This should be obvious but...

The development team behind the award-winning games Decisive Campaigns: From Warsaw To Paris and Advanced Tactics is back with a new and improved game engine that focuses on the decisive year and theater of World War II! Decisive Campaigns: Case Blue simulates the German drive to Stalingrad and into the Caucasus of the summer of 1942, as well as its May preludes (2nd Kharkov offensive, Operation Trappenjagd) and also the Soviet winter counter-offensive (Operation Uranus) that ended with the encirclement of 6th Army in Stalingrad and the destruction of the axis minor armies. With many improvements including the PBEM++ system, this is a release to watch for wargamers!

Moderator: Vic

Post Reply
Chris21wen
Posts: 7859
Joined: Thu Jan 17, 2002 10:00 am
Location: Cottesmore, Rutland

This should be obvious but...

Post by Chris21wen »

What do the different coloured highlighted areas mean when an HQ is selected. I can't find it in the manual.
User avatar
Bonners
Posts: 490
Joined: Fri Aug 24, 2012 5:16 am
Location: Tan Lan, North Wales

RE: This should be obvious but...

Post by Bonners »

Not too sure if this answers your question, but just had a look and there are three things I can see:

1. It also highlights all it's attached units in the same colour.

2. On the HQ itself, on the left hand side from top to bottom, regime symbol, a card symbol (only appears if enough command points to play a card) and then a number which is the number of command points available.

3. The green hexes on the map show units within HQ range. If a sub unit is within green it is in full HQ range, if it is in the three outer colours it is still within HQ range but doesnt get the full HQ bonus. If you select a sub unit within range and then look at the 'unit details' tab at the bottom of the screen you will see HQ power, HQ combat and HQ morale mod. Still getting my head around them them, but to the best of my knowledge (stand to be corrected), HQ power will be 100% if within 'green range' and reduced on the outer ranges (zero if totally outside) and then the combat and morale mods are to do with the HQ's stats and also the distance from the HQ.

Chris21wen
Posts: 7859
Joined: Thu Jan 17, 2002 10:00 am
Location: Cottesmore, Rutland

RE: This should be obvious but...

Post by Chris21wen »

ORIGINAL: Bonners

Not too sure if this answers your question, but just had a look and there are three things I can see:

1. It also highlights all it's attached units in the same colour.

2. On the HQ itself, on the left hand side from top to bottom, regime symbol, a card symbol (only appears if enough command points to play a card) and then a number which is the number of command points available.

3. The green hexes on the map show units within HQ range. If a sub unit is within green it is in full HQ range, if it is in the three outer colours it is still within HQ range but doesnt get the full HQ bonus. If you select a sub unit within range and then look at the 'unit details' tab at the bottom of the screen you will see HQ power, HQ combat and HQ morale mod. Still getting my head around them them, but to the best of my knowledge (stand to be corrected), HQ power will be 100% if within 'green range' and reduced on the outer ranges (zero if totally outside) and then the combat and morale mods are to do with the HQ's stats and also the distance from the HQ.



3's the answer, thanks.
Post Reply

Return to “Decisive Campaigns: Case Blue”