TERMS and MARKERS of Conflict-Series by Joni Nuutinen

Here is a link to GENERIC DOCUMENTATION ...also see Battle Support ExplainedFAQ, and Privacy Policy

MP = Move points. Moving a unit consumes MPs, cost of movement is less on roads, more on difficult terrain like forest. Unit without MPs cannot be moved, but it can withdraw under enemy pressure. After both sides have moved, each unit will gain back the number of MPs that unit type has at maximum, for example unit with maximum of 2 MPs, will get back 2 MPs, but if the unit has -1 MP (negative MPs) it will only raise to +1 MP (-1 plus 2 equals +1). Units cannot normally reach more than what is the maximum number of MPs for that unit type, however, there are certain exceptions, depending on scenario. In some campaigns units deep in their own rear area will get extra transport MPs, plus General can give nearby units extra MPs, in addition there are various one-time resources which can give extra MPs to the unit which that resource is assigned to.

HP = Hit points AKA health points. Below zero means removal from play. Units with zero HP cannot move into empty enemy controlled areas. Units with 1 HP cannot attack enemy units (but they can still defend against attacks).

TMP = Tactical Move Point. Can be used to move any unit via Tactical Route (a yellow-green arrow between hexagons), in this occurrence TMP is consumed, not regular MP.

Ba = Battle count for the selected unit. In the case of General this reflects times the general has supported units in combat, and in the case of airforce or artillery the number of bombardment sorties or artillery barrages carried out.

SUP = City functions as a supply source for one side (supply route between units and supply cities or supply depots is calculated between turns after both sides have moved).

Red E1, E2, E3, etc: Turns spend encircled and out of supply. The unit did not have a land route to an own supply city or a supply depot BETWEEN the turns.

Green diamond shape with +1 TMP: Key Tactical Location: +1 TMP (tactical move point) each turn when in a fully controlled province.

COLOR BORDERS AROUND UNITS

Green border around unit: The unit is actively resting and repairing either in a city or a hospital (depending on the campaign only one of these options will be active). HPs will increase while fatigue decreases automatically (no need to apply First Aid). If a a unit has a HP skill (white HP marker) it MIGHT get an extra HP at the end of the resting process. In the case of hospital: Only one unit per hospital is allowed, plus the province in which the hospital is located must be fully controlled.

Red border around unit: Encircled, out of supply. Could not establish supply route to its own supply city (marked with SU) or a supply depot (available only in some campaigns with naval landings) between turns (meaning the supply route is calculated AFTER AI has moved). As a result of being out of supply the unit has limited combat abilities, it cannot receive some of the resources, and it has reduced MPs available, plus it might lose HPs. Since the out of supply status is only calculated after both sides have moved, it takes at least a turn before the reconnected unit is considered to be back into normal supply flow. Encircled support units like Generals or Artillery: likelihood of scattering depends on turns spent out of supply and strength balance nearby (in hopeless looking situation the support unit is more likely to give up sooner and vice versa).

GREYED OUT UNIT: The player has marked this unit permanently done, meaning it won't be selected by NEXT UNIT button or selection logic until it has either been manually selected and moved or attacked.

Yellow border around unit when a resource is selected. This particular unit can receive the selected resource.

RAIL: RAILWAY:

Railway [##] allows free movement. In some games units can move via railway at will, in some games there exists generic RMPs (Railway Movement Points) that are consumed instead of regular MPs when units move on railways, and in yet different games, trains/locomotives are physical game pieces that allow loading combat units as cargo and transporting them around. In some campaigns, enemy will slowly destroy any railways under their control.

RMP = Railway Move Point. Can be used to move via railways instead of regular MPs. Railway movement is not available near the front line (enemy controlled area). Armored units usually consume move RMPs per rail-move than Infantry. In most scenarios, there will be a slowly increasing amount of RMPs available each turn, and a small percentage of unused RMPs will NOT be saved for the next turn to prevent unlimited stock piling of railway movement. An action by a general can prioritize railway movement, in which case the remaining move points the general have will be exchanged into RMPs.

WEAPONS: STICKY RESOURCES:

MR: Mortars = Combat bonus vs enemy infantry. Applies to both attack and defense. This resource might eventually get exhausted (=lost).

NE: Neberwerfer. Special type of mortars.

MG: Submachineguns or machinegun. Submachineguns = Attack bonus vs infantry. Machineguns = Defense bonus vs infantry

FL: Flamethrower. Bonus vs dugouts etc. immobile unit types, plus smaller bonus in cities.

PF: Panzerfaust: Bonus vs armored units.

BA: Bazooka: Bonus vs armored units.

AA: Antiaircraft guns. Reduces getting strafed by enemy air force.

AT: Antitank guns. Bonus vs armored units.

SO: Special Orders [SO] give a noteworthy battle bonus to ground combat units, both in attack and defense. The bonus carries through the next AI movement phase, after which the Special Order expires and is removed from play. There is no point in adding more than one Special Order per unit.

PO: Pontoons [PO] assigned to the unit can halve its river crossing MP cost, but pontoons are only activated if the river crossing cost is more than the max MPs of the unit type. This higher-than-normal river crossing cost indicates there is an enemy area nearby. Own combat units in the hexagon where the unit ends up after crossing the river might help lower the higher than normal cost after crossing while there are adjacent enemy units. The maximum river crossing cost is 20 MPs. Might be called 'boats' in few rare scenarios.

APPLY ONCE RESOURCES:

Call for Support: This resource can transfer one HP to the unit (you assign Call for Support to) from the nearby unit of the same unit type which has HPs available. The two units must be within reasonable distance from each other, and not be out of supply.

First Aid = First Aid resource reduces the fatigue of the selected unit by 66 percent. High fatigue is indicated by the red FA marker on the unit. Note: Can not be assigned to a unit which was out of supply between turns (has red borders around it).

Extra MPs: Gives various amounts of MPs. Unit type might be limited, or some 'rescue' type resource can only be assigned to a low HP unit. Usually the same unit cannot receive extra MP resource twice in a row (in this case it will have a yellow MP marker).

TERRAIN:

HH:MM:HG: Mountain / Hill / High Ground = Any general high ground. A combat bonus for the defender if the attacker emerges from a lower elevation. There is an MP penalty for moving from lower ground to higher ground (often more for the mechanized units), except for special mountain type units. Moving from hill to hill may incur an extra charge to represent moving along the ridge. Units that have HP but currently have zero HP can move to higher ground without extra cost, as there are only remnants left of the unit. The term HILL covers everything from higher ground to mountains. The word HILL is used in part because it is a shorter term and space is always an issue.

==: Swamp or temporary seasonal mud or temporary post-storm mud.

|||||: Forest: Combat bonus for defender located in forest (especially infantry vs armor). Moving int: -1 MP when moved into, fatigue increases for mechanized/armored unit types. Bombardment against a unit located in a forest is less likely to be efficient. In some scenarios the word 'jungle' is also used, meaning the same exact thing game mechanics-wise.

HO: Hospita (green HO)l: Active only when located in a fully controlled province. Limitations: Only one ground combat unit can rest at any given active hospital at a time.

CC: CC on gray background: Unit is located in the city (this is a visual aid in case there are several units in the adjacent hexagons blocking the city icon from being visible).

##: Road/Railway.

SA: Sand. Slows down units.

Mt: Mountain in place names or map labels.

Pt: Point in place names or map labels.

PROVINCES:

+ Dugout (new resource) can be placed only on border hexagon of a province you control fully.

+ Seizing city gives attacker control of some of the empty hexagons in the province.

+ Automatic rear area MPs are only available in fully controlled provinces.

HOSPITAL:

+ Ground combat units can rest and repair in hospitals (regain HPs and reset Fatigue)

+ Only available in fully controlled provinces (you must control all the hexagons which belong to this province BETWEEN the turns when the hospital status is checked and determined, otherwise the hospital is drawn as smaller and greyed out to indicate it is NOT active). One province can have multiple hospitals in it.

+ Only one ground combat unit can rest at a hospital at a time, multiple units at the location interrupt the rest

+ Generals can request more hospitals. NOTE, in some campaigns, Request-Hospital action alternates with Request-Airfield action by the turn.

TMPs (Tactical Move Points)

+ Rear area has more tactical routes, while tactical routes on the front line change quicker.

+ Player gets Tactical Move Points from Key Tactical Locations (green diamond shapes with +1 TMP text on map).

+ Some of the excess unused TMPs might be lost between turns.

Unit Markings:

XX: Violet color number or 2-letter. The parent unit number, could be regiment/division/corps/army. ON/OFF option.

Unit's parent formation number. In most games there is a setting to show as a marker the unit's higher-level regiment/division/corps/army it belongs to. There are several known issues with this: firstly, units were regularly shuffled around, especially in big, long battles or in chaotic situations, so your OOB (Order of Battle) might be from a week later and show different information. Secondly, the marker system that has to function in very limited space has been designed to handle 2-letter or 2-number data, so units belonging to parent units like the 398th Division are shown at a very small size. Thirdly, sometimes the parent units were something like "Army Poznan" or "Battlegroup Mius", or like when the WWII eastern front threatened to collapse, Germans might put a Panzer Division in France on the railways and throw it across the continent. Clearly, that unit is not a corps reserve, or an army reserve, or even an army group reserve, but something else entirely. As a result of all this chaos, I have sometimes, for some units, implemented a logic that the new unit simply gains the parent formation number from nearby own units. Plus, in a few games with a year-long time scale, some units simply get the army number of the army that currently still exists but has the lowest number of units in it.

Upper-left corner: MPs

Number of squares running from left to right mark the number of available move points. Darkened color means the unit is marked DONE for the turn.

Rectangle running from the upper-left corner to the upper-right corner: Special feature, like air strike, ready. This usually requires full move points to be available.

Bright red square: Unit has several negative move points.

Lower-left corner: Number of HPs (Hit points)

Green square: Over 66 percent of HPs left.

Yellow square: Over 33 percent of HPs left.

Red square: Under 33 percent of HPs left.

Lower-right corner: Resource and ground notifications

MP: Red MP marker: Unit has more negative move points than what is set as visual warning limit in Settings.

MP: Yellow MP marker: Unit is one of the most recent units to receive extra MPs, and cannot receive any more extra MPs while the marker is shown. As other units receive extra MPs, they will in turn receive the yellow MP marker freeing up the oldest previously marked unit. Yellow MP marker does not prevent the unit from getting extra MPs from Generals.

MP: Green MP marker: Key Tactical Location (green diamond with +1 TMP text on it) below unit, this hexagon gives +1 TMP (Tactical Move Points) each turn when it is in a fully controlled province.

SU: One or more Supply Depots (left by units in their previous hexagon = represents vulnerable rear area) on this hexagon. If a depot is lost then the unit the lost depot belongs suffers a noteworthy Fatigue increase. This feature might be turned ON/OFF from Settings.

**: YELLOW **: The unit is one of the most battle-hardened formations. This is based on relative values, so this can change during the turn as units gain experience and battles, especially during the first turns when the number of battles per unit is still low. YELLOW **: This unit is one of the most inexperienced formations.

AF: Airfield: See concepts-documentation for the long explanation of all the features revolving around airfields.

REST: Green REST-text-tag and green border around unit: The unit is actively resting and repairing either in a city or a hospital (depending on the campaign only one of these options will be active). HPs will increase while fatigue decreases automatically (no need to apply First Aid). If a unit has a HP skill (white HP marker) it MIGHT get an extra HP at the end of the resting process. In the case of hospital: Only one unit per hospital is allowed, plus the province in which the hospital is located must be fully controlled.

ENCIRCLED: Red border on unit: Out of supply. Could not establish a supply route to any of its own supply cities (marked with SU) between turns. As a result of being out of supplies, the unit has reduced combat abilities, cannot receive most of the resources, has fewer MPs available, and might lose HP (the likelihood increases with the duration of the encirclement). Out of supply status is calculated AFTER BOTH sides have moved, so it takes a turn before the reconnected unit is considered to be back in normal supply. Encircled support units (no HP) like generals or artillery: the likelihood of scattering depends on turns spent out of supply and the balance of nearby forces (in a hopeless situation, the support unit is more likely to give up sooner). In certain campaigns, an air force unit can be selected, and then tapping an out-of-supply unit, the air force will deliver some supplies to it (if the range of the air force allows). Since a zero HP unit can not move into an enemy area, it is crucial to get out of the encirclement before the unit completely loses its fighting ability.

FA: Red FA number marker: Fatigue percentage is over the fatigue limit you have set in settings (50 - 90 percent) but below 100 percent.

XX: Red XX marker: Fatigue has reached full 100 percent. Unit will involuntarily carry out Relieve action before the next turn (use all the MPs of the unit type to halve Fatigue).

MP: Blue: When selected General has over 2 MPs the combat unit which would receive the extra MP has blue MP marker.

SF: Yellow: When selected General has over 2 MPs the General unit which would receive the extra MPs has yellow SF marker.

Red E1, E2, E3, etc: Turns spend encircled and out of supply.

FUEL:

99: Orange number marker: Fuel. Either required for the combat unit to move, or the amount being transported by a fuel truck or a fuel depot. Orange XX marker: Out of fuel.

Fuel Tanker (in naval games): Transfer fuel from harbors (anchor symbols) to Destroyers. Note: Most of the time, Fuel Tanker also needs fuel to be able to move.

Fuel: In some games, armoured, motorized, and air force units need fuel to move and attack. The amount of fuel is shown on the lower-right corner of the unit - XX is shown if the unit is out of fuel. Use Fuel Depots to transport fuel from German Supply Cities (westmost cities marked with SUP) closest to the front line, and then use Fuel Trucks to transport fuel from Fuel Depots to the combat units which need fuel.

Fuel Share = Transport 2 units of fuel to the selected ground combat unit from the closest unit with fuel to spare.

OF = Oil field. Usually generate fuel automatically into a pool, or a supply depot or supply truck must visit the oil field physically. Exception: In Baku: Once damage goes from 90 to 0 percent, the oil field will give +1 fuel to the closest fuel needing unit that does not already have maximum fuel.

WEATHER:

OO: OO on light blue background: Storm: Reduces both movement and visibility (line-of-sight and fog-of-war). Unit caught in a storm at the start of the turn might lose up to all move points of that particular unit type.

TACTICS:

# D-: Flexible defense (tactic selected for the unit).

# D+: Stiff defense (tactic selected for the unit).

# A-: Recon attack (tactic selected for the unit).

# A+: Assault attack (tactic selected for the unit).

# A>: Breakthrough attack (tactic selected for the unit).

If few scenarios, changing tactics requires using NCO points.

GENERALS:

# SR: If you carry out Reset Supply Depot action by General, this unit with SR-tag will be the target of the action. As a result, the supply depot of the unit will be relocated into the hexagon the unit is currently located in.

MISC:

AT = AntiTank.

F = White F: French.

OST = Very weak and small unit.

KT = King Tiger AKA Tiger II.

ROM = Romanians.

C/CA/CAV = Cavalry.

PAR = Partizan.

KV = Kliment Voroshilov type Soviet Heavy Tank.

IS2 = Soviet Heavy Tank.

GU = Guard Unit.

B1,B2 etc: This unit was attacked during the AI movement phase. Selecting this unit will once pop-up defensive battle results from the AI movement phase. This feature only works if combat dialog is turned ON.

Hit = Terms Bombardment or Barrage shortened to save space.

FOW = Fog-of-War. While the whole map is visible at all times, enemy movement in darkened hexagons are unseen and unknown.

DISBAND: Any unit the player can select can be disbanded (permanently removed from play) by selecting it and pressing the third button (usually REL-button) for more than 4 seconds. Any possible HPs will become available in those or similar HP replacements (except for ships) slowly over time (the player might get one replacement instantly). Disbanding a no-HP unit will not release any replacements. Most resources assigned to the disbanded unit will be released into the resource pool. One random extra resource might also be made available (reward for freeing future supply). Usually only one disband action is allowed per turn.

Term Ground Combat Unit refers to any unit with both the ability to move and visible HPs. Artillery, General, etc. unit types can move, but they do not have HPs that can be lost, so they are not ground combat units.

Break Out = Soldiers in dugout or fortification left the immobile structure to try to break out to their own lines and safety. The type of this new unit is usually basic infantry or lower quality infantry. This unit will also carry a small penalty.

Stack: When a hexagon has more than one units and/or resources like mines in it. When you select and deselect units in a stack they are always selected in the same order (which is, the order they are in the memory).

IE = Ineffective. Aerial bombardment or artillery barrage was ineffective. In other words, it did not consume MPs or HPs, nor did it increase the fatigue of the target unit. Various aspects, like terrain (forest, swamp), or low HPs of the target unit, can reduce the effectiveness of a bombardment. Similarly, having several units in the same hexagon or the target unit being mechanized increases the chances of success.

Area ravaged by warfare: This is the percentage of land hexagons that have seen combat or in which units have been destroyed or scattered. This number does not have any direct effect on anything and is provided just as an extra piece of information for the player.

NAVAL:

Harbor (Anchor): Functions like a hospital for US Destroyers.

BASE-marker (very rare): Destroyer etc naval ship is or soon will be too far away to refuel from a friendly port city or a fuel tanker.

SUPPLY PER UNIT: (extra game engine element)

Small Yellow Diamond = Every ground unit leaves behind a Supply Depot in the previous hexagon it was in, if this is captured by the enemy forces the fatigue of the unit goes up around 50 percentage points. The location of this support depot is not moved if: 1) Unit returns to the hexagon which has the depot, 2) Unit moves adjacent to the depot but the new location has more enemy area nearby.

Reset Supply Depot action by General: The supply depot of the unit with SR tag will be relocated into the hexagon the unit is currently located in.