
Chapter 2 Setup and Game Play | 21 |
Fatigue | Fatigue accumulates as a soldier runs or carries heavy equipment; |
| resting reduces fatigue. |
Observation | If a soldier is observed by the enemy, he is more likely to be shot |
| at. There are different levels of observation, ranging from hidden |
| (not seen on the game map) to concealed (shadows on the game |
| map) to observed (soldiers displayed on the game map). |
Below the Vehicle or Infantry Team panel is a crew (vehicle) or soldier (infantry) panel for each member of the selected team. These panels are composed of fields; these fields are described in the following section.
Vehicle Team Panel
The Vehicle Team panel consists of the following fields:
Vehicle Icon The same vehicle icon displayed in the Team monitor.
Vehicle Name A more descriptive name than that displayed in the Team monitor. The same
Current Order Same as Current Order in the Team monitor. Displays the last order you issued, or the last order the team has decided to carry out. Again, the same
Team Effectiveness & Firepower The small graph indicates the vehicle’s weap- ons rating in both antipersonnel (Anti Pers.) and antitank
Firepower is listed according to range; range is indicated in tens of meters (20, 40, 80, 160, 320, and 640 meters). Colored bars indicate the vehicle’s firepower at each range. A green bar means high firepower, while red means low firepower; the other Close Combat colors indicate relative degrees of firepower. For ex- ample, orange in the Antitank graph means you need a flank or rear shot to destroy a heavily armored enemy tank. A gray dash or black line shows the vehicle is not capable of delivering that type of fire. For example, if a vehicle has gray lines in the