Then during the resolution phase, all units attempt to carry out their missions. Finally, each player may watch the turn play out in the playback phase. During this time, you can restart the playback as many times as you wish, scroll around the map, zoom in and out, click on units to see more detail, etc.
This system allows the player both the unlimited time to plan and move that strategy gamers enjoy and the challenge of having to deal with simultaneous movement by the enemy as well as the fog of war.
Missions roughly fall into 1 of 3 categories:
Movement - These involve various ways to move from point A to point B. What separates the different kinds of missions is what the unit will do when and if it encounters an enemy along the route. Here are some of the movement missions:
- Move to Contact - Move along given path. If path blocked, stop and dig in. Used to establish a front along enemy lines without engaging in combat.
- Advance - Move along path. If blocked by enemy, attack. This sort of attack is a lower intensity attrition attack which includes artillery barrages and minor probing operations along the front.
- Drive - Move along path. If blocked, assault enemy attempting to drive him out of your path and continue to target. This is an all out blitzkrieg type assault and can only be carried out by certain unit types.
- Retreat - Disengage from enemy and retreat to a cell that does not border enemy to recoup moral, supplies, and strength.
- Re Base - Move air or sea units to new base.
- Strategic Movement - Load units onto trains or convoys and move them across the supply network. Much faster and cheaper movement but can only be between connected ports and cities.
Reaction - These involve missions that react to the enemy's movements. A unit will normally do nothing but if an enemy unit enters one of its designated 'reaction cells' the unit will carry out whichever mission it has been assigned. These are some reaction missions:
- Defensive Reserve - Hold position unless enemy unit enters one of your reaction cells. At this point, move to the cell and assault enemy in that location to drive him out.
- Patrol - Randomly move between patrol points attempting to spot and intercept enemy.
- Intercept - Air units intercept any enemy aircraft that enter reaction cell.
Preparation - These missions involve neither movement or reaction but instead cause the unit to prepare for some future action. Here are some examples:
- Entrench - Dig in and create defensive perimeter.
- Prepare for Amphibious Assault - Spend time planning amphibious assault which will increase likely hood of success.
- Prepare for Airborne Assault - Spend time planning airborne assault which will increase likely hood of success.
- Build coastal defenses - Build large scale defensive structures designed to make it more difficult for enemy units to carry out an amphibious assault on the coastal cells.
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