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A notepad...
Central Map Area:
Now let’s take a look at a specific VP Objective hex (5, 64), the Embassy Square. This is firmly in Blueland (Axis) Control so only the Axis side is gaining points for control at this point.
2. The second way (& quickest!) to identify the objectives is to use the F9 hotkey. The VP Objective hexes become shaded and display the points available to each side in the hexes.
***********SUPPLY SOURCES ***********
Right clicking on hex (1, 59) shows that there is an Axis supply source located there.
Ending the Axis turn brings up the Allied turn 1. The picture below shows where the Allies have four invasion beach supply sources that are inactive (waiting for the Allies to land and take control of the hexes).
The Allies have 8 standard on map supply depots.
Finally, the Allies start in control of two special supply depots… the Oilwell Fields. These supply depots will operate for both sides (provides supply to the side controlling the VP Objective hex that they’re located in).
To follow along here, start up a game of the tutorial scenario. It will open to turn 1 on the Axis side (player 1 turn).
Move the mouse curser over the arrival hex indicator as shown here:
This reveals that there is one unit arriving on the next turn (units arrive automatically at the beginning of your turn).
Note the green highlight around the indicator square. That tells you the hex is due to have arrivals next turn. The only ways that the unit will not arrive next turn is if the enemy gets control of hexes near (or captures!) the arrival hex OR if you leave too many units stacked in the hex… an arriving unit is subject to hex stacking limits… too many units present and arrivals will be delayed until the hex is not stacked to the limit at the beginning of a turn.
***********OFF MAP AREA (OMA) ***********
Along the right hand side of the map you should see nine small green hexagons. These indicate OMA arrival locations (seven of them are shown below).
Click on the open OMA screen button.
Note how boxes 2 & 3 have the Amphibious Transport Mode symbol in the three hexes next to them. All units arriving in these OMA arrival hexes will be in amphibious transport movement mode. Now click on box 2 or 3. You see the possible locations for arrivals. Note how the possible landing beaches are also highlighted in red!
No units can be arrived now so let’s end this view and return to the main game screen.
Right click on hex (12, 55). Move mouse over the strongpoint icon shown.
Here you can see a two step strongpoint.
2. To place simply move to desired hex and click the minefield into place.
Lesson #2 Part 1: Move out!
Let’s move 6 Marine Regiment to a landing beach. In Battlefront only one unit can move at a time. So we’ll start with I/6 Marines.
Move the mouse cursor to hex (19, 31).
Click and hold on hex (19, 31). Note how a path of green arrows shows the auto path from starting location to hex (19, 31). If you move the cursor (while still holding the click) you can see how many movement points will remain after moving to hex (19, 31).
Now, with the cursor over hex (19, 31) release the click. The unit will auto move. Note that it still has movement capability left (we won’t use it as we’ve reached the landing spot).
Now move the other two units of 6 Marine Regiment to the same beach as I/6 Marines.
Here’s a quick rundown on regimental integrity. Notice that we’ve left the supporting engineer unit behind…
Let’s find the engineers! Too easy. Click on the engineer icon in the regimental integrity display.
There they are…
Let’s get them to the beach and begin the amphibious landings. They are already selected so move the mouse cursor to hex (19, 31) and click there to move the engineers. Notice how the display changes after moving the units.
You can see that the engineers are now receiving the regimental integrity bonus and that there are now two units of the regimental integrity group in hex (19, 31). What about that black die? Looks a little ominous… means that there is a 33% chance that one step of the unit will be a casualty on landing. There can be up to four black dice present for a four step unit trying to come ashore. Each die is rolled independently for a landing.
Results may be different for you, but my engineers took it on the chin… landing craft overturned, well aimed machine gun fire, and Marines disembarking too soon and sinking in deep water…
In the image above, note how one of the four green dots below the engineer symbol in the regimental integrity display turned red… more instant info on how strong the regimental group is!. The dotted bar below the units shows the number steps for the unit... green means step in place and red means the step has been lost.
Let’s leave those four units on the beach for now. We’ll come back to them in a little bit.
Move each battalion so that three sides of the VP Objective have 1st Special Service Regiment units next to them. Land the three battalions.
Close Combat!
Click on the defending unit to open the close combat screen.
Wow. Lotta stuff going on here… Let’s break it down.
One battalion attacking alone won’t get the job done here. Let’s throw in the other two. You can select the other attacking hexes by clicking on the stack visible on the map or by clicking on the colored rosette at the bottom right of screen.
Not what we want here. So our choices are throw more units and attack from another hexside OR since we have 4 special attacks available let’s see what one of these does…click on the button below Attack!. This will get the job done right the first time.
Now click on the execute close combat button to resolve combat.
Results will be different based on random die generator result. Mine was a 1 die for combat (green die) and a 5 die for retreat (red die).
Defenders are now gone. Notice that none of the three units of 1 Special Service Regiment has enough movement Ops available to move into the VP Objective hex. Now that we’ve taken it, let’s secure it properly. Move III battalion of 2 Special Service Regiment into the VP Objective and conduct amphibious landing there. I & II battalions of 2 Special Service Regiment can be moved into attack position next to the other Oilwell objective.
Your game should look something like this now. Note that I & II battalions of 2 Special Service Regiment are receiving the regimental integrity bonus even though III battalion is outside the radius (very different concept from the Decisive Battles series).
That’s enough for this part. Let’s save your progress now. Click on the save game button.
This brings up the save game menu. Click in the file name box as shown below and type in the save game file name you wish to use.
Once you’ve typed the file name, hit Enter on your keyboard to bring up the save file option and save the game.