.
Where
possible, enemy fighter planes are sended against the bomber or
fighter-bombers, which also could have their own escort fighter.
As previously been occasionally mentioned, the battle ends with a winner and loser under different conditions:
One side has been completely destroyed and lost the battle.
One side flees due to high losses and has lost the battle.
One side has neither respawn points nor own units on the battlefield and lost the battle.
The attacker controls after of the end of the playing time all the respawn points and wins the battle.
The defenders still controlled at least one respawn point at the end of the playing time and wins the battle.
The battle will be quit before by using the [RETURN] key. In this case the battle will be continued as a normal, animated battle on the strategic world map.
If
the attacker wins, he conquers the province and the defender must
retreat with his remaining units.
If the defender wins, the attckers must withdraw to their provinces.
All losses in the Micro Battle will be fully incorporated into the strategic game on the world map.