Battles (scenarios) last a certain number of turns and the current turn number and maximum turns is
shown in he top left corner of the screen.
In each turn you, your allies, and your opponents are given a chance to move units, attack enemy units,
resupply units, and
so on. When you finished all your orders you can press the End Turn button t from the right side of the screen.
The attack reticule appears when you pass the mouse pointer over an enemy within the firing range of
selected unit or for touch enabled devices automatically for all units in attack range.
On this reticule are given the expected loss in strength points for both sides; your projected
casualties are listed below your flag, and your enemies losses are listed under the flag of that unit's
Keep in mind that these are estimated losses; although based on the relative attack and defense values,
terrain, and experience modifiers, they may not be the same in actual battle! In any conflict there is a
factor and besides that the estimated values don't take in account all the factors. It's up to you to
decide the actual results.
If you decide to attack, click when the attack reticule is over the enemy unit.
As battle ensues, unit losses are indicated on the unit strength plaques, and loses are displayed by a
popping number over each unit.
A unit may move and attack, or attack then move, with the exception of artillery,
air defense, or anti-tank units which cannot attack after moving (with exception of self-propelled
Core and Auxiliary Units
In campaign play, your forces for a battle may contain both core and auxiliary units. Core units are the
of your army, units which you deploy for every battle, and go with you to each new scenario. However,
you may also
receive or be put in command of auxiliaries, units which are given to you for the duration of a
to aid you in your mission. Auxiliaries do not continue to the next battle with the rest of your army.
Zone of control
A unit exerts a zone of control over the six hexes around it. Surface unit's zones of control affect
units and air unit's zones of control affect only air units. When you move a unit into the zone of
control of an
enemy unit, your unit's movement is stopped and it must either attack or end its turn, unless it is a
If your unit was ordered to move to a point which takes it through a hex occupied by a previously hidden
enemy unit, your unit is surprised by the enemy unit, and your unit's turn ends after combat is
Battles are won by taking or holding some or all of the Victory Objective hexes, which are represented
by hexes with gold-bordered flags on the Battlefield and Strategic Map. Capturing towns, supply
points, ports, and airfields that are not Victory Objectives gains you prestige points, but does not
the victory conditions, so you should always focus on capturing the objectives you have been ordered
Destroying all enemy units will also trigger a victory.
Depending on how fast you capture all objectives victories can be brilliant, normal or tactical and each
a certain amount of prestige points. Brillian victories give the most prestige points and you are also
with a prototype unit for your core army in the next scenario.
If you don't meet your objectives in the maximum number of turns the battle is lost and depending on
path flow it can also result in ending the campaign.
Some scenarios can only be "won" by playing the game until last turn, usually this is noted in the
briefing at the start of the scenario.