Screenshot of the day.
Shows more terrain, without the grid and the coordinates.
When a unit is selected, the selection circle is displayed in the faction colour, and information is displayed on the right.
You can have several units in the same tile, right click shows a menu with the list of units with their icon. Selecting one of them make it active, and it's displayed on the map.
Now, a small explanation of how the battle with work. Example with two players A and B (there could be more than 2), and preplaced units.
Phase 1 : Initial Orders
Each player can give order to every unit. You must select the order before knowing the results!
Orders can be:
- Preparation fire: select a target (a unit or a tile)
- Move : select destination tiles and path
- Charge: select destination tiles and path.
- Defensive fire : select a target (a unit or a tile)
- Defend
When ready, hit next
Phase 2 : Preparation fire
Every unit with the preparation fire order shoot simulatenously. The resolution is done unit by unit, in an order determine by ROF / initiative (fastest unit shoot first).
Once they start shooting, you cannot really control what happen. It means if you have 3 units and the ennemy 3, and you order all your 3 units to fire at one of his, but the first one kills it, then the two others units have wasted fire. It may have been wiser to ask each of your units to fire at an ennemy unit.
Preparation fire is done at full strength. If the target is a unit, it's hit full strength. If it's a tile, it's less efficient, but it can damage every unit in the tile, including hidden units.
Phase 3 : Charge
Every unit with the charge or move order moves simultaneously, by small increment of time, until they reach their destination or "bump" into an ennemy unit (then both units are stopped). as the speed of units is different, and terrain cost is different, you cannot really be sure of what will happen.
Charging units are going faster, but have some restriction.
During this phase: if a unit moves and his the target of a unit with defensive fire order, it can be shoot. It can also be shoot if it enters a tile with his the target of a unit with defensive fire order.
The movement is interrupted to resolve the range attack, and it could stop the movement.
Phase 3 : Second order phase
Once all the movement have been resolved, you can give new orders:
- Advanced fire, only for units which moved (not charge)
- Melee : for units which are adjacent to ennemy
- Withdraw: kind of move
Phase 4 : Second resolution
Advanced fire: done at reduced strength has the unit moved
Withdraw: can try to move away from Melee. If it doesn't succeed (ennemy unit is faster or more experienced), they it will give a penaly in the melee
Melee: close combat rule, with simultaneous resolution.