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	<updated>2026-04-06T01:29:13Z</updated>
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	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Creating_a_Scenario&amp;diff=413</id>
		<title>Creating a Scenario</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Creating_a_Scenario&amp;diff=413"/>
		<updated>2012-06-04T20:16:39Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Before you work on a scenario you should [[Creating a Map|create the map]] you want to use with the scenario. &lt;br /&gt;
&lt;br /&gt;
Maps and scenarios are independent entities in &amp;quot;Conflict of Heroes.&amp;quot; You can have one map that is shared by multiple scenarios, for instance. &lt;br /&gt;
&lt;br /&gt;
To edit a scenario, launch the game in editor mode.  If you have successfully launched in editor mode, then you should see a new &amp;quot;Edit Map / Scenario&amp;quot; link on your main menu as shown below: &lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:COH Editor Guide.jpg|center|border|300px|The game editor option.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
(If you just finished creating a map and building the LOS file, you'll already be in the editor, and will see the main editor screen.)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Main Editor Screen ==&lt;br /&gt;
&lt;br /&gt;
Here's the main editor screen: &lt;br /&gt;
&lt;br /&gt;
[[File:scenguide2.jpg|center|1250px|The main editor screen.]]&lt;br /&gt;
&lt;br /&gt;
Note that Open Map is the first thing you should click when creating a scenario.  You'll then select a map from your map files, and you'll be able to begin designing your scenario.  '''REMEMBER''': the LOS file for the map '''must be built''' before you complete the scenario.  If it is not, see the [[Creating_a_Map#Building_the_LOS_File|Building the LOS File]] section.&lt;br /&gt;
&lt;br /&gt;
== Useful Keyboard Shortcuts == &lt;br /&gt;
&lt;br /&gt;
Delete - deletes units under the mouse cursor, may also delete scenery but don't worry about this&amp;lt;br&amp;gt; &lt;br /&gt;
CTRL+SHIFT+N - sets bottom left limit of defined map region under the mouse cursor&amp;lt;br&amp;gt;  &lt;br /&gt;
CTRL+SHIFT+M - sets upper right limit of defined map region under the mouse cursor&amp;lt;br&amp;gt;  &lt;br /&gt;
E - opens AI editor for piece under mouse cursor&amp;lt;br&amp;gt;  &lt;br /&gt;
F# - F1, F2, etc. the function keys can be programmed in the AI editor to attach assigned scripts to units under the cursor&amp;lt;br&amp;gt;  &lt;br /&gt;
V - test line of sight by showing what the hex under the cursor can see. Use only on a map with a LOS table.&amp;lt;br&amp;gt;  &lt;br /&gt;
Num Pad 7,8,9,4,5,6 - change facing for unit under cursor. Note that numlock must be on.&amp;lt;br&amp;gt;  &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Note that while you can use CTRL+SHIFT+N/M to set map boundaries, this is normally done on the input map, and if it's been done there you don't need to do it again in the editor.&lt;br /&gt;
&lt;br /&gt;
== The Base Scenario Editor ==&lt;br /&gt;
&lt;br /&gt;
Once you've opened a map, you'll open the Scenario Editor.&lt;br /&gt;
&lt;br /&gt;
[[File:scenguide3.jpg|center|1000px|The scenario editor screen.]]&lt;br /&gt;
&lt;br /&gt;
Keep the water plane turned off unless you've got a map with water on it. &lt;br /&gt;
&lt;br /&gt;
The human preferred player is the default human player when the scenario loads. Generally the human preferred player should be the player that has to make the more complicated decisions in the firefight, often the attacking player, or the player who has to figure out how to get wagons across the map safely, or similar.&lt;br /&gt;
&lt;br /&gt;
== The Victory Editor ==&lt;br /&gt;
&lt;br /&gt;
The victory editor lets you specify scoring conditions for a firefight.&lt;br /&gt;
&lt;br /&gt;
[[File:scenguide4.jpg|center|1000px|The main editor screen.]]&lt;br /&gt;
&lt;br /&gt;
'''TIP''':One easy way to edit scenarios is to write down all the x,y coordinates you want to use in the scenario on a piece of paper so that you can reference them in the tools without having to go back and forth between the editors and the maps. &lt;br /&gt;
&lt;br /&gt;
== The Region Editor ==&lt;br /&gt;
&lt;br /&gt;
Regions are named collections of hexes on the map. They are used to define artillery strikes, reinforcement entry points, etc. &lt;br /&gt;
[[File:scenguide5.jpg|center|1000px|The main editor screen.]]&lt;br /&gt;
&lt;br /&gt;
When you refer to a region in another editor (such as the Artillery Editor), you supply a reference to the name of a region. You can then change the parameters of that region later without having to update the reference. However, if you rename the region, then you'll break all references to it. Beware of renaming regions after you've created references to them. &lt;br /&gt;
&lt;br /&gt;
Scripts for describing regions in greater detail are usually located in Data\Scenarios\Scripts. (If you look at the scripts there, you'll notice that the first few firefights exclusively used scripts. When the game was first being developed, that was the *only way* of defining region data. That quickly proved to be impractical!)&lt;br /&gt;
&lt;br /&gt;
==The Artillery Editor ==&lt;br /&gt;
&lt;br /&gt;
The Artillery Editor lets you define artillery strikes.&lt;br /&gt;
&lt;br /&gt;
[[File:scenguide6.jpg|center|1000px|The main editor screen.]]&lt;br /&gt;
&lt;br /&gt;
==The Reinforcement Editor ==&lt;br /&gt;
&lt;br /&gt;
The reinforcement editor lets you set up any units that do not begin the scenario on the map.  &lt;br /&gt;
&lt;br /&gt;
[[File:scenguide7.jpg|center|1000px|The main editor screen.]]&lt;br /&gt;
&lt;br /&gt;
Notice you can assign different AI scripts to your reinforcements.  See the &amp;quot;AI Scripts&amp;quot; section below.&lt;br /&gt;
&lt;br /&gt;
==The Placement Editor ==&lt;br /&gt;
&lt;br /&gt;
This is for doing things like letting a player setup mines or barbed wire at the start of a game.  &lt;br /&gt;
&lt;br /&gt;
[[File:scenguide8.jpg|center|1000px|The main editor screen.]]&lt;br /&gt;
&lt;br /&gt;
You can also place units at the start of a game.&lt;br /&gt;
&lt;br /&gt;
== AI Scripts ==&lt;br /&gt;
&lt;br /&gt;
AI scripts are small sets of instructions that the AI gives to units.  These instructions can be global (telling a unit to take the fastest route to a victory hex, for example) or they can be conditional (telling a unit to fire if fired upon, for example).&lt;br /&gt;
&lt;br /&gt;
CoH: ATB comes with a set of pre-written elements or instructions that can be combined into a larger script.  Click on the &amp;quot;AI Script Editor&amp;quot; button from the main editor menu to view the script-builder page. &lt;br /&gt;
&lt;br /&gt;
'''Writing Your Own AI Scripts'''&lt;br /&gt;
&lt;br /&gt;
In addition, you can design your own AI scripts if you know the programming language C#. If you have basic knowledge of C#, feel free to examine the script structures; you may figure them out well enough to modify existing scripts, or even to write your own. &lt;br /&gt;
&lt;br /&gt;
For example, here's text from a region script that invalidates all hexes that cannot be seen by friendly units.  I post it merely to give you an idea of what these scripts look like.  Time permitting, I can write more scripts if there are particular requests.  The goal is to build up a little library of scripts that can be reused in ongoing firefight development, both for this game and for any sequels or expansions. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
// CONFLICT OF HEROES&amp;lt;br&amp;gt; &lt;br /&gt;
// Selection Script&amp;lt;br&amp;gt; &lt;br /&gt;
// Copyright Western Civilization Software 2010&amp;lt;br&amp;gt; &lt;br /&gt;
using HexGame.ModelSpace.Map.Coordinates;&amp;lt;br&amp;gt;  &lt;br /&gt;
using HexGame.ModelSpace.ContextSpace;&amp;lt;br&amp;gt;  &lt;br /&gt;
using HexGame.ModelSpace.Pieces;&amp;lt;br&amp;gt;  &lt;br /&gt;
using HexGame.Controllers.GameScene;&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
namespace HexGame.WCS.Script &lt;br /&gt;
{ &lt;br /&gt;
   public class CallReinforcementScript : IScriptContext &lt;br /&gt;
   { &lt;br /&gt;
       public string RunScript(Context context) &lt;br /&gt;
       { &lt;br /&gt;
           // invalidate all hexes &lt;br /&gt;
           context.GameScene.LineOfSight.InvalidateAll(context.GameScene.HexMap); &lt;br /&gt;
           context.GameScene.LineOfSight.Clear();&lt;br /&gt;
           // remove invalid hexes wherever player can has a unit that can see &lt;br /&gt;
           foreach (Piece pc in context.PieceManager.GetPiecesOfPlayer(context.ActivePlayer)) &lt;br /&gt;
               context.GameScene.LineOfSight.Build(context, pc.MapPos, null, false, false, null); &lt;br /&gt;
           foreach (MapCoord co in context.GameScene.LineOfSight.VisibleHexes.Keys) &lt;br /&gt;
               context.GameScene.LineOfSight.RemoveInvalid(co); &lt;br /&gt;
           return &amp;quot;&amp;quot;; &lt;br /&gt;
      } &lt;br /&gt;
   } &lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=412</id>
		<title>Creating a Map</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=412"/>
		<updated>2012-06-04T20:15:51Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: /* Moving on to Scenario Design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Before you work on a scenario you should create the map you want to use with the scenario. Maps and scenarios are independent entities in &amp;quot;Conflict of Heroes.&amp;quot; You can have one map that is shared by multiple scenarios, for instance.&lt;br /&gt;
&lt;br /&gt;
== Map Creation ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to create a COH map: in-editor maps, and input maps. &lt;br /&gt;
&lt;br /&gt;
====In-Editor Maps====&lt;br /&gt;
&lt;br /&gt;
In-editor maps are created entirely within the game editor; just start the COH Editor program, and begin designing your map.  You can pick from the pre-selected map sizes to size your map (Small, Medium, Large, Wide, and Huge).  To design maps in-editor, you can skip to [[#Manual Placement of Map Tiles|Manual Placement of Map Tiles]] below.&lt;br /&gt;
&lt;br /&gt;
====Input Maps====&lt;br /&gt;
&lt;br /&gt;
An Input Map is a 2048 x 2048 JPEG in which colors correspond to different types of terrain, terrain properties, and elevations. &lt;br /&gt;
&lt;br /&gt;
Here's a reduced-size input map called &amp;quot;Black Sea Coast&amp;quot; which I developed based on some Google Earth terrain: &lt;br /&gt;
&lt;br /&gt;
[[File:mapguide1.jpg|center|border|thumb|750px|A map hand-drawn in Photoshop, using a hex wireframe layer placed over a satellite photo]]&lt;br /&gt;
&lt;br /&gt;
The shades of brown show elevation. Purples are houses / stone houses. Greens are forests. Reds are roads. Blue is water. White is clear. Note that you can have forests with roads running through them on heights by ensuring that a given hex contains all three colors.&lt;br /&gt;
&lt;br /&gt;
Input Maps can be created in any reasonably sophisticated paint program. Creating an input map with reference to the underlying hex-grid allows the developer much more refined control over the map elements, and it's easiest to do this in a paint program that supports multiple layers, such as Photoshop or the free program GIMP.  To do this, take the input map hex template we provide, and input it into a layer in your paint program.&lt;br /&gt;
&lt;br /&gt;
== Input Map Hex Template ==&lt;br /&gt;
&lt;br /&gt;
Included in the /manuals sub-folder of your installation directory is a full-size template for creating input maps.&lt;br /&gt;
&lt;br /&gt;
The hex lines shouldn't actually be present on the final input map; this just shows where the hex lines are relative to the terrain information. &lt;br /&gt;
&lt;br /&gt;
The blueish lines represent standard map sizes. &lt;br /&gt;
&lt;br /&gt;
You should use a paint program that has layers, such as Photoshop or GIMP (freeware) to design input maps.&lt;br /&gt;
&lt;br /&gt;
[[Image:hexmapframe.jpg|center|border|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
You will find a full-size copy of the above template in the /manuals sub-folder of your&lt;br /&gt;
installation directory.&lt;br /&gt;
&lt;br /&gt;
You'll need to make the hex template transparent, except for the hex grid, in whatever program you're using.&lt;br /&gt;
&lt;br /&gt;
== Map Palette Guide ==&lt;br /&gt;
&lt;br /&gt;
Here is the COH Palette Guide for creating input maps:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapcolorlegend.jpg|center|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
== Terrain Interactions ==&lt;br /&gt;
&lt;br /&gt;
Some types of terrain are obviously exclusive with other types of terrain, however some terrain features can co-exist in a hex with other features. Here's a zoomed-in shot showing how to add more than one type of terrain to a hex when designing an input map. This shows a road, some woods, and a height all in the same hex. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide6.jpg|center|border|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
== Avoid Anti-Aliasing ==&lt;br /&gt;
&lt;br /&gt;
With any tools you use to make input maps, it's important to avoid anti-aliasing or smoothing the pixels in your image. As much as possible, you want to make sure that every pixel in your image is exactly one of the colors in the COH Palette Guide. The importer will do its best to figure out what you meant by pixels that aren't exactly the right color (it'll match them to the closest colors or ignore them). However, it's possible to introduce all sorts of stray features if you use too many pixel-smoothing tools. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide10.jpg|center|border|thumb|500px|]]&lt;br /&gt;
&lt;br /&gt;
== Parsing the Input Map ==&lt;br /&gt;
&lt;br /&gt;
After the user creates an Input Map he can parse that map in the game editor by clicking on the &amp;quot;Parse Input Map&amp;quot; and choosing the appropriate map file. Only maps that are in JPEG format that end in &amp;quot;_input&amp;quot; are allowed as input maps. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide2.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
It can take a minute or two to parse the Input Map. When it's done it turns the empty canvas into an *almost* fully-stocked map.  A few of the fussier elements can't be added through the input map mechanism.  You'll have to go through and add things like walls, bunkers, barbed wire, and so forth in the map editor after parsing an input map. &lt;br /&gt;
&lt;br /&gt;
The map creation process goes fairly quickly once you get all the mechanics sorted out. I did the map above in about 1.5 hours.&lt;br /&gt;
&lt;br /&gt;
== Building Terrain in the Map Editor ==&lt;br /&gt;
&lt;br /&gt;
Any and all terrain, and any map tile, can be assigned using the map editor.  &lt;br /&gt;
&lt;br /&gt;
For example, heights can be added using the terrain sculpting controls:&lt;br /&gt;
&lt;br /&gt;
*Enter &amp;quot;sculpting mode&amp;quot; using the Terrain --&amp;gt; Sculpting Mode button. &lt;br /&gt;
*Use the left mouse button to raise terrain in an individual hex, and use the right mouse button to lower terrain in an individual hex.&lt;br /&gt;
*You can also use keyboard commands instead: the [&amp;gt;] key raises terrain for an individual hex, and the [&amp;lt;] key lowers terrain for an individual hex. &lt;br /&gt;
*When you're done raising and lowering terrain, the Editor --&amp;gt; Rebuild Height button smooths the terrain heights. &lt;br /&gt;
&lt;br /&gt;
For example, the following map was created using the input process, but this map could also be created entirely within the editor:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide3.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
== Adding Obstacles, Units, and Other Map Features ==&lt;br /&gt;
&lt;br /&gt;
You can add other terrain features as desired--bunkers, for example:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide7.jpg|center|border|thumb|750px|]] &lt;br /&gt;
&lt;br /&gt;
Place bunkers and other directional types by clicking on the map and dragging. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide8.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Tiles that don't have directional information can be placed simply by clicking on the map. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide9.jpg|center|border|thumb|650px|]]&lt;br /&gt;
&lt;br /&gt;
Again, if parsing an input map, some map tiles can be placed during the input process, but some cannot, and must be placed by hand.&lt;br /&gt;
&lt;br /&gt;
== Building the LOS File ==&lt;br /&gt;
&lt;br /&gt;
When you're done with your map, you'll have to build your LOS file before continuing on to scenario design: this can be found on the Editor menu drop-down.  This must be done before a map can be used for a scenario.  Building the LOS file may take some time for the editor to complete; you'll see a progress screen while the LOS file is building.  If you interrupt this process, you'll need to re-build the entire LOS file.&lt;br /&gt;
&lt;br /&gt;
'''Important''': the LOS file '''must''' be built before linking a map to a scenario.&lt;br /&gt;
&lt;br /&gt;
== Moving on to Scenario Design ==&lt;br /&gt;
&lt;br /&gt;
Once you've created the map and built the LOS file, you can move on to [[Creating a Scenario]].&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=411</id>
		<title>Creating a Map</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=411"/>
		<updated>2012-06-04T20:15:22Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Before you work on a scenario you should create the map you want to use with the scenario. Maps and scenarios are independent entities in &amp;quot;Conflict of Heroes.&amp;quot; You can have one map that is shared by multiple scenarios, for instance.&lt;br /&gt;
&lt;br /&gt;
== Map Creation ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to create a COH map: in-editor maps, and input maps. &lt;br /&gt;
&lt;br /&gt;
====In-Editor Maps====&lt;br /&gt;
&lt;br /&gt;
In-editor maps are created entirely within the game editor; just start the COH Editor program, and begin designing your map.  You can pick from the pre-selected map sizes to size your map (Small, Medium, Large, Wide, and Huge).  To design maps in-editor, you can skip to [[#Manual Placement of Map Tiles|Manual Placement of Map Tiles]] below.&lt;br /&gt;
&lt;br /&gt;
====Input Maps====&lt;br /&gt;
&lt;br /&gt;
An Input Map is a 2048 x 2048 JPEG in which colors correspond to different types of terrain, terrain properties, and elevations. &lt;br /&gt;
&lt;br /&gt;
Here's a reduced-size input map called &amp;quot;Black Sea Coast&amp;quot; which I developed based on some Google Earth terrain: &lt;br /&gt;
&lt;br /&gt;
[[File:mapguide1.jpg|center|border|thumb|750px|A map hand-drawn in Photoshop, using a hex wireframe layer placed over a satellite photo]]&lt;br /&gt;
&lt;br /&gt;
The shades of brown show elevation. Purples are houses / stone houses. Greens are forests. Reds are roads. Blue is water. White is clear. Note that you can have forests with roads running through them on heights by ensuring that a given hex contains all three colors.&lt;br /&gt;
&lt;br /&gt;
Input Maps can be created in any reasonably sophisticated paint program. Creating an input map with reference to the underlying hex-grid allows the developer much more refined control over the map elements, and it's easiest to do this in a paint program that supports multiple layers, such as Photoshop or the free program GIMP.  To do this, take the input map hex template we provide, and input it into a layer in your paint program.&lt;br /&gt;
&lt;br /&gt;
== Input Map Hex Template ==&lt;br /&gt;
&lt;br /&gt;
Included in the /manuals sub-folder of your installation directory is a full-size template for creating input maps.&lt;br /&gt;
&lt;br /&gt;
The hex lines shouldn't actually be present on the final input map; this just shows where the hex lines are relative to the terrain information. &lt;br /&gt;
&lt;br /&gt;
The blueish lines represent standard map sizes. &lt;br /&gt;
&lt;br /&gt;
You should use a paint program that has layers, such as Photoshop or GIMP (freeware) to design input maps.&lt;br /&gt;
&lt;br /&gt;
[[Image:hexmapframe.jpg|center|border|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
You will find a full-size copy of the above template in the /manuals sub-folder of your&lt;br /&gt;
installation directory.&lt;br /&gt;
&lt;br /&gt;
You'll need to make the hex template transparent, except for the hex grid, in whatever program you're using.&lt;br /&gt;
&lt;br /&gt;
== Map Palette Guide ==&lt;br /&gt;
&lt;br /&gt;
Here is the COH Palette Guide for creating input maps:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapcolorlegend.jpg|center|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
== Terrain Interactions ==&lt;br /&gt;
&lt;br /&gt;
Some types of terrain are obviously exclusive with other types of terrain, however some terrain features can co-exist in a hex with other features. Here's a zoomed-in shot showing how to add more than one type of terrain to a hex when designing an input map. This shows a road, some woods, and a height all in the same hex. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide6.jpg|center|border|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
== Avoid Anti-Aliasing ==&lt;br /&gt;
&lt;br /&gt;
With any tools you use to make input maps, it's important to avoid anti-aliasing or smoothing the pixels in your image. As much as possible, you want to make sure that every pixel in your image is exactly one of the colors in the COH Palette Guide. The importer will do its best to figure out what you meant by pixels that aren't exactly the right color (it'll match them to the closest colors or ignore them). However, it's possible to introduce all sorts of stray features if you use too many pixel-smoothing tools. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide10.jpg|center|border|thumb|500px|]]&lt;br /&gt;
&lt;br /&gt;
== Parsing the Input Map ==&lt;br /&gt;
&lt;br /&gt;
After the user creates an Input Map he can parse that map in the game editor by clicking on the &amp;quot;Parse Input Map&amp;quot; and choosing the appropriate map file. Only maps that are in JPEG format that end in &amp;quot;_input&amp;quot; are allowed as input maps. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide2.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
It can take a minute or two to parse the Input Map. When it's done it turns the empty canvas into an *almost* fully-stocked map.  A few of the fussier elements can't be added through the input map mechanism.  You'll have to go through and add things like walls, bunkers, barbed wire, and so forth in the map editor after parsing an input map. &lt;br /&gt;
&lt;br /&gt;
The map creation process goes fairly quickly once you get all the mechanics sorted out. I did the map above in about 1.5 hours.&lt;br /&gt;
&lt;br /&gt;
== Building Terrain in the Map Editor ==&lt;br /&gt;
&lt;br /&gt;
Any and all terrain, and any map tile, can be assigned using the map editor.  &lt;br /&gt;
&lt;br /&gt;
For example, heights can be added using the terrain sculpting controls:&lt;br /&gt;
&lt;br /&gt;
*Enter &amp;quot;sculpting mode&amp;quot; using the Terrain --&amp;gt; Sculpting Mode button. &lt;br /&gt;
*Use the left mouse button to raise terrain in an individual hex, and use the right mouse button to lower terrain in an individual hex.&lt;br /&gt;
*You can also use keyboard commands instead: the [&amp;gt;] key raises terrain for an individual hex, and the [&amp;lt;] key lowers terrain for an individual hex. &lt;br /&gt;
*When you're done raising and lowering terrain, the Editor --&amp;gt; Rebuild Height button smooths the terrain heights. &lt;br /&gt;
&lt;br /&gt;
For example, the following map was created using the input process, but this map could also be created entirely within the editor:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide3.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
== Adding Obstacles, Units, and Other Map Features ==&lt;br /&gt;
&lt;br /&gt;
You can add other terrain features as desired--bunkers, for example:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide7.jpg|center|border|thumb|750px|]] &lt;br /&gt;
&lt;br /&gt;
Place bunkers and other directional types by clicking on the map and dragging. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide8.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Tiles that don't have directional information can be placed simply by clicking on the map. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide9.jpg|center|border|thumb|650px|]]&lt;br /&gt;
&lt;br /&gt;
Again, if parsing an input map, some map tiles can be placed during the input process, but some cannot, and must be placed by hand.&lt;br /&gt;
&lt;br /&gt;
== Building the LOS File ==&lt;br /&gt;
&lt;br /&gt;
When you're done with your map, you'll have to build your LOS file before continuing on to scenario design: this can be found on the Editor menu drop-down.  This must be done before a map can be used for a scenario.  Building the LOS file may take some time for the editor to complete; you'll see a progress screen while the LOS file is building.  If you interrupt this process, you'll need to re-build the entire LOS file.&lt;br /&gt;
&lt;br /&gt;
'''Important''': the LOS file '''must''' be built before linking a map to a scenario.&lt;br /&gt;
&lt;br /&gt;
== Moving on to Scenario Design ==&lt;br /&gt;
&lt;br /&gt;
Once you've created the map and built the LOS file, you can move on to [[#Creating_a_Scenario|creating a scenario]].&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=410</id>
		<title>Creating a Map</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=410"/>
		<updated>2012-06-04T20:13:58Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Before you work on a scenario you should create the map you want to use with the scenario. Maps and scenarios are independent entities in &amp;quot;Conflict of Heroes.&amp;quot; You can have one map that is shared by multiple scenarios, for instance.&lt;br /&gt;
&lt;br /&gt;
== Map Creation ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to create a COH map: in-editor maps, and input maps. &lt;br /&gt;
&lt;br /&gt;
====In-Editor Maps====&lt;br /&gt;
&lt;br /&gt;
In-editor maps are created entirely within the game editor; just start the COH Editor program, and begin designing your map.  You can pick from the pre-selected map sizes to size your map (Small, Medium, Large, Wide, and Huge).  To design maps in-editor, you can skip to [[#Manual Placement of Map Tiles|Manual Placement of Map Tiles]] below.&lt;br /&gt;
&lt;br /&gt;
====Input Maps====&lt;br /&gt;
&lt;br /&gt;
An Input Map is a 2048 x 2048 JPEG in which colors correspond to different types of terrain, terrain properties, and elevations. &lt;br /&gt;
&lt;br /&gt;
Here's a reduced-size input map called &amp;quot;Black Sea Coast&amp;quot; which I developed based on some Google Earth terrain: &lt;br /&gt;
&lt;br /&gt;
[[File:mapguide1.jpg|center|border|thumb|750px|A map hand-drawn in Photoshop, using a hex wireframe layer placed over a satellite photo]]&lt;br /&gt;
&lt;br /&gt;
The shades of brown show elevation. Purples are houses / stone houses. Greens are forests. Reds are roads. Blue is water. White is clear. Note that you can have forests with roads running through them on heights by ensuring that a given hex contains all three colors.&lt;br /&gt;
&lt;br /&gt;
Input Maps can be created in any reasonably sophisticated paint program. Creating an input map with reference to the underlying hex-grid allows the developer much more refined control over the map elements, and it's easiest to do this in a paint program that supports multiple layers, such as Photoshop or the free program GIMP.  To do this, take the input map hex template we provide, and input it into a layer in your paint program.&lt;br /&gt;
&lt;br /&gt;
== Input Map Hex Template ==&lt;br /&gt;
&lt;br /&gt;
Included in the /manuals sub-folder of your installation directory is a full-size template for creating input maps.&lt;br /&gt;
&lt;br /&gt;
The hex lines shouldn't actually be present on the final input map; this just shows where the hex lines are relative to the terrain information. &lt;br /&gt;
&lt;br /&gt;
The blueish lines represent standard map sizes. &lt;br /&gt;
&lt;br /&gt;
You should use a paint program that has layers, such as Photoshop or GIMP (freeware) to design input maps.&lt;br /&gt;
&lt;br /&gt;
[[Image:hexmapframe.jpg|center|border|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
You will find a full-size copy of the above template in the /manuals sub-folder of your&lt;br /&gt;
installation directory.&lt;br /&gt;
&lt;br /&gt;
You'll need to make the hex template transparent, except for the hex grid, in whatever program you're using.&lt;br /&gt;
&lt;br /&gt;
== Map Palette Guide ==&lt;br /&gt;
&lt;br /&gt;
Here is the COH Palette Guide for creating input maps:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapcolorlegend.jpg|center|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
== Terrain Interactions ==&lt;br /&gt;
&lt;br /&gt;
Some types of terrain are obviously exclusive with other types of terrain, however some terrain features can co-exist in a hex with other features. Here's a zoomed-in shot showing how to add more than one type of terrain to a hex when designing an input map. This shows a road, some woods, and a height all in the same hex. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide6.jpg|center|border|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
== Avoid Anti-Aliasing ==&lt;br /&gt;
&lt;br /&gt;
With any tools you use to make input maps, it's important to avoid anti-aliasing or smoothing the pixels in your image. As much as possible, you want to make sure that every pixel in your image is exactly one of the colors in the COH Palette Guide. The importer will do its best to figure out what you meant by pixels that aren't exactly the right color (it'll match them to the closest colors or ignore them). However, it's possible to introduce all sorts of stray features if you use too many pixel-smoothing tools. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide10.jpg|center|border|thumb|500px|]]&lt;br /&gt;
&lt;br /&gt;
== Parsing the Input Map ==&lt;br /&gt;
&lt;br /&gt;
After the user creates an Input Map he can parse that map in the game editor by clicking on the &amp;quot;Parse Input Map&amp;quot; and choosing the appropriate map file. Only maps that are in JPEG format that end in &amp;quot;_input&amp;quot; are allowed as input maps. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide2.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
It can take a minute or two to parse the Input Map. When it's done it turns the empty canvas into an *almost* fully-stocked map.  A few of the fussier elements can't be added through the input map mechanism.  You'll have to go through and add things like walls, bunkers, barbed wire, and so forth in the map editor after parsing an input map. &lt;br /&gt;
&lt;br /&gt;
The map creation process goes fairly quickly once you get all the mechanics sorted out. I did the map above in about 1.5 hours.&lt;br /&gt;
&lt;br /&gt;
== Building Terrain in the Map Editor ==&lt;br /&gt;
&lt;br /&gt;
Any and all terrain, and any map tile, can be assigned using the map editor.  &lt;br /&gt;
&lt;br /&gt;
For example, heights can be added using the terrain sculpting controls:&lt;br /&gt;
&lt;br /&gt;
*Enter &amp;quot;sculpting mode&amp;quot; using the Terrain --&amp;gt; Sculpting Mode button. &lt;br /&gt;
*Use the left mouse button to raise terrain in an individual hex, and use the right mouse button to lower terrain in an individual hex.&lt;br /&gt;
*You can also use keyboard commands instead: the [&amp;gt;] key raises terrain for an individual hex, and the [&amp;lt;] key lowers terrain for an individual hex. &lt;br /&gt;
*When you're done raising and lowering terrain, the Editor --&amp;gt; Rebuild Height button smooths the terrain heights. &lt;br /&gt;
&lt;br /&gt;
For example, the following map was created using the input process, but this map could also be created entirely within the editor:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide3.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
== Adding Obstacles, Units, and Other Map Features ==&lt;br /&gt;
&lt;br /&gt;
You can add other terrain features as desired--bunkers, for example:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide7.jpg|center|border|thumb|750px|]] &lt;br /&gt;
&lt;br /&gt;
Place bunkers and other directional types by clicking on the map and dragging. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide8.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Tiles that don't have directional information can be placed simply by clicking on the map. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide9.jpg|center|border|thumb|650px|]]&lt;br /&gt;
&lt;br /&gt;
Again, if parsing an input map, some map tiles can be placed during the input process, but some cannot, and must be placed by hand.&lt;br /&gt;
&lt;br /&gt;
== Building the LOS File ==&lt;br /&gt;
&lt;br /&gt;
When you're done with your map, you'll have to build your LOS file before continuing on to scenario design: this can be found on the Editor menu drop-down.  This must be done before a map can be used for a scenario.  Building the LOS file may take some time for the editor to complete; you'll see a progress screen while the LOS file is building.  If you interrupt this process, you'll need to re-build the entire LOS file.&lt;br /&gt;
&lt;br /&gt;
'''Important''': the LOS file '''must''' be built before linking a map to a scenario.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=409</id>
		<title>Creating a Map</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=409"/>
		<updated>2012-06-04T20:13:01Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Before you work on a scenario you should create the map you want to use with the scenario. Maps and scenarios are independent entities in &amp;quot;Conflict of Heroes.&amp;quot; You can have one map that is shared by multiple scenarios, for instance.&lt;br /&gt;
&lt;br /&gt;
== Map Creation ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to create a COH map: in-editor maps, and input maps. &lt;br /&gt;
&lt;br /&gt;
====In-Editor Maps====&lt;br /&gt;
&lt;br /&gt;
In-editor maps are created entirely within the game editor; just start the COH Editor program, and begin designing your map.  You can pick from the pre-selected map sizes to size your map (Small, Medium, Large, Wide, and Huge).  To design maps in-editor, you can skip to [[#Manual Placement of Map Tiles|Manual Placement of Map Tiles]] below.&lt;br /&gt;
&lt;br /&gt;
====Input Maps====&lt;br /&gt;
&lt;br /&gt;
An Input Map is a 2048 x 2048 JPEG in which colors correspond to different types of terrain, terrain properties, and elevations. &lt;br /&gt;
&lt;br /&gt;
Here's a reduced-size input map called &amp;quot;Black Sea Coast&amp;quot; which I developed based on some Google Earth terrain: &lt;br /&gt;
&lt;br /&gt;
[[File:mapguide1.jpg|center|border|thumb|750px|A map hand-drawn in Photoshop, using a hex wireframe layer placed over a satellite photo]]&lt;br /&gt;
&lt;br /&gt;
The shades of brown show elevation. Purples are houses / stone houses. Greens are forests. Reds are roads. Blue is water. White is clear. Note that you can have forests with roads running through them on heights by ensuring that a given hex contains all three colors.&lt;br /&gt;
&lt;br /&gt;
Input Maps can be created in any reasonably sophisticated paint program. Creating an input map with reference to the underlying hex-grid allows the developer much more refined control over the map elements, and it's easiest to do this in a paint program that supports multiple layers, such as Photoshop or the free program GIMP.  To do this, take the input map hex template we provide, and input it into a layer in your paint program.&lt;br /&gt;
&lt;br /&gt;
== Input Map Hex Template ==&lt;br /&gt;
&lt;br /&gt;
Included in the /manuals sub-folder of your installation directory is a full-size template for creating input maps.&lt;br /&gt;
&lt;br /&gt;
The hex lines shouldn't actually be present on the final input map; this just shows where the hex lines are relative to the terrain information. &lt;br /&gt;
&lt;br /&gt;
The blueish lines represent standard map sizes. &lt;br /&gt;
&lt;br /&gt;
You should use a paint program that has layers, such as Photoshop or GIMP (freeware) to design input maps.&lt;br /&gt;
&lt;br /&gt;
[[Image:hexmapframe.jpg|center|border|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
You will find a full-size copy of the above template in the /manuals sub-folder of your&lt;br /&gt;
installation directory.&lt;br /&gt;
&lt;br /&gt;
You'll need to make the hex template transparent, except for the hex grid, in whatever program you're using.&lt;br /&gt;
&lt;br /&gt;
== Map Palette Guide ==&lt;br /&gt;
&lt;br /&gt;
Here is the COH Palette Guide for creating input maps:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapcolorlegend.jpg|center|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
== Terrain Interactions ==&lt;br /&gt;
&lt;br /&gt;
Some types of terrain are obviously exclusive with other types of terrain, however some terrain features can co-exist in a hex with other features. Here's a zoomed-in shot showing how to add more than one type of terrain to a hex when designing an input map. This shows a road, some woods, and a height all in the same hex. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide6.jpg|center|border|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
== Avoid Anti-Aliasing ==&lt;br /&gt;
&lt;br /&gt;
With any tools you use to make input maps, it's important to avoid anti-aliasing or smoothing the pixels in your image. As much as possible, you want to make sure that every pixel in your image is exactly one of the colors in the COH Palette Guide. The importer will do its best to figure out what you meant by pixels that aren't exactly the right color (it'll match them to the closest colors or ignore them). However, it's possible to introduce all sorts of stray features if you use too many pixel-smoothing tools. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide10.jpg|center|border|thumb|500px|]]&lt;br /&gt;
&lt;br /&gt;
== Parsing the Input Map ==&lt;br /&gt;
&lt;br /&gt;
After the user creates an Input Map he can parse that map in the game editor by clicking on the &amp;quot;Parse Input Map&amp;quot; and choosing the appropriate map file. Only maps that are in JPEG format that end in &amp;quot;_input&amp;quot; are allowed as input maps. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide2.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
It can take a minute or two to parse the Input Map. When it's done it turns the empty canvas into an *almost* fully-stocked map.  A few of the fussier elements can't be added through the input map mechanism.  You'll have to go through and add things like walls, bunkers, barbed wire, and so forth in the map editor after parsing an input map. &lt;br /&gt;
&lt;br /&gt;
The map creation process goes fairly quickly once you get all the mechanics sorted out. I did the map above in about 1.5 hours.&lt;br /&gt;
&lt;br /&gt;
== Building Terrain in the Map Editor ==&lt;br /&gt;
&lt;br /&gt;
Any and all terrain, and any map tile, can be assigned using the map editor.  &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide7.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
For example, heights can be added using the terrain sculpting controls:&lt;br /&gt;
&lt;br /&gt;
*Enter &amp;quot;sculpting mode&amp;quot; using the Terrain --&amp;gt; Sculpting Mode button. &lt;br /&gt;
*Use the left mouse button to raise terrain in an individual hex, and use the right mouse button to lower terrain in an individual hex.&lt;br /&gt;
*You can also use keyboard commands instead: the [&amp;gt;] key raises terrain for an individual hex, and the [&amp;lt;] key lowers terrain for an individual hex. &lt;br /&gt;
*When you're done raising and lowering terrain, the Editor --&amp;gt; Rebuild Height button smooths the terrain heights. &lt;br /&gt;
&lt;br /&gt;
For example, the following map was created using the input process, but this map could also be created entirely within the editor:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide3.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
== Adding Obstacles, Units, and Other Map Features ==&lt;br /&gt;
&lt;br /&gt;
Place bunkers and other directional types by clicking on the map and dragging. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide8.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Tiles that don't have directional information can be placed simply by clicking on the map. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide9.jpg|center|border|thumb|650px|]]&lt;br /&gt;
&lt;br /&gt;
Again, if parsing an input map, some map tiles can be placed during the input process, but some cannot, and must be placed by hand.&lt;br /&gt;
&lt;br /&gt;
== Building the LOS File ==&lt;br /&gt;
&lt;br /&gt;
When you're done with your map, you'll have to build your LOS file before continuing on to scenario design: this can be found on the Editor menu drop-down.  This must be done before a map can be used for a scenario.  Building the LOS file may take some time for the editor to complete; you'll see a progress screen while the LOS file is building.  If you interrupt this process, you'll need to re-build the entire LOS file.&lt;br /&gt;
&lt;br /&gt;
'''Important''': the LOS file '''must''' be built before linking a map to a scenario.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=408</id>
		<title>Creating a Map</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=408"/>
		<updated>2012-06-04T20:06:21Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: /* Manual Placement of Map Tiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Before you work on a scenario you should create the map you want to use with the scenario. Maps and scenarios are independent entities in &amp;quot;Conflict of Heroes.&amp;quot; You can have one map that is shared by multiple scenarios, for instance.&lt;br /&gt;
&lt;br /&gt;
== Map Creation ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to create a COH map: in-editor maps, and input maps. &lt;br /&gt;
&lt;br /&gt;
====In-Editor Maps====&lt;br /&gt;
&lt;br /&gt;
In-editor maps are created entirely within the game editor; just start the COH Editor program, and begin designing your map.  You can pick from the pre-selected map sizes to size your map (Small, Medium, Large, Wide, and Huge).  To design maps in-editor, you can skip to [[#Manual Placement of Map Tiles|Manual Placement of Map Tiles]] below.&lt;br /&gt;
&lt;br /&gt;
====Input Maps====&lt;br /&gt;
&lt;br /&gt;
An Input Map is a 2048 x 2048 JPEG in which colors correspond to different types of terrain, terrain properties, and elevations. &lt;br /&gt;
&lt;br /&gt;
Here's a reduced-size input map called &amp;quot;Black Sea Coast&amp;quot; which I developed based on some Google Earth terrain: &lt;br /&gt;
&lt;br /&gt;
[[File:mapguide1.jpg|center|border|thumb|750px|A map hand-drawn in Photoshop, using a hex wireframe layer placed over a satellite photo]]&lt;br /&gt;
&lt;br /&gt;
The shades of brown show elevation. Purples are houses / stone houses. Greens are forests. Reds are roads. Blue is water. White is clear. Note that you can have forests with roads running through them on heights by ensuring that a given hex contains all three colors.&lt;br /&gt;
&lt;br /&gt;
Input Maps can be created in any reasonably sophisticated paint program. Creating an input map with reference to the underlying hex-grid allows the developer much more refined control over the map elements, and it's easiest to do this in a paint program that supports multiple layers, such as Photoshop or the free program GIMP.  To do this, take the input map hex template we provide, and input it into a layer in your paint program.&lt;br /&gt;
&lt;br /&gt;
== Input Map Hex Template ==&lt;br /&gt;
&lt;br /&gt;
Included in the /manuals sub-folder of your installation directory is a full-size template for creating input maps.&lt;br /&gt;
&lt;br /&gt;
The hex lines shouldn't actually be present on the final input map; this just shows where the hex lines are relative to the terrain information. &lt;br /&gt;
&lt;br /&gt;
The blueish lines represent standard map sizes. &lt;br /&gt;
&lt;br /&gt;
You should use a paint program that has layers, such as Photoshop or GIMP (freeware) to design input maps.&lt;br /&gt;
&lt;br /&gt;
[[Image:hexmapframe.jpg|center|border|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
You will find a full-size copy of the above template in the /manuals sub-folder of your&lt;br /&gt;
installation directory.&lt;br /&gt;
&lt;br /&gt;
You'll need to make the hex template transparent, except for the hex grid, in whatever program you're using.&lt;br /&gt;
&lt;br /&gt;
== Map Palette Guide ==&lt;br /&gt;
&lt;br /&gt;
Here is the COH Palette Guide for creating input maps:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapcolorlegend.jpg|center|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
== Terrain Interactions ==&lt;br /&gt;
&lt;br /&gt;
Some types of terrain are obviously exclusive with other types of terrain, however some terrain features can co-exist in a hex with other features. Here's a zoomed-in shot showing how to add more than one type of terrain to a hex when designing an input map. This shows a road, some woods, and a height all in the same hex. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide6.jpg|center|border|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
== Avoid Anti-Aliasing ==&lt;br /&gt;
&lt;br /&gt;
With any tools you use to make input maps, it's important to avoid anti-aliasing or smoothing the pixels in your image. As much as possible, you want to make sure that every pixel in your image is exactly one of the colors in the COH Palette Guide. The importer will do its best to figure out what you meant by pixels that aren't exactly the right color (it'll match them to the closest colors or ignore them). However, it's possible to introduce all sorts of stray features if you use too many pixel-smoothing tools. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide10.jpg|center|border|thumb|500px|]]&lt;br /&gt;
&lt;br /&gt;
== Parsing the Input Map ==&lt;br /&gt;
&lt;br /&gt;
After the user creates an Input Map he can parse that map in the game editor by clicking on the &amp;quot;Parse Input Map&amp;quot; and choosing the appropriate map file. Only maps that are in JPEG format that end in &amp;quot;_input&amp;quot; are allowed as input maps. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide2.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
It can take a minute or two to parse the Input Map. When it's done it turns the empty canvas into an *almost* fully-stocked map:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide3.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
A few of the fussier elements can't be added through the input map mechanism.  You'll have to go through and add things like walls, bunkers, barbed wire, and so forth in the map editor after parsing an input map. &lt;br /&gt;
&lt;br /&gt;
The map creation process goes fairly quickly once you get all the mechanics sorted out. I did the map above in about 1.5 hours.&lt;br /&gt;
&lt;br /&gt;
== Manual Placement of Map Tiles ==&lt;br /&gt;
&lt;br /&gt;
The editor can place any map tile.  &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide7.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Place bunkers and other directional types by clicking on the map and dragging. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide8.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Tiles that don't have directional information can be placed simply by clicking on the map. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide9.jpg|center|border|thumb|650px|]]&lt;br /&gt;
&lt;br /&gt;
Again, if parsing an input map, some map tiles can be placed during the input process, but some cannot, and must be placed by hand.&lt;br /&gt;
&lt;br /&gt;
== Building the LOS File ==&lt;br /&gt;
&lt;br /&gt;
When you're done with your map, you'll have to build your LOS file before continuing on to scenario design: this can be found on the Editor menu drop-down.  This must be done before a map can be used for a scenario.  Building the LOS file may take some time for the editor to complete; you'll see a progress screen while the LOS file is building.  If you interrupt this process, you'll need to re-build the entire LOS file.&lt;br /&gt;
&lt;br /&gt;
'''Important''': the LOS file '''must''' be built before linking a map to a scenario.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=407</id>
		<title>Creating a Map</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=407"/>
		<updated>2012-06-04T20:05:25Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: /* Manual Placement of Map Tiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Before you work on a scenario you should create the map you want to use with the scenario. Maps and scenarios are independent entities in &amp;quot;Conflict of Heroes.&amp;quot; You can have one map that is shared by multiple scenarios, for instance.&lt;br /&gt;
&lt;br /&gt;
== Map Creation ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to create a COH map: in-editor maps, and input maps. &lt;br /&gt;
&lt;br /&gt;
====In-Editor Maps====&lt;br /&gt;
&lt;br /&gt;
In-editor maps are created entirely within the game editor; just start the COH Editor program, and begin designing your map.  You can pick from the pre-selected map sizes to size your map (Small, Medium, Large, Wide, and Huge).  To design maps in-editor, you can skip to [[#Manual Placement of Map Tiles|Manual Placement of Map Tiles]] below.&lt;br /&gt;
&lt;br /&gt;
====Input Maps====&lt;br /&gt;
&lt;br /&gt;
An Input Map is a 2048 x 2048 JPEG in which colors correspond to different types of terrain, terrain properties, and elevations. &lt;br /&gt;
&lt;br /&gt;
Here's a reduced-size input map called &amp;quot;Black Sea Coast&amp;quot; which I developed based on some Google Earth terrain: &lt;br /&gt;
&lt;br /&gt;
[[File:mapguide1.jpg|center|border|thumb|750px|A map hand-drawn in Photoshop, using a hex wireframe layer placed over a satellite photo]]&lt;br /&gt;
&lt;br /&gt;
The shades of brown show elevation. Purples are houses / stone houses. Greens are forests. Reds are roads. Blue is water. White is clear. Note that you can have forests with roads running through them on heights by ensuring that a given hex contains all three colors.&lt;br /&gt;
&lt;br /&gt;
Input Maps can be created in any reasonably sophisticated paint program. Creating an input map with reference to the underlying hex-grid allows the developer much more refined control over the map elements, and it's easiest to do this in a paint program that supports multiple layers, such as Photoshop or the free program GIMP.  To do this, take the input map hex template we provide, and input it into a layer in your paint program.&lt;br /&gt;
&lt;br /&gt;
== Input Map Hex Template ==&lt;br /&gt;
&lt;br /&gt;
Included in the /manuals sub-folder of your installation directory is a full-size template for creating input maps.&lt;br /&gt;
&lt;br /&gt;
The hex lines shouldn't actually be present on the final input map; this just shows where the hex lines are relative to the terrain information. &lt;br /&gt;
&lt;br /&gt;
The blueish lines represent standard map sizes. &lt;br /&gt;
&lt;br /&gt;
You should use a paint program that has layers, such as Photoshop or GIMP (freeware) to design input maps.&lt;br /&gt;
&lt;br /&gt;
[[Image:hexmapframe.jpg|center|border|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
You will find a full-size copy of the above template in the /manuals sub-folder of your&lt;br /&gt;
installation directory.&lt;br /&gt;
&lt;br /&gt;
You'll need to make the hex template transparent, except for the hex grid, in whatever program you're using.&lt;br /&gt;
&lt;br /&gt;
== Map Palette Guide ==&lt;br /&gt;
&lt;br /&gt;
Here is the COH Palette Guide for creating input maps:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapcolorlegend.jpg|center|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
== Terrain Interactions ==&lt;br /&gt;
&lt;br /&gt;
Some types of terrain are obviously exclusive with other types of terrain, however some terrain features can co-exist in a hex with other features. Here's a zoomed-in shot showing how to add more than one type of terrain to a hex when designing an input map. This shows a road, some woods, and a height all in the same hex. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide6.jpg|center|border|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
== Avoid Anti-Aliasing ==&lt;br /&gt;
&lt;br /&gt;
With any tools you use to make input maps, it's important to avoid anti-aliasing or smoothing the pixels in your image. As much as possible, you want to make sure that every pixel in your image is exactly one of the colors in the COH Palette Guide. The importer will do its best to figure out what you meant by pixels that aren't exactly the right color (it'll match them to the closest colors or ignore them). However, it's possible to introduce all sorts of stray features if you use too many pixel-smoothing tools. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide10.jpg|center|border|thumb|500px|]]&lt;br /&gt;
&lt;br /&gt;
== Parsing the Input Map ==&lt;br /&gt;
&lt;br /&gt;
After the user creates an Input Map he can parse that map in the game editor by clicking on the &amp;quot;Parse Input Map&amp;quot; and choosing the appropriate map file. Only maps that are in JPEG format that end in &amp;quot;_input&amp;quot; are allowed as input maps. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide2.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
It can take a minute or two to parse the Input Map. When it's done it turns the empty canvas into an *almost* fully-stocked map:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide3.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
A few of the fussier elements can't be added through the input map mechanism.  You'll have to go through and add things like walls, bunkers, barbed wire, and so forth in the map editor after parsing an input map. &lt;br /&gt;
&lt;br /&gt;
The map creation process goes fairly quickly once you get all the mechanics sorted out. I did the map above in about 1.5 hours.&lt;br /&gt;
&lt;br /&gt;
== Manual Placement of Map Tiles ==&lt;br /&gt;
&lt;br /&gt;
The editor can place any map tile.  &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide7.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Place bunkers and other directional types by clicking on the map and dragging. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide8.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Tiles that don't have directional information can be placed simply by clicking on the map. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide9.jpg|center|border|thumb|650px|]]&lt;br /&gt;
&lt;br /&gt;
Note that if parsing an input map, some map tiles can be placed during the input process, but some cannot, and must be placed by hand.&lt;br /&gt;
&lt;br /&gt;
== Building the LOS File ==&lt;br /&gt;
&lt;br /&gt;
When you're done with your map, you'll have to build your LOS file before continuing on to scenario design: this can be found on the Editor menu drop-down.  This must be done before a map can be used for a scenario.  Building the LOS file may take some time for the editor to complete; you'll see a progress screen while the LOS file is building.  If you interrupt this process, you'll need to re-build the entire LOS file.&lt;br /&gt;
&lt;br /&gt;
'''Important''': the LOS file '''must''' be built before linking a map to a scenario.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=406</id>
		<title>Creating a Map</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=406"/>
		<updated>2012-06-04T20:03:07Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Before you work on a scenario you should create the map you want to use with the scenario. Maps and scenarios are independent entities in &amp;quot;Conflict of Heroes.&amp;quot; You can have one map that is shared by multiple scenarios, for instance.&lt;br /&gt;
&lt;br /&gt;
== Map Creation ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to create a COH map: in-editor maps, and input maps. &lt;br /&gt;
&lt;br /&gt;
====In-Editor Maps====&lt;br /&gt;
&lt;br /&gt;
In-editor maps are created entirely within the game editor; just start the COH Editor program, and begin designing your map.  You can pick from the pre-selected map sizes to size your map (Small, Medium, Large, Wide, and Huge).  To design maps in-editor, you can skip to [[#Manual Placement of Map Tiles|Manual Placement of Map Tiles]] below.&lt;br /&gt;
&lt;br /&gt;
====Input Maps====&lt;br /&gt;
&lt;br /&gt;
An Input Map is a 2048 x 2048 JPEG in which colors correspond to different types of terrain, terrain properties, and elevations. &lt;br /&gt;
&lt;br /&gt;
Here's a reduced-size input map called &amp;quot;Black Sea Coast&amp;quot; which I developed based on some Google Earth terrain: &lt;br /&gt;
&lt;br /&gt;
[[File:mapguide1.jpg|center|border|thumb|750px|A map hand-drawn in Photoshop, using a hex wireframe layer placed over a satellite photo]]&lt;br /&gt;
&lt;br /&gt;
The shades of brown show elevation. Purples are houses / stone houses. Greens are forests. Reds are roads. Blue is water. White is clear. Note that you can have forests with roads running through them on heights by ensuring that a given hex contains all three colors.&lt;br /&gt;
&lt;br /&gt;
Input Maps can be created in any reasonably sophisticated paint program. Creating an input map with reference to the underlying hex-grid allows the developer much more refined control over the map elements, and it's easiest to do this in a paint program that supports multiple layers, such as Photoshop or the free program GIMP.  To do this, take the input map hex template we provide, and input it into a layer in your paint program.&lt;br /&gt;
&lt;br /&gt;
== Input Map Hex Template ==&lt;br /&gt;
&lt;br /&gt;
Included in the /manuals sub-folder of your installation directory is a full-size template for creating input maps.&lt;br /&gt;
&lt;br /&gt;
The hex lines shouldn't actually be present on the final input map; this just shows where the hex lines are relative to the terrain information. &lt;br /&gt;
&lt;br /&gt;
The blueish lines represent standard map sizes. &lt;br /&gt;
&lt;br /&gt;
You should use a paint program that has layers, such as Photoshop or GIMP (freeware) to design input maps.&lt;br /&gt;
&lt;br /&gt;
[[Image:hexmapframe.jpg|center|border|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
You will find a full-size copy of the above template in the /manuals sub-folder of your&lt;br /&gt;
installation directory.&lt;br /&gt;
&lt;br /&gt;
You'll need to make the hex template transparent, except for the hex grid, in whatever program you're using.&lt;br /&gt;
&lt;br /&gt;
== Map Palette Guide ==&lt;br /&gt;
&lt;br /&gt;
Here is the COH Palette Guide for creating input maps:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapcolorlegend.jpg|center|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
== Terrain Interactions ==&lt;br /&gt;
&lt;br /&gt;
Some types of terrain are obviously exclusive with other types of terrain, however some terrain features can co-exist in a hex with other features. Here's a zoomed-in shot showing how to add more than one type of terrain to a hex when designing an input map. This shows a road, some woods, and a height all in the same hex. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide6.jpg|center|border|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
== Avoid Anti-Aliasing ==&lt;br /&gt;
&lt;br /&gt;
With any tools you use to make input maps, it's important to avoid anti-aliasing or smoothing the pixels in your image. As much as possible, you want to make sure that every pixel in your image is exactly one of the colors in the COH Palette Guide. The importer will do its best to figure out what you meant by pixels that aren't exactly the right color (it'll match them to the closest colors or ignore them). However, it's possible to introduce all sorts of stray features if you use too many pixel-smoothing tools. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide10.jpg|center|border|thumb|500px|]]&lt;br /&gt;
&lt;br /&gt;
== Parsing the Input Map ==&lt;br /&gt;
&lt;br /&gt;
After the user creates an Input Map he can parse that map in the game editor by clicking on the &amp;quot;Parse Input Map&amp;quot; and choosing the appropriate map file. Only maps that are in JPEG format that end in &amp;quot;_input&amp;quot; are allowed as input maps. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide2.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
It can take a minute or two to parse the Input Map. When it's done it turns the empty canvas into an *almost* fully-stocked map:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide3.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
A few of the fussier elements can't be added through the input map mechanism.  You'll have to go through and add things like walls, bunkers, barbed wire, and so forth in the map editor after parsing an input map. &lt;br /&gt;
&lt;br /&gt;
The map creation process goes fairly quickly once you get all the mechanics sorted out. I did the map above in about 1.5 hours.&lt;br /&gt;
&lt;br /&gt;
== Manual Placement of Map Tiles ==&lt;br /&gt;
&lt;br /&gt;
Some map tile types cannot be placed using the input map and must be placed by hand. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide7.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Place bunkers and other directional types by clicking on the map and dragging. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide8.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Tiles that don't have directional information can be placed simply by clicking on the map. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide9.jpg|center|border|thumb|650px|]]&lt;br /&gt;
&lt;br /&gt;
== Building the LOS File ==&lt;br /&gt;
&lt;br /&gt;
When you're done with your map, you'll have to build your LOS file before continuing on to scenario design: this can be found on the Editor menu drop-down.  This must be done before a map can be used for a scenario.  Building the LOS file may take some time for the editor to complete; you'll see a progress screen while the LOS file is building.  If you interrupt this process, you'll need to re-build the entire LOS file.&lt;br /&gt;
&lt;br /&gt;
'''Important''': the LOS file '''must''' be built before linking a map to a scenario.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=405</id>
		<title>Creating a Map</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=405"/>
		<updated>2012-06-04T20:02:25Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: /* In-Editor Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Before you work on a scenario you should create the map you want to use with the scenario. Maps and scenarios are independent entities in &amp;quot;Conflict of Heroes.&amp;quot; You can have one map that is shared by multiple scenarios, for instance.&lt;br /&gt;
&lt;br /&gt;
== Map Creation ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to create a COH map: in-editor maps, and input maps. &lt;br /&gt;
&lt;br /&gt;
====In-Editor Maps====&lt;br /&gt;
&lt;br /&gt;
In-editor maps are created entirely within the game editor; just start the COH Editor program, and begin designing your map.  You can pick from the pre-selected map sizes to size your map (Small, Medium, Large, Wide, and Huge).  To design maps in-editor, you can skip to [[#Manual Placement of Map Tiles|Manual Placement of Map Tiles]] below.&lt;br /&gt;
&lt;br /&gt;
====Input Maps====&lt;br /&gt;
&lt;br /&gt;
An Input Map is a 2048 x 2048 JPEG in which colors correspond to different types of terrain, terrain properties, and elevations. &lt;br /&gt;
&lt;br /&gt;
Here's a reduced-size input map called &amp;quot;Black Sea Coast&amp;quot; which I developed based on some Google Earth terrain: &lt;br /&gt;
&lt;br /&gt;
[[File:mapguide1.jpg|center|border|thumb|750px|A map hand-drawn in Photoshop, using a hex wireframe layer placed over a satellite photo]]&lt;br /&gt;
&lt;br /&gt;
The shades of brown show elevation. Purples are houses / stone houses. Greens are forests. Reds are roads. Blue is water. White is clear. Note that you can have forests with roads running through them on heights by ensuring that a given hex contains all three colors.&lt;br /&gt;
&lt;br /&gt;
Input Maps can be created in any reasonably sophisticated paint program. Creating an input map with reference to the underlying hex-grid allows the developer much more refined control over the map elements, and it's easiest to do this in a paint program that supports multiple layers, such as Photoshop or the free program GIMP.  To do this, take the input map hex template we provide, and input it into a layer in your paint program.&lt;br /&gt;
&lt;br /&gt;
== Input Map Hex Template ==&lt;br /&gt;
&lt;br /&gt;
Included in the /manuals sub-folder of your installation directory is a full-size template for creating input maps.&lt;br /&gt;
&lt;br /&gt;
The hex lines shouldn't actually be present on the final input map; this just shows where the hex lines are relative to the terrain information. &lt;br /&gt;
&lt;br /&gt;
The blueish lines represent standard map sizes. &lt;br /&gt;
&lt;br /&gt;
You should use a paint program that has layers, such as Photoshop or GIMP (freeware) to design input maps.&lt;br /&gt;
&lt;br /&gt;
[[Image:hexmapframe.jpg|center|border|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
You will find a full-size copy of the above template in the /manuals sub-folder of your&lt;br /&gt;
installation directory.&lt;br /&gt;
&lt;br /&gt;
You'll need to make the hex template transparent, except for the hex grid, in whatever program you're using.&lt;br /&gt;
&lt;br /&gt;
== Map Palette Guide ==&lt;br /&gt;
&lt;br /&gt;
Here is the COH Palette Guide for creating input maps:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapcolorlegend.jpg|center|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
== Terrain Interactions ==&lt;br /&gt;
&lt;br /&gt;
Some types of terrain are obviously exclusive with other types of terrain, however some terrain features can co-exist in a hex with other features. Here's a zoomed-in shot showing how to add more than one type of terrain to a hex when designing an input map. This shows a road, some woods, and a height all in the same hex. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide6.jpg|center|border|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
== Parsing the Input Map ==&lt;br /&gt;
&lt;br /&gt;
After the user creates an Input Map he can parse that map in the game editor by clicking on the &amp;quot;Parse Input Map&amp;quot; and choosing the appropriate map file. Only maps that are in JPEG format that end in &amp;quot;_input&amp;quot; are allowed as input maps. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide2.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
It can take a minute or two to parse the Input Map. When it's done it turns the empty canvas into an *almost* fully-stocked map:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide3.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
A few of the fussier elements can't be added through the input map mechanism.  You'll have to go through and add things like walls, bunkers, barbed wire, and so forth in the map editor after parsing an input map. &lt;br /&gt;
&lt;br /&gt;
The map creation process goes fairly quickly once you get all the mechanics sorted out. I did the map above in about 1.5 hours.&lt;br /&gt;
&lt;br /&gt;
== Manual Placement of Map Tiles ==&lt;br /&gt;
&lt;br /&gt;
Some map tile types cannot be placed using the input map and must be placed by hand. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide7.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Place bunkers and other directional types by clicking on the map and dragging. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide8.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Tiles that don't have directional information can be placed simply by clicking on the map. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide9.jpg|center|border|thumb|650px|]]&lt;br /&gt;
&lt;br /&gt;
== Avoid Anti-Aliasing ==&lt;br /&gt;
&lt;br /&gt;
With any tools you use to make input maps, it's important to avoid anti-aliasing or smoothing the pixels in your image. As much as possible, you want to make sure that every pixel in your image is exactly one of the colors in the COH Palette Guide. The importer will do its best to figure out what you meant by pixels that aren't exactly the right color (it'll match them to the closest colors or ignore them). However, it's possible to introduce all sorts of stray features if you use too many pixel-smoothing tools. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide10.jpg|center|border|thumb|500px|]]&lt;br /&gt;
&lt;br /&gt;
== Building the LOS File ==&lt;br /&gt;
&lt;br /&gt;
When you're done with your map, you'll have to build your LOS file before continuing on to scenario design: this can be found on the Editor menu drop-down.  This must be done before a map can be used for a scenario.  Building the LOS file may take some time for the editor to complete; you'll see a progress screen while the LOS file is building.  If you interrupt this process, you'll need to re-build the entire LOS file.&lt;br /&gt;
&lt;br /&gt;
'''Important''': the LOS file '''must''' be built before linking a map to a scenario.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=404</id>
		<title>Creating a Map</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=404"/>
		<updated>2012-06-04T20:00:39Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Before you work on a scenario you should create the map you want to use with the scenario. Maps and scenarios are independent entities in &amp;quot;Conflict of Heroes.&amp;quot; You can have one map that is shared by multiple scenarios, for instance.&lt;br /&gt;
&lt;br /&gt;
== Map Creation ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to create a COH map: in-editor maps, and input maps. &lt;br /&gt;
&lt;br /&gt;
====In-Editor Maps====&lt;br /&gt;
&lt;br /&gt;
In-editor maps are created entirely within the game editor; just start the COH Editor program, and begin designing your map.  You can pick from the pre-selected map sizes to size your map (Small, Medium, Large, Wide, and Huge).  To design maps in-editor, you can skip to [[Manual Placement of Map Tiles]] below.&lt;br /&gt;
&lt;br /&gt;
====Input Maps====&lt;br /&gt;
&lt;br /&gt;
An Input Map is a 2048 x 2048 JPEG in which colors correspond to different types of terrain, terrain properties, and elevations. &lt;br /&gt;
&lt;br /&gt;
Here's a reduced-size input map called &amp;quot;Black Sea Coast&amp;quot; which I developed based on some Google Earth terrain: &lt;br /&gt;
&lt;br /&gt;
[[File:mapguide1.jpg|center|border|thumb|750px|A map hand-drawn in Photoshop, using a hex wireframe layer placed over a satellite photo]]&lt;br /&gt;
&lt;br /&gt;
The shades of brown show elevation. Purples are houses / stone houses. Greens are forests. Reds are roads. Blue is water. White is clear. Note that you can have forests with roads running through them on heights by ensuring that a given hex contains all three colors.&lt;br /&gt;
&lt;br /&gt;
Input Maps can be created in any reasonably sophisticated paint program. Creating an input map with reference to the underlying hex-grid allows the developer much more refined control over the map elements, and it's easiest to do this in a paint program that supports multiple layers, such as Photoshop or the free program GIMP.  To do this, take the input map hex template we provide, and input it into a layer in your paint program.&lt;br /&gt;
&lt;br /&gt;
== Input Map Hex Template ==&lt;br /&gt;
&lt;br /&gt;
Included in the /manuals sub-folder of your installation directory is a full-size template for creating input maps.&lt;br /&gt;
&lt;br /&gt;
The hex lines shouldn't actually be present on the final input map; this just shows where the hex lines are relative to the terrain information. &lt;br /&gt;
&lt;br /&gt;
The blueish lines represent standard map sizes. &lt;br /&gt;
&lt;br /&gt;
You should use a paint program that has layers, such as Photoshop or GIMP (freeware) to design input maps.&lt;br /&gt;
&lt;br /&gt;
[[Image:hexmapframe.jpg|center|border|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
You will find a full-size copy of the above template in the /manuals sub-folder of your&lt;br /&gt;
installation directory.&lt;br /&gt;
&lt;br /&gt;
You'll need to make the hex template transparent, except for the hex grid, in whatever program you're using.&lt;br /&gt;
&lt;br /&gt;
== Map Palette Guide ==&lt;br /&gt;
&lt;br /&gt;
Here is the COH Palette Guide for creating input maps:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapcolorlegend.jpg|center|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
== Terrain Interactions ==&lt;br /&gt;
&lt;br /&gt;
Some types of terrain are obviously exclusive with other types of terrain, however some terrain features can co-exist in a hex with other features. Here's a zoomed-in shot showing how to add more than one type of terrain to a hex when designing an input map. This shows a road, some woods, and a height all in the same hex. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide6.jpg|center|border|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
== Parsing the Input Map ==&lt;br /&gt;
&lt;br /&gt;
After the user creates an Input Map he can parse that map in the game editor by clicking on the &amp;quot;Parse Input Map&amp;quot; and choosing the appropriate map file. Only maps that are in JPEG format that end in &amp;quot;_input&amp;quot; are allowed as input maps. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide2.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
It can take a minute or two to parse the Input Map. When it's done it turns the empty canvas into an *almost* fully-stocked map:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide3.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
A few of the fussier elements can't be added through the input map mechanism.  You'll have to go through and add things like walls, bunkers, barbed wire, and so forth in the map editor after parsing an input map. &lt;br /&gt;
&lt;br /&gt;
The map creation process goes fairly quickly once you get all the mechanics sorted out. I did the map above in about 1.5 hours.&lt;br /&gt;
&lt;br /&gt;
== Manual Placement of Map Tiles ==&lt;br /&gt;
&lt;br /&gt;
Some map tile types cannot be placed using the input map and must be placed by hand. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide7.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Place bunkers and other directional types by clicking on the map and dragging. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide8.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Tiles that don't have directional information can be placed simply by clicking on the map. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide9.jpg|center|border|thumb|650px|]]&lt;br /&gt;
&lt;br /&gt;
== Avoid Anti-Aliasing ==&lt;br /&gt;
&lt;br /&gt;
With any tools you use to make input maps, it's important to avoid anti-aliasing or smoothing the pixels in your image. As much as possible, you want to make sure that every pixel in your image is exactly one of the colors in the COH Palette Guide. The importer will do its best to figure out what you meant by pixels that aren't exactly the right color (it'll match them to the closest colors or ignore them). However, it's possible to introduce all sorts of stray features if you use too many pixel-smoothing tools. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide10.jpg|center|border|thumb|500px|]]&lt;br /&gt;
&lt;br /&gt;
== Building the LOS File ==&lt;br /&gt;
&lt;br /&gt;
When you're done with your map, you'll have to build your LOS file before continuing on to scenario design: this can be found on the Editor menu drop-down.  This must be done before a map can be used for a scenario.  Building the LOS file may take some time for the editor to complete; you'll see a progress screen while the LOS file is building.  If you interrupt this process, you'll need to re-build the entire LOS file.&lt;br /&gt;
&lt;br /&gt;
'''Important''': the LOS file '''must''' be built before linking a map to a scenario.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=403</id>
		<title>Creating a Map</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=403"/>
		<updated>2012-06-04T19:58:04Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Before you work on a scenario you should create the map you want to use with the scenario. Maps and scenarios are independent entities in &amp;quot;Conflict of Heroes.&amp;quot; You can have one map that is shared by multiple scenarios, for instance.&lt;br /&gt;
&lt;br /&gt;
== Map Creation ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to create a COH map: in-editor maps, and input maps. &lt;br /&gt;
&lt;br /&gt;
====In-Editor Maps====&lt;br /&gt;
&lt;br /&gt;
In-editor maps are created entirely within the game editor; just start the COH Editor program, and begin designing your map.  You can pick from the pre-selected map sizes to size your map (Small, Medium, Large, Wide, and Huge).  To design maps in-editor, you can skip to [[Manual Placement of Map Tiles]] below.&lt;br /&gt;
&lt;br /&gt;
====Input Maps====&lt;br /&gt;
&lt;br /&gt;
An Input Map is a 2048 x 2048 JPEG in which colors correspond to different types of terrain, terrain properties, and elevations. &lt;br /&gt;
&lt;br /&gt;
Here's a reduced-size input map called &amp;quot;Black Sea Coast&amp;quot; which I developed based on some Google Earth terrain: &lt;br /&gt;
&lt;br /&gt;
[[File:mapguide1.jpg|center|border|thumb|750px|A map hand-drawn in Photoshop, using a hex wireframe layer placed over a satellite photo]]&lt;br /&gt;
&lt;br /&gt;
The shades of brown show elevation. Purples are houses / stone houses. Greens are forests. Reds are roads. Blue is water. White is clear. Note that you can have forests with roads running through them on heights by ensuring that a given hex contains all three colors.&lt;br /&gt;
&lt;br /&gt;
Input Maps can be created in any reasonably sophisticated paint program. Creating an input map with reference to the underlying hex-grid allows the developer much more refined control over the map elements, and it's easiest to do this in a paint program that supports multiple layers, such as Photoshop or the free program GIMP.  To do this, take the hex map we provide, and input it into a layer in your paint program:&lt;br /&gt;
&lt;br /&gt;
== Input Map Template ==&lt;br /&gt;
&lt;br /&gt;
Included in the /manuals sub-folder of your installation directory is a full-size template for creating input maps.&lt;br /&gt;
&lt;br /&gt;
The hex lines shouldn't actually be present on the final input map; this just shows where the hex lines are relative to the terrain information. &lt;br /&gt;
&lt;br /&gt;
The blueish lines represent standard map sizes. &lt;br /&gt;
&lt;br /&gt;
You should use a paint program that has layers, such as Photoshop or GIMP (freeware) to design input maps.&lt;br /&gt;
&lt;br /&gt;
[[Image:hexmapframe.jpg|center|border|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
You will find a full-size copy of the above template in the /manuals sub-folder of your&lt;br /&gt;
installation directory.&lt;br /&gt;
&lt;br /&gt;
== Map Palette Guide ==&lt;br /&gt;
&lt;br /&gt;
Here is the COH Palette Guide for creating input maps:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapcolorlegend.jpg|center|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
== Terrain Interactions ==&lt;br /&gt;
&lt;br /&gt;
Some types of terrain are obviously exclusive with other types of terrain, however some terrain features can co-exist in a hex with other features. Here's a zoomed-in shot showing how to add more than one type of terrain to a hex when designing an input map. This shows a road, some woods, and a height all in the same hex. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide6.jpg|center|border|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
== Parsing the Input Map ==&lt;br /&gt;
&lt;br /&gt;
After the user creates an Input Map he can parse that map in the game editor by clicking on the &amp;quot;Parse Input Map&amp;quot; and choosing the appropriate map file. Only maps that are in JPEG format that end in &amp;quot;_input&amp;quot; are allowed as input maps. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide2.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
It can take a minute or two to parse the Input Map. When it's done it turns the empty canvas into an *almost* fully-stocked map:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide3.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
A few of the fussier elements can't be added through the input map mechanism.  You'll have to go through and add things like walls, bunkers, barbed wire, and so forth in the map editor after parsing an input map. &lt;br /&gt;
&lt;br /&gt;
The map creation process goes fairly quickly once you get all the mechanics sorted out. I did the map above in about 1.5 hours.&lt;br /&gt;
&lt;br /&gt;
== Manual Placement of Map Tiles ==&lt;br /&gt;
&lt;br /&gt;
Some map tile types cannot be placed using the input map and must be placed by hand. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide7.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Place bunkers and other directional types by clicking on the map and dragging. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide8.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Tiles that don't have directional information can be placed simply by clicking on the map. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide9.jpg|center|border|thumb|650px|]]&lt;br /&gt;
&lt;br /&gt;
== Avoid Anti-Aliasing ==&lt;br /&gt;
&lt;br /&gt;
With any tools you use to make input maps, it's important to avoid anti-aliasing or smoothing the pixels in your image. As much as possible, you want to make sure that every pixel in your image is exactly one of the colors in the COH Palette Guide. The importer will do its best to figure out what you meant by pixels that aren't exactly the right color (it'll match them to the closest colors or ignore them). However, it's possible to introduce all sorts of stray features if you use too many pixel-smoothing tools. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide10.jpg|center|border|thumb|500px|]]&lt;br /&gt;
&lt;br /&gt;
== Building the LOS File ==&lt;br /&gt;
&lt;br /&gt;
You'll also have to build your LOS file; this can be found on the Editor menu drop-down.  This must be done before a map can be used for a scenario.  Building the LOS file may take some time for the editor to complete; you'll see a progress screen while the LOS file is building.  If you interrupt this process, you'll need to re-build the entire LOS file.&lt;br /&gt;
&lt;br /&gt;
'''Important''': the LOS file '''must''' be built before linking a map to a scenario.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=402</id>
		<title>Creating a Map</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=402"/>
		<updated>2012-06-04T19:55:02Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: /* Map Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Before you work on a scenario you should create the map you want to use with the scenario. Maps and scenarios are independent entities in &amp;quot;Conflict of Heroes.&amp;quot; You can have one map that is shared by multiple scenarios, for instance.&lt;br /&gt;
&lt;br /&gt;
== Map Creation ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to create a COH map: input maps, and in-editor maps. &lt;br /&gt;
&lt;br /&gt;
====Input Maps====&lt;br /&gt;
&lt;br /&gt;
An Input Map is a 2048 x 2048 JPEG in which colors correspond to different types of terrain, terrain properties, and elevations. &lt;br /&gt;
&lt;br /&gt;
Here's a reduced-size input map called &amp;quot;Black Sea Coast&amp;quot; which I developed based on some Google Earth terrain: &lt;br /&gt;
&lt;br /&gt;
[[File:mapguide1.jpg|center|border|thumb|750px|A map hand-drawn in Photoshop, using a hex wireframe layer placed over a satellite photo]]&lt;br /&gt;
&lt;br /&gt;
The shades of brown show elevation. Purples are houses / stone houses. Greens are forests. Reds are roads. Blue is water. White is clear. Note that you can have forests with roads running through them on heights by ensuring that a given hex contains all three colors.&lt;br /&gt;
&lt;br /&gt;
Input Maps can be created in any reasonably sophisticated paint program. Creating an input map with reference to the underlying hex-grid allows the developer much more refined control over the map elements, and it's easiest to do this in a paint program that supports multiple layers, such as Photoshop or the free program GIMP.  To do this, take the hex map we provide, and input it into a layer in your paint program:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====In-Editor Maps====&lt;br /&gt;
&lt;br /&gt;
In-editor maps are created entirely within the game editor; just start the COH Editor program, and begin designing your map.  You can pick from the pre-selected map sizes to size your map.&lt;br /&gt;
&lt;br /&gt;
== Parsing the Input Map ==&lt;br /&gt;
&lt;br /&gt;
After the user creates an Input Map he can parse that map in the game editor by clicking on the &amp;quot;Parse Input Map&amp;quot; and choosing the appropriate map file. Only maps that are in JPEG format that end in &amp;quot;_input&amp;quot; are allowed as input maps. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide2.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
It can take a minute or two to parse the Input Map. When it's done it turns the empty canvas into an *almost* fully-stocked map:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide3.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
A few of the fussier elements can't be added through the input map mechanism.  You'll have to go through and add things like walls, bunkers, barbed wire, and so forth in the map editor after parsing an input map. &lt;br /&gt;
&lt;br /&gt;
The map creation process goes fairly quickly once you get all the mechanics sorted out. I did the map above in about 1.5 hours.&lt;br /&gt;
&lt;br /&gt;
== Input Map Template ==&lt;br /&gt;
&lt;br /&gt;
Included in the /manuals sub-folder of your installation directory is a full-size template for creating input maps.&lt;br /&gt;
&lt;br /&gt;
The hex lines shouldn't actually be present on the final input map; this just shows where the hex lines are relative to the terrain information. &lt;br /&gt;
&lt;br /&gt;
The blueish lines represent standard map sizes. &lt;br /&gt;
&lt;br /&gt;
You should use a paint program that has layers, such as Photoshop or GIMP (freeware) to design input maps.&lt;br /&gt;
&lt;br /&gt;
[[Image:hexmapframe.jpg|center|border|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
You will find a full-size copy of the above template in the /manuals sub-folder of your&lt;br /&gt;
installation directory.&lt;br /&gt;
&lt;br /&gt;
== Map Palette Guide ==&lt;br /&gt;
&lt;br /&gt;
Here is the COH Palette Guide for creating input maps:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapcolorlegend.jpg|center|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
== Terrain Interactions ==&lt;br /&gt;
&lt;br /&gt;
Some types of terrain are obviously exclusive with other types of terrain, however some terrain features can co-exist in a hex with other features. Here's a zoomed-in shot showing how to add more than one type of terrain to a hex when designing an input map. This shows a road, some woods, and a height all in the same hex. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide6.jpg|center|border|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
== Manual Placement of Map Tiles ==&lt;br /&gt;
&lt;br /&gt;
Some map tile types cannot be placed using the input map and must be placed by hand. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide7.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Place bunkers and other directional types by clicking on the map and dragging. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide8.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Tiles that don't have directional information can be placed simply by clicking on the map. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide9.jpg|center|border|thumb|650px|]]&lt;br /&gt;
&lt;br /&gt;
== Avoid Anti-Aliasing ==&lt;br /&gt;
&lt;br /&gt;
With any tools you use to make input maps, it's important to avoid anti-aliasing or smoothing the pixels in your image. As much as possible, you want to make sure that every pixel in your image is exactly one of the colors in the COH Palette Guide. The importer will do its best to figure out what you meant by pixels that aren't exactly the right color (it'll match them to the closest colors or ignore them). However, it's possible to introduce all sorts of stray features if you use too many pixel-smoothing tools. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide10.jpg|center|border|thumb|500px|]]&lt;br /&gt;
&lt;br /&gt;
== Building the LOS File ==&lt;br /&gt;
&lt;br /&gt;
You'll also have to build your LOS file; this can be found on the Editor menu drop-down.  This must be done before a map can be used for a scenario.  Building the LOS file may take some time for the editor to complete; you'll see a progress screen while the LOS file is building.  If you interrupt this process, you'll need to re-build the entire LOS file.&lt;br /&gt;
&lt;br /&gt;
'''Important''': the LOS file '''must''' be built before linking a map to a scenario.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=399</id>
		<title>Creating a Map</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=399"/>
		<updated>2012-05-31T16:52:05Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: /* Input Map Template */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Before you work on a scenario you should create the map you want to use with the scenario. Maps and scenarios are independent entities in &amp;quot;Conflict of Heroes.&amp;quot; You can have one map that is shared by multiple scenarios, for instance.&lt;br /&gt;
&lt;br /&gt;
== Map Creation ==&lt;br /&gt;
&lt;br /&gt;
The easiest way to create a COH map is to start with an &amp;quot;Input Map.&amp;quot; An Input Map is a 2048 x 2048 JPEG in which colors correspond to different types of terrain, terrain properties, and elevations. &lt;br /&gt;
&lt;br /&gt;
Here's a reduced-size input map called &amp;quot;Black Sea Coast&amp;quot; which I developed based on some Google Earth terrain: &lt;br /&gt;
&lt;br /&gt;
[[File:mapguide1.jpg|center|border|thumb|750px|A map hand-drawn in Photoshop, using a hex wireframe layer placed over a satellite photo]]&lt;br /&gt;
&lt;br /&gt;
The shades of brown show elevation. Purples are houses / stone houses. Greens are forests. Reds are roads. Blue is water. White is clear. Note that you can have forests with roads running through them on heights by ensuring that a given hex contains all three colors.&lt;br /&gt;
&lt;br /&gt;
Input Maps can be created in any reasonably sophisticated paint program. Creating an input map with reference to the underlying hex-grid allows the developer much more refined control over the map elements, and it's easiest to do this in a paint program that supports multiple layers, such as Photoshop or the free program GIMP.&lt;br /&gt;
&lt;br /&gt;
== Parsing the Input Map ==&lt;br /&gt;
&lt;br /&gt;
After the user creates an Input Map he can parse that map in the game editor by clicking on the &amp;quot;Parse Input Map&amp;quot; and choosing the appropriate map file. Only maps that are in JPEG format that end in &amp;quot;_input&amp;quot; are allowed as input maps. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide2.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
It can take a minute or two to parse the Input Map. When it's done it turns the empty canvas into an *almost* fully-stocked map:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide3.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
A few of the fussier elements can't be added through the input map mechanism.  You'll have to go through and add things like walls, bunkers, barbed wire, and so forth in the map editor after parsing an input map. &lt;br /&gt;
&lt;br /&gt;
The map creation process goes fairly quickly once you get all the mechanics sorted out. I did the map above in about 1.5 hours.&lt;br /&gt;
&lt;br /&gt;
== Input Map Template ==&lt;br /&gt;
&lt;br /&gt;
Included in the /manuals sub-folder of your installation directory is a full-size template for creating input maps.&lt;br /&gt;
&lt;br /&gt;
The hex lines shouldn't actually be present on the final input map; this just shows where the hex lines are relative to the terrain information. &lt;br /&gt;
&lt;br /&gt;
The blueish lines represent standard map sizes. &lt;br /&gt;
&lt;br /&gt;
You should use a paint program that has layers, such as Photoshop or GIMP (freeware) to design input maps.&lt;br /&gt;
&lt;br /&gt;
[[Image:hexmapframe.jpg|center|border|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
You will find a full-size copy of the above template in the /manuals sub-folder of your&lt;br /&gt;
installation directory.&lt;br /&gt;
&lt;br /&gt;
== Map Palette Guide ==&lt;br /&gt;
&lt;br /&gt;
Here is the COH Palette Guide for creating input maps:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapcolorlegend.jpg|center|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
== Terrain Interactions ==&lt;br /&gt;
&lt;br /&gt;
Some types of terrain are obviously exclusive with other types of terrain, however some terrain features can co-exist in a hex with other features. Here's a zoomed-in shot showing how to add more than one type of terrain to a hex when designing an input map. This shows a road, some woods, and a height all in the same hex. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide6.jpg|center|border|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
== Manual Placement of Map Tiles ==&lt;br /&gt;
&lt;br /&gt;
Some map tile types cannot be placed using the input map and must be placed by hand. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide7.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Place bunkers and other directional types by clicking on the map and dragging. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide8.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Tiles that don't have directional information can be placed simply by clicking on the map. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide9.jpg|center|border|thumb|650px|]]&lt;br /&gt;
&lt;br /&gt;
== Avoid Anti-Aliasing ==&lt;br /&gt;
&lt;br /&gt;
With any tools you use to make input maps, it's important to avoid anti-aliasing or smoothing the pixels in your image. As much as possible, you want to make sure that every pixel in your image is exactly one of the colors in the COH Palette Guide. The importer will do its best to figure out what you meant by pixels that aren't exactly the right color (it'll match them to the closest colors or ignore them). However, it's possible to introduce all sorts of stray features if you use too many pixel-smoothing tools. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide10.jpg|center|border|thumb|500px|]]&lt;br /&gt;
&lt;br /&gt;
== Building the LOS File ==&lt;br /&gt;
&lt;br /&gt;
You'll also have to build your LOS file; this can be found on the Editor menu drop-down.  This must be done before a map can be used for a scenario.  Building the LOS file may take some time for the editor to complete; you'll see a progress screen while the LOS file is building.  If you interrupt this process, you'll need to re-build the entire LOS file.&lt;br /&gt;
&lt;br /&gt;
'''Important''': the LOS file '''must''' be built before linking a map to a scenario.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=398</id>
		<title>Creating a Map</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=398"/>
		<updated>2012-05-31T16:51:51Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: /* Map Palette Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Before you work on a scenario you should create the map you want to use with the scenario. Maps and scenarios are independent entities in &amp;quot;Conflict of Heroes.&amp;quot; You can have one map that is shared by multiple scenarios, for instance.&lt;br /&gt;
&lt;br /&gt;
== Map Creation ==&lt;br /&gt;
&lt;br /&gt;
The easiest way to create a COH map is to start with an &amp;quot;Input Map.&amp;quot; An Input Map is a 2048 x 2048 JPEG in which colors correspond to different types of terrain, terrain properties, and elevations. &lt;br /&gt;
&lt;br /&gt;
Here's a reduced-size input map called &amp;quot;Black Sea Coast&amp;quot; which I developed based on some Google Earth terrain: &lt;br /&gt;
&lt;br /&gt;
[[File:mapguide1.jpg|center|border|thumb|750px|A map hand-drawn in Photoshop, using a hex wireframe layer placed over a satellite photo]]&lt;br /&gt;
&lt;br /&gt;
The shades of brown show elevation. Purples are houses / stone houses. Greens are forests. Reds are roads. Blue is water. White is clear. Note that you can have forests with roads running through them on heights by ensuring that a given hex contains all three colors.&lt;br /&gt;
&lt;br /&gt;
Input Maps can be created in any reasonably sophisticated paint program. Creating an input map with reference to the underlying hex-grid allows the developer much more refined control over the map elements, and it's easiest to do this in a paint program that supports multiple layers, such as Photoshop or the free program GIMP.&lt;br /&gt;
&lt;br /&gt;
== Parsing the Input Map ==&lt;br /&gt;
&lt;br /&gt;
After the user creates an Input Map he can parse that map in the game editor by clicking on the &amp;quot;Parse Input Map&amp;quot; and choosing the appropriate map file. Only maps that are in JPEG format that end in &amp;quot;_input&amp;quot; are allowed as input maps. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide2.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
It can take a minute or two to parse the Input Map. When it's done it turns the empty canvas into an *almost* fully-stocked map:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide3.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
A few of the fussier elements can't be added through the input map mechanism.  You'll have to go through and add things like walls, bunkers, barbed wire, and so forth in the map editor after parsing an input map. &lt;br /&gt;
&lt;br /&gt;
The map creation process goes fairly quickly once you get all the mechanics sorted out. I did the map above in about 1.5 hours.&lt;br /&gt;
&lt;br /&gt;
== Input Map Template ==&lt;br /&gt;
&lt;br /&gt;
Included in the /manuals sub-folder of your installation directory is a full-size template for creating input maps.&lt;br /&gt;
&lt;br /&gt;
The hex lines shouldn't actually be present on the final input map; this just shows where the hex lines are relative to the terrain information. &lt;br /&gt;
&lt;br /&gt;
The blueish lines represent standard map sizes. &lt;br /&gt;
&lt;br /&gt;
You should use a paint program that has layers, such as Photoshop or GIMP (freeware) to design input maps.&lt;br /&gt;
&lt;br /&gt;
[[Image:hexmapframe.jpg|center|border|500px]]&lt;br /&gt;
&lt;br /&gt;
You will find a full-size copy of the above template in the /manuals sub-folder of your&lt;br /&gt;
installation directory.&lt;br /&gt;
&lt;br /&gt;
== Map Palette Guide ==&lt;br /&gt;
&lt;br /&gt;
Here is the COH Palette Guide for creating input maps:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapcolorlegend.jpg|center|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
== Terrain Interactions ==&lt;br /&gt;
&lt;br /&gt;
Some types of terrain are obviously exclusive with other types of terrain, however some terrain features can co-exist in a hex with other features. Here's a zoomed-in shot showing how to add more than one type of terrain to a hex when designing an input map. This shows a road, some woods, and a height all in the same hex. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide6.jpg|center|border|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
== Manual Placement of Map Tiles ==&lt;br /&gt;
&lt;br /&gt;
Some map tile types cannot be placed using the input map and must be placed by hand. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide7.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Place bunkers and other directional types by clicking on the map and dragging. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide8.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Tiles that don't have directional information can be placed simply by clicking on the map. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide9.jpg|center|border|thumb|650px|]]&lt;br /&gt;
&lt;br /&gt;
== Avoid Anti-Aliasing ==&lt;br /&gt;
&lt;br /&gt;
With any tools you use to make input maps, it's important to avoid anti-aliasing or smoothing the pixels in your image. As much as possible, you want to make sure that every pixel in your image is exactly one of the colors in the COH Palette Guide. The importer will do its best to figure out what you meant by pixels that aren't exactly the right color (it'll match them to the closest colors or ignore them). However, it's possible to introduce all sorts of stray features if you use too many pixel-smoothing tools. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide10.jpg|center|border|thumb|500px|]]&lt;br /&gt;
&lt;br /&gt;
== Building the LOS File ==&lt;br /&gt;
&lt;br /&gt;
You'll also have to build your LOS file; this can be found on the Editor menu drop-down.  This must be done before a map can be used for a scenario.  Building the LOS file may take some time for the editor to complete; you'll see a progress screen while the LOS file is building.  If you interrupt this process, you'll need to re-build the entire LOS file.&lt;br /&gt;
&lt;br /&gt;
'''Important''': the LOS file '''must''' be built before linking a map to a scenario.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=397</id>
		<title>Creating a Map</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=397"/>
		<updated>2012-05-31T16:51:40Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: /* Map Palette Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Before you work on a scenario you should create the map you want to use with the scenario. Maps and scenarios are independent entities in &amp;quot;Conflict of Heroes.&amp;quot; You can have one map that is shared by multiple scenarios, for instance.&lt;br /&gt;
&lt;br /&gt;
== Map Creation ==&lt;br /&gt;
&lt;br /&gt;
The easiest way to create a COH map is to start with an &amp;quot;Input Map.&amp;quot; An Input Map is a 2048 x 2048 JPEG in which colors correspond to different types of terrain, terrain properties, and elevations. &lt;br /&gt;
&lt;br /&gt;
Here's a reduced-size input map called &amp;quot;Black Sea Coast&amp;quot; which I developed based on some Google Earth terrain: &lt;br /&gt;
&lt;br /&gt;
[[File:mapguide1.jpg|center|border|thumb|750px|A map hand-drawn in Photoshop, using a hex wireframe layer placed over a satellite photo]]&lt;br /&gt;
&lt;br /&gt;
The shades of brown show elevation. Purples are houses / stone houses. Greens are forests. Reds are roads. Blue is water. White is clear. Note that you can have forests with roads running through them on heights by ensuring that a given hex contains all three colors.&lt;br /&gt;
&lt;br /&gt;
Input Maps can be created in any reasonably sophisticated paint program. Creating an input map with reference to the underlying hex-grid allows the developer much more refined control over the map elements, and it's easiest to do this in a paint program that supports multiple layers, such as Photoshop or the free program GIMP.&lt;br /&gt;
&lt;br /&gt;
== Parsing the Input Map ==&lt;br /&gt;
&lt;br /&gt;
After the user creates an Input Map he can parse that map in the game editor by clicking on the &amp;quot;Parse Input Map&amp;quot; and choosing the appropriate map file. Only maps that are in JPEG format that end in &amp;quot;_input&amp;quot; are allowed as input maps. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide2.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
It can take a minute or two to parse the Input Map. When it's done it turns the empty canvas into an *almost* fully-stocked map:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide3.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
A few of the fussier elements can't be added through the input map mechanism.  You'll have to go through and add things like walls, bunkers, barbed wire, and so forth in the map editor after parsing an input map. &lt;br /&gt;
&lt;br /&gt;
The map creation process goes fairly quickly once you get all the mechanics sorted out. I did the map above in about 1.5 hours.&lt;br /&gt;
&lt;br /&gt;
== Input Map Template ==&lt;br /&gt;
&lt;br /&gt;
Included in the /manuals sub-folder of your installation directory is a full-size template for creating input maps.&lt;br /&gt;
&lt;br /&gt;
The hex lines shouldn't actually be present on the final input map; this just shows where the hex lines are relative to the terrain information. &lt;br /&gt;
&lt;br /&gt;
The blueish lines represent standard map sizes. &lt;br /&gt;
&lt;br /&gt;
You should use a paint program that has layers, such as Photoshop or GIMP (freeware) to design input maps.&lt;br /&gt;
&lt;br /&gt;
[[Image:hexmapframe.jpg|center|border|500px]]&lt;br /&gt;
&lt;br /&gt;
You will find a full-size copy of the above template in the /manuals sub-folder of your&lt;br /&gt;
installation directory.&lt;br /&gt;
&lt;br /&gt;
== Map Palette Guide ==&lt;br /&gt;
&lt;br /&gt;
Here is the COH Palette Guide for creating input maps:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapcolorlegend.jpg|center|frame|500px]]&lt;br /&gt;
&lt;br /&gt;
== Terrain Interactions ==&lt;br /&gt;
&lt;br /&gt;
Some types of terrain are obviously exclusive with other types of terrain, however some terrain features can co-exist in a hex with other features. Here's a zoomed-in shot showing how to add more than one type of terrain to a hex when designing an input map. This shows a road, some woods, and a height all in the same hex. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide6.jpg|center|border|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
== Manual Placement of Map Tiles ==&lt;br /&gt;
&lt;br /&gt;
Some map tile types cannot be placed using the input map and must be placed by hand. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide7.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Place bunkers and other directional types by clicking on the map and dragging. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide8.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Tiles that don't have directional information can be placed simply by clicking on the map. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide9.jpg|center|border|thumb|650px|]]&lt;br /&gt;
&lt;br /&gt;
== Avoid Anti-Aliasing ==&lt;br /&gt;
&lt;br /&gt;
With any tools you use to make input maps, it's important to avoid anti-aliasing or smoothing the pixels in your image. As much as possible, you want to make sure that every pixel in your image is exactly one of the colors in the COH Palette Guide. The importer will do its best to figure out what you meant by pixels that aren't exactly the right color (it'll match them to the closest colors or ignore them). However, it's possible to introduce all sorts of stray features if you use too many pixel-smoothing tools. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide10.jpg|center|border|thumb|500px|]]&lt;br /&gt;
&lt;br /&gt;
== Building the LOS File ==&lt;br /&gt;
&lt;br /&gt;
You'll also have to build your LOS file; this can be found on the Editor menu drop-down.  This must be done before a map can be used for a scenario.  Building the LOS file may take some time for the editor to complete; you'll see a progress screen while the LOS file is building.  If you interrupt this process, you'll need to re-build the entire LOS file.&lt;br /&gt;
&lt;br /&gt;
'''Important''': the LOS file '''must''' be built before linking a map to a scenario.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=396</id>
		<title>Creating a Map</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=396"/>
		<updated>2012-05-31T16:50:59Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: /* Manual Placement of Map Tiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Before you work on a scenario you should create the map you want to use with the scenario. Maps and scenarios are independent entities in &amp;quot;Conflict of Heroes.&amp;quot; You can have one map that is shared by multiple scenarios, for instance.&lt;br /&gt;
&lt;br /&gt;
== Map Creation ==&lt;br /&gt;
&lt;br /&gt;
The easiest way to create a COH map is to start with an &amp;quot;Input Map.&amp;quot; An Input Map is a 2048 x 2048 JPEG in which colors correspond to different types of terrain, terrain properties, and elevations. &lt;br /&gt;
&lt;br /&gt;
Here's a reduced-size input map called &amp;quot;Black Sea Coast&amp;quot; which I developed based on some Google Earth terrain: &lt;br /&gt;
&lt;br /&gt;
[[File:mapguide1.jpg|center|border|thumb|750px|A map hand-drawn in Photoshop, using a hex wireframe layer placed over a satellite photo]]&lt;br /&gt;
&lt;br /&gt;
The shades of brown show elevation. Purples are houses / stone houses. Greens are forests. Reds are roads. Blue is water. White is clear. Note that you can have forests with roads running through them on heights by ensuring that a given hex contains all three colors.&lt;br /&gt;
&lt;br /&gt;
Input Maps can be created in any reasonably sophisticated paint program. Creating an input map with reference to the underlying hex-grid allows the developer much more refined control over the map elements, and it's easiest to do this in a paint program that supports multiple layers, such as Photoshop or the free program GIMP.&lt;br /&gt;
&lt;br /&gt;
== Parsing the Input Map ==&lt;br /&gt;
&lt;br /&gt;
After the user creates an Input Map he can parse that map in the game editor by clicking on the &amp;quot;Parse Input Map&amp;quot; and choosing the appropriate map file. Only maps that are in JPEG format that end in &amp;quot;_input&amp;quot; are allowed as input maps. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide2.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
It can take a minute or two to parse the Input Map. When it's done it turns the empty canvas into an *almost* fully-stocked map:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide3.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
A few of the fussier elements can't be added through the input map mechanism.  You'll have to go through and add things like walls, bunkers, barbed wire, and so forth in the map editor after parsing an input map. &lt;br /&gt;
&lt;br /&gt;
The map creation process goes fairly quickly once you get all the mechanics sorted out. I did the map above in about 1.5 hours.&lt;br /&gt;
&lt;br /&gt;
== Input Map Template ==&lt;br /&gt;
&lt;br /&gt;
Included in the /manuals sub-folder of your installation directory is a full-size template for creating input maps.&lt;br /&gt;
&lt;br /&gt;
The hex lines shouldn't actually be present on the final input map; this just shows where the hex lines are relative to the terrain information. &lt;br /&gt;
&lt;br /&gt;
The blueish lines represent standard map sizes. &lt;br /&gt;
&lt;br /&gt;
You should use a paint program that has layers, such as Photoshop or GIMP (freeware) to design input maps.&lt;br /&gt;
&lt;br /&gt;
[[Image:hexmapframe.jpg|center|border|500px]]&lt;br /&gt;
&lt;br /&gt;
You will find a full-size copy of the above template in the /manuals sub-folder of your&lt;br /&gt;
installation directory.&lt;br /&gt;
&lt;br /&gt;
== Map Palette Guide ==&lt;br /&gt;
&lt;br /&gt;
Here is the COH Palette Guide for creating input maps.&lt;br /&gt;
&lt;br /&gt;
[[Image:mapcolorlegend.jpg|center|border|500px]]&lt;br /&gt;
&lt;br /&gt;
== Terrain Interactions ==&lt;br /&gt;
&lt;br /&gt;
Some types of terrain are obviously exclusive with other types of terrain, however some terrain features can co-exist in a hex with other features. Here's a zoomed-in shot showing how to add more than one type of terrain to a hex when designing an input map. This shows a road, some woods, and a height all in the same hex. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide6.jpg|center|border|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
== Manual Placement of Map Tiles ==&lt;br /&gt;
&lt;br /&gt;
Some map tile types cannot be placed using the input map and must be placed by hand. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide7.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Place bunkers and other directional types by clicking on the map and dragging. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide8.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Tiles that don't have directional information can be placed simply by clicking on the map. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide9.jpg|center|border|thumb|650px|]]&lt;br /&gt;
&lt;br /&gt;
== Avoid Anti-Aliasing ==&lt;br /&gt;
&lt;br /&gt;
With any tools you use to make input maps, it's important to avoid anti-aliasing or smoothing the pixels in your image. As much as possible, you want to make sure that every pixel in your image is exactly one of the colors in the COH Palette Guide. The importer will do its best to figure out what you meant by pixels that aren't exactly the right color (it'll match them to the closest colors or ignore them). However, it's possible to introduce all sorts of stray features if you use too many pixel-smoothing tools. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide10.jpg|center|border|thumb|500px|]]&lt;br /&gt;
&lt;br /&gt;
== Building the LOS File ==&lt;br /&gt;
&lt;br /&gt;
You'll also have to build your LOS file; this can be found on the Editor menu drop-down.  This must be done before a map can be used for a scenario.  Building the LOS file may take some time for the editor to complete; you'll see a progress screen while the LOS file is building.  If you interrupt this process, you'll need to re-build the entire LOS file.&lt;br /&gt;
&lt;br /&gt;
'''Important''': the LOS file '''must''' be built before linking a map to a scenario.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=395</id>
		<title>Creating a Map</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=395"/>
		<updated>2012-05-31T16:50:48Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: /* Manual Placement of Map Tiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Before you work on a scenario you should create the map you want to use with the scenario. Maps and scenarios are independent entities in &amp;quot;Conflict of Heroes.&amp;quot; You can have one map that is shared by multiple scenarios, for instance.&lt;br /&gt;
&lt;br /&gt;
== Map Creation ==&lt;br /&gt;
&lt;br /&gt;
The easiest way to create a COH map is to start with an &amp;quot;Input Map.&amp;quot; An Input Map is a 2048 x 2048 JPEG in which colors correspond to different types of terrain, terrain properties, and elevations. &lt;br /&gt;
&lt;br /&gt;
Here's a reduced-size input map called &amp;quot;Black Sea Coast&amp;quot; which I developed based on some Google Earth terrain: &lt;br /&gt;
&lt;br /&gt;
[[File:mapguide1.jpg|center|border|thumb|750px|A map hand-drawn in Photoshop, using a hex wireframe layer placed over a satellite photo]]&lt;br /&gt;
&lt;br /&gt;
The shades of brown show elevation. Purples are houses / stone houses. Greens are forests. Reds are roads. Blue is water. White is clear. Note that you can have forests with roads running through them on heights by ensuring that a given hex contains all three colors.&lt;br /&gt;
&lt;br /&gt;
Input Maps can be created in any reasonably sophisticated paint program. Creating an input map with reference to the underlying hex-grid allows the developer much more refined control over the map elements, and it's easiest to do this in a paint program that supports multiple layers, such as Photoshop or the free program GIMP.&lt;br /&gt;
&lt;br /&gt;
== Parsing the Input Map ==&lt;br /&gt;
&lt;br /&gt;
After the user creates an Input Map he can parse that map in the game editor by clicking on the &amp;quot;Parse Input Map&amp;quot; and choosing the appropriate map file. Only maps that are in JPEG format that end in &amp;quot;_input&amp;quot; are allowed as input maps. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide2.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
It can take a minute or two to parse the Input Map. When it's done it turns the empty canvas into an *almost* fully-stocked map:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide3.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
A few of the fussier elements can't be added through the input map mechanism.  You'll have to go through and add things like walls, bunkers, barbed wire, and so forth in the map editor after parsing an input map. &lt;br /&gt;
&lt;br /&gt;
The map creation process goes fairly quickly once you get all the mechanics sorted out. I did the map above in about 1.5 hours.&lt;br /&gt;
&lt;br /&gt;
== Input Map Template ==&lt;br /&gt;
&lt;br /&gt;
Included in the /manuals sub-folder of your installation directory is a full-size template for creating input maps.&lt;br /&gt;
&lt;br /&gt;
The hex lines shouldn't actually be present on the final input map; this just shows where the hex lines are relative to the terrain information. &lt;br /&gt;
&lt;br /&gt;
The blueish lines represent standard map sizes. &lt;br /&gt;
&lt;br /&gt;
You should use a paint program that has layers, such as Photoshop or GIMP (freeware) to design input maps.&lt;br /&gt;
&lt;br /&gt;
[[Image:hexmapframe.jpg|center|border|500px]]&lt;br /&gt;
&lt;br /&gt;
You will find a full-size copy of the above template in the /manuals sub-folder of your&lt;br /&gt;
installation directory.&lt;br /&gt;
&lt;br /&gt;
== Map Palette Guide ==&lt;br /&gt;
&lt;br /&gt;
Here is the COH Palette Guide for creating input maps.&lt;br /&gt;
&lt;br /&gt;
[[Image:mapcolorlegend.jpg|center|border|500px]]&lt;br /&gt;
&lt;br /&gt;
== Terrain Interactions ==&lt;br /&gt;
&lt;br /&gt;
Some types of terrain are obviously exclusive with other types of terrain, however some terrain features can co-exist in a hex with other features. Here's a zoomed-in shot showing how to add more than one type of terrain to a hex when designing an input map. This shows a road, some woods, and a height all in the same hex. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide6.jpg|center|border|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
== Manual Placement of Map Tiles ==&lt;br /&gt;
&lt;br /&gt;
Some map tile types cannot be placed using the input map and must be placed by hand. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide7.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Place bunkers and other directional types by clicking on the map and dragging. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide8.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Tiles that don't have directional information can be placed simply by clicking on the map. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide9.jpg|center|border|thumb|600px|]]&lt;br /&gt;
&lt;br /&gt;
== Avoid Anti-Aliasing ==&lt;br /&gt;
&lt;br /&gt;
With any tools you use to make input maps, it's important to avoid anti-aliasing or smoothing the pixels in your image. As much as possible, you want to make sure that every pixel in your image is exactly one of the colors in the COH Palette Guide. The importer will do its best to figure out what you meant by pixels that aren't exactly the right color (it'll match them to the closest colors or ignore them). However, it's possible to introduce all sorts of stray features if you use too many pixel-smoothing tools. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide10.jpg|center|border|thumb|500px|]]&lt;br /&gt;
&lt;br /&gt;
== Building the LOS File ==&lt;br /&gt;
&lt;br /&gt;
You'll also have to build your LOS file; this can be found on the Editor menu drop-down.  This must be done before a map can be used for a scenario.  Building the LOS file may take some time for the editor to complete; you'll see a progress screen while the LOS file is building.  If you interrupt this process, you'll need to re-build the entire LOS file.&lt;br /&gt;
&lt;br /&gt;
'''Important''': the LOS file '''must''' be built before linking a map to a scenario.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=394</id>
		<title>Creating a Map</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=394"/>
		<updated>2012-05-31T16:50:32Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: /* Manual Placement of Map Tiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Before you work on a scenario you should create the map you want to use with the scenario. Maps and scenarios are independent entities in &amp;quot;Conflict of Heroes.&amp;quot; You can have one map that is shared by multiple scenarios, for instance.&lt;br /&gt;
&lt;br /&gt;
== Map Creation ==&lt;br /&gt;
&lt;br /&gt;
The easiest way to create a COH map is to start with an &amp;quot;Input Map.&amp;quot; An Input Map is a 2048 x 2048 JPEG in which colors correspond to different types of terrain, terrain properties, and elevations. &lt;br /&gt;
&lt;br /&gt;
Here's a reduced-size input map called &amp;quot;Black Sea Coast&amp;quot; which I developed based on some Google Earth terrain: &lt;br /&gt;
&lt;br /&gt;
[[File:mapguide1.jpg|center|border|thumb|750px|A map hand-drawn in Photoshop, using a hex wireframe layer placed over a satellite photo]]&lt;br /&gt;
&lt;br /&gt;
The shades of brown show elevation. Purples are houses / stone houses. Greens are forests. Reds are roads. Blue is water. White is clear. Note that you can have forests with roads running through them on heights by ensuring that a given hex contains all three colors.&lt;br /&gt;
&lt;br /&gt;
Input Maps can be created in any reasonably sophisticated paint program. Creating an input map with reference to the underlying hex-grid allows the developer much more refined control over the map elements, and it's easiest to do this in a paint program that supports multiple layers, such as Photoshop or the free program GIMP.&lt;br /&gt;
&lt;br /&gt;
== Parsing the Input Map ==&lt;br /&gt;
&lt;br /&gt;
After the user creates an Input Map he can parse that map in the game editor by clicking on the &amp;quot;Parse Input Map&amp;quot; and choosing the appropriate map file. Only maps that are in JPEG format that end in &amp;quot;_input&amp;quot; are allowed as input maps. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide2.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
It can take a minute or two to parse the Input Map. When it's done it turns the empty canvas into an *almost* fully-stocked map:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide3.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
A few of the fussier elements can't be added through the input map mechanism.  You'll have to go through and add things like walls, bunkers, barbed wire, and so forth in the map editor after parsing an input map. &lt;br /&gt;
&lt;br /&gt;
The map creation process goes fairly quickly once you get all the mechanics sorted out. I did the map above in about 1.5 hours.&lt;br /&gt;
&lt;br /&gt;
== Input Map Template ==&lt;br /&gt;
&lt;br /&gt;
Included in the /manuals sub-folder of your installation directory is a full-size template for creating input maps.&lt;br /&gt;
&lt;br /&gt;
The hex lines shouldn't actually be present on the final input map; this just shows where the hex lines are relative to the terrain information. &lt;br /&gt;
&lt;br /&gt;
The blueish lines represent standard map sizes. &lt;br /&gt;
&lt;br /&gt;
You should use a paint program that has layers, such as Photoshop or GIMP (freeware) to design input maps.&lt;br /&gt;
&lt;br /&gt;
[[Image:hexmapframe.jpg|center|border|500px]]&lt;br /&gt;
&lt;br /&gt;
You will find a full-size copy of the above template in the /manuals sub-folder of your&lt;br /&gt;
installation directory.&lt;br /&gt;
&lt;br /&gt;
== Map Palette Guide ==&lt;br /&gt;
&lt;br /&gt;
Here is the COH Palette Guide for creating input maps.&lt;br /&gt;
&lt;br /&gt;
[[Image:mapcolorlegend.jpg|center|border|500px]]&lt;br /&gt;
&lt;br /&gt;
== Terrain Interactions ==&lt;br /&gt;
&lt;br /&gt;
Some types of terrain are obviously exclusive with other types of terrain, however some terrain features can co-exist in a hex with other features. Here's a zoomed-in shot showing how to add more than one type of terrain to a hex when designing an input map. This shows a road, some woods, and a height all in the same hex. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide6.jpg|center|border|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
== Manual Placement of Map Tiles ==&lt;br /&gt;
&lt;br /&gt;
Some map tile types cannot be placed using the input map and must be placed by hand. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide7.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Place bunkers and other directional types by clicking on the map and dragging. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide8.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Tiles that don't have directional information can be placed simply by clicking on the map. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide9.jpg|center|border|thumb|500px|]]&lt;br /&gt;
&lt;br /&gt;
== Avoid Anti-Aliasing ==&lt;br /&gt;
&lt;br /&gt;
With any tools you use to make input maps, it's important to avoid anti-aliasing or smoothing the pixels in your image. As much as possible, you want to make sure that every pixel in your image is exactly one of the colors in the COH Palette Guide. The importer will do its best to figure out what you meant by pixels that aren't exactly the right color (it'll match them to the closest colors or ignore them). However, it's possible to introduce all sorts of stray features if you use too many pixel-smoothing tools. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide10.jpg|center|border|thumb|500px|]]&lt;br /&gt;
&lt;br /&gt;
== Building the LOS File ==&lt;br /&gt;
&lt;br /&gt;
You'll also have to build your LOS file; this can be found on the Editor menu drop-down.  This must be done before a map can be used for a scenario.  Building the LOS file may take some time for the editor to complete; you'll see a progress screen while the LOS file is building.  If you interrupt this process, you'll need to re-build the entire LOS file.&lt;br /&gt;
&lt;br /&gt;
'''Important''': the LOS file '''must''' be built before linking a map to a scenario.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=393</id>
		<title>Creating a Map</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=393"/>
		<updated>2012-05-31T16:50:17Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: /* Manual Placement of Map Tiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Before you work on a scenario you should create the map you want to use with the scenario. Maps and scenarios are independent entities in &amp;quot;Conflict of Heroes.&amp;quot; You can have one map that is shared by multiple scenarios, for instance.&lt;br /&gt;
&lt;br /&gt;
== Map Creation ==&lt;br /&gt;
&lt;br /&gt;
The easiest way to create a COH map is to start with an &amp;quot;Input Map.&amp;quot; An Input Map is a 2048 x 2048 JPEG in which colors correspond to different types of terrain, terrain properties, and elevations. &lt;br /&gt;
&lt;br /&gt;
Here's a reduced-size input map called &amp;quot;Black Sea Coast&amp;quot; which I developed based on some Google Earth terrain: &lt;br /&gt;
&lt;br /&gt;
[[File:mapguide1.jpg|center|border|thumb|750px|A map hand-drawn in Photoshop, using a hex wireframe layer placed over a satellite photo]]&lt;br /&gt;
&lt;br /&gt;
The shades of brown show elevation. Purples are houses / stone houses. Greens are forests. Reds are roads. Blue is water. White is clear. Note that you can have forests with roads running through them on heights by ensuring that a given hex contains all three colors.&lt;br /&gt;
&lt;br /&gt;
Input Maps can be created in any reasonably sophisticated paint program. Creating an input map with reference to the underlying hex-grid allows the developer much more refined control over the map elements, and it's easiest to do this in a paint program that supports multiple layers, such as Photoshop or the free program GIMP.&lt;br /&gt;
&lt;br /&gt;
== Parsing the Input Map ==&lt;br /&gt;
&lt;br /&gt;
After the user creates an Input Map he can parse that map in the game editor by clicking on the &amp;quot;Parse Input Map&amp;quot; and choosing the appropriate map file. Only maps that are in JPEG format that end in &amp;quot;_input&amp;quot; are allowed as input maps. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide2.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
It can take a minute or two to parse the Input Map. When it's done it turns the empty canvas into an *almost* fully-stocked map:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide3.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
A few of the fussier elements can't be added through the input map mechanism.  You'll have to go through and add things like walls, bunkers, barbed wire, and so forth in the map editor after parsing an input map. &lt;br /&gt;
&lt;br /&gt;
The map creation process goes fairly quickly once you get all the mechanics sorted out. I did the map above in about 1.5 hours.&lt;br /&gt;
&lt;br /&gt;
== Input Map Template ==&lt;br /&gt;
&lt;br /&gt;
Included in the /manuals sub-folder of your installation directory is a full-size template for creating input maps.&lt;br /&gt;
&lt;br /&gt;
The hex lines shouldn't actually be present on the final input map; this just shows where the hex lines are relative to the terrain information. &lt;br /&gt;
&lt;br /&gt;
The blueish lines represent standard map sizes. &lt;br /&gt;
&lt;br /&gt;
You should use a paint program that has layers, such as Photoshop or GIMP (freeware) to design input maps.&lt;br /&gt;
&lt;br /&gt;
[[Image:hexmapframe.jpg|center|border|500px]]&lt;br /&gt;
&lt;br /&gt;
You will find a full-size copy of the above template in the /manuals sub-folder of your&lt;br /&gt;
installation directory.&lt;br /&gt;
&lt;br /&gt;
== Map Palette Guide ==&lt;br /&gt;
&lt;br /&gt;
Here is the COH Palette Guide for creating input maps.&lt;br /&gt;
&lt;br /&gt;
[[Image:mapcolorlegend.jpg|center|border|500px]]&lt;br /&gt;
&lt;br /&gt;
== Terrain Interactions ==&lt;br /&gt;
&lt;br /&gt;
Some types of terrain are obviously exclusive with other types of terrain, however some terrain features can co-exist in a hex with other features. Here's a zoomed-in shot showing how to add more than one type of terrain to a hex when designing an input map. This shows a road, some woods, and a height all in the same hex. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide6.jpg|center|border|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
== Manual Placement of Map Tiles ==&lt;br /&gt;
&lt;br /&gt;
Some map tile types cannot be placed using the input map and must be placed by hand. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide7.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Place bunkers and other directional types by clicking on the map and dragging. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide8.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Tiles that don't have directional information can be placed simply by clicking on the map. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide9.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
== Avoid Anti-Aliasing ==&lt;br /&gt;
&lt;br /&gt;
With any tools you use to make input maps, it's important to avoid anti-aliasing or smoothing the pixels in your image. As much as possible, you want to make sure that every pixel in your image is exactly one of the colors in the COH Palette Guide. The importer will do its best to figure out what you meant by pixels that aren't exactly the right color (it'll match them to the closest colors or ignore them). However, it's possible to introduce all sorts of stray features if you use too many pixel-smoothing tools. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide10.jpg|center|border|thumb|500px|]]&lt;br /&gt;
&lt;br /&gt;
== Building the LOS File ==&lt;br /&gt;
&lt;br /&gt;
You'll also have to build your LOS file; this can be found on the Editor menu drop-down.  This must be done before a map can be used for a scenario.  Building the LOS file may take some time for the editor to complete; you'll see a progress screen while the LOS file is building.  If you interrupt this process, you'll need to re-build the entire LOS file.&lt;br /&gt;
&lt;br /&gt;
'''Important''': the LOS file '''must''' be built before linking a map to a scenario.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=392</id>
		<title>Creating a Map</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=392"/>
		<updated>2012-05-31T16:50:00Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: /* Avoid Anti-Aliasing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Before you work on a scenario you should create the map you want to use with the scenario. Maps and scenarios are independent entities in &amp;quot;Conflict of Heroes.&amp;quot; You can have one map that is shared by multiple scenarios, for instance.&lt;br /&gt;
&lt;br /&gt;
== Map Creation ==&lt;br /&gt;
&lt;br /&gt;
The easiest way to create a COH map is to start with an &amp;quot;Input Map.&amp;quot; An Input Map is a 2048 x 2048 JPEG in which colors correspond to different types of terrain, terrain properties, and elevations. &lt;br /&gt;
&lt;br /&gt;
Here's a reduced-size input map called &amp;quot;Black Sea Coast&amp;quot; which I developed based on some Google Earth terrain: &lt;br /&gt;
&lt;br /&gt;
[[File:mapguide1.jpg|center|border|thumb|750px|A map hand-drawn in Photoshop, using a hex wireframe layer placed over a satellite photo]]&lt;br /&gt;
&lt;br /&gt;
The shades of brown show elevation. Purples are houses / stone houses. Greens are forests. Reds are roads. Blue is water. White is clear. Note that you can have forests with roads running through them on heights by ensuring that a given hex contains all three colors.&lt;br /&gt;
&lt;br /&gt;
Input Maps can be created in any reasonably sophisticated paint program. Creating an input map with reference to the underlying hex-grid allows the developer much more refined control over the map elements, and it's easiest to do this in a paint program that supports multiple layers, such as Photoshop or the free program GIMP.&lt;br /&gt;
&lt;br /&gt;
== Parsing the Input Map ==&lt;br /&gt;
&lt;br /&gt;
After the user creates an Input Map he can parse that map in the game editor by clicking on the &amp;quot;Parse Input Map&amp;quot; and choosing the appropriate map file. Only maps that are in JPEG format that end in &amp;quot;_input&amp;quot; are allowed as input maps. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide2.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
It can take a minute or two to parse the Input Map. When it's done it turns the empty canvas into an *almost* fully-stocked map:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide3.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
A few of the fussier elements can't be added through the input map mechanism.  You'll have to go through and add things like walls, bunkers, barbed wire, and so forth in the map editor after parsing an input map. &lt;br /&gt;
&lt;br /&gt;
The map creation process goes fairly quickly once you get all the mechanics sorted out. I did the map above in about 1.5 hours.&lt;br /&gt;
&lt;br /&gt;
== Input Map Template ==&lt;br /&gt;
&lt;br /&gt;
Included in the /manuals sub-folder of your installation directory is a full-size template for creating input maps.&lt;br /&gt;
&lt;br /&gt;
The hex lines shouldn't actually be present on the final input map; this just shows where the hex lines are relative to the terrain information. &lt;br /&gt;
&lt;br /&gt;
The blueish lines represent standard map sizes. &lt;br /&gt;
&lt;br /&gt;
You should use a paint program that has layers, such as Photoshop or GIMP (freeware) to design input maps.&lt;br /&gt;
&lt;br /&gt;
[[Image:hexmapframe.jpg|center|border|500px]]&lt;br /&gt;
&lt;br /&gt;
You will find a full-size copy of the above template in the /manuals sub-folder of your&lt;br /&gt;
installation directory.&lt;br /&gt;
&lt;br /&gt;
== Map Palette Guide ==&lt;br /&gt;
&lt;br /&gt;
Here is the COH Palette Guide for creating input maps.&lt;br /&gt;
&lt;br /&gt;
[[Image:mapcolorlegend.jpg|center|border|500px]]&lt;br /&gt;
&lt;br /&gt;
== Terrain Interactions ==&lt;br /&gt;
&lt;br /&gt;
Some types of terrain are obviously exclusive with other types of terrain, however some terrain features can co-exist in a hex with other features. Here's a zoomed-in shot showing how to add more than one type of terrain to a hex when designing an input map. This shows a road, some woods, and a height all in the same hex. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide6.jpg|center|border|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
== Manual Placement of Map Tiles ==&lt;br /&gt;
&lt;br /&gt;
Some map tile types cannot be placed using the input map and must be placed by hand. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide7.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Place bunkers and other directional types by clicking on the map and dragging. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide7.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Tiles that don't have directional information can be placed simply by clicking on the map. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide7.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
== Avoid Anti-Aliasing ==&lt;br /&gt;
&lt;br /&gt;
With any tools you use to make input maps, it's important to avoid anti-aliasing or smoothing the pixels in your image. As much as possible, you want to make sure that every pixel in your image is exactly one of the colors in the COH Palette Guide. The importer will do its best to figure out what you meant by pixels that aren't exactly the right color (it'll match them to the closest colors or ignore them). However, it's possible to introduce all sorts of stray features if you use too many pixel-smoothing tools. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide10.jpg|center|border|thumb|500px|]]&lt;br /&gt;
&lt;br /&gt;
== Building the LOS File ==&lt;br /&gt;
&lt;br /&gt;
You'll also have to build your LOS file; this can be found on the Editor menu drop-down.  This must be done before a map can be used for a scenario.  Building the LOS file may take some time for the editor to complete; you'll see a progress screen while the LOS file is building.  If you interrupt this process, you'll need to re-build the entire LOS file.&lt;br /&gt;
&lt;br /&gt;
'''Important''': the LOS file '''must''' be built before linking a map to a scenario.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=391</id>
		<title>Creating a Map</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=391"/>
		<updated>2012-05-31T16:49:19Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: /* Terrain Interactions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Before you work on a scenario you should create the map you want to use with the scenario. Maps and scenarios are independent entities in &amp;quot;Conflict of Heroes.&amp;quot; You can have one map that is shared by multiple scenarios, for instance.&lt;br /&gt;
&lt;br /&gt;
== Map Creation ==&lt;br /&gt;
&lt;br /&gt;
The easiest way to create a COH map is to start with an &amp;quot;Input Map.&amp;quot; An Input Map is a 2048 x 2048 JPEG in which colors correspond to different types of terrain, terrain properties, and elevations. &lt;br /&gt;
&lt;br /&gt;
Here's a reduced-size input map called &amp;quot;Black Sea Coast&amp;quot; which I developed based on some Google Earth terrain: &lt;br /&gt;
&lt;br /&gt;
[[File:mapguide1.jpg|center|border|thumb|750px|A map hand-drawn in Photoshop, using a hex wireframe layer placed over a satellite photo]]&lt;br /&gt;
&lt;br /&gt;
The shades of brown show elevation. Purples are houses / stone houses. Greens are forests. Reds are roads. Blue is water. White is clear. Note that you can have forests with roads running through them on heights by ensuring that a given hex contains all three colors.&lt;br /&gt;
&lt;br /&gt;
Input Maps can be created in any reasonably sophisticated paint program. Creating an input map with reference to the underlying hex-grid allows the developer much more refined control over the map elements, and it's easiest to do this in a paint program that supports multiple layers, such as Photoshop or the free program GIMP.&lt;br /&gt;
&lt;br /&gt;
== Parsing the Input Map ==&lt;br /&gt;
&lt;br /&gt;
After the user creates an Input Map he can parse that map in the game editor by clicking on the &amp;quot;Parse Input Map&amp;quot; and choosing the appropriate map file. Only maps that are in JPEG format that end in &amp;quot;_input&amp;quot; are allowed as input maps. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide2.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
It can take a minute or two to parse the Input Map. When it's done it turns the empty canvas into an *almost* fully-stocked map:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide3.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
A few of the fussier elements can't be added through the input map mechanism.  You'll have to go through and add things like walls, bunkers, barbed wire, and so forth in the map editor after parsing an input map. &lt;br /&gt;
&lt;br /&gt;
The map creation process goes fairly quickly once you get all the mechanics sorted out. I did the map above in about 1.5 hours.&lt;br /&gt;
&lt;br /&gt;
== Input Map Template ==&lt;br /&gt;
&lt;br /&gt;
Included in the /manuals sub-folder of your installation directory is a full-size template for creating input maps.&lt;br /&gt;
&lt;br /&gt;
The hex lines shouldn't actually be present on the final input map; this just shows where the hex lines are relative to the terrain information. &lt;br /&gt;
&lt;br /&gt;
The blueish lines represent standard map sizes. &lt;br /&gt;
&lt;br /&gt;
You should use a paint program that has layers, such as Photoshop or GIMP (freeware) to design input maps.&lt;br /&gt;
&lt;br /&gt;
[[Image:hexmapframe.jpg|center|border|500px]]&lt;br /&gt;
&lt;br /&gt;
You will find a full-size copy of the above template in the /manuals sub-folder of your&lt;br /&gt;
installation directory.&lt;br /&gt;
&lt;br /&gt;
== Map Palette Guide ==&lt;br /&gt;
&lt;br /&gt;
Here is the COH Palette Guide for creating input maps.&lt;br /&gt;
&lt;br /&gt;
[[Image:mapcolorlegend.jpg|center|border|500px]]&lt;br /&gt;
&lt;br /&gt;
== Terrain Interactions ==&lt;br /&gt;
&lt;br /&gt;
Some types of terrain are obviously exclusive with other types of terrain, however some terrain features can co-exist in a hex with other features. Here's a zoomed-in shot showing how to add more than one type of terrain to a hex when designing an input map. This shows a road, some woods, and a height all in the same hex. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide6.jpg|center|border|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
== Manual Placement of Map Tiles ==&lt;br /&gt;
&lt;br /&gt;
Some map tile types cannot be placed using the input map and must be placed by hand. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide7.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Place bunkers and other directional types by clicking on the map and dragging. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide7.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Tiles that don't have directional information can be placed simply by clicking on the map. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide7.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
== Avoid Anti-Aliasing ==&lt;br /&gt;
&lt;br /&gt;
With any tools you use to make input maps, it's important to avoid anti-aliasing or smoothing the pixels in your image. As much as possible, you want to make sure that every pixel in your image is exactly one of the colors in the COH Palette Guide. The importer will do its best to figure out what you meant by pixels that aren't exactly the right color (it'll match them to the closest colors or ignore them). However, it's possible to introduce all sorts of stray features if you use too many pixel-smoothing tools. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide10.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
== Building the LOS File ==&lt;br /&gt;
&lt;br /&gt;
You'll also have to build your LOS file; this can be found on the Editor menu drop-down.  This must be done before a map can be used for a scenario.  Building the LOS file may take some time for the editor to complete; you'll see a progress screen while the LOS file is building.  If you interrupt this process, you'll need to re-build the entire LOS file.&lt;br /&gt;
&lt;br /&gt;
'''Important''': the LOS file '''must''' be built before linking a map to a scenario.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=390</id>
		<title>Creating a Map</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Creating_a_Map&amp;diff=390"/>
		<updated>2012-05-31T16:48:30Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Before you work on a scenario you should create the map you want to use with the scenario. Maps and scenarios are independent entities in &amp;quot;Conflict of Heroes.&amp;quot; You can have one map that is shared by multiple scenarios, for instance.&lt;br /&gt;
&lt;br /&gt;
== Map Creation ==&lt;br /&gt;
&lt;br /&gt;
The easiest way to create a COH map is to start with an &amp;quot;Input Map.&amp;quot; An Input Map is a 2048 x 2048 JPEG in which colors correspond to different types of terrain, terrain properties, and elevations. &lt;br /&gt;
&lt;br /&gt;
Here's a reduced-size input map called &amp;quot;Black Sea Coast&amp;quot; which I developed based on some Google Earth terrain: &lt;br /&gt;
&lt;br /&gt;
[[File:mapguide1.jpg|center|border|thumb|750px|A map hand-drawn in Photoshop, using a hex wireframe layer placed over a satellite photo]]&lt;br /&gt;
&lt;br /&gt;
The shades of brown show elevation. Purples are houses / stone houses. Greens are forests. Reds are roads. Blue is water. White is clear. Note that you can have forests with roads running through them on heights by ensuring that a given hex contains all three colors.&lt;br /&gt;
&lt;br /&gt;
Input Maps can be created in any reasonably sophisticated paint program. Creating an input map with reference to the underlying hex-grid allows the developer much more refined control over the map elements, and it's easiest to do this in a paint program that supports multiple layers, such as Photoshop or the free program GIMP.&lt;br /&gt;
&lt;br /&gt;
== Parsing the Input Map ==&lt;br /&gt;
&lt;br /&gt;
After the user creates an Input Map he can parse that map in the game editor by clicking on the &amp;quot;Parse Input Map&amp;quot; and choosing the appropriate map file. Only maps that are in JPEG format that end in &amp;quot;_input&amp;quot; are allowed as input maps. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide2.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
It can take a minute or two to parse the Input Map. When it's done it turns the empty canvas into an *almost* fully-stocked map:&lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide3.jpg|center|border|thumb|750px]]&lt;br /&gt;
&lt;br /&gt;
A few of the fussier elements can't be added through the input map mechanism.  You'll have to go through and add things like walls, bunkers, barbed wire, and so forth in the map editor after parsing an input map. &lt;br /&gt;
&lt;br /&gt;
The map creation process goes fairly quickly once you get all the mechanics sorted out. I did the map above in about 1.5 hours.&lt;br /&gt;
&lt;br /&gt;
== Input Map Template ==&lt;br /&gt;
&lt;br /&gt;
Included in the /manuals sub-folder of your installation directory is a full-size template for creating input maps.&lt;br /&gt;
&lt;br /&gt;
The hex lines shouldn't actually be present on the final input map; this just shows where the hex lines are relative to the terrain information. &lt;br /&gt;
&lt;br /&gt;
The blueish lines represent standard map sizes. &lt;br /&gt;
&lt;br /&gt;
You should use a paint program that has layers, such as Photoshop or GIMP (freeware) to design input maps.&lt;br /&gt;
&lt;br /&gt;
[[Image:hexmapframe.jpg|center|border|500px]]&lt;br /&gt;
&lt;br /&gt;
You will find a full-size copy of the above template in the /manuals sub-folder of your&lt;br /&gt;
installation directory.&lt;br /&gt;
&lt;br /&gt;
== Map Palette Guide ==&lt;br /&gt;
&lt;br /&gt;
Here is the COH Palette Guide for creating input maps.&lt;br /&gt;
&lt;br /&gt;
[[Image:mapcolorlegend.jpg|center|border|500px]]&lt;br /&gt;
&lt;br /&gt;
== Terrain Interactions ==&lt;br /&gt;
&lt;br /&gt;
Some types of terrain are obviously exclusive with other types of terrain, however some terrain features can co-exist in a hex with other features. Here's a zoomed-in shot showing how to add more than one type of terrain to a hex when designing an input map. This shows a road, some woods, and a height all in the same hex. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide6.jpg|center|border|500px]]&lt;br /&gt;
&lt;br /&gt;
== Manual Placement of Map Tiles ==&lt;br /&gt;
&lt;br /&gt;
Some map tile types cannot be placed using the input map and must be placed by hand. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide7.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Place bunkers and other directional types by clicking on the map and dragging. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide7.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
Tiles that don't have directional information can be placed simply by clicking on the map. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide7.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
== Avoid Anti-Aliasing ==&lt;br /&gt;
&lt;br /&gt;
With any tools you use to make input maps, it's important to avoid anti-aliasing or smoothing the pixels in your image. As much as possible, you want to make sure that every pixel in your image is exactly one of the colors in the COH Palette Guide. The importer will do its best to figure out what you meant by pixels that aren't exactly the right color (it'll match them to the closest colors or ignore them). However, it's possible to introduce all sorts of stray features if you use too many pixel-smoothing tools. &lt;br /&gt;
&lt;br /&gt;
[[Image:mapguide10.jpg|center|border|thumb|750px|]]&lt;br /&gt;
&lt;br /&gt;
== Building the LOS File ==&lt;br /&gt;
&lt;br /&gt;
You'll also have to build your LOS file; this can be found on the Editor menu drop-down.  This must be done before a map can be used for a scenario.  Building the LOS file may take some time for the editor to complete; you'll see a progress screen while the LOS file is building.  If you interrupt this process, you'll need to re-build the entire LOS file.&lt;br /&gt;
&lt;br /&gt;
'''Important''': the LOS file '''must''' be built before linking a map to a scenario.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=389</id>
		<title>Game Instructions</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=389"/>
		<updated>2012-05-31T16:42:49Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: /* Fortifications and Obstacles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Main Menu==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_009.jpg|none|border|500px|thumb|The main menu]]&lt;br /&gt;
&lt;br /&gt;
* Play Game – There are several kinds of firefights from which to choose:&lt;br /&gt;
&lt;br /&gt;
:* Awakening the Bear Firefights – Firefights from the board game version of Conflict of Heroes – Awakening the Bear&lt;br /&gt;
&lt;br /&gt;
:* Frontier Firefights – Firefights set in Ukraine during Operation Barbarossa&lt;br /&gt;
&lt;br /&gt;
:* The Commanding Heights – A series of related firefights set in the Crimean Peninsula, each of which uses a different portion of one large map&lt;br /&gt;
&lt;br /&gt;
:* Point Buy Firefights – A collection of maps for quick pick-up games or skirmish-style firefights&lt;br /&gt;
&lt;br /&gt;
:* Additional Firefights – A list of firefights stored in your (My)Documents\Western Civilization Software\Conflict of Heroes -Awakening the Bear\Data\Scenarios folder. Put fan-created and modded firefights here and play them with this option.&lt;br /&gt;
&lt;br /&gt;
* Load Game – Loads a save game from a file. By default, saved games are loaded from the directory (My) Documents\Western Civilization Software\Conflict of Heroes – Awakening the Bear\Save.&lt;br /&gt;
&lt;br /&gt;
* Multiplayer Lobby Game – Allows you to enter the Multiplayer Lobby and Forum to meet other players, issue and accept challenges, discuss scheduling and host and join multiplayer games. See the [[Multiplayer Lobby Games]] section below for more information.&lt;br /&gt;
&lt;br /&gt;
* Local Network Game – Allows you to join a game on your local network, without connecting to the multiplayer forum or lobby. A game must first be setup and hosted before you can join it. Please see the [[#Local Network Games|Local Network Games]] section for more information.&lt;br /&gt;
&lt;br /&gt;
* Rule Options – Rule Options affect the way the game is played. Options cannot be changed during a game. This includes saved games: if you save a game with a certain set of options, change your options for another game, then load the saved game later, your options will revert to the set from the saved game. Click the option to change the setting: “Yes” for on, “No” for off.&lt;br /&gt;
&lt;br /&gt;
:* Fog of War – If fog-of-war is turned on, players cannot see hexes that are outside of the line-of-sight of their units.&lt;br /&gt;
&lt;br /&gt;
:* Variable Action Points – Instead of receiving the standard 7 APs per unit at the beginning of a round, a player may receive variable action points instead. The player may choose from two variable action point options:&lt;br /&gt;
&lt;br /&gt;
::+ 2D6: the sum of two (virtual) six-sided die rolls, or&lt;br /&gt;
::+ 3D6 High-Low: the sum of the highest and lowest die rolls on three (virtual) six-sided dice. This gives less volatile results.&lt;br /&gt;
&lt;br /&gt;
If the Dice Camera is turned on, the player makes these rolls himself. (See the Dice Camera document for details.)&lt;br /&gt;
&lt;br /&gt;
:* Difficulty Level – To increase the challenge of playing against computer-controlled opponents, increase the difficulty level. At higher difficulty levels, the computer opponent receives a variety of material advantages. See the FAQ document for details.&lt;br /&gt;
&lt;br /&gt;
:* Foot Unit Cautious Movement – If foot unit cautious movement is turned on, any infantry squad unit that makes a normal move into a hex that lacks a defense bonus suffers a -1 defense modifier, during the opponent’s turn. To avoid this penalty, units can spend extra AP to move cautiously. To move cautiously, hold down the CTRL key while right-clicking when issuing a move order. This adds +1 to the AP cost for each move. (See below for rules on [[#Selecting and Moving Units|movement]] and [[#Attacking|combat]].)&lt;br /&gt;
&lt;br /&gt;
:* Random Quality – If this option is turned on, units that would otherwise start with Regular quality level instead have their quality level randomized. (See [[#Unit Quality|Unit Quality]] for more information.)&lt;br /&gt;
&lt;br /&gt;
* System Preferences – Used to control video, gameplay, and audio options. Preferences can also be changed in-game and unlike rule options are not part of the game file. Some video preferences will not take effect until the game is restarted.&lt;br /&gt;
&lt;br /&gt;
* Game News – Find out about what’s going on with Conflict of Heroes updates, expansions, new firefights, and related products. (You can also receive information about game news by visiting www.matrixgames.com/forums/tt.asp?forumid=1040.)&lt;br /&gt;
&lt;br /&gt;
* Upload Game Results – Help Western Civilization Software balance and improve the difficulty of Conflict of Heroes firefights by uploading the results of the games you have completed so far (or since the last time you uploaded game results). When you select this menu option, the results of games you played against the AI are uploaded to our FTP. No personal information is transmitted.&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_010.jpg|none|border|500px|thumb|Setting up a game after selecting a scenario]]&lt;br /&gt;
&lt;br /&gt;
* Human / Computer Player Buttons – Use these buttons to determine whether the Germans or Russians will be controlled by the human player, or by the computer. You can set both players to “human” in order to play a hot-seat game.&lt;br /&gt;
&lt;br /&gt;
* Human-Preferred Side – Some firefights have a “human-preferred” side, indicating that the firefight has been designed and balanced with the intention that the human player should play the indicated side. You are allowed to play the non-human-preferred side in a firefight if you choose, but you might then find the firefight somewhat unchallenging.&lt;br /&gt;
&lt;br /&gt;
* Server Setup – Use this to open the Server Setup Screen in order to host this game over TCP/IP or LAN. (See the [[#Local Network Games|Local Network Games]] section.)&lt;br /&gt;
&lt;br /&gt;
==Planning Phase==&lt;br /&gt;
&lt;br /&gt;
When you start a new game, before most of the movement and firing begins, you may be asked to do some game setup or round-planning, such as planning artillery strikes, placing objects like barbed wire or land mines, or positioning reinforcements for the turn. This can sometimes take place before the first round of combat.&lt;br /&gt;
&lt;br /&gt;
'''Artillery Strikes and Laying Down Smoke'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_011.jpg|none|border|500px|thumb|Assigning an artillery strike to a hex]]&lt;br /&gt;
&lt;br /&gt;
To plan an artillery strike, click on a highlighted area on the map with the right mouse button during the planning phase. Sometimes you may be prompted to plan more than one artillery strike at a time. Artillery strikes affect the hex on which you click and all six adjacent hexes, attacking friend and foe alike. Usually artillery strike planning is for a strike that will occur at the beginning of the following turn, but sometimes you will be prompted to plan for strikes in even later turns.&lt;br /&gt;
&lt;br /&gt;
Right-click on a hex in the area indicated by the blinking blue highlight to place an artillery strike. Click the “Done” button when you are finished. Sometimes you will be able to place artillery strikes anywhere on the map, but other times will be limited as to where strikes may be placed.&lt;br /&gt;
&lt;br /&gt;
In certain firefights, some artillery strikes have a chance of delay. If a delay occurs, the strike will not happen during the round for which it was planned, but will be delayed one or more rounds.&lt;br /&gt;
&lt;br /&gt;
In some firefights, some artillery strikes deliver smoke instead of high explosive (HE) attacks, and for some strikes you will have the option of deciding whether the strike will deliver smoke or an attack.&lt;br /&gt;
&lt;br /&gt;
You can undo an artillery strike (whether HE or smoke) you have placed by clicking on the hex of a planned strike.&lt;br /&gt;
&lt;br /&gt;
'''Reinforcements'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_012.jpg|none|border|500px|thumb|Placing reinforcements (available hexes are highlighted)]]&lt;br /&gt;
&lt;br /&gt;
Reinforcements enter the game before the start of a round. These rounds vary from firefight to firefight. The zone in which a reinforcement may enter is indicated by a blinking blue highlight. Right-click on a hex in the highlighted zone to place a unit for reinforcements, keeping an eye on the mouse cursor arrow to control the facing of the new unit. You can choose which reinforcing unit is to be placed next by clicking on the unit’s button to the left.&lt;br /&gt;
&lt;br /&gt;
Reinforcements may enter the game loaded onto a vehicle. When placing a reinforcement, left-click on a vehicle located in the reinforcement zone to load the reinforcement onto the vehicle. This will not work if the rules do not allow the unit to be loaded onto the vehicle. (See [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]] for details on loading.)&lt;br /&gt;
&lt;br /&gt;
'''Fortifications and Obstacles'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_013.jpg|none|border|500px|thumb|Placing a fortification/obstacle (barbed wire)]]&lt;br /&gt;
&lt;br /&gt;
Right-click to place military fortifications and obstacles, such as barbed wire, mine fields and bunkers, on the map. Information about your placement appears at the upper left of the screen. You may undo placements with the “Undo” button. Press “Done” when you are finished placing terrain features.&lt;br /&gt;
&lt;br /&gt;
'''Hiding Units'''&lt;br /&gt;
&lt;br /&gt;
Some firefights also ask you to place hidden units, which then enter the game hidden (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]). If Fog of War is enabled, units that are not within the line of sight of any friendly units will not be seen, but they do not gain Hidden status simply by being out of sight.&lt;br /&gt;
&lt;br /&gt;
'''Point Buy Games'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_014.jpg|none|border|500px|thumb|Buying units with points in a point buy firefight]]&lt;br /&gt;
&lt;br /&gt;
Some firefights allow one or both of the players to requisition units at the start of the firefight. Players are given a certain number of points to spend requisitioning units. The types and numbers of units available for requisition are determined by the firefight. Units that are requisitioned enter the firefight as reinforcements on the first turn.&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_015.jpg|none|border|500px|thumb|Main screen elements]]&lt;br /&gt;
&lt;br /&gt;
====Main Screen Information====&lt;br /&gt;
&lt;br /&gt;
* '''Game Menu'''&lt;br /&gt;
&lt;br /&gt;
Mouse over each button for its label and settings.&lt;br /&gt;
&lt;br /&gt;
:* '''Hide Game Menu''' – Hides the Game Menu.&lt;br /&gt;
:* '''Game History''' – A display of the last several hundred lines from the game report.&lt;br /&gt;
:* '''Combat Statistics''' – A report on unit destruction.&lt;br /&gt;
:* '''Save Game''' – Saves the game.&lt;br /&gt;
:* '''Open Game''' – Opens a saved game.&lt;br /&gt;
:* '''Preferences''' – Opens a display allowing you to adjust video, audio, and gameplay preferences.&lt;br /&gt;
:* '''Camera Control''' – Switches the game camera between normal and top-down modes. Note that the camera maintains its position in each mode independently of the other.&lt;br /&gt;
:* '''Dice Camera''' – Toggles use of the Dice Camera, allowing you to use a webcam and a pair of six-sided dice to roll your own combat results (see the Dice Camera document).&lt;br /&gt;
:* '''2D Chit / 3D Unit View''' – Switches the game between displaying units as 2D Chits and animated 3D Units.&lt;br /&gt;
:* '''Briefing Map''' – Shows the briefing map for this firefight, including deployment areas, objectives and reinforcements.&lt;br /&gt;
:* '''Help''' – Opens in-game help files.&lt;br /&gt;
:* '''Exit''' – Exits back to the main menu.&lt;br /&gt;
&lt;br /&gt;
* '''Score''' – Shows the current Russian and German score.&lt;br /&gt;
&lt;br /&gt;
* '''Commander and Firefight Orders''' – Click on the commander mug shot to open a description of your orders for this firefight.&lt;br /&gt;
&lt;br /&gt;
* '''Turn Clock(s)''' – The clocks show how many rounds are in the firefight altogether, and how many rounds have passed so far. Reinforcement arrivals and artillery support are shown on each turn clock, with an icon that shows the side which receives them.&lt;br /&gt;
&lt;br /&gt;
* '''Active player icon''' – Displays the icon of the active human player. If the active player is computer-controlled, the icon is shown grayed-out.&lt;br /&gt;
&lt;br /&gt;
* '''CAPs Remaining''' – Shows CAPs (Command Action Points) remaining for the current human player (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''CAP Conversions''' – These buttons allow you to convert CAPs to APs, and to raise or lower roll bonuses (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''Special Actions''' – Images to the left show the special actions you can take on your turn. Mouse over each for more information; left-click to select one (see [[#Special Actions|Special Actions]]).&lt;br /&gt;
&lt;br /&gt;
* '''Unit Buttons''' – Use these buttons to allow the selected unit to perform more detailed commands (see [[#Unit Buttons|Unit Buttons]]).&lt;br /&gt;
&lt;br /&gt;
* '''Game Report''' – Displays a summary of the last few actions that happened in the game. Use the toggle button above the report area to hide this display. You can open and close the Game Report using the toggle button in the lower left-hand corner of the screen.&lt;br /&gt;
&lt;br /&gt;
Moving the cursor around will show you the following:&lt;br /&gt;
&lt;br /&gt;
* '''Unit Tooltip''' – Shows basic information about either the unit last selected or the unit under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
* '''Terrain Information''' – Shows information about the terrain in the hex under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
====Camera Controls====&lt;br /&gt;
&lt;br /&gt;
* '''To scroll across the map''':&lt;br /&gt;
&lt;br /&gt;
:* Move the mouse cursor to the edge of the screen, or:&lt;br /&gt;
:* Left-click on the map surface and drag.&lt;br /&gt;
&lt;br /&gt;
* '''To change the camera angle''':&lt;br /&gt;
&lt;br /&gt;
:* Right-click on the map surface and drag the mouse.  Dragging the mouse left-right rotates the camera.  Dragging the mouse up-down tilts the camera.&lt;br /&gt;
:* CTRL + mouse wheel rotates the camera.&lt;br /&gt;
:* ALT + mouse wheel tilts the camera.&lt;br /&gt;
:* SHIFT + mouse wheel changes the camera height.&lt;br /&gt;
:* Note that using the mouse wheel without CTRL / ALT / SHIFT will reset the camera to the default height/angle setup.&lt;br /&gt;
:* You can also use the &amp;lt;Page Up&amp;gt; and &amp;lt;Page Down&amp;gt; keys to adjust the camera: these two keys work with CTRL, ALT, and SHIFT in the same manner as described for the mouse wheel.&lt;br /&gt;
&lt;br /&gt;
* '''To zoom in and out''':&lt;br /&gt;
&lt;br /&gt;
:* Use the scroll wheel on your mouse.&lt;br /&gt;
&lt;br /&gt;
====Selecting and Moving Units====&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click a unit to select it''' – You can switch among your units freely during your turn. The dotted indicator in the image below indicates the current active unit, which is the last unit selected by the active player. The arrow is the selection arrow. The number is the unit’s remaining AP.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_016.jpg|none|border|500px|thumb|Selecting a unit]]&lt;br /&gt;
&lt;br /&gt;
* You can also select multiple units for a group-move. See [[#Group Movement|Group Movement]] for more information.&lt;br /&gt;
&lt;br /&gt;
* '''Right-Click to Move''' – Right-click on the blue blinking area to move the current active unit to the hex on which you clicked.&lt;br /&gt;
&lt;br /&gt;
:* '''Facing''': Move the cursor toward the edge of a hex to face the unit in that direction after it moves into the hex. The mouse cursor arrow shows you the facing the unit will have after it enters the hex you click on.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_05b.jpg|none|border|500px|thumb|Selecting a friendly unit]]&lt;br /&gt;
&lt;br /&gt;
:(Note that the movement facing arrow supersedes the unit selection arrow: left-clicking on a unit will still select it, if it is eligible to be selected).&lt;br /&gt;
&lt;br /&gt;
:* '''Cost to Move''': Each unit has a base AP cost to move. Terrain in the destination hex may increase the AP cost of the move. Moving backward imposes an additional +1 AP cost.&lt;br /&gt;
:* '''Bonus Moves''': Some fast units (vehicles) get one or more bonus moves after they take a move action. The word “BONUS” appears over a unit when it is taking a bonus move. You cannot fire or take other actions during a bonus move. Bonus moves for treaded vehicles may only be made into clear terrain that does not change height. Bonus moves for wheeled vehicles may only be made along roads. (See [[#Terrain|Terrain]]). If you need to, you can end a bonus move with the “Pass” button on the unit buttons bar (see [[#Unit Buttons|Unit Buttons]]), or by hitting &amp;lt;spacebar&amp;gt;.&lt;br /&gt;
:* '''No Stacking Limits''': There are no stacking limits in Conflict of Heroes – any number of units may share the same hex. However, note that a combat attack will affect every unit in the hex if it is targeted for attack. This should discourage players from stacking too many units in a hex.&lt;br /&gt;
&lt;br /&gt;
* Right-Click to Pivot – Right-click on the map outside of a blinking blue movement area to pivot the current active unit toward the hex on which you clicked. A pivot like this ends your turn and costs 1 AP.&lt;br /&gt;
&lt;br /&gt;
* '''Click “Pass” to Skip Turn''' – You can skip your turn instead of moving, firing, or taking other actions by passing.  If both players pass in sequence, the round ends.&lt;br /&gt;
&lt;br /&gt;
* '''Cycle Through Units with APs''' – Any side buttons on your mouse cycle through units with APs Remaining. The + and – keys will do this as well.&lt;br /&gt;
&lt;br /&gt;
====Attacking====&lt;br /&gt;
&lt;br /&gt;
*'''Hover Over Enemy to Target'''&lt;br /&gt;
&lt;br /&gt;
Move the mouse cursor over an enemy unit to get information about an attack against that unit. Crosshairs and dots indicate that the current active unit is able to attack the target: white dots indicate the attack is within short range; gray dots indicate that the attack would be made at long range, with a penalty.&lt;br /&gt;
&lt;br /&gt;
If you are unable to attack, the reason is shown at the top of the screen. If you are able to attack, the roll needed to hit (on two six-sided dice [2D6]) is shown at the top of the screen. Note: You may modify the roll needed to hit with up to 2 CAPs.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_018.jpg|none|border|500px|thumb|Targeting an enemy unit]]&lt;br /&gt;
&lt;br /&gt;
:*'''Arc of Fire'''&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_039.jpg|none|border|500px|thumb|The standard arc of fire]]&lt;br /&gt;
&lt;br /&gt;
:Some units, such as guns and infantry squads, may only fire in the direction they face i.e. their forward arc. Other units, such as tanks, can fire in any direction, though they pay an additional +1 AP cost to fire outside of their forward arc. (The forward arc is the arc of fire for each unit, even though for tanks it is really only their forward firing arc.)&lt;br /&gt;
&lt;br /&gt;
:Hexes are highlighted in light green if they are within the arc of fire of the current active unit (direct fire). Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_040b copy.jpg|none|border|500px|thumb|Direct and indirect fire (e.g. for turreted units)]]&lt;br /&gt;
&lt;br /&gt;
:*'''Line-of-Sight'''&lt;br /&gt;
:Units must have line-of-sight (LOS) to an enemy unit in order to attack it. (Exception: mortars - see the following sub-section.) LOS can be blocked by terrain and by smoke. A unit in a hex with an enemy unit has no LOS beyond that hex.  Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_019_alt.jpg|none|border|500px|thumb|Line-of-sight (LOS): light green hexes are in LOS, as are the three adjacent forward hexes (flashing blue in-game).  Dark green hexes are in LOS for at least one other friendly unit; shadowed hexes are in Fog-of-war, i.e. out of LOS for all friendly units.]]&lt;br /&gt;
&lt;br /&gt;
:*'''Mortar Units'''&lt;br /&gt;
&lt;br /&gt;
:Like infantry units, mortars may make direct attacks on units in their forward arc LOS. In addition, some mortar units can fire at targets they cannot see by firing indirectly using spotters. A mortar’s spotters are abstractly considered to be located in any hex within two hexes of the mortar unit, so long as it has LOS to the mortar unit. A mortar can make an indirect attack on any enemy in its forward arc that can’t be seen by the mortar but can be seen from one of its spotter hexes. (However, mortars also have minimum firing ranges; see [[#Range|Range]] below).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_020.jpg|none|border|500px|thumb|Firing with mortars: spotter hexes marked with white spots.  Light green and light crimson hexes in firing arc for mortar unit itself: light green in LOS to mortar unit itself and are direct attacks; light crimson in LOS to at least one spotter hex and are indirect attacks.]]&lt;br /&gt;
&lt;br /&gt;
:An indirect attack is made like a normal attack but costs additional APs, as indicated in parentheses below the normal attack cost on the mortar unit.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_021.jpg|none|border|500px|thumb|Mortar unit toolbar: direct attacks cost 3 AP; indirect attacks cost 4 AP.]]&lt;br /&gt;
&lt;br /&gt;
:Note that not all mortar units are capable of indirect fire.&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click on Enemy to Attack'''&lt;br /&gt;
&lt;br /&gt;
:*Attacks are made against every unit in the target hex, both friend and foe alike. The exception is units in close-combat (that is, in the same hex as their target enemy; see [[#Range|Range]]), which are not forced to attack friendly units in their hex.&lt;br /&gt;
&lt;br /&gt;
:*Stats and the Combat Roll: The strength of the attacker, i.e. the attack value, is  determined by the roll of two virtual six-sided dice [2D6] (or two real ones if using the Dice Camera). This die roll result is added to the firepower of the attacking unit, plus any relevant attack modifiers. The attack value is then compared to the strength of the targeted unit, i.e. the defense value. A unit’s defense value is the sum of its defense rating, plus any terrain modifiers present in the hex it occupies.&lt;br /&gt;
&lt;br /&gt;
:If the attack result equals or exceeds the defense result, the target is wounded, and takes on a randomly-determined “wounded condition” (see [[#Wounded Conditions|Wounded Conditions]]). If the attack result equals or exceeds the defense result by four or more, the target is destroyed outright. A unit that already has a wound condition that receives an additional wound is destroyed.&lt;br /&gt;
&lt;br /&gt;
:*Red vs. Blue Attack and Defense Values&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_022.jpg|none|border|500px|thumb|Attack values: red for rifles, explosives, and hand-to-hand, blue for shells, anti-tank, and armor-piercing rounds.]]&lt;br /&gt;
&lt;br /&gt;
:Each unit has a red and blue firepower. Red firepower is used against targets with red defense ratings and blue firepower is used against targets with blue defense ratings. Red firepower represents anti-personnel attacks or high-explosive munitions. Blue firepower represents anti-tank or armor-piercing rounds. Units with blue defense ratings are armored, whereas units with red defense ratings are unarmored.&lt;br /&gt;
&lt;br /&gt;
:Some field and anti-tank guns have a blue front defense rating and a red flank defense rating to model the large forward facing gun shield  (see the following sub-section).&lt;br /&gt;
&lt;br /&gt;
:*Flanking&lt;br /&gt;
&lt;br /&gt;
:Each unit has a separate forward and flank defense value. &lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_023.jpg|none|border|500px|thumb|Defense values: red for infantry personnel, blue for armor (large guns, tanks, etc.). Upper value is for flank defense, lower value is for forward defense.]]&lt;br /&gt;
&lt;br /&gt;
:Units that are attacked from a hex that is inside of their forward arc use their front defense rating to determine their defense value. Units that are attacked from a hex outside their forward arc use their flank defense rating to determine their defense value.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024.jpg|none|border|500px|thumb|If an attack comes from the defending unit's forward arc, use the forward defense value. If an attack comes from anywhere else, use the flank defense value.]]&lt;br /&gt;
&lt;br /&gt;
:Some units have one color for forward defense, and the other for flank defense.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024b.jpg|none|border|500px|thumb|Some units, like large guns, use a blue defense value for attacks from the forward arc (forward attacks), and a red defense value for attacks from the flank (flank attacks).]]&lt;br /&gt;
&lt;br /&gt;
:Units attacking a mixed unit from its forward arc use the attack value whose color matches the mixed unit’s forward defense color. Units attacking a mixed unit outside its forward arc use the attack value whose color matches the mixed unit’s flank defense color.  &lt;br /&gt;
&lt;br /&gt;
:Just remember always to use the matching color: red attack always matches red defense; blue attack always matches blue defense.&lt;br /&gt;
&lt;br /&gt;
:*'''Terrain''': Terrain modifies a target’s defense value (see [[#Terrain|Terrain]]).&lt;br /&gt;
&lt;br /&gt;
:*'''Vehicles as Cover''': Any infantry squad (rifles, pioneers, SMGs) in the same hex as a friendly vehicle (wheeled or tracked) receives a +1 bonus to their defense values. This does not apply to loaded units (see [[#Rallying, Loading, and Other Actions|Rallying, Loading, and Other Actions]]). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Range'''&lt;br /&gt;
&lt;br /&gt;
:* Each unit that can attack has a base attack range.&lt;br /&gt;
&lt;br /&gt;
:* Units can attack with no penalty up to their base attack range. Units can fire  out to twice their attack range, but then receive a -2 attack penalty to their attack value. Units cannot attack beyond twice their attack range.&lt;br /&gt;
&lt;br /&gt;
:* Some units, like mortars, also have a minimum attack range, which precedes their base attack range on their stats. For example, for a unit with a range of “3-18” 3 is the minimum attack range, 18 is the base attack range.&lt;br /&gt;
&lt;br /&gt;
:* For units with a minimum range, enemy units that are within this minimum range cannot be fired upon except in close combat.&lt;br /&gt;
&lt;br /&gt;
:* +3  for Close Range: Units receive a +3 attack bonus when firing at units in adjacent hexes.&lt;br /&gt;
&lt;br /&gt;
:* +4 or -2 for Close Combat: rifles, pioneers, SMGs, tanks, armored cars, and APCs receive a +4 attack bonus when firing at units in the same hex as themselves. MGs, guns, mortars, wagons, and trucks receive a -2 attack penalty in close combat.&lt;br /&gt;
&lt;br /&gt;
====Unit Tooltip Values====&lt;br /&gt;
The essential movement and combat values and costs are shown on the unit tooltip, in the following order:&lt;br /&gt;
&lt;br /&gt;
* AP remaining&lt;br /&gt;
* Firepower: soft (added to die roll)&lt;br /&gt;
* Firepower: armor (added to die roll)&lt;br /&gt;
* AP cost to fire&lt;br /&gt;
* Range&lt;br /&gt;
* Forward defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* Flank defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* AP cost to move&lt;br /&gt;
* Number of bonus moves&lt;br /&gt;
&lt;br /&gt;
A grey box behind the attack values indicates the unit receives the Close Combat -2 attack penalty.&lt;br /&gt;
&lt;br /&gt;
If a unit is wounded, you’ll see a hit counter at the end of the tooltip.&lt;br /&gt;
&lt;br /&gt;
====Hit Counters====&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_025.jpg|none|border|500px|thumb|Hit counters for damaged/wounded units.]]&lt;br /&gt;
&lt;br /&gt;
A unit that is damaged during an attack (but not destroyed outright) receives a hit counter. There are a variety of hit counters for foot and for vehicle type units. The hit counter is displayed over any damaged unit. The details of your hit counter are shown on the unit tooltip display of a damaged unit, including any modifiers to unit values, and the die roll needed to rally the unit. Hit counters can affect movement, attack, and defense.&lt;br /&gt;
&lt;br /&gt;
Note that the details of enemy hit counters will remain hidden to you, until the enemy unit takes an action involving a unit statistic that is modified by its hit counter. Before this occurs, you will be able to see that an enemy unit is damaged, but you will not be able to see the particular effects of its hit counter in the unit’s tooltip display.&lt;br /&gt;
&lt;br /&gt;
====Rallying, Hiding, and Other Unit Actions====&lt;br /&gt;
&lt;br /&gt;
'''Rallying'''&lt;br /&gt;
&lt;br /&gt;
Wounded units can be rallied using the “Rally” button (see [[#Unit Buttons|Unit Buttons]]). Rallying costs 5AP for all units. A successful rally attempt removes the wound condition from the unit. Not all wound conditions can be removed, and the difficulty of removing a wound condition varies with the type of condition. Units receive a bonus to their rally rolls when they are in terrain with a defense bonus, and/or when they are in the same hex as other friendly unwounded units. Units cannot rally when in the same hex as an enemy unit. Some wound conditions do not permit rallying.&lt;br /&gt;
&lt;br /&gt;
'''Hiding'''&lt;br /&gt;
&lt;br /&gt;
Units can hide using the “Hide” button (see [[#Unit Buttons|Unit Buttons]]). Units can only hide when they are out of line-of-sight (LOS) of all enemy units. A hidden unit in clear terrain is revealed only when an enemy unit that has LOS into the hidden unit’s hex moves within two hexes of it. A hidden unit in terrain that either has a defense bonus or provides cover is not revealed unless an enemy unit enters its hex. Some units enter the game hidden. Hidden units cannot be targeted; players may use the “Attack” button on the unit buttons bar to attack hexes where they suspect hidden units may be hiding.&lt;br /&gt;
&lt;br /&gt;
Hidden units may move while remaining hidden. It costs +3 APs to “hidden move” into a hex with terrain that provides cover. It costs +5 APs to “hidden move” into a hex with terrain that does not provide cover.&lt;br /&gt;
&lt;br /&gt;
A player’s own hidden units are shown marked with a symbol that looks like a tree. &lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_026.jpg|none|border|250px|thumb|Unhidden units contrasted with hidden units.]]&lt;br /&gt;
&lt;br /&gt;
Hidden enemy units are not visible to you, only to the owner of the units. &lt;br /&gt;
Ex: A German rifle squad moves back behind heavy woods, is out of the LOS of all enemy units, and disappears from the enemy’s view on the map. The German “Hides” the unit during his next turn. He then “hidden moves” this unit forward into the enemy’s LOS range, but still remains hidden from enemy view. &lt;br /&gt;
&lt;br /&gt;
'''Loading'''&lt;br /&gt;
&lt;br /&gt;
Units can be loaded (includes transporting foot units and towing guns) onto most vehicles such as tanks, trucks and wagons by using the “Load” button. They can be unloaded using the same button. (See [[#Unit Buttons|Unit Buttons]].) When a unit is loaded onto a vehicle, the two units are considered to be in group action together: if the units have different AP totals at the end of the turn the lower figure will be applied to both, and this will continue in each subsequent turn. (See [[#Group Actions|Group Actions]].) The AP cost to load and unload a unit is equal to the base movement cost of that unit, and is deducted from the group at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Guns and immobilized vehicles can also be loaded, in which case they are considered to be towed. Vehicles can generally carry one infantry squad, or they can tow one gun or immobilized friendly vehicle. Towed units remain in the same hex as the vehicle carrying them during movement.&lt;br /&gt;
&lt;br /&gt;
'''Other Actions'''&lt;br /&gt;
&lt;br /&gt;
Units can perform a few other actions as well, like attacking fortifications, laying smoke, digging hasty defenses, and entering and exiting buildings. See [[#Unit Buttons|Unit Buttons]]s for more details.&lt;br /&gt;
Unit Buttons&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit buttons bar. Unit buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
====Unit Action Buttons====&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit action buttons bar. Unit action buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_027.jpg|none|border|500px|thumb|The unit buttons bar.]]&lt;br /&gt;
&lt;br /&gt;
* '''Pass''' – Skips your turn. If both players skip their turn in sequence, the round ends.&lt;br /&gt;
* '''Pass Entire Turn''' – Skips all of your turns until the end of the round.&lt;br /&gt;
* '''Attack a Hex''' – Prompts you to choose a hex to attack. Use this button when you want to try and destroy military fortifications (like land mines or barbed wire) or to attack hexes in which you suspect a hidden enemy unit may be located.&lt;br /&gt;
* '''Smoke a Hex''' – Prompts you to choose a hex in which to place a smoke screen. Some units have the ability to place smoke at various ranges according to the firefight. (See '''Smoke Screen''' under [[#Fortifications and Obstacles|Fortifications and Obstacles]].)&lt;br /&gt;
* '''Rally''' – Spends 5 APs to attempt to rally a unit with a wound condition.&lt;br /&gt;
* '''Hide/Unhide''' – Hides and unhides the current active unit.&lt;br /&gt;
* '''Enter/Exit Structure''' – Use these buttons to enter structures located in the same hex as the current active unit, such as a bunker, trench, or house (see [[#Terrain|Terrain]] for more information on structures). Only certain types of units can enter a given type of structure. If a unit is inside a structure, the relevant Enter Structure button becomes an Exit Structure button. It typically costs 1 AP to enter or exit a structure.&lt;br /&gt;
* '''Hasty Defense''' – Non-vehicle units may construct a hasty defense, at the cost of 7 APs. This provides a +1 defense modifier to the unit. The defense lasts until the unit moves or pivots. Wounded units cannot build a hasty defense.&lt;br /&gt;
* '''Load/Unload Vehicle''' – Loads the current active unit onto a friendly vehicle that is in its hex. If there is more than one eligible vehicle, the user is prompted to choose a vehicle. The units are considered to be in group action together. If a vehicle is loaded, the Load button becomes the Unload button and takes a loaded unit off of the vehicle that is transporting or towing it.&lt;br /&gt;
&lt;br /&gt;
====Group Actions====&lt;br /&gt;
&lt;br /&gt;
Players can form a group of units for attack and movement purposes, lasting until the end of the round. Units formed into a group can perform actions together that cannot be interrupted by the enemy player. For instance, four units may be formed into a group and each of these units may be moved during a single turn; and, once grouped, they must move during the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Creating groups''': SHIFT + left-click to add to group. It costs no AP to do this.&lt;br /&gt;
&lt;br /&gt;
* '''Contiguous units''': Only contiguous collections of units may be formed into a group – that is, a unit may be added to a group only if it is in the same hex as a member of the group, or an adjacent one. All units in a group then move together before the end of a turn.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_028.jpg|none|border|500px|thumb|Units ready to be grouped]]&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_029.jpg|none|border|500px|thumb|Grouped units; the left-most unit is the current active unit.]]&lt;br /&gt;
&lt;br /&gt;
* '''Disband groups''': Disband a group by left-clicking to select another unit outside the group without holding the &amp;lt;Shift&amp;gt; key, or by pressing the &amp;lt;Escape&amp;gt; key. It costs no AP to disband a group. Groups disband at the end of each round. Loaded units remain loaded until they are unloaded, however.) &lt;br /&gt;
&lt;br /&gt;
* '''Group firing''': The current active unit is considered the “fire-leader” and the target of the attack must be a unit on which the fire-leader can make an attack. All units in the group contiguous with the fire-leader with line of sight to the target and enough APs to fire will contribute +1 to the attack.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_030.jpg|none|border|500px|thumb|Grouped units; the middle unit highlighted in grey has finished moving, but is still part of the group. The second from left highlighted in yellow is the current active unit, and hence is the fire-leader. The group may only fire on units in LOS of the fire-leader, and direct and indirect attacks are based on the fire-leader's position.]]&lt;br /&gt;
&lt;br /&gt;
* Remember that all units in a group move together before the end of the turn. &lt;br /&gt;
&lt;br /&gt;
* CAPs can be added to groups to increase the APs of every member of the group. Important: these APs will be lost if the group is disbanded.&lt;br /&gt;
&lt;br /&gt;
* Groups may also perform other actions together, such as group-rallying or group-hasty entrenchment. Every member that has sufficient APs remaining to perform the indicated action will attempt to do so. Note that once a group moves, none of the units in the group may rally.&lt;br /&gt;
&lt;br /&gt;
* At the end of a turn, all units in a group move have APs reduced  to the lowest AP value of any unit in the group (i.e., the weakest link). A group travels only as far as its slowest member. Ex: A HMG team with 2 APs remaining after a group move is grouped with a Rifle team with 4 APs remaining.  The Rifle team’s APs are reduced to 2 APs at the end of the move to match the lowest remaining APs in the group.&lt;br /&gt;
&lt;br /&gt;
====Command Action Points (CAPs)====&lt;br /&gt;
&lt;br /&gt;
Command Action Points represent the influence of commanders on the battlefield action. Each player has a pool of CAPs independent of any particular unit. These CAPs can be transferred to units and converted into APs for the current active unit. They can also be used for increasing the odds of performing some attack or other action (up to +2 to attack rolls and rally rolls).&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_031.jpg|none|border|500px|thumb|The CAPs buttons]]&lt;br /&gt;
&lt;br /&gt;
Use CAPs to get a roll bonus of up to +2 for attack rolls and rally rolls.&lt;br /&gt;
&lt;br /&gt;
Players receive a certain number of CAPs each round according to the specifications of the firefight. CAPs are replenished at the beginning of the next round. CAPs cannot be saved from one round to the next. A player’s CAP allotment decreases by 1 from the base amount for every unit on that is destroyed in a firefight. (For example, if you have had two of your units destroyed, then you receive two fewer CAPs at the start of each round.)&lt;br /&gt;
&lt;br /&gt;
====Terrain====&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Basic Terrain&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
The width of a hex represents roughly 40-50 meters of ground. Each hex has a basic terrain type, which modifies movement AP costs for different types of movement, and adds defense modifiers for units in that hex. Some hexes also act as cover and units may stay hidden or be allowed to hidein these hexes (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a hex to see the terrain type displayed at the bottom of the screen, along with any relevant modifiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_032.jpg|none|border|500px|thumb|Viewing terrain info and modifiers. The +1 defense is added to the defense value of units in the hex. (Or, subtracting it from the attack value of a unit attacking that hex would provide the same result.)]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Terrain Movement Cost (in APs) and Defense Modifiers'''&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Terrain||Infantry Cost||Wheel Cost||Track Cost||Defense Modifier||Cover for Hiding&lt;br /&gt;
|-&lt;br /&gt;
|'''Clear'''*||0||0||0||0||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Water'''||+4||N/A||N/A||-1||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Marsh'''||+2||N/A||+2**||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Woods'''||+1||N/A||+2||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Light Woods'''||0||2||+1||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Wood)'''||+1||N/A||+2||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Stone)'''||+1||N/A||+3**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Wood)'''||+2||N/A||+3||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Stone)'''||+2||N/A||+4**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Wheat'''||0||0||0||0||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Corn'''||+1||0||0||0||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Includes all low-level, solid-ground terrain types such as Dirt, Sand, Grass, etc.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;**Units of the indicated type have a chance to become immobilized upon entering a hex with this terrain type.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Roads'''&lt;br /&gt;
&lt;br /&gt;
Roads permit more rapid movement. Terrain movement costs are ignored when moving along roads.&lt;br /&gt;
&lt;br /&gt;
'''Walls'''&lt;br /&gt;
&lt;br /&gt;
Walls protect units. Units in the same hex as a wall receive a +1 defense bonus from attacks crossing over the wall hex side. Wheeled units may not cross walls; tracked units may cross them but at a +1 cost to movement.&lt;br /&gt;
&lt;br /&gt;
'''Height'''&lt;br /&gt;
&lt;br /&gt;
Some hexes have different elevation, or height. Moving up each level of height costs +1AP; vehicles may only move up one level of height per turn. It costs nothing to move down levels of height.&lt;br /&gt;
&lt;br /&gt;
Units at a higher elevation attacked by the enemy units at a lower elevation receive a +1 defense bonus. Units at a higher elevation firing at enemy units on a lower elevation receive a +1 Firepower bonus. Multiple levels of elevation do not improve these modifiers; they are always +1. &lt;br /&gt;
&lt;br /&gt;
Height also causes a plateau effect, cutting the LOS of units that are not close to the  height edge. The further from the edge of a height level, the less the unit can see to lower levels and vice versa. This plateau effect can be improved or worsened depending on the height level, the covering terrain, and the distance of attacking and defending units from the height edge.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_033.jpg|none|border|500px|thumb|Heights.]]&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Fortifications and Obstacles&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
Fortifications and obstacles represent man-made modifications to a location. Hexes may have one or more terrain features in them. Some of these features are directional, while others have the same effect regardless of the direction of movement or attack.&lt;br /&gt;
&lt;br /&gt;
You can attempt to destroy fortifications and obstacles by using the “Attack” button on the unit buttons bar (see [[#Unit Buttons|Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a fortification or obstacle to see its type displayed at the bottom of the screen, along with any relevant modifiers, just as with basic terrain. &lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_034.jpg|none|border|350px|thumb|Viewing fortification/obstacle modifiers and terrain info.]]&lt;br /&gt;
&lt;br /&gt;
* '''Bunkers''': &lt;br /&gt;
&lt;br /&gt;
:* Wood Bunker&lt;br /&gt;
:*(Regular) Bunker&lt;br /&gt;
:* Heavy Bunker&lt;br /&gt;
&lt;br /&gt;
Wood, regular, and heavy bunkers all share the same rules but provide different defensive bonuses. Infantry squads and guns may enter a bunker. A unit in the bunker can only assume the facing of the bunker unit.&lt;br /&gt;
&lt;br /&gt;
: '''Wood Bunker''': +4 defense front, +1 defense flank&lt;br /&gt;
: '''Bunker''': +5 defense front, +2 defense flank&lt;br /&gt;
: '''Heavy Bunker''': +6 defense front, +3 defense flank&lt;br /&gt;
&lt;br /&gt;
* '''Gun Pits'''&lt;br /&gt;
&lt;br /&gt;
Only guns may enter a gun pit structure. The pit provides units inside of it with a +3 defense modifier against attacks that come from the pit’s forward arc, regardless of the direction the units are facing.&lt;br /&gt;
&lt;br /&gt;
* '''Barbed Wire'''&lt;br /&gt;
&lt;br /&gt;
Barbed wire costs 4 additional APs for infantry units to enter, and 2 additional APs for tracked units. Wheeled units cannot enter a barbed wire hex. Barbed wire is destroyed when a tracked unit enters it.&lt;br /&gt;
&lt;br /&gt;
* '''Trenches'''&lt;br /&gt;
&lt;br /&gt;
Only infantry squads can enter trenches. Units in a trench receive a +2 defense modifier.&lt;br /&gt;
&lt;br /&gt;
* '''Roadblocks'''&lt;br /&gt;
&lt;br /&gt;
Wheeled vehicles cannot enter a hex with a roadblock. Tracked vehicles pay an additional 4 APs to enter a roadblock hex. Roadblocks do not affect foot movement.&lt;br /&gt;
&lt;br /&gt;
* '''Land Mines'''&lt;br /&gt;
&lt;br /&gt;
There are three types of land mines: foot mines, vehicle mines, and mixed foot-vehicle mines. A mine makes an attack against the flank of any unit of the appropriate type that enters the hex containing the mine. Mines laid by enemies are generally hidden until you discover them.&lt;br /&gt;
&lt;br /&gt;
* '''Smoke Screen''' &lt;br /&gt;
&lt;br /&gt;
Smoke has levels: newly laid smoke is Level 2 smoke. Level 2 smoke blocks LOS through the smoke-hex, and provides a +2 defensive bonus for targeted units within the smoke hex and to those units targeted by fire originating from the smoke hex . At the end of the round, Level 2 smoke becomes Level 1 smoke.&lt;br /&gt;
&lt;br /&gt;
Level 1 smoke allows LOS to pass through it, and provides a +1 defense bonus for all attacks on the unit into, out of, and through the smoke.&lt;br /&gt;
&lt;br /&gt;
The effects of multiple smoke screens in the same hex are cumulative.&lt;br /&gt;
&lt;br /&gt;
====Special Actions====&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_035_actual.jpg|none|border|500px|thumb|Special actions]]&lt;br /&gt;
&lt;br /&gt;
Special Actions represent the influence of battlefield commanders, additional battlefield resources, or simply bad luck. Players play a Special Action as their only action for a turn, instead of selecting and using a unit.&lt;br /&gt;
&lt;br /&gt;
Some special actions have an additional CAP or AP cost. Most special actions are performed as a single action, and thus cannot be combined with another action, such as moving a unit or firing, on the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Command Action''' – Allows any unit to take one action at no cost.&lt;br /&gt;
* '''Defuse Land Mine''' – Remove one visible land mine, in a hex adjacent to a unit you control.&lt;br /&gt;
* '''Plus 1D6 APs''' – Current moving unit gains 1-6 random APs.&lt;br /&gt;
* '''Hasty Defense''' – Select a unit to gain a hasty defense.&lt;br /&gt;
* '''Rally Attempt''' – Allows the selected wounded unit to make a free rally attempt.&lt;br /&gt;
* '''Sniper''' – Causes the enemy to lose a random amount of Command Action Points.&lt;br /&gt;
* '''Reveal Hidden''' – Discloses hidden enemy units, within two hexes of a selected friendly unit.&lt;br /&gt;
* '''Stop Vehicle''' – Prevents a selected enemy vehicle from taking move actions this turn.&lt;br /&gt;
* '''Lay Land Mine''' – Adds a land mine adjacent to a selected friendly unit that is not in close combat with the enemy.&lt;br /&gt;
* '''Dual Attack''' – Forces the enemy player to skip the next two turns.&lt;br /&gt;
* '''Mark as Used''' – Removes all Action Points from a selected enemy unit.&lt;br /&gt;
* '''Auto-Rally''' – Automatically rallies a selected wounded unit.&lt;br /&gt;
&lt;br /&gt;
====Unit Quality====&lt;br /&gt;
&lt;br /&gt;
Units in Conflict of Heroes have a Quality rating that modifies the base attributes of the unit. The effects of a quality rating differ among infantry and vehicle type units. The quality of a unit is shown in the unit information area in the bottom left part of the screen when a unit is selected.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_036.jpg|none|border|500px|thumb|Unit quality]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Infantry Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Green'''||-1||-1||-1||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+1||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Vehicle Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||-2||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+2||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*No unit can have its attack cost modified below 2.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that there is no Green quality modifier for vehicles.&lt;br /&gt;
&lt;br /&gt;
====Keyboard Shortcuts====&lt;br /&gt;
&lt;br /&gt;
Spacebar    Pass turn / end bonus move&lt;br /&gt;
PrintScreen    Save copy of current screen to:&lt;br /&gt;
&lt;br /&gt;
(My)Documents/Western Civilization Software/Conflict of Heroes Awakening the Bear/Screenshot&lt;br /&gt;
&lt;br /&gt;
Shift-PrtScrn    Save higher quality screenshot to same location as above&lt;br /&gt;
&lt;br /&gt;
Escape            Deselect all units&lt;br /&gt;
Enter               Enter/exit chat mode in TCP/IP games&lt;br /&gt;
Tab                 Move camera to view currently moving unit&lt;br /&gt;
+ / -                Cycle between units with APs remaining&lt;br /&gt;
V                    Toggle view units&lt;br /&gt;
T                    Toggles terrain&lt;br /&gt;
C                    Converts CAPs to APs&lt;br /&gt;
B                    Converts CAPs to Roll Bonus&lt;br /&gt;
F                    Enter Fire (Attack Hex) Mode&lt;br /&gt;
N                   Toggle display of unit abbreviations over unit icons&lt;br /&gt;
I                    Toggle display of interface&lt;br /&gt;
A-W-D-S     These four keys move the camera left, forward, right, and backward.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=388</id>
		<title>Game Instructions</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=388"/>
		<updated>2012-05-31T16:42:30Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: /* Fortifications and Obstacles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Main Menu==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_009.jpg|none|border|500px|thumb|The main menu]]&lt;br /&gt;
&lt;br /&gt;
* Play Game – There are several kinds of firefights from which to choose:&lt;br /&gt;
&lt;br /&gt;
:* Awakening the Bear Firefights – Firefights from the board game version of Conflict of Heroes – Awakening the Bear&lt;br /&gt;
&lt;br /&gt;
:* Frontier Firefights – Firefights set in Ukraine during Operation Barbarossa&lt;br /&gt;
&lt;br /&gt;
:* The Commanding Heights – A series of related firefights set in the Crimean Peninsula, each of which uses a different portion of one large map&lt;br /&gt;
&lt;br /&gt;
:* Point Buy Firefights – A collection of maps for quick pick-up games or skirmish-style firefights&lt;br /&gt;
&lt;br /&gt;
:* Additional Firefights – A list of firefights stored in your (My)Documents\Western Civilization Software\Conflict of Heroes -Awakening the Bear\Data\Scenarios folder. Put fan-created and modded firefights here and play them with this option.&lt;br /&gt;
&lt;br /&gt;
* Load Game – Loads a save game from a file. By default, saved games are loaded from the directory (My) Documents\Western Civilization Software\Conflict of Heroes – Awakening the Bear\Save.&lt;br /&gt;
&lt;br /&gt;
* Multiplayer Lobby Game – Allows you to enter the Multiplayer Lobby and Forum to meet other players, issue and accept challenges, discuss scheduling and host and join multiplayer games. See the [[Multiplayer Lobby Games]] section below for more information.&lt;br /&gt;
&lt;br /&gt;
* Local Network Game – Allows you to join a game on your local network, without connecting to the multiplayer forum or lobby. A game must first be setup and hosted before you can join it. Please see the [[#Local Network Games|Local Network Games]] section for more information.&lt;br /&gt;
&lt;br /&gt;
* Rule Options – Rule Options affect the way the game is played. Options cannot be changed during a game. This includes saved games: if you save a game with a certain set of options, change your options for another game, then load the saved game later, your options will revert to the set from the saved game. Click the option to change the setting: “Yes” for on, “No” for off.&lt;br /&gt;
&lt;br /&gt;
:* Fog of War – If fog-of-war is turned on, players cannot see hexes that are outside of the line-of-sight of their units.&lt;br /&gt;
&lt;br /&gt;
:* Variable Action Points – Instead of receiving the standard 7 APs per unit at the beginning of a round, a player may receive variable action points instead. The player may choose from two variable action point options:&lt;br /&gt;
&lt;br /&gt;
::+ 2D6: the sum of two (virtual) six-sided die rolls, or&lt;br /&gt;
::+ 3D6 High-Low: the sum of the highest and lowest die rolls on three (virtual) six-sided dice. This gives less volatile results.&lt;br /&gt;
&lt;br /&gt;
If the Dice Camera is turned on, the player makes these rolls himself. (See the Dice Camera document for details.)&lt;br /&gt;
&lt;br /&gt;
:* Difficulty Level – To increase the challenge of playing against computer-controlled opponents, increase the difficulty level. At higher difficulty levels, the computer opponent receives a variety of material advantages. See the FAQ document for details.&lt;br /&gt;
&lt;br /&gt;
:* Foot Unit Cautious Movement – If foot unit cautious movement is turned on, any infantry squad unit that makes a normal move into a hex that lacks a defense bonus suffers a -1 defense modifier, during the opponent’s turn. To avoid this penalty, units can spend extra AP to move cautiously. To move cautiously, hold down the CTRL key while right-clicking when issuing a move order. This adds +1 to the AP cost for each move. (See below for rules on [[#Selecting and Moving Units|movement]] and [[#Attacking|combat]].)&lt;br /&gt;
&lt;br /&gt;
:* Random Quality – If this option is turned on, units that would otherwise start with Regular quality level instead have their quality level randomized. (See [[#Unit Quality|Unit Quality]] for more information.)&lt;br /&gt;
&lt;br /&gt;
* System Preferences – Used to control video, gameplay, and audio options. Preferences can also be changed in-game and unlike rule options are not part of the game file. Some video preferences will not take effect until the game is restarted.&lt;br /&gt;
&lt;br /&gt;
* Game News – Find out about what’s going on with Conflict of Heroes updates, expansions, new firefights, and related products. (You can also receive information about game news by visiting www.matrixgames.com/forums/tt.asp?forumid=1040.)&lt;br /&gt;
&lt;br /&gt;
* Upload Game Results – Help Western Civilization Software balance and improve the difficulty of Conflict of Heroes firefights by uploading the results of the games you have completed so far (or since the last time you uploaded game results). When you select this menu option, the results of games you played against the AI are uploaded to our FTP. No personal information is transmitted.&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_010.jpg|none|border|500px|thumb|Setting up a game after selecting a scenario]]&lt;br /&gt;
&lt;br /&gt;
* Human / Computer Player Buttons – Use these buttons to determine whether the Germans or Russians will be controlled by the human player, or by the computer. You can set both players to “human” in order to play a hot-seat game.&lt;br /&gt;
&lt;br /&gt;
* Human-Preferred Side – Some firefights have a “human-preferred” side, indicating that the firefight has been designed and balanced with the intention that the human player should play the indicated side. You are allowed to play the non-human-preferred side in a firefight if you choose, but you might then find the firefight somewhat unchallenging.&lt;br /&gt;
&lt;br /&gt;
* Server Setup – Use this to open the Server Setup Screen in order to host this game over TCP/IP or LAN. (See the [[#Local Network Games|Local Network Games]] section.)&lt;br /&gt;
&lt;br /&gt;
==Planning Phase==&lt;br /&gt;
&lt;br /&gt;
When you start a new game, before most of the movement and firing begins, you may be asked to do some game setup or round-planning, such as planning artillery strikes, placing objects like barbed wire or land mines, or positioning reinforcements for the turn. This can sometimes take place before the first round of combat.&lt;br /&gt;
&lt;br /&gt;
'''Artillery Strikes and Laying Down Smoke'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_011.jpg|none|border|500px|thumb|Assigning an artillery strike to a hex]]&lt;br /&gt;
&lt;br /&gt;
To plan an artillery strike, click on a highlighted area on the map with the right mouse button during the planning phase. Sometimes you may be prompted to plan more than one artillery strike at a time. Artillery strikes affect the hex on which you click and all six adjacent hexes, attacking friend and foe alike. Usually artillery strike planning is for a strike that will occur at the beginning of the following turn, but sometimes you will be prompted to plan for strikes in even later turns.&lt;br /&gt;
&lt;br /&gt;
Right-click on a hex in the area indicated by the blinking blue highlight to place an artillery strike. Click the “Done” button when you are finished. Sometimes you will be able to place artillery strikes anywhere on the map, but other times will be limited as to where strikes may be placed.&lt;br /&gt;
&lt;br /&gt;
In certain firefights, some artillery strikes have a chance of delay. If a delay occurs, the strike will not happen during the round for which it was planned, but will be delayed one or more rounds.&lt;br /&gt;
&lt;br /&gt;
In some firefights, some artillery strikes deliver smoke instead of high explosive (HE) attacks, and for some strikes you will have the option of deciding whether the strike will deliver smoke or an attack.&lt;br /&gt;
&lt;br /&gt;
You can undo an artillery strike (whether HE or smoke) you have placed by clicking on the hex of a planned strike.&lt;br /&gt;
&lt;br /&gt;
'''Reinforcements'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_012.jpg|none|border|500px|thumb|Placing reinforcements (available hexes are highlighted)]]&lt;br /&gt;
&lt;br /&gt;
Reinforcements enter the game before the start of a round. These rounds vary from firefight to firefight. The zone in which a reinforcement may enter is indicated by a blinking blue highlight. Right-click on a hex in the highlighted zone to place a unit for reinforcements, keeping an eye on the mouse cursor arrow to control the facing of the new unit. You can choose which reinforcing unit is to be placed next by clicking on the unit’s button to the left.&lt;br /&gt;
&lt;br /&gt;
Reinforcements may enter the game loaded onto a vehicle. When placing a reinforcement, left-click on a vehicle located in the reinforcement zone to load the reinforcement onto the vehicle. This will not work if the rules do not allow the unit to be loaded onto the vehicle. (See [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]] for details on loading.)&lt;br /&gt;
&lt;br /&gt;
'''Fortifications and Obstacles'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_013.jpg|none|border|500px|thumb|Placing a fortification/obstacle (barbed wire)]]&lt;br /&gt;
&lt;br /&gt;
Right-click to place military fortifications and obstacles, such as barbed wire, mine fields and bunkers, on the map. Information about your placement appears at the upper left of the screen. You may undo placements with the “Undo” button. Press “Done” when you are finished placing terrain features.&lt;br /&gt;
&lt;br /&gt;
'''Hiding Units'''&lt;br /&gt;
&lt;br /&gt;
Some firefights also ask you to place hidden units, which then enter the game hidden (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]). If Fog of War is enabled, units that are not within the line of sight of any friendly units will not be seen, but they do not gain Hidden status simply by being out of sight.&lt;br /&gt;
&lt;br /&gt;
'''Point Buy Games'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_014.jpg|none|border|500px|thumb|Buying units with points in a point buy firefight]]&lt;br /&gt;
&lt;br /&gt;
Some firefights allow one or both of the players to requisition units at the start of the firefight. Players are given a certain number of points to spend requisitioning units. The types and numbers of units available for requisition are determined by the firefight. Units that are requisitioned enter the firefight as reinforcements on the first turn.&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_015.jpg|none|border|500px|thumb|Main screen elements]]&lt;br /&gt;
&lt;br /&gt;
====Main Screen Information====&lt;br /&gt;
&lt;br /&gt;
* '''Game Menu'''&lt;br /&gt;
&lt;br /&gt;
Mouse over each button for its label and settings.&lt;br /&gt;
&lt;br /&gt;
:* '''Hide Game Menu''' – Hides the Game Menu.&lt;br /&gt;
:* '''Game History''' – A display of the last several hundred lines from the game report.&lt;br /&gt;
:* '''Combat Statistics''' – A report on unit destruction.&lt;br /&gt;
:* '''Save Game''' – Saves the game.&lt;br /&gt;
:* '''Open Game''' – Opens a saved game.&lt;br /&gt;
:* '''Preferences''' – Opens a display allowing you to adjust video, audio, and gameplay preferences.&lt;br /&gt;
:* '''Camera Control''' – Switches the game camera between normal and top-down modes. Note that the camera maintains its position in each mode independently of the other.&lt;br /&gt;
:* '''Dice Camera''' – Toggles use of the Dice Camera, allowing you to use a webcam and a pair of six-sided dice to roll your own combat results (see the Dice Camera document).&lt;br /&gt;
:* '''2D Chit / 3D Unit View''' – Switches the game between displaying units as 2D Chits and animated 3D Units.&lt;br /&gt;
:* '''Briefing Map''' – Shows the briefing map for this firefight, including deployment areas, objectives and reinforcements.&lt;br /&gt;
:* '''Help''' – Opens in-game help files.&lt;br /&gt;
:* '''Exit''' – Exits back to the main menu.&lt;br /&gt;
&lt;br /&gt;
* '''Score''' – Shows the current Russian and German score.&lt;br /&gt;
&lt;br /&gt;
* '''Commander and Firefight Orders''' – Click on the commander mug shot to open a description of your orders for this firefight.&lt;br /&gt;
&lt;br /&gt;
* '''Turn Clock(s)''' – The clocks show how many rounds are in the firefight altogether, and how many rounds have passed so far. Reinforcement arrivals and artillery support are shown on each turn clock, with an icon that shows the side which receives them.&lt;br /&gt;
&lt;br /&gt;
* '''Active player icon''' – Displays the icon of the active human player. If the active player is computer-controlled, the icon is shown grayed-out.&lt;br /&gt;
&lt;br /&gt;
* '''CAPs Remaining''' – Shows CAPs (Command Action Points) remaining for the current human player (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''CAP Conversions''' – These buttons allow you to convert CAPs to APs, and to raise or lower roll bonuses (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''Special Actions''' – Images to the left show the special actions you can take on your turn. Mouse over each for more information; left-click to select one (see [[#Special Actions|Special Actions]]).&lt;br /&gt;
&lt;br /&gt;
* '''Unit Buttons''' – Use these buttons to allow the selected unit to perform more detailed commands (see [[#Unit Buttons|Unit Buttons]]).&lt;br /&gt;
&lt;br /&gt;
* '''Game Report''' – Displays a summary of the last few actions that happened in the game. Use the toggle button above the report area to hide this display. You can open and close the Game Report using the toggle button in the lower left-hand corner of the screen.&lt;br /&gt;
&lt;br /&gt;
Moving the cursor around will show you the following:&lt;br /&gt;
&lt;br /&gt;
* '''Unit Tooltip''' – Shows basic information about either the unit last selected or the unit under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
* '''Terrain Information''' – Shows information about the terrain in the hex under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
====Camera Controls====&lt;br /&gt;
&lt;br /&gt;
* '''To scroll across the map''':&lt;br /&gt;
&lt;br /&gt;
:* Move the mouse cursor to the edge of the screen, or:&lt;br /&gt;
:* Left-click on the map surface and drag.&lt;br /&gt;
&lt;br /&gt;
* '''To change the camera angle''':&lt;br /&gt;
&lt;br /&gt;
:* Right-click on the map surface and drag the mouse.  Dragging the mouse left-right rotates the camera.  Dragging the mouse up-down tilts the camera.&lt;br /&gt;
:* CTRL + mouse wheel rotates the camera.&lt;br /&gt;
:* ALT + mouse wheel tilts the camera.&lt;br /&gt;
:* SHIFT + mouse wheel changes the camera height.&lt;br /&gt;
:* Note that using the mouse wheel without CTRL / ALT / SHIFT will reset the camera to the default height/angle setup.&lt;br /&gt;
:* You can also use the &amp;lt;Page Up&amp;gt; and &amp;lt;Page Down&amp;gt; keys to adjust the camera: these two keys work with CTRL, ALT, and SHIFT in the same manner as described for the mouse wheel.&lt;br /&gt;
&lt;br /&gt;
* '''To zoom in and out''':&lt;br /&gt;
&lt;br /&gt;
:* Use the scroll wheel on your mouse.&lt;br /&gt;
&lt;br /&gt;
====Selecting and Moving Units====&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click a unit to select it''' – You can switch among your units freely during your turn. The dotted indicator in the image below indicates the current active unit, which is the last unit selected by the active player. The arrow is the selection arrow. The number is the unit’s remaining AP.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_016.jpg|none|border|500px|thumb|Selecting a unit]]&lt;br /&gt;
&lt;br /&gt;
* You can also select multiple units for a group-move. See [[#Group Movement|Group Movement]] for more information.&lt;br /&gt;
&lt;br /&gt;
* '''Right-Click to Move''' – Right-click on the blue blinking area to move the current active unit to the hex on which you clicked.&lt;br /&gt;
&lt;br /&gt;
:* '''Facing''': Move the cursor toward the edge of a hex to face the unit in that direction after it moves into the hex. The mouse cursor arrow shows you the facing the unit will have after it enters the hex you click on.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_05b.jpg|none|border|500px|thumb|Selecting a friendly unit]]&lt;br /&gt;
&lt;br /&gt;
:(Note that the movement facing arrow supersedes the unit selection arrow: left-clicking on a unit will still select it, if it is eligible to be selected).&lt;br /&gt;
&lt;br /&gt;
:* '''Cost to Move''': Each unit has a base AP cost to move. Terrain in the destination hex may increase the AP cost of the move. Moving backward imposes an additional +1 AP cost.&lt;br /&gt;
:* '''Bonus Moves''': Some fast units (vehicles) get one or more bonus moves after they take a move action. The word “BONUS” appears over a unit when it is taking a bonus move. You cannot fire or take other actions during a bonus move. Bonus moves for treaded vehicles may only be made into clear terrain that does not change height. Bonus moves for wheeled vehicles may only be made along roads. (See [[#Terrain|Terrain]]). If you need to, you can end a bonus move with the “Pass” button on the unit buttons bar (see [[#Unit Buttons|Unit Buttons]]), or by hitting &amp;lt;spacebar&amp;gt;.&lt;br /&gt;
:* '''No Stacking Limits''': There are no stacking limits in Conflict of Heroes – any number of units may share the same hex. However, note that a combat attack will affect every unit in the hex if it is targeted for attack. This should discourage players from stacking too many units in a hex.&lt;br /&gt;
&lt;br /&gt;
* Right-Click to Pivot – Right-click on the map outside of a blinking blue movement area to pivot the current active unit toward the hex on which you clicked. A pivot like this ends your turn and costs 1 AP.&lt;br /&gt;
&lt;br /&gt;
* '''Click “Pass” to Skip Turn''' – You can skip your turn instead of moving, firing, or taking other actions by passing.  If both players pass in sequence, the round ends.&lt;br /&gt;
&lt;br /&gt;
* '''Cycle Through Units with APs''' – Any side buttons on your mouse cycle through units with APs Remaining. The + and – keys will do this as well.&lt;br /&gt;
&lt;br /&gt;
====Attacking====&lt;br /&gt;
&lt;br /&gt;
*'''Hover Over Enemy to Target'''&lt;br /&gt;
&lt;br /&gt;
Move the mouse cursor over an enemy unit to get information about an attack against that unit. Crosshairs and dots indicate that the current active unit is able to attack the target: white dots indicate the attack is within short range; gray dots indicate that the attack would be made at long range, with a penalty.&lt;br /&gt;
&lt;br /&gt;
If you are unable to attack, the reason is shown at the top of the screen. If you are able to attack, the roll needed to hit (on two six-sided dice [2D6]) is shown at the top of the screen. Note: You may modify the roll needed to hit with up to 2 CAPs.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_018.jpg|none|border|500px|thumb|Targeting an enemy unit]]&lt;br /&gt;
&lt;br /&gt;
:*'''Arc of Fire'''&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_039.jpg|none|border|500px|thumb|The standard arc of fire]]&lt;br /&gt;
&lt;br /&gt;
:Some units, such as guns and infantry squads, may only fire in the direction they face i.e. their forward arc. Other units, such as tanks, can fire in any direction, though they pay an additional +1 AP cost to fire outside of their forward arc. (The forward arc is the arc of fire for each unit, even though for tanks it is really only their forward firing arc.)&lt;br /&gt;
&lt;br /&gt;
:Hexes are highlighted in light green if they are within the arc of fire of the current active unit (direct fire). Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_040b copy.jpg|none|border|500px|thumb|Direct and indirect fire (e.g. for turreted units)]]&lt;br /&gt;
&lt;br /&gt;
:*'''Line-of-Sight'''&lt;br /&gt;
:Units must have line-of-sight (LOS) to an enemy unit in order to attack it. (Exception: mortars - see the following sub-section.) LOS can be blocked by terrain and by smoke. A unit in a hex with an enemy unit has no LOS beyond that hex.  Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_019_alt.jpg|none|border|500px|thumb|Line-of-sight (LOS): light green hexes are in LOS, as are the three adjacent forward hexes (flashing blue in-game).  Dark green hexes are in LOS for at least one other friendly unit; shadowed hexes are in Fog-of-war, i.e. out of LOS for all friendly units.]]&lt;br /&gt;
&lt;br /&gt;
:*'''Mortar Units'''&lt;br /&gt;
&lt;br /&gt;
:Like infantry units, mortars may make direct attacks on units in their forward arc LOS. In addition, some mortar units can fire at targets they cannot see by firing indirectly using spotters. A mortar’s spotters are abstractly considered to be located in any hex within two hexes of the mortar unit, so long as it has LOS to the mortar unit. A mortar can make an indirect attack on any enemy in its forward arc that can’t be seen by the mortar but can be seen from one of its spotter hexes. (However, mortars also have minimum firing ranges; see [[#Range|Range]] below).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_020.jpg|none|border|500px|thumb|Firing with mortars: spotter hexes marked with white spots.  Light green and light crimson hexes in firing arc for mortar unit itself: light green in LOS to mortar unit itself and are direct attacks; light crimson in LOS to at least one spotter hex and are indirect attacks.]]&lt;br /&gt;
&lt;br /&gt;
:An indirect attack is made like a normal attack but costs additional APs, as indicated in parentheses below the normal attack cost on the mortar unit.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_021.jpg|none|border|500px|thumb|Mortar unit toolbar: direct attacks cost 3 AP; indirect attacks cost 4 AP.]]&lt;br /&gt;
&lt;br /&gt;
:Note that not all mortar units are capable of indirect fire.&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click on Enemy to Attack'''&lt;br /&gt;
&lt;br /&gt;
:*Attacks are made against every unit in the target hex, both friend and foe alike. The exception is units in close-combat (that is, in the same hex as their target enemy; see [[#Range|Range]]), which are not forced to attack friendly units in their hex.&lt;br /&gt;
&lt;br /&gt;
:*Stats and the Combat Roll: The strength of the attacker, i.e. the attack value, is  determined by the roll of two virtual six-sided dice [2D6] (or two real ones if using the Dice Camera). This die roll result is added to the firepower of the attacking unit, plus any relevant attack modifiers. The attack value is then compared to the strength of the targeted unit, i.e. the defense value. A unit’s defense value is the sum of its defense rating, plus any terrain modifiers present in the hex it occupies.&lt;br /&gt;
&lt;br /&gt;
:If the attack result equals or exceeds the defense result, the target is wounded, and takes on a randomly-determined “wounded condition” (see [[#Wounded Conditions|Wounded Conditions]]). If the attack result equals or exceeds the defense result by four or more, the target is destroyed outright. A unit that already has a wound condition that receives an additional wound is destroyed.&lt;br /&gt;
&lt;br /&gt;
:*Red vs. Blue Attack and Defense Values&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_022.jpg|none|border|500px|thumb|Attack values: red for rifles, explosives, and hand-to-hand, blue for shells, anti-tank, and armor-piercing rounds.]]&lt;br /&gt;
&lt;br /&gt;
:Each unit has a red and blue firepower. Red firepower is used against targets with red defense ratings and blue firepower is used against targets with blue defense ratings. Red firepower represents anti-personnel attacks or high-explosive munitions. Blue firepower represents anti-tank or armor-piercing rounds. Units with blue defense ratings are armored, whereas units with red defense ratings are unarmored.&lt;br /&gt;
&lt;br /&gt;
:Some field and anti-tank guns have a blue front defense rating and a red flank defense rating to model the large forward facing gun shield  (see the following sub-section).&lt;br /&gt;
&lt;br /&gt;
:*Flanking&lt;br /&gt;
&lt;br /&gt;
:Each unit has a separate forward and flank defense value. &lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_023.jpg|none|border|500px|thumb|Defense values: red for infantry personnel, blue for armor (large guns, tanks, etc.). Upper value is for flank defense, lower value is for forward defense.]]&lt;br /&gt;
&lt;br /&gt;
:Units that are attacked from a hex that is inside of their forward arc use their front defense rating to determine their defense value. Units that are attacked from a hex outside their forward arc use their flank defense rating to determine their defense value.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024.jpg|none|border|500px|thumb|If an attack comes from the defending unit's forward arc, use the forward defense value. If an attack comes from anywhere else, use the flank defense value.]]&lt;br /&gt;
&lt;br /&gt;
:Some units have one color for forward defense, and the other for flank defense.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024b.jpg|none|border|500px|thumb|Some units, like large guns, use a blue defense value for attacks from the forward arc (forward attacks), and a red defense value for attacks from the flank (flank attacks).]]&lt;br /&gt;
&lt;br /&gt;
:Units attacking a mixed unit from its forward arc use the attack value whose color matches the mixed unit’s forward defense color. Units attacking a mixed unit outside its forward arc use the attack value whose color matches the mixed unit’s flank defense color.  &lt;br /&gt;
&lt;br /&gt;
:Just remember always to use the matching color: red attack always matches red defense; blue attack always matches blue defense.&lt;br /&gt;
&lt;br /&gt;
:*'''Terrain''': Terrain modifies a target’s defense value (see [[#Terrain|Terrain]]).&lt;br /&gt;
&lt;br /&gt;
:*'''Vehicles as Cover''': Any infantry squad (rifles, pioneers, SMGs) in the same hex as a friendly vehicle (wheeled or tracked) receives a +1 bonus to their defense values. This does not apply to loaded units (see [[#Rallying, Loading, and Other Actions|Rallying, Loading, and Other Actions]]). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Range'''&lt;br /&gt;
&lt;br /&gt;
:* Each unit that can attack has a base attack range.&lt;br /&gt;
&lt;br /&gt;
:* Units can attack with no penalty up to their base attack range. Units can fire  out to twice their attack range, but then receive a -2 attack penalty to their attack value. Units cannot attack beyond twice their attack range.&lt;br /&gt;
&lt;br /&gt;
:* Some units, like mortars, also have a minimum attack range, which precedes their base attack range on their stats. For example, for a unit with a range of “3-18” 3 is the minimum attack range, 18 is the base attack range.&lt;br /&gt;
&lt;br /&gt;
:* For units with a minimum range, enemy units that are within this minimum range cannot be fired upon except in close combat.&lt;br /&gt;
&lt;br /&gt;
:* +3  for Close Range: Units receive a +3 attack bonus when firing at units in adjacent hexes.&lt;br /&gt;
&lt;br /&gt;
:* +4 or -2 for Close Combat: rifles, pioneers, SMGs, tanks, armored cars, and APCs receive a +4 attack bonus when firing at units in the same hex as themselves. MGs, guns, mortars, wagons, and trucks receive a -2 attack penalty in close combat.&lt;br /&gt;
&lt;br /&gt;
====Unit Tooltip Values====&lt;br /&gt;
The essential movement and combat values and costs are shown on the unit tooltip, in the following order:&lt;br /&gt;
&lt;br /&gt;
* AP remaining&lt;br /&gt;
* Firepower: soft (added to die roll)&lt;br /&gt;
* Firepower: armor (added to die roll)&lt;br /&gt;
* AP cost to fire&lt;br /&gt;
* Range&lt;br /&gt;
* Forward defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* Flank defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* AP cost to move&lt;br /&gt;
* Number of bonus moves&lt;br /&gt;
&lt;br /&gt;
A grey box behind the attack values indicates the unit receives the Close Combat -2 attack penalty.&lt;br /&gt;
&lt;br /&gt;
If a unit is wounded, you’ll see a hit counter at the end of the tooltip.&lt;br /&gt;
&lt;br /&gt;
====Hit Counters====&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_025.jpg|none|border|500px|thumb|Hit counters for damaged/wounded units.]]&lt;br /&gt;
&lt;br /&gt;
A unit that is damaged during an attack (but not destroyed outright) receives a hit counter. There are a variety of hit counters for foot and for vehicle type units. The hit counter is displayed over any damaged unit. The details of your hit counter are shown on the unit tooltip display of a damaged unit, including any modifiers to unit values, and the die roll needed to rally the unit. Hit counters can affect movement, attack, and defense.&lt;br /&gt;
&lt;br /&gt;
Note that the details of enemy hit counters will remain hidden to you, until the enemy unit takes an action involving a unit statistic that is modified by its hit counter. Before this occurs, you will be able to see that an enemy unit is damaged, but you will not be able to see the particular effects of its hit counter in the unit’s tooltip display.&lt;br /&gt;
&lt;br /&gt;
====Rallying, Hiding, and Other Unit Actions====&lt;br /&gt;
&lt;br /&gt;
'''Rallying'''&lt;br /&gt;
&lt;br /&gt;
Wounded units can be rallied using the “Rally” button (see [[#Unit Buttons|Unit Buttons]]). Rallying costs 5AP for all units. A successful rally attempt removes the wound condition from the unit. Not all wound conditions can be removed, and the difficulty of removing a wound condition varies with the type of condition. Units receive a bonus to their rally rolls when they are in terrain with a defense bonus, and/or when they are in the same hex as other friendly unwounded units. Units cannot rally when in the same hex as an enemy unit. Some wound conditions do not permit rallying.&lt;br /&gt;
&lt;br /&gt;
'''Hiding'''&lt;br /&gt;
&lt;br /&gt;
Units can hide using the “Hide” button (see [[#Unit Buttons|Unit Buttons]]). Units can only hide when they are out of line-of-sight (LOS) of all enemy units. A hidden unit in clear terrain is revealed only when an enemy unit that has LOS into the hidden unit’s hex moves within two hexes of it. A hidden unit in terrain that either has a defense bonus or provides cover is not revealed unless an enemy unit enters its hex. Some units enter the game hidden. Hidden units cannot be targeted; players may use the “Attack” button on the unit buttons bar to attack hexes where they suspect hidden units may be hiding.&lt;br /&gt;
&lt;br /&gt;
Hidden units may move while remaining hidden. It costs +3 APs to “hidden move” into a hex with terrain that provides cover. It costs +5 APs to “hidden move” into a hex with terrain that does not provide cover.&lt;br /&gt;
&lt;br /&gt;
A player’s own hidden units are shown marked with a symbol that looks like a tree. &lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_026.jpg|none|border|250px|thumb|Unhidden units contrasted with hidden units.]]&lt;br /&gt;
&lt;br /&gt;
Hidden enemy units are not visible to you, only to the owner of the units. &lt;br /&gt;
Ex: A German rifle squad moves back behind heavy woods, is out of the LOS of all enemy units, and disappears from the enemy’s view on the map. The German “Hides” the unit during his next turn. He then “hidden moves” this unit forward into the enemy’s LOS range, but still remains hidden from enemy view. &lt;br /&gt;
&lt;br /&gt;
'''Loading'''&lt;br /&gt;
&lt;br /&gt;
Units can be loaded (includes transporting foot units and towing guns) onto most vehicles such as tanks, trucks and wagons by using the “Load” button. They can be unloaded using the same button. (See [[#Unit Buttons|Unit Buttons]].) When a unit is loaded onto a vehicle, the two units are considered to be in group action together: if the units have different AP totals at the end of the turn the lower figure will be applied to both, and this will continue in each subsequent turn. (See [[#Group Actions|Group Actions]].) The AP cost to load and unload a unit is equal to the base movement cost of that unit, and is deducted from the group at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Guns and immobilized vehicles can also be loaded, in which case they are considered to be towed. Vehicles can generally carry one infantry squad, or they can tow one gun or immobilized friendly vehicle. Towed units remain in the same hex as the vehicle carrying them during movement.&lt;br /&gt;
&lt;br /&gt;
'''Other Actions'''&lt;br /&gt;
&lt;br /&gt;
Units can perform a few other actions as well, like attacking fortifications, laying smoke, digging hasty defenses, and entering and exiting buildings. See [[#Unit Buttons|Unit Buttons]]s for more details.&lt;br /&gt;
Unit Buttons&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit buttons bar. Unit buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
====Unit Action Buttons====&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit action buttons bar. Unit action buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_027.jpg|none|border|500px|thumb|The unit buttons bar.]]&lt;br /&gt;
&lt;br /&gt;
* '''Pass''' – Skips your turn. If both players skip their turn in sequence, the round ends.&lt;br /&gt;
* '''Pass Entire Turn''' – Skips all of your turns until the end of the round.&lt;br /&gt;
* '''Attack a Hex''' – Prompts you to choose a hex to attack. Use this button when you want to try and destroy military fortifications (like land mines or barbed wire) or to attack hexes in which you suspect a hidden enemy unit may be located.&lt;br /&gt;
* '''Smoke a Hex''' – Prompts you to choose a hex in which to place a smoke screen. Some units have the ability to place smoke at various ranges according to the firefight. (See '''Smoke Screen''' under [[#Fortifications and Obstacles|Fortifications and Obstacles]].)&lt;br /&gt;
* '''Rally''' – Spends 5 APs to attempt to rally a unit with a wound condition.&lt;br /&gt;
* '''Hide/Unhide''' – Hides and unhides the current active unit.&lt;br /&gt;
* '''Enter/Exit Structure''' – Use these buttons to enter structures located in the same hex as the current active unit, such as a bunker, trench, or house (see [[#Terrain|Terrain]] for more information on structures). Only certain types of units can enter a given type of structure. If a unit is inside a structure, the relevant Enter Structure button becomes an Exit Structure button. It typically costs 1 AP to enter or exit a structure.&lt;br /&gt;
* '''Hasty Defense''' – Non-vehicle units may construct a hasty defense, at the cost of 7 APs. This provides a +1 defense modifier to the unit. The defense lasts until the unit moves or pivots. Wounded units cannot build a hasty defense.&lt;br /&gt;
* '''Load/Unload Vehicle''' – Loads the current active unit onto a friendly vehicle that is in its hex. If there is more than one eligible vehicle, the user is prompted to choose a vehicle. The units are considered to be in group action together. If a vehicle is loaded, the Load button becomes the Unload button and takes a loaded unit off of the vehicle that is transporting or towing it.&lt;br /&gt;
&lt;br /&gt;
====Group Actions====&lt;br /&gt;
&lt;br /&gt;
Players can form a group of units for attack and movement purposes, lasting until the end of the round. Units formed into a group can perform actions together that cannot be interrupted by the enemy player. For instance, four units may be formed into a group and each of these units may be moved during a single turn; and, once grouped, they must move during the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Creating groups''': SHIFT + left-click to add to group. It costs no AP to do this.&lt;br /&gt;
&lt;br /&gt;
* '''Contiguous units''': Only contiguous collections of units may be formed into a group – that is, a unit may be added to a group only if it is in the same hex as a member of the group, or an adjacent one. All units in a group then move together before the end of a turn.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_028.jpg|none|border|500px|thumb|Units ready to be grouped]]&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_029.jpg|none|border|500px|thumb|Grouped units; the left-most unit is the current active unit.]]&lt;br /&gt;
&lt;br /&gt;
* '''Disband groups''': Disband a group by left-clicking to select another unit outside the group without holding the &amp;lt;Shift&amp;gt; key, or by pressing the &amp;lt;Escape&amp;gt; key. It costs no AP to disband a group. Groups disband at the end of each round. Loaded units remain loaded until they are unloaded, however.) &lt;br /&gt;
&lt;br /&gt;
* '''Group firing''': The current active unit is considered the “fire-leader” and the target of the attack must be a unit on which the fire-leader can make an attack. All units in the group contiguous with the fire-leader with line of sight to the target and enough APs to fire will contribute +1 to the attack.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_030.jpg|none|border|500px|thumb|Grouped units; the middle unit highlighted in grey has finished moving, but is still part of the group. The second from left highlighted in yellow is the current active unit, and hence is the fire-leader. The group may only fire on units in LOS of the fire-leader, and direct and indirect attacks are based on the fire-leader's position.]]&lt;br /&gt;
&lt;br /&gt;
* Remember that all units in a group move together before the end of the turn. &lt;br /&gt;
&lt;br /&gt;
* CAPs can be added to groups to increase the APs of every member of the group. Important: these APs will be lost if the group is disbanded.&lt;br /&gt;
&lt;br /&gt;
* Groups may also perform other actions together, such as group-rallying or group-hasty entrenchment. Every member that has sufficient APs remaining to perform the indicated action will attempt to do so. Note that once a group moves, none of the units in the group may rally.&lt;br /&gt;
&lt;br /&gt;
* At the end of a turn, all units in a group move have APs reduced  to the lowest AP value of any unit in the group (i.e., the weakest link). A group travels only as far as its slowest member. Ex: A HMG team with 2 APs remaining after a group move is grouped with a Rifle team with 4 APs remaining.  The Rifle team’s APs are reduced to 2 APs at the end of the move to match the lowest remaining APs in the group.&lt;br /&gt;
&lt;br /&gt;
====Command Action Points (CAPs)====&lt;br /&gt;
&lt;br /&gt;
Command Action Points represent the influence of commanders on the battlefield action. Each player has a pool of CAPs independent of any particular unit. These CAPs can be transferred to units and converted into APs for the current active unit. They can also be used for increasing the odds of performing some attack or other action (up to +2 to attack rolls and rally rolls).&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_031.jpg|none|border|500px|thumb|The CAPs buttons]]&lt;br /&gt;
&lt;br /&gt;
Use CAPs to get a roll bonus of up to +2 for attack rolls and rally rolls.&lt;br /&gt;
&lt;br /&gt;
Players receive a certain number of CAPs each round according to the specifications of the firefight. CAPs are replenished at the beginning of the next round. CAPs cannot be saved from one round to the next. A player’s CAP allotment decreases by 1 from the base amount for every unit on that is destroyed in a firefight. (For example, if you have had two of your units destroyed, then you receive two fewer CAPs at the start of each round.)&lt;br /&gt;
&lt;br /&gt;
====Terrain====&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Basic Terrain&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
The width of a hex represents roughly 40-50 meters of ground. Each hex has a basic terrain type, which modifies movement AP costs for different types of movement, and adds defense modifiers for units in that hex. Some hexes also act as cover and units may stay hidden or be allowed to hidein these hexes (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a hex to see the terrain type displayed at the bottom of the screen, along with any relevant modifiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_032.jpg|none|border|500px|thumb|Viewing terrain info and modifiers. The +1 defense is added to the defense value of units in the hex. (Or, subtracting it from the attack value of a unit attacking that hex would provide the same result.)]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Terrain Movement Cost (in APs) and Defense Modifiers'''&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Terrain||Infantry Cost||Wheel Cost||Track Cost||Defense Modifier||Cover for Hiding&lt;br /&gt;
|-&lt;br /&gt;
|'''Clear'''*||0||0||0||0||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Water'''||+4||N/A||N/A||-1||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Marsh'''||+2||N/A||+2**||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Woods'''||+1||N/A||+2||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Light Woods'''||0||2||+1||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Wood)'''||+1||N/A||+2||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Stone)'''||+1||N/A||+3**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Wood)'''||+2||N/A||+3||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Stone)'''||+2||N/A||+4**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Wheat'''||0||0||0||0||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Corn'''||+1||0||0||0||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Includes all low-level, solid-ground terrain types such as Dirt, Sand, Grass, etc.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;**Units of the indicated type have a chance to become immobilized upon entering a hex with this terrain type.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Roads'''&lt;br /&gt;
&lt;br /&gt;
Roads permit more rapid movement. Terrain movement costs are ignored when moving along roads.&lt;br /&gt;
&lt;br /&gt;
'''Walls'''&lt;br /&gt;
&lt;br /&gt;
Walls protect units. Units in the same hex as a wall receive a +1 defense bonus from attacks crossing over the wall hex side. Wheeled units may not cross walls; tracked units may cross them but at a +1 cost to movement.&lt;br /&gt;
&lt;br /&gt;
'''Height'''&lt;br /&gt;
&lt;br /&gt;
Some hexes have different elevation, or height. Moving up each level of height costs +1AP; vehicles may only move up one level of height per turn. It costs nothing to move down levels of height.&lt;br /&gt;
&lt;br /&gt;
Units at a higher elevation attacked by the enemy units at a lower elevation receive a +1 defense bonus. Units at a higher elevation firing at enemy units on a lower elevation receive a +1 Firepower bonus. Multiple levels of elevation do not improve these modifiers; they are always +1. &lt;br /&gt;
&lt;br /&gt;
Height also causes a plateau effect, cutting the LOS of units that are not close to the  height edge. The further from the edge of a height level, the less the unit can see to lower levels and vice versa. This plateau effect can be improved or worsened depending on the height level, the covering terrain, and the distance of attacking and defending units from the height edge.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_033.jpg|none|border|500px|thumb|Heights.]]&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Fortifications and Obstacles&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
Fortifications and obstacles represent man-made modifications to a location. Hexes may have one or more terrain features in them. Some of these features are directional, while others have the same effect regardless of the direction of movement or attack.&lt;br /&gt;
&lt;br /&gt;
You can attempt to destroy fortifications and obstacles by using the “Attack” button on the unit buttons bar (see [[#Unit Buttons|Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a fortification or obstacle to see its type displayed at the bottom of the screen, along with any relevant modifiers, just as with basic terrain. &lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_034.jpg|none|border|300px|thumb|Viewing fortification/obstacle modifiers and terrain info.]]&lt;br /&gt;
&lt;br /&gt;
* '''Bunkers''': &lt;br /&gt;
&lt;br /&gt;
:* Wood Bunker&lt;br /&gt;
:*(Regular) Bunker&lt;br /&gt;
:* Heavy Bunker&lt;br /&gt;
&lt;br /&gt;
Wood, regular, and heavy bunkers all share the same rules but provide different defensive bonuses. Infantry squads and guns may enter a bunker. A unit in the bunker can only assume the facing of the bunker unit.&lt;br /&gt;
&lt;br /&gt;
: '''Wood Bunker''': +4 defense front, +1 defense flank&lt;br /&gt;
: '''Bunker''': +5 defense front, +2 defense flank&lt;br /&gt;
: '''Heavy Bunker''': +6 defense front, +3 defense flank&lt;br /&gt;
&lt;br /&gt;
* '''Gun Pits'''&lt;br /&gt;
&lt;br /&gt;
Only guns may enter a gun pit structure. The pit provides units inside of it with a +3 defense modifier against attacks that come from the pit’s forward arc, regardless of the direction the units are facing.&lt;br /&gt;
&lt;br /&gt;
* '''Barbed Wire'''&lt;br /&gt;
&lt;br /&gt;
Barbed wire costs 4 additional APs for infantry units to enter, and 2 additional APs for tracked units. Wheeled units cannot enter a barbed wire hex. Barbed wire is destroyed when a tracked unit enters it.&lt;br /&gt;
&lt;br /&gt;
* '''Trenches'''&lt;br /&gt;
&lt;br /&gt;
Only infantry squads can enter trenches. Units in a trench receive a +2 defense modifier.&lt;br /&gt;
&lt;br /&gt;
* '''Roadblocks'''&lt;br /&gt;
&lt;br /&gt;
Wheeled vehicles cannot enter a hex with a roadblock. Tracked vehicles pay an additional 4 APs to enter a roadblock hex. Roadblocks do not affect foot movement.&lt;br /&gt;
&lt;br /&gt;
* '''Land Mines'''&lt;br /&gt;
&lt;br /&gt;
There are three types of land mines: foot mines, vehicle mines, and mixed foot-vehicle mines. A mine makes an attack against the flank of any unit of the appropriate type that enters the hex containing the mine. Mines laid by enemies are generally hidden until you discover them.&lt;br /&gt;
&lt;br /&gt;
* '''Smoke Screen''' &lt;br /&gt;
&lt;br /&gt;
Smoke has levels: newly laid smoke is Level 2 smoke. Level 2 smoke blocks LOS through the smoke-hex, and provides a +2 defensive bonus for targeted units within the smoke hex and to those units targeted by fire originating from the smoke hex . At the end of the round, Level 2 smoke becomes Level 1 smoke.&lt;br /&gt;
&lt;br /&gt;
Level 1 smoke allows LOS to pass through it, and provides a +1 defense bonus for all attacks on the unit into, out of, and through the smoke.&lt;br /&gt;
&lt;br /&gt;
The effects of multiple smoke screens in the same hex are cumulative.&lt;br /&gt;
&lt;br /&gt;
====Special Actions====&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_035_actual.jpg|none|border|500px|thumb|Special actions]]&lt;br /&gt;
&lt;br /&gt;
Special Actions represent the influence of battlefield commanders, additional battlefield resources, or simply bad luck. Players play a Special Action as their only action for a turn, instead of selecting and using a unit.&lt;br /&gt;
&lt;br /&gt;
Some special actions have an additional CAP or AP cost. Most special actions are performed as a single action, and thus cannot be combined with another action, such as moving a unit or firing, on the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Command Action''' – Allows any unit to take one action at no cost.&lt;br /&gt;
* '''Defuse Land Mine''' – Remove one visible land mine, in a hex adjacent to a unit you control.&lt;br /&gt;
* '''Plus 1D6 APs''' – Current moving unit gains 1-6 random APs.&lt;br /&gt;
* '''Hasty Defense''' – Select a unit to gain a hasty defense.&lt;br /&gt;
* '''Rally Attempt''' – Allows the selected wounded unit to make a free rally attempt.&lt;br /&gt;
* '''Sniper''' – Causes the enemy to lose a random amount of Command Action Points.&lt;br /&gt;
* '''Reveal Hidden''' – Discloses hidden enemy units, within two hexes of a selected friendly unit.&lt;br /&gt;
* '''Stop Vehicle''' – Prevents a selected enemy vehicle from taking move actions this turn.&lt;br /&gt;
* '''Lay Land Mine''' – Adds a land mine adjacent to a selected friendly unit that is not in close combat with the enemy.&lt;br /&gt;
* '''Dual Attack''' – Forces the enemy player to skip the next two turns.&lt;br /&gt;
* '''Mark as Used''' – Removes all Action Points from a selected enemy unit.&lt;br /&gt;
* '''Auto-Rally''' – Automatically rallies a selected wounded unit.&lt;br /&gt;
&lt;br /&gt;
====Unit Quality====&lt;br /&gt;
&lt;br /&gt;
Units in Conflict of Heroes have a Quality rating that modifies the base attributes of the unit. The effects of a quality rating differ among infantry and vehicle type units. The quality of a unit is shown in the unit information area in the bottom left part of the screen when a unit is selected.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_036.jpg|none|border|500px|thumb|Unit quality]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Infantry Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Green'''||-1||-1||-1||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+1||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Vehicle Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||-2||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+2||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*No unit can have its attack cost modified below 2.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that there is no Green quality modifier for vehicles.&lt;br /&gt;
&lt;br /&gt;
====Keyboard Shortcuts====&lt;br /&gt;
&lt;br /&gt;
Spacebar    Pass turn / end bonus move&lt;br /&gt;
PrintScreen    Save copy of current screen to:&lt;br /&gt;
&lt;br /&gt;
(My)Documents/Western Civilization Software/Conflict of Heroes Awakening the Bear/Screenshot&lt;br /&gt;
&lt;br /&gt;
Shift-PrtScrn    Save higher quality screenshot to same location as above&lt;br /&gt;
&lt;br /&gt;
Escape            Deselect all units&lt;br /&gt;
Enter               Enter/exit chat mode in TCP/IP games&lt;br /&gt;
Tab                 Move camera to view currently moving unit&lt;br /&gt;
+ / -                Cycle between units with APs remaining&lt;br /&gt;
V                    Toggle view units&lt;br /&gt;
T                    Toggles terrain&lt;br /&gt;
C                    Converts CAPs to APs&lt;br /&gt;
B                    Converts CAPs to Roll Bonus&lt;br /&gt;
F                    Enter Fire (Attack Hex) Mode&lt;br /&gt;
N                   Toggle display of unit abbreviations over unit icons&lt;br /&gt;
I                    Toggle display of interface&lt;br /&gt;
A-W-D-S     These four keys move the camera left, forward, right, and backward.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=387</id>
		<title>Game Instructions</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=387"/>
		<updated>2012-05-31T16:42:18Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: /* Fortifications and Obstacles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Main Menu==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_009.jpg|none|border|500px|thumb|The main menu]]&lt;br /&gt;
&lt;br /&gt;
* Play Game – There are several kinds of firefights from which to choose:&lt;br /&gt;
&lt;br /&gt;
:* Awakening the Bear Firefights – Firefights from the board game version of Conflict of Heroes – Awakening the Bear&lt;br /&gt;
&lt;br /&gt;
:* Frontier Firefights – Firefights set in Ukraine during Operation Barbarossa&lt;br /&gt;
&lt;br /&gt;
:* The Commanding Heights – A series of related firefights set in the Crimean Peninsula, each of which uses a different portion of one large map&lt;br /&gt;
&lt;br /&gt;
:* Point Buy Firefights – A collection of maps for quick pick-up games or skirmish-style firefights&lt;br /&gt;
&lt;br /&gt;
:* Additional Firefights – A list of firefights stored in your (My)Documents\Western Civilization Software\Conflict of Heroes -Awakening the Bear\Data\Scenarios folder. Put fan-created and modded firefights here and play them with this option.&lt;br /&gt;
&lt;br /&gt;
* Load Game – Loads a save game from a file. By default, saved games are loaded from the directory (My) Documents\Western Civilization Software\Conflict of Heroes – Awakening the Bear\Save.&lt;br /&gt;
&lt;br /&gt;
* Multiplayer Lobby Game – Allows you to enter the Multiplayer Lobby and Forum to meet other players, issue and accept challenges, discuss scheduling and host and join multiplayer games. See the [[Multiplayer Lobby Games]] section below for more information.&lt;br /&gt;
&lt;br /&gt;
* Local Network Game – Allows you to join a game on your local network, without connecting to the multiplayer forum or lobby. A game must first be setup and hosted before you can join it. Please see the [[#Local Network Games|Local Network Games]] section for more information.&lt;br /&gt;
&lt;br /&gt;
* Rule Options – Rule Options affect the way the game is played. Options cannot be changed during a game. This includes saved games: if you save a game with a certain set of options, change your options for another game, then load the saved game later, your options will revert to the set from the saved game. Click the option to change the setting: “Yes” for on, “No” for off.&lt;br /&gt;
&lt;br /&gt;
:* Fog of War – If fog-of-war is turned on, players cannot see hexes that are outside of the line-of-sight of their units.&lt;br /&gt;
&lt;br /&gt;
:* Variable Action Points – Instead of receiving the standard 7 APs per unit at the beginning of a round, a player may receive variable action points instead. The player may choose from two variable action point options:&lt;br /&gt;
&lt;br /&gt;
::+ 2D6: the sum of two (virtual) six-sided die rolls, or&lt;br /&gt;
::+ 3D6 High-Low: the sum of the highest and lowest die rolls on three (virtual) six-sided dice. This gives less volatile results.&lt;br /&gt;
&lt;br /&gt;
If the Dice Camera is turned on, the player makes these rolls himself. (See the Dice Camera document for details.)&lt;br /&gt;
&lt;br /&gt;
:* Difficulty Level – To increase the challenge of playing against computer-controlled opponents, increase the difficulty level. At higher difficulty levels, the computer opponent receives a variety of material advantages. See the FAQ document for details.&lt;br /&gt;
&lt;br /&gt;
:* Foot Unit Cautious Movement – If foot unit cautious movement is turned on, any infantry squad unit that makes a normal move into a hex that lacks a defense bonus suffers a -1 defense modifier, during the opponent’s turn. To avoid this penalty, units can spend extra AP to move cautiously. To move cautiously, hold down the CTRL key while right-clicking when issuing a move order. This adds +1 to the AP cost for each move. (See below for rules on [[#Selecting and Moving Units|movement]] and [[#Attacking|combat]].)&lt;br /&gt;
&lt;br /&gt;
:* Random Quality – If this option is turned on, units that would otherwise start with Regular quality level instead have their quality level randomized. (See [[#Unit Quality|Unit Quality]] for more information.)&lt;br /&gt;
&lt;br /&gt;
* System Preferences – Used to control video, gameplay, and audio options. Preferences can also be changed in-game and unlike rule options are not part of the game file. Some video preferences will not take effect until the game is restarted.&lt;br /&gt;
&lt;br /&gt;
* Game News – Find out about what’s going on with Conflict of Heroes updates, expansions, new firefights, and related products. (You can also receive information about game news by visiting www.matrixgames.com/forums/tt.asp?forumid=1040.)&lt;br /&gt;
&lt;br /&gt;
* Upload Game Results – Help Western Civilization Software balance and improve the difficulty of Conflict of Heroes firefights by uploading the results of the games you have completed so far (or since the last time you uploaded game results). When you select this menu option, the results of games you played against the AI are uploaded to our FTP. No personal information is transmitted.&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_010.jpg|none|border|500px|thumb|Setting up a game after selecting a scenario]]&lt;br /&gt;
&lt;br /&gt;
* Human / Computer Player Buttons – Use these buttons to determine whether the Germans or Russians will be controlled by the human player, or by the computer. You can set both players to “human” in order to play a hot-seat game.&lt;br /&gt;
&lt;br /&gt;
* Human-Preferred Side – Some firefights have a “human-preferred” side, indicating that the firefight has been designed and balanced with the intention that the human player should play the indicated side. You are allowed to play the non-human-preferred side in a firefight if you choose, but you might then find the firefight somewhat unchallenging.&lt;br /&gt;
&lt;br /&gt;
* Server Setup – Use this to open the Server Setup Screen in order to host this game over TCP/IP or LAN. (See the [[#Local Network Games|Local Network Games]] section.)&lt;br /&gt;
&lt;br /&gt;
==Planning Phase==&lt;br /&gt;
&lt;br /&gt;
When you start a new game, before most of the movement and firing begins, you may be asked to do some game setup or round-planning, such as planning artillery strikes, placing objects like barbed wire or land mines, or positioning reinforcements for the turn. This can sometimes take place before the first round of combat.&lt;br /&gt;
&lt;br /&gt;
'''Artillery Strikes and Laying Down Smoke'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_011.jpg|none|border|500px|thumb|Assigning an artillery strike to a hex]]&lt;br /&gt;
&lt;br /&gt;
To plan an artillery strike, click on a highlighted area on the map with the right mouse button during the planning phase. Sometimes you may be prompted to plan more than one artillery strike at a time. Artillery strikes affect the hex on which you click and all six adjacent hexes, attacking friend and foe alike. Usually artillery strike planning is for a strike that will occur at the beginning of the following turn, but sometimes you will be prompted to plan for strikes in even later turns.&lt;br /&gt;
&lt;br /&gt;
Right-click on a hex in the area indicated by the blinking blue highlight to place an artillery strike. Click the “Done” button when you are finished. Sometimes you will be able to place artillery strikes anywhere on the map, but other times will be limited as to where strikes may be placed.&lt;br /&gt;
&lt;br /&gt;
In certain firefights, some artillery strikes have a chance of delay. If a delay occurs, the strike will not happen during the round for which it was planned, but will be delayed one or more rounds.&lt;br /&gt;
&lt;br /&gt;
In some firefights, some artillery strikes deliver smoke instead of high explosive (HE) attacks, and for some strikes you will have the option of deciding whether the strike will deliver smoke or an attack.&lt;br /&gt;
&lt;br /&gt;
You can undo an artillery strike (whether HE or smoke) you have placed by clicking on the hex of a planned strike.&lt;br /&gt;
&lt;br /&gt;
'''Reinforcements'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_012.jpg|none|border|500px|thumb|Placing reinforcements (available hexes are highlighted)]]&lt;br /&gt;
&lt;br /&gt;
Reinforcements enter the game before the start of a round. These rounds vary from firefight to firefight. The zone in which a reinforcement may enter is indicated by a blinking blue highlight. Right-click on a hex in the highlighted zone to place a unit for reinforcements, keeping an eye on the mouse cursor arrow to control the facing of the new unit. You can choose which reinforcing unit is to be placed next by clicking on the unit’s button to the left.&lt;br /&gt;
&lt;br /&gt;
Reinforcements may enter the game loaded onto a vehicle. When placing a reinforcement, left-click on a vehicle located in the reinforcement zone to load the reinforcement onto the vehicle. This will not work if the rules do not allow the unit to be loaded onto the vehicle. (See [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]] for details on loading.)&lt;br /&gt;
&lt;br /&gt;
'''Fortifications and Obstacles'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_013.jpg|none|border|500px|thumb|Placing a fortification/obstacle (barbed wire)]]&lt;br /&gt;
&lt;br /&gt;
Right-click to place military fortifications and obstacles, such as barbed wire, mine fields and bunkers, on the map. Information about your placement appears at the upper left of the screen. You may undo placements with the “Undo” button. Press “Done” when you are finished placing terrain features.&lt;br /&gt;
&lt;br /&gt;
'''Hiding Units'''&lt;br /&gt;
&lt;br /&gt;
Some firefights also ask you to place hidden units, which then enter the game hidden (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]). If Fog of War is enabled, units that are not within the line of sight of any friendly units will not be seen, but they do not gain Hidden status simply by being out of sight.&lt;br /&gt;
&lt;br /&gt;
'''Point Buy Games'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_014.jpg|none|border|500px|thumb|Buying units with points in a point buy firefight]]&lt;br /&gt;
&lt;br /&gt;
Some firefights allow one or both of the players to requisition units at the start of the firefight. Players are given a certain number of points to spend requisitioning units. The types and numbers of units available for requisition are determined by the firefight. Units that are requisitioned enter the firefight as reinforcements on the first turn.&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_015.jpg|none|border|500px|thumb|Main screen elements]]&lt;br /&gt;
&lt;br /&gt;
====Main Screen Information====&lt;br /&gt;
&lt;br /&gt;
* '''Game Menu'''&lt;br /&gt;
&lt;br /&gt;
Mouse over each button for its label and settings.&lt;br /&gt;
&lt;br /&gt;
:* '''Hide Game Menu''' – Hides the Game Menu.&lt;br /&gt;
:* '''Game History''' – A display of the last several hundred lines from the game report.&lt;br /&gt;
:* '''Combat Statistics''' – A report on unit destruction.&lt;br /&gt;
:* '''Save Game''' – Saves the game.&lt;br /&gt;
:* '''Open Game''' – Opens a saved game.&lt;br /&gt;
:* '''Preferences''' – Opens a display allowing you to adjust video, audio, and gameplay preferences.&lt;br /&gt;
:* '''Camera Control''' – Switches the game camera between normal and top-down modes. Note that the camera maintains its position in each mode independently of the other.&lt;br /&gt;
:* '''Dice Camera''' – Toggles use of the Dice Camera, allowing you to use a webcam and a pair of six-sided dice to roll your own combat results (see the Dice Camera document).&lt;br /&gt;
:* '''2D Chit / 3D Unit View''' – Switches the game between displaying units as 2D Chits and animated 3D Units.&lt;br /&gt;
:* '''Briefing Map''' – Shows the briefing map for this firefight, including deployment areas, objectives and reinforcements.&lt;br /&gt;
:* '''Help''' – Opens in-game help files.&lt;br /&gt;
:* '''Exit''' – Exits back to the main menu.&lt;br /&gt;
&lt;br /&gt;
* '''Score''' – Shows the current Russian and German score.&lt;br /&gt;
&lt;br /&gt;
* '''Commander and Firefight Orders''' – Click on the commander mug shot to open a description of your orders for this firefight.&lt;br /&gt;
&lt;br /&gt;
* '''Turn Clock(s)''' – The clocks show how many rounds are in the firefight altogether, and how many rounds have passed so far. Reinforcement arrivals and artillery support are shown on each turn clock, with an icon that shows the side which receives them.&lt;br /&gt;
&lt;br /&gt;
* '''Active player icon''' – Displays the icon of the active human player. If the active player is computer-controlled, the icon is shown grayed-out.&lt;br /&gt;
&lt;br /&gt;
* '''CAPs Remaining''' – Shows CAPs (Command Action Points) remaining for the current human player (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''CAP Conversions''' – These buttons allow you to convert CAPs to APs, and to raise or lower roll bonuses (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''Special Actions''' – Images to the left show the special actions you can take on your turn. Mouse over each for more information; left-click to select one (see [[#Special Actions|Special Actions]]).&lt;br /&gt;
&lt;br /&gt;
* '''Unit Buttons''' – Use these buttons to allow the selected unit to perform more detailed commands (see [[#Unit Buttons|Unit Buttons]]).&lt;br /&gt;
&lt;br /&gt;
* '''Game Report''' – Displays a summary of the last few actions that happened in the game. Use the toggle button above the report area to hide this display. You can open and close the Game Report using the toggle button in the lower left-hand corner of the screen.&lt;br /&gt;
&lt;br /&gt;
Moving the cursor around will show you the following:&lt;br /&gt;
&lt;br /&gt;
* '''Unit Tooltip''' – Shows basic information about either the unit last selected or the unit under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
* '''Terrain Information''' – Shows information about the terrain in the hex under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
====Camera Controls====&lt;br /&gt;
&lt;br /&gt;
* '''To scroll across the map''':&lt;br /&gt;
&lt;br /&gt;
:* Move the mouse cursor to the edge of the screen, or:&lt;br /&gt;
:* Left-click on the map surface and drag.&lt;br /&gt;
&lt;br /&gt;
* '''To change the camera angle''':&lt;br /&gt;
&lt;br /&gt;
:* Right-click on the map surface and drag the mouse.  Dragging the mouse left-right rotates the camera.  Dragging the mouse up-down tilts the camera.&lt;br /&gt;
:* CTRL + mouse wheel rotates the camera.&lt;br /&gt;
:* ALT + mouse wheel tilts the camera.&lt;br /&gt;
:* SHIFT + mouse wheel changes the camera height.&lt;br /&gt;
:* Note that using the mouse wheel without CTRL / ALT / SHIFT will reset the camera to the default height/angle setup.&lt;br /&gt;
:* You can also use the &amp;lt;Page Up&amp;gt; and &amp;lt;Page Down&amp;gt; keys to adjust the camera: these two keys work with CTRL, ALT, and SHIFT in the same manner as described for the mouse wheel.&lt;br /&gt;
&lt;br /&gt;
* '''To zoom in and out''':&lt;br /&gt;
&lt;br /&gt;
:* Use the scroll wheel on your mouse.&lt;br /&gt;
&lt;br /&gt;
====Selecting and Moving Units====&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click a unit to select it''' – You can switch among your units freely during your turn. The dotted indicator in the image below indicates the current active unit, which is the last unit selected by the active player. The arrow is the selection arrow. The number is the unit’s remaining AP.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_016.jpg|none|border|500px|thumb|Selecting a unit]]&lt;br /&gt;
&lt;br /&gt;
* You can also select multiple units for a group-move. See [[#Group Movement|Group Movement]] for more information.&lt;br /&gt;
&lt;br /&gt;
* '''Right-Click to Move''' – Right-click on the blue blinking area to move the current active unit to the hex on which you clicked.&lt;br /&gt;
&lt;br /&gt;
:* '''Facing''': Move the cursor toward the edge of a hex to face the unit in that direction after it moves into the hex. The mouse cursor arrow shows you the facing the unit will have after it enters the hex you click on.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_05b.jpg|none|border|500px|thumb|Selecting a friendly unit]]&lt;br /&gt;
&lt;br /&gt;
:(Note that the movement facing arrow supersedes the unit selection arrow: left-clicking on a unit will still select it, if it is eligible to be selected).&lt;br /&gt;
&lt;br /&gt;
:* '''Cost to Move''': Each unit has a base AP cost to move. Terrain in the destination hex may increase the AP cost of the move. Moving backward imposes an additional +1 AP cost.&lt;br /&gt;
:* '''Bonus Moves''': Some fast units (vehicles) get one or more bonus moves after they take a move action. The word “BONUS” appears over a unit when it is taking a bonus move. You cannot fire or take other actions during a bonus move. Bonus moves for treaded vehicles may only be made into clear terrain that does not change height. Bonus moves for wheeled vehicles may only be made along roads. (See [[#Terrain|Terrain]]). If you need to, you can end a bonus move with the “Pass” button on the unit buttons bar (see [[#Unit Buttons|Unit Buttons]]), or by hitting &amp;lt;spacebar&amp;gt;.&lt;br /&gt;
:* '''No Stacking Limits''': There are no stacking limits in Conflict of Heroes – any number of units may share the same hex. However, note that a combat attack will affect every unit in the hex if it is targeted for attack. This should discourage players from stacking too many units in a hex.&lt;br /&gt;
&lt;br /&gt;
* Right-Click to Pivot – Right-click on the map outside of a blinking blue movement area to pivot the current active unit toward the hex on which you clicked. A pivot like this ends your turn and costs 1 AP.&lt;br /&gt;
&lt;br /&gt;
* '''Click “Pass” to Skip Turn''' – You can skip your turn instead of moving, firing, or taking other actions by passing.  If both players pass in sequence, the round ends.&lt;br /&gt;
&lt;br /&gt;
* '''Cycle Through Units with APs''' – Any side buttons on your mouse cycle through units with APs Remaining. The + and – keys will do this as well.&lt;br /&gt;
&lt;br /&gt;
====Attacking====&lt;br /&gt;
&lt;br /&gt;
*'''Hover Over Enemy to Target'''&lt;br /&gt;
&lt;br /&gt;
Move the mouse cursor over an enemy unit to get information about an attack against that unit. Crosshairs and dots indicate that the current active unit is able to attack the target: white dots indicate the attack is within short range; gray dots indicate that the attack would be made at long range, with a penalty.&lt;br /&gt;
&lt;br /&gt;
If you are unable to attack, the reason is shown at the top of the screen. If you are able to attack, the roll needed to hit (on two six-sided dice [2D6]) is shown at the top of the screen. Note: You may modify the roll needed to hit with up to 2 CAPs.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_018.jpg|none|border|500px|thumb|Targeting an enemy unit]]&lt;br /&gt;
&lt;br /&gt;
:*'''Arc of Fire'''&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_039.jpg|none|border|500px|thumb|The standard arc of fire]]&lt;br /&gt;
&lt;br /&gt;
:Some units, such as guns and infantry squads, may only fire in the direction they face i.e. their forward arc. Other units, such as tanks, can fire in any direction, though they pay an additional +1 AP cost to fire outside of their forward arc. (The forward arc is the arc of fire for each unit, even though for tanks it is really only their forward firing arc.)&lt;br /&gt;
&lt;br /&gt;
:Hexes are highlighted in light green if they are within the arc of fire of the current active unit (direct fire). Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_040b copy.jpg|none|border|500px|thumb|Direct and indirect fire (e.g. for turreted units)]]&lt;br /&gt;
&lt;br /&gt;
:*'''Line-of-Sight'''&lt;br /&gt;
:Units must have line-of-sight (LOS) to an enemy unit in order to attack it. (Exception: mortars - see the following sub-section.) LOS can be blocked by terrain and by smoke. A unit in a hex with an enemy unit has no LOS beyond that hex.  Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_019_alt.jpg|none|border|500px|thumb|Line-of-sight (LOS): light green hexes are in LOS, as are the three adjacent forward hexes (flashing blue in-game).  Dark green hexes are in LOS for at least one other friendly unit; shadowed hexes are in Fog-of-war, i.e. out of LOS for all friendly units.]]&lt;br /&gt;
&lt;br /&gt;
:*'''Mortar Units'''&lt;br /&gt;
&lt;br /&gt;
:Like infantry units, mortars may make direct attacks on units in their forward arc LOS. In addition, some mortar units can fire at targets they cannot see by firing indirectly using spotters. A mortar’s spotters are abstractly considered to be located in any hex within two hexes of the mortar unit, so long as it has LOS to the mortar unit. A mortar can make an indirect attack on any enemy in its forward arc that can’t be seen by the mortar but can be seen from one of its spotter hexes. (However, mortars also have minimum firing ranges; see [[#Range|Range]] below).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_020.jpg|none|border|500px|thumb|Firing with mortars: spotter hexes marked with white spots.  Light green and light crimson hexes in firing arc for mortar unit itself: light green in LOS to mortar unit itself and are direct attacks; light crimson in LOS to at least one spotter hex and are indirect attacks.]]&lt;br /&gt;
&lt;br /&gt;
:An indirect attack is made like a normal attack but costs additional APs, as indicated in parentheses below the normal attack cost on the mortar unit.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_021.jpg|none|border|500px|thumb|Mortar unit toolbar: direct attacks cost 3 AP; indirect attacks cost 4 AP.]]&lt;br /&gt;
&lt;br /&gt;
:Note that not all mortar units are capable of indirect fire.&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click on Enemy to Attack'''&lt;br /&gt;
&lt;br /&gt;
:*Attacks are made against every unit in the target hex, both friend and foe alike. The exception is units in close-combat (that is, in the same hex as their target enemy; see [[#Range|Range]]), which are not forced to attack friendly units in their hex.&lt;br /&gt;
&lt;br /&gt;
:*Stats and the Combat Roll: The strength of the attacker, i.e. the attack value, is  determined by the roll of two virtual six-sided dice [2D6] (or two real ones if using the Dice Camera). This die roll result is added to the firepower of the attacking unit, plus any relevant attack modifiers. The attack value is then compared to the strength of the targeted unit, i.e. the defense value. A unit’s defense value is the sum of its defense rating, plus any terrain modifiers present in the hex it occupies.&lt;br /&gt;
&lt;br /&gt;
:If the attack result equals or exceeds the defense result, the target is wounded, and takes on a randomly-determined “wounded condition” (see [[#Wounded Conditions|Wounded Conditions]]). If the attack result equals or exceeds the defense result by four or more, the target is destroyed outright. A unit that already has a wound condition that receives an additional wound is destroyed.&lt;br /&gt;
&lt;br /&gt;
:*Red vs. Blue Attack and Defense Values&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_022.jpg|none|border|500px|thumb|Attack values: red for rifles, explosives, and hand-to-hand, blue for shells, anti-tank, and armor-piercing rounds.]]&lt;br /&gt;
&lt;br /&gt;
:Each unit has a red and blue firepower. Red firepower is used against targets with red defense ratings and blue firepower is used against targets with blue defense ratings. Red firepower represents anti-personnel attacks or high-explosive munitions. Blue firepower represents anti-tank or armor-piercing rounds. Units with blue defense ratings are armored, whereas units with red defense ratings are unarmored.&lt;br /&gt;
&lt;br /&gt;
:Some field and anti-tank guns have a blue front defense rating and a red flank defense rating to model the large forward facing gun shield  (see the following sub-section).&lt;br /&gt;
&lt;br /&gt;
:*Flanking&lt;br /&gt;
&lt;br /&gt;
:Each unit has a separate forward and flank defense value. &lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_023.jpg|none|border|500px|thumb|Defense values: red for infantry personnel, blue for armor (large guns, tanks, etc.). Upper value is for flank defense, lower value is for forward defense.]]&lt;br /&gt;
&lt;br /&gt;
:Units that are attacked from a hex that is inside of their forward arc use their front defense rating to determine their defense value. Units that are attacked from a hex outside their forward arc use their flank defense rating to determine their defense value.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024.jpg|none|border|500px|thumb|If an attack comes from the defending unit's forward arc, use the forward defense value. If an attack comes from anywhere else, use the flank defense value.]]&lt;br /&gt;
&lt;br /&gt;
:Some units have one color for forward defense, and the other for flank defense.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024b.jpg|none|border|500px|thumb|Some units, like large guns, use a blue defense value for attacks from the forward arc (forward attacks), and a red defense value for attacks from the flank (flank attacks).]]&lt;br /&gt;
&lt;br /&gt;
:Units attacking a mixed unit from its forward arc use the attack value whose color matches the mixed unit’s forward defense color. Units attacking a mixed unit outside its forward arc use the attack value whose color matches the mixed unit’s flank defense color.  &lt;br /&gt;
&lt;br /&gt;
:Just remember always to use the matching color: red attack always matches red defense; blue attack always matches blue defense.&lt;br /&gt;
&lt;br /&gt;
:*'''Terrain''': Terrain modifies a target’s defense value (see [[#Terrain|Terrain]]).&lt;br /&gt;
&lt;br /&gt;
:*'''Vehicles as Cover''': Any infantry squad (rifles, pioneers, SMGs) in the same hex as a friendly vehicle (wheeled or tracked) receives a +1 bonus to their defense values. This does not apply to loaded units (see [[#Rallying, Loading, and Other Actions|Rallying, Loading, and Other Actions]]). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Range'''&lt;br /&gt;
&lt;br /&gt;
:* Each unit that can attack has a base attack range.&lt;br /&gt;
&lt;br /&gt;
:* Units can attack with no penalty up to their base attack range. Units can fire  out to twice their attack range, but then receive a -2 attack penalty to their attack value. Units cannot attack beyond twice their attack range.&lt;br /&gt;
&lt;br /&gt;
:* Some units, like mortars, also have a minimum attack range, which precedes their base attack range on their stats. For example, for a unit with a range of “3-18” 3 is the minimum attack range, 18 is the base attack range.&lt;br /&gt;
&lt;br /&gt;
:* For units with a minimum range, enemy units that are within this minimum range cannot be fired upon except in close combat.&lt;br /&gt;
&lt;br /&gt;
:* +3  for Close Range: Units receive a +3 attack bonus when firing at units in adjacent hexes.&lt;br /&gt;
&lt;br /&gt;
:* +4 or -2 for Close Combat: rifles, pioneers, SMGs, tanks, armored cars, and APCs receive a +4 attack bonus when firing at units in the same hex as themselves. MGs, guns, mortars, wagons, and trucks receive a -2 attack penalty in close combat.&lt;br /&gt;
&lt;br /&gt;
====Unit Tooltip Values====&lt;br /&gt;
The essential movement and combat values and costs are shown on the unit tooltip, in the following order:&lt;br /&gt;
&lt;br /&gt;
* AP remaining&lt;br /&gt;
* Firepower: soft (added to die roll)&lt;br /&gt;
* Firepower: armor (added to die roll)&lt;br /&gt;
* AP cost to fire&lt;br /&gt;
* Range&lt;br /&gt;
* Forward defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* Flank defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* AP cost to move&lt;br /&gt;
* Number of bonus moves&lt;br /&gt;
&lt;br /&gt;
A grey box behind the attack values indicates the unit receives the Close Combat -2 attack penalty.&lt;br /&gt;
&lt;br /&gt;
If a unit is wounded, you’ll see a hit counter at the end of the tooltip.&lt;br /&gt;
&lt;br /&gt;
====Hit Counters====&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_025.jpg|none|border|500px|thumb|Hit counters for damaged/wounded units.]]&lt;br /&gt;
&lt;br /&gt;
A unit that is damaged during an attack (but not destroyed outright) receives a hit counter. There are a variety of hit counters for foot and for vehicle type units. The hit counter is displayed over any damaged unit. The details of your hit counter are shown on the unit tooltip display of a damaged unit, including any modifiers to unit values, and the die roll needed to rally the unit. Hit counters can affect movement, attack, and defense.&lt;br /&gt;
&lt;br /&gt;
Note that the details of enemy hit counters will remain hidden to you, until the enemy unit takes an action involving a unit statistic that is modified by its hit counter. Before this occurs, you will be able to see that an enemy unit is damaged, but you will not be able to see the particular effects of its hit counter in the unit’s tooltip display.&lt;br /&gt;
&lt;br /&gt;
====Rallying, Hiding, and Other Unit Actions====&lt;br /&gt;
&lt;br /&gt;
'''Rallying'''&lt;br /&gt;
&lt;br /&gt;
Wounded units can be rallied using the “Rally” button (see [[#Unit Buttons|Unit Buttons]]). Rallying costs 5AP for all units. A successful rally attempt removes the wound condition from the unit. Not all wound conditions can be removed, and the difficulty of removing a wound condition varies with the type of condition. Units receive a bonus to their rally rolls when they are in terrain with a defense bonus, and/or when they are in the same hex as other friendly unwounded units. Units cannot rally when in the same hex as an enemy unit. Some wound conditions do not permit rallying.&lt;br /&gt;
&lt;br /&gt;
'''Hiding'''&lt;br /&gt;
&lt;br /&gt;
Units can hide using the “Hide” button (see [[#Unit Buttons|Unit Buttons]]). Units can only hide when they are out of line-of-sight (LOS) of all enemy units. A hidden unit in clear terrain is revealed only when an enemy unit that has LOS into the hidden unit’s hex moves within two hexes of it. A hidden unit in terrain that either has a defense bonus or provides cover is not revealed unless an enemy unit enters its hex. Some units enter the game hidden. Hidden units cannot be targeted; players may use the “Attack” button on the unit buttons bar to attack hexes where they suspect hidden units may be hiding.&lt;br /&gt;
&lt;br /&gt;
Hidden units may move while remaining hidden. It costs +3 APs to “hidden move” into a hex with terrain that provides cover. It costs +5 APs to “hidden move” into a hex with terrain that does not provide cover.&lt;br /&gt;
&lt;br /&gt;
A player’s own hidden units are shown marked with a symbol that looks like a tree. &lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_026.jpg|none|border|250px|thumb|Unhidden units contrasted with hidden units.]]&lt;br /&gt;
&lt;br /&gt;
Hidden enemy units are not visible to you, only to the owner of the units. &lt;br /&gt;
Ex: A German rifle squad moves back behind heavy woods, is out of the LOS of all enemy units, and disappears from the enemy’s view on the map. The German “Hides” the unit during his next turn. He then “hidden moves” this unit forward into the enemy’s LOS range, but still remains hidden from enemy view. &lt;br /&gt;
&lt;br /&gt;
'''Loading'''&lt;br /&gt;
&lt;br /&gt;
Units can be loaded (includes transporting foot units and towing guns) onto most vehicles such as tanks, trucks and wagons by using the “Load” button. They can be unloaded using the same button. (See [[#Unit Buttons|Unit Buttons]].) When a unit is loaded onto a vehicle, the two units are considered to be in group action together: if the units have different AP totals at the end of the turn the lower figure will be applied to both, and this will continue in each subsequent turn. (See [[#Group Actions|Group Actions]].) The AP cost to load and unload a unit is equal to the base movement cost of that unit, and is deducted from the group at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Guns and immobilized vehicles can also be loaded, in which case they are considered to be towed. Vehicles can generally carry one infantry squad, or they can tow one gun or immobilized friendly vehicle. Towed units remain in the same hex as the vehicle carrying them during movement.&lt;br /&gt;
&lt;br /&gt;
'''Other Actions'''&lt;br /&gt;
&lt;br /&gt;
Units can perform a few other actions as well, like attacking fortifications, laying smoke, digging hasty defenses, and entering and exiting buildings. See [[#Unit Buttons|Unit Buttons]]s for more details.&lt;br /&gt;
Unit Buttons&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit buttons bar. Unit buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
====Unit Action Buttons====&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit action buttons bar. Unit action buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_027.jpg|none|border|500px|thumb|The unit buttons bar.]]&lt;br /&gt;
&lt;br /&gt;
* '''Pass''' – Skips your turn. If both players skip their turn in sequence, the round ends.&lt;br /&gt;
* '''Pass Entire Turn''' – Skips all of your turns until the end of the round.&lt;br /&gt;
* '''Attack a Hex''' – Prompts you to choose a hex to attack. Use this button when you want to try and destroy military fortifications (like land mines or barbed wire) or to attack hexes in which you suspect a hidden enemy unit may be located.&lt;br /&gt;
* '''Smoke a Hex''' – Prompts you to choose a hex in which to place a smoke screen. Some units have the ability to place smoke at various ranges according to the firefight. (See '''Smoke Screen''' under [[#Fortifications and Obstacles|Fortifications and Obstacles]].)&lt;br /&gt;
* '''Rally''' – Spends 5 APs to attempt to rally a unit with a wound condition.&lt;br /&gt;
* '''Hide/Unhide''' – Hides and unhides the current active unit.&lt;br /&gt;
* '''Enter/Exit Structure''' – Use these buttons to enter structures located in the same hex as the current active unit, such as a bunker, trench, or house (see [[#Terrain|Terrain]] for more information on structures). Only certain types of units can enter a given type of structure. If a unit is inside a structure, the relevant Enter Structure button becomes an Exit Structure button. It typically costs 1 AP to enter or exit a structure.&lt;br /&gt;
* '''Hasty Defense''' – Non-vehicle units may construct a hasty defense, at the cost of 7 APs. This provides a +1 defense modifier to the unit. The defense lasts until the unit moves or pivots. Wounded units cannot build a hasty defense.&lt;br /&gt;
* '''Load/Unload Vehicle''' – Loads the current active unit onto a friendly vehicle that is in its hex. If there is more than one eligible vehicle, the user is prompted to choose a vehicle. The units are considered to be in group action together. If a vehicle is loaded, the Load button becomes the Unload button and takes a loaded unit off of the vehicle that is transporting or towing it.&lt;br /&gt;
&lt;br /&gt;
====Group Actions====&lt;br /&gt;
&lt;br /&gt;
Players can form a group of units for attack and movement purposes, lasting until the end of the round. Units formed into a group can perform actions together that cannot be interrupted by the enemy player. For instance, four units may be formed into a group and each of these units may be moved during a single turn; and, once grouped, they must move during the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Creating groups''': SHIFT + left-click to add to group. It costs no AP to do this.&lt;br /&gt;
&lt;br /&gt;
* '''Contiguous units''': Only contiguous collections of units may be formed into a group – that is, a unit may be added to a group only if it is in the same hex as a member of the group, or an adjacent one. All units in a group then move together before the end of a turn.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_028.jpg|none|border|500px|thumb|Units ready to be grouped]]&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_029.jpg|none|border|500px|thumb|Grouped units; the left-most unit is the current active unit.]]&lt;br /&gt;
&lt;br /&gt;
* '''Disband groups''': Disband a group by left-clicking to select another unit outside the group without holding the &amp;lt;Shift&amp;gt; key, or by pressing the &amp;lt;Escape&amp;gt; key. It costs no AP to disband a group. Groups disband at the end of each round. Loaded units remain loaded until they are unloaded, however.) &lt;br /&gt;
&lt;br /&gt;
* '''Group firing''': The current active unit is considered the “fire-leader” and the target of the attack must be a unit on which the fire-leader can make an attack. All units in the group contiguous with the fire-leader with line of sight to the target and enough APs to fire will contribute +1 to the attack.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_030.jpg|none|border|500px|thumb|Grouped units; the middle unit highlighted in grey has finished moving, but is still part of the group. The second from left highlighted in yellow is the current active unit, and hence is the fire-leader. The group may only fire on units in LOS of the fire-leader, and direct and indirect attacks are based on the fire-leader's position.]]&lt;br /&gt;
&lt;br /&gt;
* Remember that all units in a group move together before the end of the turn. &lt;br /&gt;
&lt;br /&gt;
* CAPs can be added to groups to increase the APs of every member of the group. Important: these APs will be lost if the group is disbanded.&lt;br /&gt;
&lt;br /&gt;
* Groups may also perform other actions together, such as group-rallying or group-hasty entrenchment. Every member that has sufficient APs remaining to perform the indicated action will attempt to do so. Note that once a group moves, none of the units in the group may rally.&lt;br /&gt;
&lt;br /&gt;
* At the end of a turn, all units in a group move have APs reduced  to the lowest AP value of any unit in the group (i.e., the weakest link). A group travels only as far as its slowest member. Ex: A HMG team with 2 APs remaining after a group move is grouped with a Rifle team with 4 APs remaining.  The Rifle team’s APs are reduced to 2 APs at the end of the move to match the lowest remaining APs in the group.&lt;br /&gt;
&lt;br /&gt;
====Command Action Points (CAPs)====&lt;br /&gt;
&lt;br /&gt;
Command Action Points represent the influence of commanders on the battlefield action. Each player has a pool of CAPs independent of any particular unit. These CAPs can be transferred to units and converted into APs for the current active unit. They can also be used for increasing the odds of performing some attack or other action (up to +2 to attack rolls and rally rolls).&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_031.jpg|none|border|500px|thumb|The CAPs buttons]]&lt;br /&gt;
&lt;br /&gt;
Use CAPs to get a roll bonus of up to +2 for attack rolls and rally rolls.&lt;br /&gt;
&lt;br /&gt;
Players receive a certain number of CAPs each round according to the specifications of the firefight. CAPs are replenished at the beginning of the next round. CAPs cannot be saved from one round to the next. A player’s CAP allotment decreases by 1 from the base amount for every unit on that is destroyed in a firefight. (For example, if you have had two of your units destroyed, then you receive two fewer CAPs at the start of each round.)&lt;br /&gt;
&lt;br /&gt;
====Terrain====&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Basic Terrain&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
The width of a hex represents roughly 40-50 meters of ground. Each hex has a basic terrain type, which modifies movement AP costs for different types of movement, and adds defense modifiers for units in that hex. Some hexes also act as cover and units may stay hidden or be allowed to hidein these hexes (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a hex to see the terrain type displayed at the bottom of the screen, along with any relevant modifiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_032.jpg|none|border|500px|thumb|Viewing terrain info and modifiers. The +1 defense is added to the defense value of units in the hex. (Or, subtracting it from the attack value of a unit attacking that hex would provide the same result.)]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Terrain Movement Cost (in APs) and Defense Modifiers'''&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Terrain||Infantry Cost||Wheel Cost||Track Cost||Defense Modifier||Cover for Hiding&lt;br /&gt;
|-&lt;br /&gt;
|'''Clear'''*||0||0||0||0||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Water'''||+4||N/A||N/A||-1||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Marsh'''||+2||N/A||+2**||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Woods'''||+1||N/A||+2||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Light Woods'''||0||2||+1||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Wood)'''||+1||N/A||+2||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Stone)'''||+1||N/A||+3**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Wood)'''||+2||N/A||+3||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Stone)'''||+2||N/A||+4**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Wheat'''||0||0||0||0||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Corn'''||+1||0||0||0||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Includes all low-level, solid-ground terrain types such as Dirt, Sand, Grass, etc.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;**Units of the indicated type have a chance to become immobilized upon entering a hex with this terrain type.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Roads'''&lt;br /&gt;
&lt;br /&gt;
Roads permit more rapid movement. Terrain movement costs are ignored when moving along roads.&lt;br /&gt;
&lt;br /&gt;
'''Walls'''&lt;br /&gt;
&lt;br /&gt;
Walls protect units. Units in the same hex as a wall receive a +1 defense bonus from attacks crossing over the wall hex side. Wheeled units may not cross walls; tracked units may cross them but at a +1 cost to movement.&lt;br /&gt;
&lt;br /&gt;
'''Height'''&lt;br /&gt;
&lt;br /&gt;
Some hexes have different elevation, or height. Moving up each level of height costs +1AP; vehicles may only move up one level of height per turn. It costs nothing to move down levels of height.&lt;br /&gt;
&lt;br /&gt;
Units at a higher elevation attacked by the enemy units at a lower elevation receive a +1 defense bonus. Units at a higher elevation firing at enemy units on a lower elevation receive a +1 Firepower bonus. Multiple levels of elevation do not improve these modifiers; they are always +1. &lt;br /&gt;
&lt;br /&gt;
Height also causes a plateau effect, cutting the LOS of units that are not close to the  height edge. The further from the edge of a height level, the less the unit can see to lower levels and vice versa. This plateau effect can be improved or worsened depending on the height level, the covering terrain, and the distance of attacking and defending units from the height edge.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_033.jpg|none|border|500px|thumb|Heights.]]&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Fortifications and Obstacles&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
Fortifications and obstacles represent man-made modifications to a location. Hexes may have one or more terrain features in them. Some of these features are directional, while others have the same effect regardless of the direction of movement or attack.&lt;br /&gt;
&lt;br /&gt;
You can attempt to destroy fortifications and obstacles by using the “Attack” button on the unit buttons bar (see [[#Unit Buttons|Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a fortification or obstacle to see its type displayed at the bottom of the screen, along with any relevant modifiers, just as with basic terrain. &lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_034.jpg|none|border|250px|thumb|Viewing fortification/obstacle modifiers and terrain info.]]&lt;br /&gt;
&lt;br /&gt;
* '''Bunkers''': &lt;br /&gt;
&lt;br /&gt;
:* Wood Bunker&lt;br /&gt;
:*(Regular) Bunker&lt;br /&gt;
:* Heavy Bunker&lt;br /&gt;
&lt;br /&gt;
Wood, regular, and heavy bunkers all share the same rules but provide different defensive bonuses. Infantry squads and guns may enter a bunker. A unit in the bunker can only assume the facing of the bunker unit.&lt;br /&gt;
&lt;br /&gt;
: '''Wood Bunker''': +4 defense front, +1 defense flank&lt;br /&gt;
: '''Bunker''': +5 defense front, +2 defense flank&lt;br /&gt;
: '''Heavy Bunker''': +6 defense front, +3 defense flank&lt;br /&gt;
&lt;br /&gt;
* '''Gun Pits'''&lt;br /&gt;
&lt;br /&gt;
Only guns may enter a gun pit structure. The pit provides units inside of it with a +3 defense modifier against attacks that come from the pit’s forward arc, regardless of the direction the units are facing.&lt;br /&gt;
&lt;br /&gt;
* '''Barbed Wire'''&lt;br /&gt;
&lt;br /&gt;
Barbed wire costs 4 additional APs for infantry units to enter, and 2 additional APs for tracked units. Wheeled units cannot enter a barbed wire hex. Barbed wire is destroyed when a tracked unit enters it.&lt;br /&gt;
&lt;br /&gt;
* '''Trenches'''&lt;br /&gt;
&lt;br /&gt;
Only infantry squads can enter trenches. Units in a trench receive a +2 defense modifier.&lt;br /&gt;
&lt;br /&gt;
* '''Roadblocks'''&lt;br /&gt;
&lt;br /&gt;
Wheeled vehicles cannot enter a hex with a roadblock. Tracked vehicles pay an additional 4 APs to enter a roadblock hex. Roadblocks do not affect foot movement.&lt;br /&gt;
&lt;br /&gt;
* '''Land Mines'''&lt;br /&gt;
&lt;br /&gt;
There are three types of land mines: foot mines, vehicle mines, and mixed foot-vehicle mines. A mine makes an attack against the flank of any unit of the appropriate type that enters the hex containing the mine. Mines laid by enemies are generally hidden until you discover them.&lt;br /&gt;
&lt;br /&gt;
* '''Smoke Screen''' &lt;br /&gt;
&lt;br /&gt;
Smoke has levels: newly laid smoke is Level 2 smoke. Level 2 smoke blocks LOS through the smoke-hex, and provides a +2 defensive bonus for targeted units within the smoke hex and to those units targeted by fire originating from the smoke hex . At the end of the round, Level 2 smoke becomes Level 1 smoke.&lt;br /&gt;
&lt;br /&gt;
Level 1 smoke allows LOS to pass through it, and provides a +1 defense bonus for all attacks on the unit into, out of, and through the smoke.&lt;br /&gt;
&lt;br /&gt;
The effects of multiple smoke screens in the same hex are cumulative.&lt;br /&gt;
&lt;br /&gt;
====Special Actions====&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_035_actual.jpg|none|border|500px|thumb|Special actions]]&lt;br /&gt;
&lt;br /&gt;
Special Actions represent the influence of battlefield commanders, additional battlefield resources, or simply bad luck. Players play a Special Action as their only action for a turn, instead of selecting and using a unit.&lt;br /&gt;
&lt;br /&gt;
Some special actions have an additional CAP or AP cost. Most special actions are performed as a single action, and thus cannot be combined with another action, such as moving a unit or firing, on the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Command Action''' – Allows any unit to take one action at no cost.&lt;br /&gt;
* '''Defuse Land Mine''' – Remove one visible land mine, in a hex adjacent to a unit you control.&lt;br /&gt;
* '''Plus 1D6 APs''' – Current moving unit gains 1-6 random APs.&lt;br /&gt;
* '''Hasty Defense''' – Select a unit to gain a hasty defense.&lt;br /&gt;
* '''Rally Attempt''' – Allows the selected wounded unit to make a free rally attempt.&lt;br /&gt;
* '''Sniper''' – Causes the enemy to lose a random amount of Command Action Points.&lt;br /&gt;
* '''Reveal Hidden''' – Discloses hidden enemy units, within two hexes of a selected friendly unit.&lt;br /&gt;
* '''Stop Vehicle''' – Prevents a selected enemy vehicle from taking move actions this turn.&lt;br /&gt;
* '''Lay Land Mine''' – Adds a land mine adjacent to a selected friendly unit that is not in close combat with the enemy.&lt;br /&gt;
* '''Dual Attack''' – Forces the enemy player to skip the next two turns.&lt;br /&gt;
* '''Mark as Used''' – Removes all Action Points from a selected enemy unit.&lt;br /&gt;
* '''Auto-Rally''' – Automatically rallies a selected wounded unit.&lt;br /&gt;
&lt;br /&gt;
====Unit Quality====&lt;br /&gt;
&lt;br /&gt;
Units in Conflict of Heroes have a Quality rating that modifies the base attributes of the unit. The effects of a quality rating differ among infantry and vehicle type units. The quality of a unit is shown in the unit information area in the bottom left part of the screen when a unit is selected.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_036.jpg|none|border|500px|thumb|Unit quality]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Infantry Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Green'''||-1||-1||-1||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+1||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Vehicle Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||-2||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+2||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*No unit can have its attack cost modified below 2.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that there is no Green quality modifier for vehicles.&lt;br /&gt;
&lt;br /&gt;
====Keyboard Shortcuts====&lt;br /&gt;
&lt;br /&gt;
Spacebar    Pass turn / end bonus move&lt;br /&gt;
PrintScreen    Save copy of current screen to:&lt;br /&gt;
&lt;br /&gt;
(My)Documents/Western Civilization Software/Conflict of Heroes Awakening the Bear/Screenshot&lt;br /&gt;
&lt;br /&gt;
Shift-PrtScrn    Save higher quality screenshot to same location as above&lt;br /&gt;
&lt;br /&gt;
Escape            Deselect all units&lt;br /&gt;
Enter               Enter/exit chat mode in TCP/IP games&lt;br /&gt;
Tab                 Move camera to view currently moving unit&lt;br /&gt;
+ / -                Cycle between units with APs remaining&lt;br /&gt;
V                    Toggle view units&lt;br /&gt;
T                    Toggles terrain&lt;br /&gt;
C                    Converts CAPs to APs&lt;br /&gt;
B                    Converts CAPs to Roll Bonus&lt;br /&gt;
F                    Enter Fire (Attack Hex) Mode&lt;br /&gt;
N                   Toggle display of unit abbreviations over unit icons&lt;br /&gt;
I                    Toggle display of interface&lt;br /&gt;
A-W-D-S     These four keys move the camera left, forward, right, and backward.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=386</id>
		<title>Game Instructions</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=386"/>
		<updated>2012-05-31T16:41:50Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: /* Rallying, Hiding, and Other Unit Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Main Menu==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_009.jpg|none|border|500px|thumb|The main menu]]&lt;br /&gt;
&lt;br /&gt;
* Play Game – There are several kinds of firefights from which to choose:&lt;br /&gt;
&lt;br /&gt;
:* Awakening the Bear Firefights – Firefights from the board game version of Conflict of Heroes – Awakening the Bear&lt;br /&gt;
&lt;br /&gt;
:* Frontier Firefights – Firefights set in Ukraine during Operation Barbarossa&lt;br /&gt;
&lt;br /&gt;
:* The Commanding Heights – A series of related firefights set in the Crimean Peninsula, each of which uses a different portion of one large map&lt;br /&gt;
&lt;br /&gt;
:* Point Buy Firefights – A collection of maps for quick pick-up games or skirmish-style firefights&lt;br /&gt;
&lt;br /&gt;
:* Additional Firefights – A list of firefights stored in your (My)Documents\Western Civilization Software\Conflict of Heroes -Awakening the Bear\Data\Scenarios folder. Put fan-created and modded firefights here and play them with this option.&lt;br /&gt;
&lt;br /&gt;
* Load Game – Loads a save game from a file. By default, saved games are loaded from the directory (My) Documents\Western Civilization Software\Conflict of Heroes – Awakening the Bear\Save.&lt;br /&gt;
&lt;br /&gt;
* Multiplayer Lobby Game – Allows you to enter the Multiplayer Lobby and Forum to meet other players, issue and accept challenges, discuss scheduling and host and join multiplayer games. See the [[Multiplayer Lobby Games]] section below for more information.&lt;br /&gt;
&lt;br /&gt;
* Local Network Game – Allows you to join a game on your local network, without connecting to the multiplayer forum or lobby. A game must first be setup and hosted before you can join it. Please see the [[#Local Network Games|Local Network Games]] section for more information.&lt;br /&gt;
&lt;br /&gt;
* Rule Options – Rule Options affect the way the game is played. Options cannot be changed during a game. This includes saved games: if you save a game with a certain set of options, change your options for another game, then load the saved game later, your options will revert to the set from the saved game. Click the option to change the setting: “Yes” for on, “No” for off.&lt;br /&gt;
&lt;br /&gt;
:* Fog of War – If fog-of-war is turned on, players cannot see hexes that are outside of the line-of-sight of their units.&lt;br /&gt;
&lt;br /&gt;
:* Variable Action Points – Instead of receiving the standard 7 APs per unit at the beginning of a round, a player may receive variable action points instead. The player may choose from two variable action point options:&lt;br /&gt;
&lt;br /&gt;
::+ 2D6: the sum of two (virtual) six-sided die rolls, or&lt;br /&gt;
::+ 3D6 High-Low: the sum of the highest and lowest die rolls on three (virtual) six-sided dice. This gives less volatile results.&lt;br /&gt;
&lt;br /&gt;
If the Dice Camera is turned on, the player makes these rolls himself. (See the Dice Camera document for details.)&lt;br /&gt;
&lt;br /&gt;
:* Difficulty Level – To increase the challenge of playing against computer-controlled opponents, increase the difficulty level. At higher difficulty levels, the computer opponent receives a variety of material advantages. See the FAQ document for details.&lt;br /&gt;
&lt;br /&gt;
:* Foot Unit Cautious Movement – If foot unit cautious movement is turned on, any infantry squad unit that makes a normal move into a hex that lacks a defense bonus suffers a -1 defense modifier, during the opponent’s turn. To avoid this penalty, units can spend extra AP to move cautiously. To move cautiously, hold down the CTRL key while right-clicking when issuing a move order. This adds +1 to the AP cost for each move. (See below for rules on [[#Selecting and Moving Units|movement]] and [[#Attacking|combat]].)&lt;br /&gt;
&lt;br /&gt;
:* Random Quality – If this option is turned on, units that would otherwise start with Regular quality level instead have their quality level randomized. (See [[#Unit Quality|Unit Quality]] for more information.)&lt;br /&gt;
&lt;br /&gt;
* System Preferences – Used to control video, gameplay, and audio options. Preferences can also be changed in-game and unlike rule options are not part of the game file. Some video preferences will not take effect until the game is restarted.&lt;br /&gt;
&lt;br /&gt;
* Game News – Find out about what’s going on with Conflict of Heroes updates, expansions, new firefights, and related products. (You can also receive information about game news by visiting www.matrixgames.com/forums/tt.asp?forumid=1040.)&lt;br /&gt;
&lt;br /&gt;
* Upload Game Results – Help Western Civilization Software balance and improve the difficulty of Conflict of Heroes firefights by uploading the results of the games you have completed so far (or since the last time you uploaded game results). When you select this menu option, the results of games you played against the AI are uploaded to our FTP. No personal information is transmitted.&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_010.jpg|none|border|500px|thumb|Setting up a game after selecting a scenario]]&lt;br /&gt;
&lt;br /&gt;
* Human / Computer Player Buttons – Use these buttons to determine whether the Germans or Russians will be controlled by the human player, or by the computer. You can set both players to “human” in order to play a hot-seat game.&lt;br /&gt;
&lt;br /&gt;
* Human-Preferred Side – Some firefights have a “human-preferred” side, indicating that the firefight has been designed and balanced with the intention that the human player should play the indicated side. You are allowed to play the non-human-preferred side in a firefight if you choose, but you might then find the firefight somewhat unchallenging.&lt;br /&gt;
&lt;br /&gt;
* Server Setup – Use this to open the Server Setup Screen in order to host this game over TCP/IP or LAN. (See the [[#Local Network Games|Local Network Games]] section.)&lt;br /&gt;
&lt;br /&gt;
==Planning Phase==&lt;br /&gt;
&lt;br /&gt;
When you start a new game, before most of the movement and firing begins, you may be asked to do some game setup or round-planning, such as planning artillery strikes, placing objects like barbed wire or land mines, or positioning reinforcements for the turn. This can sometimes take place before the first round of combat.&lt;br /&gt;
&lt;br /&gt;
'''Artillery Strikes and Laying Down Smoke'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_011.jpg|none|border|500px|thumb|Assigning an artillery strike to a hex]]&lt;br /&gt;
&lt;br /&gt;
To plan an artillery strike, click on a highlighted area on the map with the right mouse button during the planning phase. Sometimes you may be prompted to plan more than one artillery strike at a time. Artillery strikes affect the hex on which you click and all six adjacent hexes, attacking friend and foe alike. Usually artillery strike planning is for a strike that will occur at the beginning of the following turn, but sometimes you will be prompted to plan for strikes in even later turns.&lt;br /&gt;
&lt;br /&gt;
Right-click on a hex in the area indicated by the blinking blue highlight to place an artillery strike. Click the “Done” button when you are finished. Sometimes you will be able to place artillery strikes anywhere on the map, but other times will be limited as to where strikes may be placed.&lt;br /&gt;
&lt;br /&gt;
In certain firefights, some artillery strikes have a chance of delay. If a delay occurs, the strike will not happen during the round for which it was planned, but will be delayed one or more rounds.&lt;br /&gt;
&lt;br /&gt;
In some firefights, some artillery strikes deliver smoke instead of high explosive (HE) attacks, and for some strikes you will have the option of deciding whether the strike will deliver smoke or an attack.&lt;br /&gt;
&lt;br /&gt;
You can undo an artillery strike (whether HE or smoke) you have placed by clicking on the hex of a planned strike.&lt;br /&gt;
&lt;br /&gt;
'''Reinforcements'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_012.jpg|none|border|500px|thumb|Placing reinforcements (available hexes are highlighted)]]&lt;br /&gt;
&lt;br /&gt;
Reinforcements enter the game before the start of a round. These rounds vary from firefight to firefight. The zone in which a reinforcement may enter is indicated by a blinking blue highlight. Right-click on a hex in the highlighted zone to place a unit for reinforcements, keeping an eye on the mouse cursor arrow to control the facing of the new unit. You can choose which reinforcing unit is to be placed next by clicking on the unit’s button to the left.&lt;br /&gt;
&lt;br /&gt;
Reinforcements may enter the game loaded onto a vehicle. When placing a reinforcement, left-click on a vehicle located in the reinforcement zone to load the reinforcement onto the vehicle. This will not work if the rules do not allow the unit to be loaded onto the vehicle. (See [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]] for details on loading.)&lt;br /&gt;
&lt;br /&gt;
'''Fortifications and Obstacles'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_013.jpg|none|border|500px|thumb|Placing a fortification/obstacle (barbed wire)]]&lt;br /&gt;
&lt;br /&gt;
Right-click to place military fortifications and obstacles, such as barbed wire, mine fields and bunkers, on the map. Information about your placement appears at the upper left of the screen. You may undo placements with the “Undo” button. Press “Done” when you are finished placing terrain features.&lt;br /&gt;
&lt;br /&gt;
'''Hiding Units'''&lt;br /&gt;
&lt;br /&gt;
Some firefights also ask you to place hidden units, which then enter the game hidden (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]). If Fog of War is enabled, units that are not within the line of sight of any friendly units will not be seen, but they do not gain Hidden status simply by being out of sight.&lt;br /&gt;
&lt;br /&gt;
'''Point Buy Games'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_014.jpg|none|border|500px|thumb|Buying units with points in a point buy firefight]]&lt;br /&gt;
&lt;br /&gt;
Some firefights allow one or both of the players to requisition units at the start of the firefight. Players are given a certain number of points to spend requisitioning units. The types and numbers of units available for requisition are determined by the firefight. Units that are requisitioned enter the firefight as reinforcements on the first turn.&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_015.jpg|none|border|500px|thumb|Main screen elements]]&lt;br /&gt;
&lt;br /&gt;
====Main Screen Information====&lt;br /&gt;
&lt;br /&gt;
* '''Game Menu'''&lt;br /&gt;
&lt;br /&gt;
Mouse over each button for its label and settings.&lt;br /&gt;
&lt;br /&gt;
:* '''Hide Game Menu''' – Hides the Game Menu.&lt;br /&gt;
:* '''Game History''' – A display of the last several hundred lines from the game report.&lt;br /&gt;
:* '''Combat Statistics''' – A report on unit destruction.&lt;br /&gt;
:* '''Save Game''' – Saves the game.&lt;br /&gt;
:* '''Open Game''' – Opens a saved game.&lt;br /&gt;
:* '''Preferences''' – Opens a display allowing you to adjust video, audio, and gameplay preferences.&lt;br /&gt;
:* '''Camera Control''' – Switches the game camera between normal and top-down modes. Note that the camera maintains its position in each mode independently of the other.&lt;br /&gt;
:* '''Dice Camera''' – Toggles use of the Dice Camera, allowing you to use a webcam and a pair of six-sided dice to roll your own combat results (see the Dice Camera document).&lt;br /&gt;
:* '''2D Chit / 3D Unit View''' – Switches the game between displaying units as 2D Chits and animated 3D Units.&lt;br /&gt;
:* '''Briefing Map''' – Shows the briefing map for this firefight, including deployment areas, objectives and reinforcements.&lt;br /&gt;
:* '''Help''' – Opens in-game help files.&lt;br /&gt;
:* '''Exit''' – Exits back to the main menu.&lt;br /&gt;
&lt;br /&gt;
* '''Score''' – Shows the current Russian and German score.&lt;br /&gt;
&lt;br /&gt;
* '''Commander and Firefight Orders''' – Click on the commander mug shot to open a description of your orders for this firefight.&lt;br /&gt;
&lt;br /&gt;
* '''Turn Clock(s)''' – The clocks show how many rounds are in the firefight altogether, and how many rounds have passed so far. Reinforcement arrivals and artillery support are shown on each turn clock, with an icon that shows the side which receives them.&lt;br /&gt;
&lt;br /&gt;
* '''Active player icon''' – Displays the icon of the active human player. If the active player is computer-controlled, the icon is shown grayed-out.&lt;br /&gt;
&lt;br /&gt;
* '''CAPs Remaining''' – Shows CAPs (Command Action Points) remaining for the current human player (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''CAP Conversions''' – These buttons allow you to convert CAPs to APs, and to raise or lower roll bonuses (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''Special Actions''' – Images to the left show the special actions you can take on your turn. Mouse over each for more information; left-click to select one (see [[#Special Actions|Special Actions]]).&lt;br /&gt;
&lt;br /&gt;
* '''Unit Buttons''' – Use these buttons to allow the selected unit to perform more detailed commands (see [[#Unit Buttons|Unit Buttons]]).&lt;br /&gt;
&lt;br /&gt;
* '''Game Report''' – Displays a summary of the last few actions that happened in the game. Use the toggle button above the report area to hide this display. You can open and close the Game Report using the toggle button in the lower left-hand corner of the screen.&lt;br /&gt;
&lt;br /&gt;
Moving the cursor around will show you the following:&lt;br /&gt;
&lt;br /&gt;
* '''Unit Tooltip''' – Shows basic information about either the unit last selected or the unit under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
* '''Terrain Information''' – Shows information about the terrain in the hex under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
====Camera Controls====&lt;br /&gt;
&lt;br /&gt;
* '''To scroll across the map''':&lt;br /&gt;
&lt;br /&gt;
:* Move the mouse cursor to the edge of the screen, or:&lt;br /&gt;
:* Left-click on the map surface and drag.&lt;br /&gt;
&lt;br /&gt;
* '''To change the camera angle''':&lt;br /&gt;
&lt;br /&gt;
:* Right-click on the map surface and drag the mouse.  Dragging the mouse left-right rotates the camera.  Dragging the mouse up-down tilts the camera.&lt;br /&gt;
:* CTRL + mouse wheel rotates the camera.&lt;br /&gt;
:* ALT + mouse wheel tilts the camera.&lt;br /&gt;
:* SHIFT + mouse wheel changes the camera height.&lt;br /&gt;
:* Note that using the mouse wheel without CTRL / ALT / SHIFT will reset the camera to the default height/angle setup.&lt;br /&gt;
:* You can also use the &amp;lt;Page Up&amp;gt; and &amp;lt;Page Down&amp;gt; keys to adjust the camera: these two keys work with CTRL, ALT, and SHIFT in the same manner as described for the mouse wheel.&lt;br /&gt;
&lt;br /&gt;
* '''To zoom in and out''':&lt;br /&gt;
&lt;br /&gt;
:* Use the scroll wheel on your mouse.&lt;br /&gt;
&lt;br /&gt;
====Selecting and Moving Units====&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click a unit to select it''' – You can switch among your units freely during your turn. The dotted indicator in the image below indicates the current active unit, which is the last unit selected by the active player. The arrow is the selection arrow. The number is the unit’s remaining AP.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_016.jpg|none|border|500px|thumb|Selecting a unit]]&lt;br /&gt;
&lt;br /&gt;
* You can also select multiple units for a group-move. See [[#Group Movement|Group Movement]] for more information.&lt;br /&gt;
&lt;br /&gt;
* '''Right-Click to Move''' – Right-click on the blue blinking area to move the current active unit to the hex on which you clicked.&lt;br /&gt;
&lt;br /&gt;
:* '''Facing''': Move the cursor toward the edge of a hex to face the unit in that direction after it moves into the hex. The mouse cursor arrow shows you the facing the unit will have after it enters the hex you click on.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_05b.jpg|none|border|500px|thumb|Selecting a friendly unit]]&lt;br /&gt;
&lt;br /&gt;
:(Note that the movement facing arrow supersedes the unit selection arrow: left-clicking on a unit will still select it, if it is eligible to be selected).&lt;br /&gt;
&lt;br /&gt;
:* '''Cost to Move''': Each unit has a base AP cost to move. Terrain in the destination hex may increase the AP cost of the move. Moving backward imposes an additional +1 AP cost.&lt;br /&gt;
:* '''Bonus Moves''': Some fast units (vehicles) get one or more bonus moves after they take a move action. The word “BONUS” appears over a unit when it is taking a bonus move. You cannot fire or take other actions during a bonus move. Bonus moves for treaded vehicles may only be made into clear terrain that does not change height. Bonus moves for wheeled vehicles may only be made along roads. (See [[#Terrain|Terrain]]). If you need to, you can end a bonus move with the “Pass” button on the unit buttons bar (see [[#Unit Buttons|Unit Buttons]]), or by hitting &amp;lt;spacebar&amp;gt;.&lt;br /&gt;
:* '''No Stacking Limits''': There are no stacking limits in Conflict of Heroes – any number of units may share the same hex. However, note that a combat attack will affect every unit in the hex if it is targeted for attack. This should discourage players from stacking too many units in a hex.&lt;br /&gt;
&lt;br /&gt;
* Right-Click to Pivot – Right-click on the map outside of a blinking blue movement area to pivot the current active unit toward the hex on which you clicked. A pivot like this ends your turn and costs 1 AP.&lt;br /&gt;
&lt;br /&gt;
* '''Click “Pass” to Skip Turn''' – You can skip your turn instead of moving, firing, or taking other actions by passing.  If both players pass in sequence, the round ends.&lt;br /&gt;
&lt;br /&gt;
* '''Cycle Through Units with APs''' – Any side buttons on your mouse cycle through units with APs Remaining. The + and – keys will do this as well.&lt;br /&gt;
&lt;br /&gt;
====Attacking====&lt;br /&gt;
&lt;br /&gt;
*'''Hover Over Enemy to Target'''&lt;br /&gt;
&lt;br /&gt;
Move the mouse cursor over an enemy unit to get information about an attack against that unit. Crosshairs and dots indicate that the current active unit is able to attack the target: white dots indicate the attack is within short range; gray dots indicate that the attack would be made at long range, with a penalty.&lt;br /&gt;
&lt;br /&gt;
If you are unable to attack, the reason is shown at the top of the screen. If you are able to attack, the roll needed to hit (on two six-sided dice [2D6]) is shown at the top of the screen. Note: You may modify the roll needed to hit with up to 2 CAPs.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_018.jpg|none|border|500px|thumb|Targeting an enemy unit]]&lt;br /&gt;
&lt;br /&gt;
:*'''Arc of Fire'''&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_039.jpg|none|border|500px|thumb|The standard arc of fire]]&lt;br /&gt;
&lt;br /&gt;
:Some units, such as guns and infantry squads, may only fire in the direction they face i.e. their forward arc. Other units, such as tanks, can fire in any direction, though they pay an additional +1 AP cost to fire outside of their forward arc. (The forward arc is the arc of fire for each unit, even though for tanks it is really only their forward firing arc.)&lt;br /&gt;
&lt;br /&gt;
:Hexes are highlighted in light green if they are within the arc of fire of the current active unit (direct fire). Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_040b copy.jpg|none|border|500px|thumb|Direct and indirect fire (e.g. for turreted units)]]&lt;br /&gt;
&lt;br /&gt;
:*'''Line-of-Sight'''&lt;br /&gt;
:Units must have line-of-sight (LOS) to an enemy unit in order to attack it. (Exception: mortars - see the following sub-section.) LOS can be blocked by terrain and by smoke. A unit in a hex with an enemy unit has no LOS beyond that hex.  Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_019_alt.jpg|none|border|500px|thumb|Line-of-sight (LOS): light green hexes are in LOS, as are the three adjacent forward hexes (flashing blue in-game).  Dark green hexes are in LOS for at least one other friendly unit; shadowed hexes are in Fog-of-war, i.e. out of LOS for all friendly units.]]&lt;br /&gt;
&lt;br /&gt;
:*'''Mortar Units'''&lt;br /&gt;
&lt;br /&gt;
:Like infantry units, mortars may make direct attacks on units in their forward arc LOS. In addition, some mortar units can fire at targets they cannot see by firing indirectly using spotters. A mortar’s spotters are abstractly considered to be located in any hex within two hexes of the mortar unit, so long as it has LOS to the mortar unit. A mortar can make an indirect attack on any enemy in its forward arc that can’t be seen by the mortar but can be seen from one of its spotter hexes. (However, mortars also have minimum firing ranges; see [[#Range|Range]] below).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_020.jpg|none|border|500px|thumb|Firing with mortars: spotter hexes marked with white spots.  Light green and light crimson hexes in firing arc for mortar unit itself: light green in LOS to mortar unit itself and are direct attacks; light crimson in LOS to at least one spotter hex and are indirect attacks.]]&lt;br /&gt;
&lt;br /&gt;
:An indirect attack is made like a normal attack but costs additional APs, as indicated in parentheses below the normal attack cost on the mortar unit.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_021.jpg|none|border|500px|thumb|Mortar unit toolbar: direct attacks cost 3 AP; indirect attacks cost 4 AP.]]&lt;br /&gt;
&lt;br /&gt;
:Note that not all mortar units are capable of indirect fire.&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click on Enemy to Attack'''&lt;br /&gt;
&lt;br /&gt;
:*Attacks are made against every unit in the target hex, both friend and foe alike. The exception is units in close-combat (that is, in the same hex as their target enemy; see [[#Range|Range]]), which are not forced to attack friendly units in their hex.&lt;br /&gt;
&lt;br /&gt;
:*Stats and the Combat Roll: The strength of the attacker, i.e. the attack value, is  determined by the roll of two virtual six-sided dice [2D6] (or two real ones if using the Dice Camera). This die roll result is added to the firepower of the attacking unit, plus any relevant attack modifiers. The attack value is then compared to the strength of the targeted unit, i.e. the defense value. A unit’s defense value is the sum of its defense rating, plus any terrain modifiers present in the hex it occupies.&lt;br /&gt;
&lt;br /&gt;
:If the attack result equals or exceeds the defense result, the target is wounded, and takes on a randomly-determined “wounded condition” (see [[#Wounded Conditions|Wounded Conditions]]). If the attack result equals or exceeds the defense result by four or more, the target is destroyed outright. A unit that already has a wound condition that receives an additional wound is destroyed.&lt;br /&gt;
&lt;br /&gt;
:*Red vs. Blue Attack and Defense Values&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_022.jpg|none|border|500px|thumb|Attack values: red for rifles, explosives, and hand-to-hand, blue for shells, anti-tank, and armor-piercing rounds.]]&lt;br /&gt;
&lt;br /&gt;
:Each unit has a red and blue firepower. Red firepower is used against targets with red defense ratings and blue firepower is used against targets with blue defense ratings. Red firepower represents anti-personnel attacks or high-explosive munitions. Blue firepower represents anti-tank or armor-piercing rounds. Units with blue defense ratings are armored, whereas units with red defense ratings are unarmored.&lt;br /&gt;
&lt;br /&gt;
:Some field and anti-tank guns have a blue front defense rating and a red flank defense rating to model the large forward facing gun shield  (see the following sub-section).&lt;br /&gt;
&lt;br /&gt;
:*Flanking&lt;br /&gt;
&lt;br /&gt;
:Each unit has a separate forward and flank defense value. &lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_023.jpg|none|border|500px|thumb|Defense values: red for infantry personnel, blue for armor (large guns, tanks, etc.). Upper value is for flank defense, lower value is for forward defense.]]&lt;br /&gt;
&lt;br /&gt;
:Units that are attacked from a hex that is inside of their forward arc use their front defense rating to determine their defense value. Units that are attacked from a hex outside their forward arc use their flank defense rating to determine their defense value.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024.jpg|none|border|500px|thumb|If an attack comes from the defending unit's forward arc, use the forward defense value. If an attack comes from anywhere else, use the flank defense value.]]&lt;br /&gt;
&lt;br /&gt;
:Some units have one color for forward defense, and the other for flank defense.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024b.jpg|none|border|500px|thumb|Some units, like large guns, use a blue defense value for attacks from the forward arc (forward attacks), and a red defense value for attacks from the flank (flank attacks).]]&lt;br /&gt;
&lt;br /&gt;
:Units attacking a mixed unit from its forward arc use the attack value whose color matches the mixed unit’s forward defense color. Units attacking a mixed unit outside its forward arc use the attack value whose color matches the mixed unit’s flank defense color.  &lt;br /&gt;
&lt;br /&gt;
:Just remember always to use the matching color: red attack always matches red defense; blue attack always matches blue defense.&lt;br /&gt;
&lt;br /&gt;
:*'''Terrain''': Terrain modifies a target’s defense value (see [[#Terrain|Terrain]]).&lt;br /&gt;
&lt;br /&gt;
:*'''Vehicles as Cover''': Any infantry squad (rifles, pioneers, SMGs) in the same hex as a friendly vehicle (wheeled or tracked) receives a +1 bonus to their defense values. This does not apply to loaded units (see [[#Rallying, Loading, and Other Actions|Rallying, Loading, and Other Actions]]). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Range'''&lt;br /&gt;
&lt;br /&gt;
:* Each unit that can attack has a base attack range.&lt;br /&gt;
&lt;br /&gt;
:* Units can attack with no penalty up to their base attack range. Units can fire  out to twice their attack range, but then receive a -2 attack penalty to their attack value. Units cannot attack beyond twice their attack range.&lt;br /&gt;
&lt;br /&gt;
:* Some units, like mortars, also have a minimum attack range, which precedes their base attack range on their stats. For example, for a unit with a range of “3-18” 3 is the minimum attack range, 18 is the base attack range.&lt;br /&gt;
&lt;br /&gt;
:* For units with a minimum range, enemy units that are within this minimum range cannot be fired upon except in close combat.&lt;br /&gt;
&lt;br /&gt;
:* +3  for Close Range: Units receive a +3 attack bonus when firing at units in adjacent hexes.&lt;br /&gt;
&lt;br /&gt;
:* +4 or -2 for Close Combat: rifles, pioneers, SMGs, tanks, armored cars, and APCs receive a +4 attack bonus when firing at units in the same hex as themselves. MGs, guns, mortars, wagons, and trucks receive a -2 attack penalty in close combat.&lt;br /&gt;
&lt;br /&gt;
====Unit Tooltip Values====&lt;br /&gt;
The essential movement and combat values and costs are shown on the unit tooltip, in the following order:&lt;br /&gt;
&lt;br /&gt;
* AP remaining&lt;br /&gt;
* Firepower: soft (added to die roll)&lt;br /&gt;
* Firepower: armor (added to die roll)&lt;br /&gt;
* AP cost to fire&lt;br /&gt;
* Range&lt;br /&gt;
* Forward defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* Flank defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* AP cost to move&lt;br /&gt;
* Number of bonus moves&lt;br /&gt;
&lt;br /&gt;
A grey box behind the attack values indicates the unit receives the Close Combat -2 attack penalty.&lt;br /&gt;
&lt;br /&gt;
If a unit is wounded, you’ll see a hit counter at the end of the tooltip.&lt;br /&gt;
&lt;br /&gt;
====Hit Counters====&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_025.jpg|none|border|500px|thumb|Hit counters for damaged/wounded units.]]&lt;br /&gt;
&lt;br /&gt;
A unit that is damaged during an attack (but not destroyed outright) receives a hit counter. There are a variety of hit counters for foot and for vehicle type units. The hit counter is displayed over any damaged unit. The details of your hit counter are shown on the unit tooltip display of a damaged unit, including any modifiers to unit values, and the die roll needed to rally the unit. Hit counters can affect movement, attack, and defense.&lt;br /&gt;
&lt;br /&gt;
Note that the details of enemy hit counters will remain hidden to you, until the enemy unit takes an action involving a unit statistic that is modified by its hit counter. Before this occurs, you will be able to see that an enemy unit is damaged, but you will not be able to see the particular effects of its hit counter in the unit’s tooltip display.&lt;br /&gt;
&lt;br /&gt;
====Rallying, Hiding, and Other Unit Actions====&lt;br /&gt;
&lt;br /&gt;
'''Rallying'''&lt;br /&gt;
&lt;br /&gt;
Wounded units can be rallied using the “Rally” button (see [[#Unit Buttons|Unit Buttons]]). Rallying costs 5AP for all units. A successful rally attempt removes the wound condition from the unit. Not all wound conditions can be removed, and the difficulty of removing a wound condition varies with the type of condition. Units receive a bonus to their rally rolls when they are in terrain with a defense bonus, and/or when they are in the same hex as other friendly unwounded units. Units cannot rally when in the same hex as an enemy unit. Some wound conditions do not permit rallying.&lt;br /&gt;
&lt;br /&gt;
'''Hiding'''&lt;br /&gt;
&lt;br /&gt;
Units can hide using the “Hide” button (see [[#Unit Buttons|Unit Buttons]]). Units can only hide when they are out of line-of-sight (LOS) of all enemy units. A hidden unit in clear terrain is revealed only when an enemy unit that has LOS into the hidden unit’s hex moves within two hexes of it. A hidden unit in terrain that either has a defense bonus or provides cover is not revealed unless an enemy unit enters its hex. Some units enter the game hidden. Hidden units cannot be targeted; players may use the “Attack” button on the unit buttons bar to attack hexes where they suspect hidden units may be hiding.&lt;br /&gt;
&lt;br /&gt;
Hidden units may move while remaining hidden. It costs +3 APs to “hidden move” into a hex with terrain that provides cover. It costs +5 APs to “hidden move” into a hex with terrain that does not provide cover.&lt;br /&gt;
&lt;br /&gt;
A player’s own hidden units are shown marked with a symbol that looks like a tree. &lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_026.jpg|none|border|250px|thumb|Unhidden units contrasted with hidden units.]]&lt;br /&gt;
&lt;br /&gt;
Hidden enemy units are not visible to you, only to the owner of the units. &lt;br /&gt;
Ex: A German rifle squad moves back behind heavy woods, is out of the LOS of all enemy units, and disappears from the enemy’s view on the map. The German “Hides” the unit during his next turn. He then “hidden moves” this unit forward into the enemy’s LOS range, but still remains hidden from enemy view. &lt;br /&gt;
&lt;br /&gt;
'''Loading'''&lt;br /&gt;
&lt;br /&gt;
Units can be loaded (includes transporting foot units and towing guns) onto most vehicles such as tanks, trucks and wagons by using the “Load” button. They can be unloaded using the same button. (See [[#Unit Buttons|Unit Buttons]].) When a unit is loaded onto a vehicle, the two units are considered to be in group action together: if the units have different AP totals at the end of the turn the lower figure will be applied to both, and this will continue in each subsequent turn. (See [[#Group Actions|Group Actions]].) The AP cost to load and unload a unit is equal to the base movement cost of that unit, and is deducted from the group at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Guns and immobilized vehicles can also be loaded, in which case they are considered to be towed. Vehicles can generally carry one infantry squad, or they can tow one gun or immobilized friendly vehicle. Towed units remain in the same hex as the vehicle carrying them during movement.&lt;br /&gt;
&lt;br /&gt;
'''Other Actions'''&lt;br /&gt;
&lt;br /&gt;
Units can perform a few other actions as well, like attacking fortifications, laying smoke, digging hasty defenses, and entering and exiting buildings. See [[#Unit Buttons|Unit Buttons]]s for more details.&lt;br /&gt;
Unit Buttons&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit buttons bar. Unit buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
====Unit Action Buttons====&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit action buttons bar. Unit action buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_027.jpg|none|border|500px|thumb|The unit buttons bar.]]&lt;br /&gt;
&lt;br /&gt;
* '''Pass''' – Skips your turn. If both players skip their turn in sequence, the round ends.&lt;br /&gt;
* '''Pass Entire Turn''' – Skips all of your turns until the end of the round.&lt;br /&gt;
* '''Attack a Hex''' – Prompts you to choose a hex to attack. Use this button when you want to try and destroy military fortifications (like land mines or barbed wire) or to attack hexes in which you suspect a hidden enemy unit may be located.&lt;br /&gt;
* '''Smoke a Hex''' – Prompts you to choose a hex in which to place a smoke screen. Some units have the ability to place smoke at various ranges according to the firefight. (See '''Smoke Screen''' under [[#Fortifications and Obstacles|Fortifications and Obstacles]].)&lt;br /&gt;
* '''Rally''' – Spends 5 APs to attempt to rally a unit with a wound condition.&lt;br /&gt;
* '''Hide/Unhide''' – Hides and unhides the current active unit.&lt;br /&gt;
* '''Enter/Exit Structure''' – Use these buttons to enter structures located in the same hex as the current active unit, such as a bunker, trench, or house (see [[#Terrain|Terrain]] for more information on structures). Only certain types of units can enter a given type of structure. If a unit is inside a structure, the relevant Enter Structure button becomes an Exit Structure button. It typically costs 1 AP to enter or exit a structure.&lt;br /&gt;
* '''Hasty Defense''' – Non-vehicle units may construct a hasty defense, at the cost of 7 APs. This provides a +1 defense modifier to the unit. The defense lasts until the unit moves or pivots. Wounded units cannot build a hasty defense.&lt;br /&gt;
* '''Load/Unload Vehicle''' – Loads the current active unit onto a friendly vehicle that is in its hex. If there is more than one eligible vehicle, the user is prompted to choose a vehicle. The units are considered to be in group action together. If a vehicle is loaded, the Load button becomes the Unload button and takes a loaded unit off of the vehicle that is transporting or towing it.&lt;br /&gt;
&lt;br /&gt;
====Group Actions====&lt;br /&gt;
&lt;br /&gt;
Players can form a group of units for attack and movement purposes, lasting until the end of the round. Units formed into a group can perform actions together that cannot be interrupted by the enemy player. For instance, four units may be formed into a group and each of these units may be moved during a single turn; and, once grouped, they must move during the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Creating groups''': SHIFT + left-click to add to group. It costs no AP to do this.&lt;br /&gt;
&lt;br /&gt;
* '''Contiguous units''': Only contiguous collections of units may be formed into a group – that is, a unit may be added to a group only if it is in the same hex as a member of the group, or an adjacent one. All units in a group then move together before the end of a turn.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_028.jpg|none|border|500px|thumb|Units ready to be grouped]]&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_029.jpg|none|border|500px|thumb|Grouped units; the left-most unit is the current active unit.]]&lt;br /&gt;
&lt;br /&gt;
* '''Disband groups''': Disband a group by left-clicking to select another unit outside the group without holding the &amp;lt;Shift&amp;gt; key, or by pressing the &amp;lt;Escape&amp;gt; key. It costs no AP to disband a group. Groups disband at the end of each round. Loaded units remain loaded until they are unloaded, however.) &lt;br /&gt;
&lt;br /&gt;
* '''Group firing''': The current active unit is considered the “fire-leader” and the target of the attack must be a unit on which the fire-leader can make an attack. All units in the group contiguous with the fire-leader with line of sight to the target and enough APs to fire will contribute +1 to the attack.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_030.jpg|none|border|500px|thumb|Grouped units; the middle unit highlighted in grey has finished moving, but is still part of the group. The second from left highlighted in yellow is the current active unit, and hence is the fire-leader. The group may only fire on units in LOS of the fire-leader, and direct and indirect attacks are based on the fire-leader's position.]]&lt;br /&gt;
&lt;br /&gt;
* Remember that all units in a group move together before the end of the turn. &lt;br /&gt;
&lt;br /&gt;
* CAPs can be added to groups to increase the APs of every member of the group. Important: these APs will be lost if the group is disbanded.&lt;br /&gt;
&lt;br /&gt;
* Groups may also perform other actions together, such as group-rallying or group-hasty entrenchment. Every member that has sufficient APs remaining to perform the indicated action will attempt to do so. Note that once a group moves, none of the units in the group may rally.&lt;br /&gt;
&lt;br /&gt;
* At the end of a turn, all units in a group move have APs reduced  to the lowest AP value of any unit in the group (i.e., the weakest link). A group travels only as far as its slowest member. Ex: A HMG team with 2 APs remaining after a group move is grouped with a Rifle team with 4 APs remaining.  The Rifle team’s APs are reduced to 2 APs at the end of the move to match the lowest remaining APs in the group.&lt;br /&gt;
&lt;br /&gt;
====Command Action Points (CAPs)====&lt;br /&gt;
&lt;br /&gt;
Command Action Points represent the influence of commanders on the battlefield action. Each player has a pool of CAPs independent of any particular unit. These CAPs can be transferred to units and converted into APs for the current active unit. They can also be used for increasing the odds of performing some attack or other action (up to +2 to attack rolls and rally rolls).&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_031.jpg|none|border|500px|thumb|The CAPs buttons]]&lt;br /&gt;
&lt;br /&gt;
Use CAPs to get a roll bonus of up to +2 for attack rolls and rally rolls.&lt;br /&gt;
&lt;br /&gt;
Players receive a certain number of CAPs each round according to the specifications of the firefight. CAPs are replenished at the beginning of the next round. CAPs cannot be saved from one round to the next. A player’s CAP allotment decreases by 1 from the base amount for every unit on that is destroyed in a firefight. (For example, if you have had two of your units destroyed, then you receive two fewer CAPs at the start of each round.)&lt;br /&gt;
&lt;br /&gt;
====Terrain====&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Basic Terrain&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
The width of a hex represents roughly 40-50 meters of ground. Each hex has a basic terrain type, which modifies movement AP costs for different types of movement, and adds defense modifiers for units in that hex. Some hexes also act as cover and units may stay hidden or be allowed to hidein these hexes (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a hex to see the terrain type displayed at the bottom of the screen, along with any relevant modifiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_032.jpg|none|border|500px|thumb|Viewing terrain info and modifiers. The +1 defense is added to the defense value of units in the hex. (Or, subtracting it from the attack value of a unit attacking that hex would provide the same result.)]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Terrain Movement Cost (in APs) and Defense Modifiers'''&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Terrain||Infantry Cost||Wheel Cost||Track Cost||Defense Modifier||Cover for Hiding&lt;br /&gt;
|-&lt;br /&gt;
|'''Clear'''*||0||0||0||0||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Water'''||+4||N/A||N/A||-1||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Marsh'''||+2||N/A||+2**||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Woods'''||+1||N/A||+2||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Light Woods'''||0||2||+1||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Wood)'''||+1||N/A||+2||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Stone)'''||+1||N/A||+3**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Wood)'''||+2||N/A||+3||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Stone)'''||+2||N/A||+4**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Wheat'''||0||0||0||0||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Corn'''||+1||0||0||0||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Includes all low-level, solid-ground terrain types such as Dirt, Sand, Grass, etc.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;**Units of the indicated type have a chance to become immobilized upon entering a hex with this terrain type.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Roads'''&lt;br /&gt;
&lt;br /&gt;
Roads permit more rapid movement. Terrain movement costs are ignored when moving along roads.&lt;br /&gt;
&lt;br /&gt;
'''Walls'''&lt;br /&gt;
&lt;br /&gt;
Walls protect units. Units in the same hex as a wall receive a +1 defense bonus from attacks crossing over the wall hex side. Wheeled units may not cross walls; tracked units may cross them but at a +1 cost to movement.&lt;br /&gt;
&lt;br /&gt;
'''Height'''&lt;br /&gt;
&lt;br /&gt;
Some hexes have different elevation, or height. Moving up each level of height costs +1AP; vehicles may only move up one level of height per turn. It costs nothing to move down levels of height.&lt;br /&gt;
&lt;br /&gt;
Units at a higher elevation attacked by the enemy units at a lower elevation receive a +1 defense bonus. Units at a higher elevation firing at enemy units on a lower elevation receive a +1 Firepower bonus. Multiple levels of elevation do not improve these modifiers; they are always +1. &lt;br /&gt;
&lt;br /&gt;
Height also causes a plateau effect, cutting the LOS of units that are not close to the  height edge. The further from the edge of a height level, the less the unit can see to lower levels and vice versa. This plateau effect can be improved or worsened depending on the height level, the covering terrain, and the distance of attacking and defending units from the height edge.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_033.jpg|none|border|500px|thumb|Heights.]]&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Fortifications and Obstacles&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
Fortifications and obstacles represent man-made modifications to a location. Hexes may have one or more terrain features in them. Some of these features are directional, while others have the same effect regardless of the direction of movement or attack.&lt;br /&gt;
&lt;br /&gt;
You can attempt to destroy fortifications and obstacles by using the “Attack” button on the unit buttons bar (see [[#Unit Buttons|Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a fortification or obstacle to see its type displayed at the bottom of the screen, along with any relevant modifiers, just as with basic terrain. &lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_034.jpg|none|border|500px|thumb|Viewing fortification/obstacle modifiers and terrain info.]]&lt;br /&gt;
&lt;br /&gt;
* '''Bunkers''': &lt;br /&gt;
&lt;br /&gt;
:* Wood Bunker&lt;br /&gt;
:*(Regular) Bunker&lt;br /&gt;
:* Heavy Bunker&lt;br /&gt;
&lt;br /&gt;
Wood, regular, and heavy bunkers all share the same rules but provide different defensive bonuses. Infantry squads and guns may enter a bunker. A unit in the bunker can only assume the facing of the bunker unit.&lt;br /&gt;
&lt;br /&gt;
: '''Wood Bunker''': +4 defense front, +1 defense flank&lt;br /&gt;
: '''Bunker''': +5 defense front, +2 defense flank&lt;br /&gt;
: '''Heavy Bunker''': +6 defense front, +3 defense flank&lt;br /&gt;
&lt;br /&gt;
* '''Gun Pits'''&lt;br /&gt;
&lt;br /&gt;
Only guns may enter a gun pit structure. The pit provides units inside of it with a +3 defense modifier against attacks that come from the pit’s forward arc, regardless of the direction the units are facing.&lt;br /&gt;
&lt;br /&gt;
* '''Barbed Wire'''&lt;br /&gt;
&lt;br /&gt;
Barbed wire costs 4 additional APs for infantry units to enter, and 2 additional APs for tracked units. Wheeled units cannot enter a barbed wire hex. Barbed wire is destroyed when a tracked unit enters it.&lt;br /&gt;
&lt;br /&gt;
* '''Trenches'''&lt;br /&gt;
&lt;br /&gt;
Only infantry squads can enter trenches. Units in a trench receive a +2 defense modifier.&lt;br /&gt;
&lt;br /&gt;
* '''Roadblocks'''&lt;br /&gt;
&lt;br /&gt;
Wheeled vehicles cannot enter a hex with a roadblock. Tracked vehicles pay an additional 4 APs to enter a roadblock hex. Roadblocks do not affect foot movement.&lt;br /&gt;
&lt;br /&gt;
* '''Land Mines'''&lt;br /&gt;
&lt;br /&gt;
There are three types of land mines: foot mines, vehicle mines, and mixed foot-vehicle mines. A mine makes an attack against the flank of any unit of the appropriate type that enters the hex containing the mine. Mines laid by enemies are generally hidden until you discover them.&lt;br /&gt;
&lt;br /&gt;
* '''Smoke Screen''' &lt;br /&gt;
&lt;br /&gt;
Smoke has levels: newly laid smoke is Level 2 smoke. Level 2 smoke blocks LOS through the smoke-hex, and provides a +2 defensive bonus for targeted units within the smoke hex and to those units targeted by fire originating from the smoke hex . At the end of the round, Level 2 smoke becomes Level 1 smoke.&lt;br /&gt;
&lt;br /&gt;
Level 1 smoke allows LOS to pass through it, and provides a +1 defense bonus for all attacks on the unit into, out of, and through the smoke.&lt;br /&gt;
&lt;br /&gt;
The effects of multiple smoke screens in the same hex are cumulative.&lt;br /&gt;
&lt;br /&gt;
====Special Actions====&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_035_actual.jpg|none|border|500px|thumb|Special actions]]&lt;br /&gt;
&lt;br /&gt;
Special Actions represent the influence of battlefield commanders, additional battlefield resources, or simply bad luck. Players play a Special Action as their only action for a turn, instead of selecting and using a unit.&lt;br /&gt;
&lt;br /&gt;
Some special actions have an additional CAP or AP cost. Most special actions are performed as a single action, and thus cannot be combined with another action, such as moving a unit or firing, on the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Command Action''' – Allows any unit to take one action at no cost.&lt;br /&gt;
* '''Defuse Land Mine''' – Remove one visible land mine, in a hex adjacent to a unit you control.&lt;br /&gt;
* '''Plus 1D6 APs''' – Current moving unit gains 1-6 random APs.&lt;br /&gt;
* '''Hasty Defense''' – Select a unit to gain a hasty defense.&lt;br /&gt;
* '''Rally Attempt''' – Allows the selected wounded unit to make a free rally attempt.&lt;br /&gt;
* '''Sniper''' – Causes the enemy to lose a random amount of Command Action Points.&lt;br /&gt;
* '''Reveal Hidden''' – Discloses hidden enemy units, within two hexes of a selected friendly unit.&lt;br /&gt;
* '''Stop Vehicle''' – Prevents a selected enemy vehicle from taking move actions this turn.&lt;br /&gt;
* '''Lay Land Mine''' – Adds a land mine adjacent to a selected friendly unit that is not in close combat with the enemy.&lt;br /&gt;
* '''Dual Attack''' – Forces the enemy player to skip the next two turns.&lt;br /&gt;
* '''Mark as Used''' – Removes all Action Points from a selected enemy unit.&lt;br /&gt;
* '''Auto-Rally''' – Automatically rallies a selected wounded unit.&lt;br /&gt;
&lt;br /&gt;
====Unit Quality====&lt;br /&gt;
&lt;br /&gt;
Units in Conflict of Heroes have a Quality rating that modifies the base attributes of the unit. The effects of a quality rating differ among infantry and vehicle type units. The quality of a unit is shown in the unit information area in the bottom left part of the screen when a unit is selected.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_036.jpg|none|border|500px|thumb|Unit quality]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Infantry Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Green'''||-1||-1||-1||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+1||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Vehicle Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||-2||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+2||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*No unit can have its attack cost modified below 2.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that there is no Green quality modifier for vehicles.&lt;br /&gt;
&lt;br /&gt;
====Keyboard Shortcuts====&lt;br /&gt;
&lt;br /&gt;
Spacebar    Pass turn / end bonus move&lt;br /&gt;
PrintScreen    Save copy of current screen to:&lt;br /&gt;
&lt;br /&gt;
(My)Documents/Western Civilization Software/Conflict of Heroes Awakening the Bear/Screenshot&lt;br /&gt;
&lt;br /&gt;
Shift-PrtScrn    Save higher quality screenshot to same location as above&lt;br /&gt;
&lt;br /&gt;
Escape            Deselect all units&lt;br /&gt;
Enter               Enter/exit chat mode in TCP/IP games&lt;br /&gt;
Tab                 Move camera to view currently moving unit&lt;br /&gt;
+ / -                Cycle between units with APs remaining&lt;br /&gt;
V                    Toggle view units&lt;br /&gt;
T                    Toggles terrain&lt;br /&gt;
C                    Converts CAPs to APs&lt;br /&gt;
B                    Converts CAPs to Roll Bonus&lt;br /&gt;
F                    Enter Fire (Attack Hex) Mode&lt;br /&gt;
N                   Toggle display of unit abbreviations over unit icons&lt;br /&gt;
I                    Toggle display of interface&lt;br /&gt;
A-W-D-S     These four keys move the camera left, forward, right, and backward.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=385</id>
		<title>Game Instructions</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=385"/>
		<updated>2012-05-31T16:41:06Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: /* Unit Quality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Main Menu==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_009.jpg|none|border|500px|thumb|The main menu]]&lt;br /&gt;
&lt;br /&gt;
* Play Game – There are several kinds of firefights from which to choose:&lt;br /&gt;
&lt;br /&gt;
:* Awakening the Bear Firefights – Firefights from the board game version of Conflict of Heroes – Awakening the Bear&lt;br /&gt;
&lt;br /&gt;
:* Frontier Firefights – Firefights set in Ukraine during Operation Barbarossa&lt;br /&gt;
&lt;br /&gt;
:* The Commanding Heights – A series of related firefights set in the Crimean Peninsula, each of which uses a different portion of one large map&lt;br /&gt;
&lt;br /&gt;
:* Point Buy Firefights – A collection of maps for quick pick-up games or skirmish-style firefights&lt;br /&gt;
&lt;br /&gt;
:* Additional Firefights – A list of firefights stored in your (My)Documents\Western Civilization Software\Conflict of Heroes -Awakening the Bear\Data\Scenarios folder. Put fan-created and modded firefights here and play them with this option.&lt;br /&gt;
&lt;br /&gt;
* Load Game – Loads a save game from a file. By default, saved games are loaded from the directory (My) Documents\Western Civilization Software\Conflict of Heroes – Awakening the Bear\Save.&lt;br /&gt;
&lt;br /&gt;
* Multiplayer Lobby Game – Allows you to enter the Multiplayer Lobby and Forum to meet other players, issue and accept challenges, discuss scheduling and host and join multiplayer games. See the [[Multiplayer Lobby Games]] section below for more information.&lt;br /&gt;
&lt;br /&gt;
* Local Network Game – Allows you to join a game on your local network, without connecting to the multiplayer forum or lobby. A game must first be setup and hosted before you can join it. Please see the [[#Local Network Games|Local Network Games]] section for more information.&lt;br /&gt;
&lt;br /&gt;
* Rule Options – Rule Options affect the way the game is played. Options cannot be changed during a game. This includes saved games: if you save a game with a certain set of options, change your options for another game, then load the saved game later, your options will revert to the set from the saved game. Click the option to change the setting: “Yes” for on, “No” for off.&lt;br /&gt;
&lt;br /&gt;
:* Fog of War – If fog-of-war is turned on, players cannot see hexes that are outside of the line-of-sight of their units.&lt;br /&gt;
&lt;br /&gt;
:* Variable Action Points – Instead of receiving the standard 7 APs per unit at the beginning of a round, a player may receive variable action points instead. The player may choose from two variable action point options:&lt;br /&gt;
&lt;br /&gt;
::+ 2D6: the sum of two (virtual) six-sided die rolls, or&lt;br /&gt;
::+ 3D6 High-Low: the sum of the highest and lowest die rolls on three (virtual) six-sided dice. This gives less volatile results.&lt;br /&gt;
&lt;br /&gt;
If the Dice Camera is turned on, the player makes these rolls himself. (See the Dice Camera document for details.)&lt;br /&gt;
&lt;br /&gt;
:* Difficulty Level – To increase the challenge of playing against computer-controlled opponents, increase the difficulty level. At higher difficulty levels, the computer opponent receives a variety of material advantages. See the FAQ document for details.&lt;br /&gt;
&lt;br /&gt;
:* Foot Unit Cautious Movement – If foot unit cautious movement is turned on, any infantry squad unit that makes a normal move into a hex that lacks a defense bonus suffers a -1 defense modifier, during the opponent’s turn. To avoid this penalty, units can spend extra AP to move cautiously. To move cautiously, hold down the CTRL key while right-clicking when issuing a move order. This adds +1 to the AP cost for each move. (See below for rules on [[#Selecting and Moving Units|movement]] and [[#Attacking|combat]].)&lt;br /&gt;
&lt;br /&gt;
:* Random Quality – If this option is turned on, units that would otherwise start with Regular quality level instead have their quality level randomized. (See [[#Unit Quality|Unit Quality]] for more information.)&lt;br /&gt;
&lt;br /&gt;
* System Preferences – Used to control video, gameplay, and audio options. Preferences can also be changed in-game and unlike rule options are not part of the game file. Some video preferences will not take effect until the game is restarted.&lt;br /&gt;
&lt;br /&gt;
* Game News – Find out about what’s going on with Conflict of Heroes updates, expansions, new firefights, and related products. (You can also receive information about game news by visiting www.matrixgames.com/forums/tt.asp?forumid=1040.)&lt;br /&gt;
&lt;br /&gt;
* Upload Game Results – Help Western Civilization Software balance and improve the difficulty of Conflict of Heroes firefights by uploading the results of the games you have completed so far (or since the last time you uploaded game results). When you select this menu option, the results of games you played against the AI are uploaded to our FTP. No personal information is transmitted.&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_010.jpg|none|border|500px|thumb|Setting up a game after selecting a scenario]]&lt;br /&gt;
&lt;br /&gt;
* Human / Computer Player Buttons – Use these buttons to determine whether the Germans or Russians will be controlled by the human player, or by the computer. You can set both players to “human” in order to play a hot-seat game.&lt;br /&gt;
&lt;br /&gt;
* Human-Preferred Side – Some firefights have a “human-preferred” side, indicating that the firefight has been designed and balanced with the intention that the human player should play the indicated side. You are allowed to play the non-human-preferred side in a firefight if you choose, but you might then find the firefight somewhat unchallenging.&lt;br /&gt;
&lt;br /&gt;
* Server Setup – Use this to open the Server Setup Screen in order to host this game over TCP/IP or LAN. (See the [[#Local Network Games|Local Network Games]] section.)&lt;br /&gt;
&lt;br /&gt;
==Planning Phase==&lt;br /&gt;
&lt;br /&gt;
When you start a new game, before most of the movement and firing begins, you may be asked to do some game setup or round-planning, such as planning artillery strikes, placing objects like barbed wire or land mines, or positioning reinforcements for the turn. This can sometimes take place before the first round of combat.&lt;br /&gt;
&lt;br /&gt;
'''Artillery Strikes and Laying Down Smoke'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_011.jpg|none|border|500px|thumb|Assigning an artillery strike to a hex]]&lt;br /&gt;
&lt;br /&gt;
To plan an artillery strike, click on a highlighted area on the map with the right mouse button during the planning phase. Sometimes you may be prompted to plan more than one artillery strike at a time. Artillery strikes affect the hex on which you click and all six adjacent hexes, attacking friend and foe alike. Usually artillery strike planning is for a strike that will occur at the beginning of the following turn, but sometimes you will be prompted to plan for strikes in even later turns.&lt;br /&gt;
&lt;br /&gt;
Right-click on a hex in the area indicated by the blinking blue highlight to place an artillery strike. Click the “Done” button when you are finished. Sometimes you will be able to place artillery strikes anywhere on the map, but other times will be limited as to where strikes may be placed.&lt;br /&gt;
&lt;br /&gt;
In certain firefights, some artillery strikes have a chance of delay. If a delay occurs, the strike will not happen during the round for which it was planned, but will be delayed one or more rounds.&lt;br /&gt;
&lt;br /&gt;
In some firefights, some artillery strikes deliver smoke instead of high explosive (HE) attacks, and for some strikes you will have the option of deciding whether the strike will deliver smoke or an attack.&lt;br /&gt;
&lt;br /&gt;
You can undo an artillery strike (whether HE or smoke) you have placed by clicking on the hex of a planned strike.&lt;br /&gt;
&lt;br /&gt;
'''Reinforcements'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_012.jpg|none|border|500px|thumb|Placing reinforcements (available hexes are highlighted)]]&lt;br /&gt;
&lt;br /&gt;
Reinforcements enter the game before the start of a round. These rounds vary from firefight to firefight. The zone in which a reinforcement may enter is indicated by a blinking blue highlight. Right-click on a hex in the highlighted zone to place a unit for reinforcements, keeping an eye on the mouse cursor arrow to control the facing of the new unit. You can choose which reinforcing unit is to be placed next by clicking on the unit’s button to the left.&lt;br /&gt;
&lt;br /&gt;
Reinforcements may enter the game loaded onto a vehicle. When placing a reinforcement, left-click on a vehicle located in the reinforcement zone to load the reinforcement onto the vehicle. This will not work if the rules do not allow the unit to be loaded onto the vehicle. (See [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]] for details on loading.)&lt;br /&gt;
&lt;br /&gt;
'''Fortifications and Obstacles'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_013.jpg|none|border|500px|thumb|Placing a fortification/obstacle (barbed wire)]]&lt;br /&gt;
&lt;br /&gt;
Right-click to place military fortifications and obstacles, such as barbed wire, mine fields and bunkers, on the map. Information about your placement appears at the upper left of the screen. You may undo placements with the “Undo” button. Press “Done” when you are finished placing terrain features.&lt;br /&gt;
&lt;br /&gt;
'''Hiding Units'''&lt;br /&gt;
&lt;br /&gt;
Some firefights also ask you to place hidden units, which then enter the game hidden (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]). If Fog of War is enabled, units that are not within the line of sight of any friendly units will not be seen, but they do not gain Hidden status simply by being out of sight.&lt;br /&gt;
&lt;br /&gt;
'''Point Buy Games'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_014.jpg|none|border|500px|thumb|Buying units with points in a point buy firefight]]&lt;br /&gt;
&lt;br /&gt;
Some firefights allow one or both of the players to requisition units at the start of the firefight. Players are given a certain number of points to spend requisitioning units. The types and numbers of units available for requisition are determined by the firefight. Units that are requisitioned enter the firefight as reinforcements on the first turn.&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_015.jpg|none|border|500px|thumb|Main screen elements]]&lt;br /&gt;
&lt;br /&gt;
====Main Screen Information====&lt;br /&gt;
&lt;br /&gt;
* '''Game Menu'''&lt;br /&gt;
&lt;br /&gt;
Mouse over each button for its label and settings.&lt;br /&gt;
&lt;br /&gt;
:* '''Hide Game Menu''' – Hides the Game Menu.&lt;br /&gt;
:* '''Game History''' – A display of the last several hundred lines from the game report.&lt;br /&gt;
:* '''Combat Statistics''' – A report on unit destruction.&lt;br /&gt;
:* '''Save Game''' – Saves the game.&lt;br /&gt;
:* '''Open Game''' – Opens a saved game.&lt;br /&gt;
:* '''Preferences''' – Opens a display allowing you to adjust video, audio, and gameplay preferences.&lt;br /&gt;
:* '''Camera Control''' – Switches the game camera between normal and top-down modes. Note that the camera maintains its position in each mode independently of the other.&lt;br /&gt;
:* '''Dice Camera''' – Toggles use of the Dice Camera, allowing you to use a webcam and a pair of six-sided dice to roll your own combat results (see the Dice Camera document).&lt;br /&gt;
:* '''2D Chit / 3D Unit View''' – Switches the game between displaying units as 2D Chits and animated 3D Units.&lt;br /&gt;
:* '''Briefing Map''' – Shows the briefing map for this firefight, including deployment areas, objectives and reinforcements.&lt;br /&gt;
:* '''Help''' – Opens in-game help files.&lt;br /&gt;
:* '''Exit''' – Exits back to the main menu.&lt;br /&gt;
&lt;br /&gt;
* '''Score''' – Shows the current Russian and German score.&lt;br /&gt;
&lt;br /&gt;
* '''Commander and Firefight Orders''' – Click on the commander mug shot to open a description of your orders for this firefight.&lt;br /&gt;
&lt;br /&gt;
* '''Turn Clock(s)''' – The clocks show how many rounds are in the firefight altogether, and how many rounds have passed so far. Reinforcement arrivals and artillery support are shown on each turn clock, with an icon that shows the side which receives them.&lt;br /&gt;
&lt;br /&gt;
* '''Active player icon''' – Displays the icon of the active human player. If the active player is computer-controlled, the icon is shown grayed-out.&lt;br /&gt;
&lt;br /&gt;
* '''CAPs Remaining''' – Shows CAPs (Command Action Points) remaining for the current human player (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''CAP Conversions''' – These buttons allow you to convert CAPs to APs, and to raise or lower roll bonuses (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''Special Actions''' – Images to the left show the special actions you can take on your turn. Mouse over each for more information; left-click to select one (see [[#Special Actions|Special Actions]]).&lt;br /&gt;
&lt;br /&gt;
* '''Unit Buttons''' – Use these buttons to allow the selected unit to perform more detailed commands (see [[#Unit Buttons|Unit Buttons]]).&lt;br /&gt;
&lt;br /&gt;
* '''Game Report''' – Displays a summary of the last few actions that happened in the game. Use the toggle button above the report area to hide this display. You can open and close the Game Report using the toggle button in the lower left-hand corner of the screen.&lt;br /&gt;
&lt;br /&gt;
Moving the cursor around will show you the following:&lt;br /&gt;
&lt;br /&gt;
* '''Unit Tooltip''' – Shows basic information about either the unit last selected or the unit under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
* '''Terrain Information''' – Shows information about the terrain in the hex under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
====Camera Controls====&lt;br /&gt;
&lt;br /&gt;
* '''To scroll across the map''':&lt;br /&gt;
&lt;br /&gt;
:* Move the mouse cursor to the edge of the screen, or:&lt;br /&gt;
:* Left-click on the map surface and drag.&lt;br /&gt;
&lt;br /&gt;
* '''To change the camera angle''':&lt;br /&gt;
&lt;br /&gt;
:* Right-click on the map surface and drag the mouse.  Dragging the mouse left-right rotates the camera.  Dragging the mouse up-down tilts the camera.&lt;br /&gt;
:* CTRL + mouse wheel rotates the camera.&lt;br /&gt;
:* ALT + mouse wheel tilts the camera.&lt;br /&gt;
:* SHIFT + mouse wheel changes the camera height.&lt;br /&gt;
:* Note that using the mouse wheel without CTRL / ALT / SHIFT will reset the camera to the default height/angle setup.&lt;br /&gt;
:* You can also use the &amp;lt;Page Up&amp;gt; and &amp;lt;Page Down&amp;gt; keys to adjust the camera: these two keys work with CTRL, ALT, and SHIFT in the same manner as described for the mouse wheel.&lt;br /&gt;
&lt;br /&gt;
* '''To zoom in and out''':&lt;br /&gt;
&lt;br /&gt;
:* Use the scroll wheel on your mouse.&lt;br /&gt;
&lt;br /&gt;
====Selecting and Moving Units====&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click a unit to select it''' – You can switch among your units freely during your turn. The dotted indicator in the image below indicates the current active unit, which is the last unit selected by the active player. The arrow is the selection arrow. The number is the unit’s remaining AP.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_016.jpg|none|border|500px|thumb|Selecting a unit]]&lt;br /&gt;
&lt;br /&gt;
* You can also select multiple units for a group-move. See [[#Group Movement|Group Movement]] for more information.&lt;br /&gt;
&lt;br /&gt;
* '''Right-Click to Move''' – Right-click on the blue blinking area to move the current active unit to the hex on which you clicked.&lt;br /&gt;
&lt;br /&gt;
:* '''Facing''': Move the cursor toward the edge of a hex to face the unit in that direction after it moves into the hex. The mouse cursor arrow shows you the facing the unit will have after it enters the hex you click on.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_05b.jpg|none|border|500px|thumb|Selecting a friendly unit]]&lt;br /&gt;
&lt;br /&gt;
:(Note that the movement facing arrow supersedes the unit selection arrow: left-clicking on a unit will still select it, if it is eligible to be selected).&lt;br /&gt;
&lt;br /&gt;
:* '''Cost to Move''': Each unit has a base AP cost to move. Terrain in the destination hex may increase the AP cost of the move. Moving backward imposes an additional +1 AP cost.&lt;br /&gt;
:* '''Bonus Moves''': Some fast units (vehicles) get one or more bonus moves after they take a move action. The word “BONUS” appears over a unit when it is taking a bonus move. You cannot fire or take other actions during a bonus move. Bonus moves for treaded vehicles may only be made into clear terrain that does not change height. Bonus moves for wheeled vehicles may only be made along roads. (See [[#Terrain|Terrain]]). If you need to, you can end a bonus move with the “Pass” button on the unit buttons bar (see [[#Unit Buttons|Unit Buttons]]), or by hitting &amp;lt;spacebar&amp;gt;.&lt;br /&gt;
:* '''No Stacking Limits''': There are no stacking limits in Conflict of Heroes – any number of units may share the same hex. However, note that a combat attack will affect every unit in the hex if it is targeted for attack. This should discourage players from stacking too many units in a hex.&lt;br /&gt;
&lt;br /&gt;
* Right-Click to Pivot – Right-click on the map outside of a blinking blue movement area to pivot the current active unit toward the hex on which you clicked. A pivot like this ends your turn and costs 1 AP.&lt;br /&gt;
&lt;br /&gt;
* '''Click “Pass” to Skip Turn''' – You can skip your turn instead of moving, firing, or taking other actions by passing.  If both players pass in sequence, the round ends.&lt;br /&gt;
&lt;br /&gt;
* '''Cycle Through Units with APs''' – Any side buttons on your mouse cycle through units with APs Remaining. The + and – keys will do this as well.&lt;br /&gt;
&lt;br /&gt;
====Attacking====&lt;br /&gt;
&lt;br /&gt;
*'''Hover Over Enemy to Target'''&lt;br /&gt;
&lt;br /&gt;
Move the mouse cursor over an enemy unit to get information about an attack against that unit. Crosshairs and dots indicate that the current active unit is able to attack the target: white dots indicate the attack is within short range; gray dots indicate that the attack would be made at long range, with a penalty.&lt;br /&gt;
&lt;br /&gt;
If you are unable to attack, the reason is shown at the top of the screen. If you are able to attack, the roll needed to hit (on two six-sided dice [2D6]) is shown at the top of the screen. Note: You may modify the roll needed to hit with up to 2 CAPs.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_018.jpg|none|border|500px|thumb|Targeting an enemy unit]]&lt;br /&gt;
&lt;br /&gt;
:*'''Arc of Fire'''&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_039.jpg|none|border|500px|thumb|The standard arc of fire]]&lt;br /&gt;
&lt;br /&gt;
:Some units, such as guns and infantry squads, may only fire in the direction they face i.e. their forward arc. Other units, such as tanks, can fire in any direction, though they pay an additional +1 AP cost to fire outside of their forward arc. (The forward arc is the arc of fire for each unit, even though for tanks it is really only their forward firing arc.)&lt;br /&gt;
&lt;br /&gt;
:Hexes are highlighted in light green if they are within the arc of fire of the current active unit (direct fire). Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_040b copy.jpg|none|border|500px|thumb|Direct and indirect fire (e.g. for turreted units)]]&lt;br /&gt;
&lt;br /&gt;
:*'''Line-of-Sight'''&lt;br /&gt;
:Units must have line-of-sight (LOS) to an enemy unit in order to attack it. (Exception: mortars - see the following sub-section.) LOS can be blocked by terrain and by smoke. A unit in a hex with an enemy unit has no LOS beyond that hex.  Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_019_alt.jpg|none|border|500px|thumb|Line-of-sight (LOS): light green hexes are in LOS, as are the three adjacent forward hexes (flashing blue in-game).  Dark green hexes are in LOS for at least one other friendly unit; shadowed hexes are in Fog-of-war, i.e. out of LOS for all friendly units.]]&lt;br /&gt;
&lt;br /&gt;
:*'''Mortar Units'''&lt;br /&gt;
&lt;br /&gt;
:Like infantry units, mortars may make direct attacks on units in their forward arc LOS. In addition, some mortar units can fire at targets they cannot see by firing indirectly using spotters. A mortar’s spotters are abstractly considered to be located in any hex within two hexes of the mortar unit, so long as it has LOS to the mortar unit. A mortar can make an indirect attack on any enemy in its forward arc that can’t be seen by the mortar but can be seen from one of its spotter hexes. (However, mortars also have minimum firing ranges; see [[#Range|Range]] below).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_020.jpg|none|border|500px|thumb|Firing with mortars: spotter hexes marked with white spots.  Light green and light crimson hexes in firing arc for mortar unit itself: light green in LOS to mortar unit itself and are direct attacks; light crimson in LOS to at least one spotter hex and are indirect attacks.]]&lt;br /&gt;
&lt;br /&gt;
:An indirect attack is made like a normal attack but costs additional APs, as indicated in parentheses below the normal attack cost on the mortar unit.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_021.jpg|none|border|500px|thumb|Mortar unit toolbar: direct attacks cost 3 AP; indirect attacks cost 4 AP.]]&lt;br /&gt;
&lt;br /&gt;
:Note that not all mortar units are capable of indirect fire.&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click on Enemy to Attack'''&lt;br /&gt;
&lt;br /&gt;
:*Attacks are made against every unit in the target hex, both friend and foe alike. The exception is units in close-combat (that is, in the same hex as their target enemy; see [[#Range|Range]]), which are not forced to attack friendly units in their hex.&lt;br /&gt;
&lt;br /&gt;
:*Stats and the Combat Roll: The strength of the attacker, i.e. the attack value, is  determined by the roll of two virtual six-sided dice [2D6] (or two real ones if using the Dice Camera). This die roll result is added to the firepower of the attacking unit, plus any relevant attack modifiers. The attack value is then compared to the strength of the targeted unit, i.e. the defense value. A unit’s defense value is the sum of its defense rating, plus any terrain modifiers present in the hex it occupies.&lt;br /&gt;
&lt;br /&gt;
:If the attack result equals or exceeds the defense result, the target is wounded, and takes on a randomly-determined “wounded condition” (see [[#Wounded Conditions|Wounded Conditions]]). If the attack result equals or exceeds the defense result by four or more, the target is destroyed outright. A unit that already has a wound condition that receives an additional wound is destroyed.&lt;br /&gt;
&lt;br /&gt;
:*Red vs. Blue Attack and Defense Values&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_022.jpg|none|border|500px|thumb|Attack values: red for rifles, explosives, and hand-to-hand, blue for shells, anti-tank, and armor-piercing rounds.]]&lt;br /&gt;
&lt;br /&gt;
:Each unit has a red and blue firepower. Red firepower is used against targets with red defense ratings and blue firepower is used against targets with blue defense ratings. Red firepower represents anti-personnel attacks or high-explosive munitions. Blue firepower represents anti-tank or armor-piercing rounds. Units with blue defense ratings are armored, whereas units with red defense ratings are unarmored.&lt;br /&gt;
&lt;br /&gt;
:Some field and anti-tank guns have a blue front defense rating and a red flank defense rating to model the large forward facing gun shield  (see the following sub-section).&lt;br /&gt;
&lt;br /&gt;
:*Flanking&lt;br /&gt;
&lt;br /&gt;
:Each unit has a separate forward and flank defense value. &lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_023.jpg|none|border|500px|thumb|Defense values: red for infantry personnel, blue for armor (large guns, tanks, etc.). Upper value is for flank defense, lower value is for forward defense.]]&lt;br /&gt;
&lt;br /&gt;
:Units that are attacked from a hex that is inside of their forward arc use their front defense rating to determine their defense value. Units that are attacked from a hex outside their forward arc use their flank defense rating to determine their defense value.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024.jpg|none|border|500px|thumb|If an attack comes from the defending unit's forward arc, use the forward defense value. If an attack comes from anywhere else, use the flank defense value.]]&lt;br /&gt;
&lt;br /&gt;
:Some units have one color for forward defense, and the other for flank defense.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024b.jpg|none|border|500px|thumb|Some units, like large guns, use a blue defense value for attacks from the forward arc (forward attacks), and a red defense value for attacks from the flank (flank attacks).]]&lt;br /&gt;
&lt;br /&gt;
:Units attacking a mixed unit from its forward arc use the attack value whose color matches the mixed unit’s forward defense color. Units attacking a mixed unit outside its forward arc use the attack value whose color matches the mixed unit’s flank defense color.  &lt;br /&gt;
&lt;br /&gt;
:Just remember always to use the matching color: red attack always matches red defense; blue attack always matches blue defense.&lt;br /&gt;
&lt;br /&gt;
:*'''Terrain''': Terrain modifies a target’s defense value (see [[#Terrain|Terrain]]).&lt;br /&gt;
&lt;br /&gt;
:*'''Vehicles as Cover''': Any infantry squad (rifles, pioneers, SMGs) in the same hex as a friendly vehicle (wheeled or tracked) receives a +1 bonus to their defense values. This does not apply to loaded units (see [[#Rallying, Loading, and Other Actions|Rallying, Loading, and Other Actions]]). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Range'''&lt;br /&gt;
&lt;br /&gt;
:* Each unit that can attack has a base attack range.&lt;br /&gt;
&lt;br /&gt;
:* Units can attack with no penalty up to their base attack range. Units can fire  out to twice their attack range, but then receive a -2 attack penalty to their attack value. Units cannot attack beyond twice their attack range.&lt;br /&gt;
&lt;br /&gt;
:* Some units, like mortars, also have a minimum attack range, which precedes their base attack range on their stats. For example, for a unit with a range of “3-18” 3 is the minimum attack range, 18 is the base attack range.&lt;br /&gt;
&lt;br /&gt;
:* For units with a minimum range, enemy units that are within this minimum range cannot be fired upon except in close combat.&lt;br /&gt;
&lt;br /&gt;
:* +3  for Close Range: Units receive a +3 attack bonus when firing at units in adjacent hexes.&lt;br /&gt;
&lt;br /&gt;
:* +4 or -2 for Close Combat: rifles, pioneers, SMGs, tanks, armored cars, and APCs receive a +4 attack bonus when firing at units in the same hex as themselves. MGs, guns, mortars, wagons, and trucks receive a -2 attack penalty in close combat.&lt;br /&gt;
&lt;br /&gt;
====Unit Tooltip Values====&lt;br /&gt;
The essential movement and combat values and costs are shown on the unit tooltip, in the following order:&lt;br /&gt;
&lt;br /&gt;
* AP remaining&lt;br /&gt;
* Firepower: soft (added to die roll)&lt;br /&gt;
* Firepower: armor (added to die roll)&lt;br /&gt;
* AP cost to fire&lt;br /&gt;
* Range&lt;br /&gt;
* Forward defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* Flank defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* AP cost to move&lt;br /&gt;
* Number of bonus moves&lt;br /&gt;
&lt;br /&gt;
A grey box behind the attack values indicates the unit receives the Close Combat -2 attack penalty.&lt;br /&gt;
&lt;br /&gt;
If a unit is wounded, you’ll see a hit counter at the end of the tooltip.&lt;br /&gt;
&lt;br /&gt;
====Hit Counters====&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_025.jpg|none|border|500px|thumb|Hit counters for damaged/wounded units.]]&lt;br /&gt;
&lt;br /&gt;
A unit that is damaged during an attack (but not destroyed outright) receives a hit counter. There are a variety of hit counters for foot and for vehicle type units. The hit counter is displayed over any damaged unit. The details of your hit counter are shown on the unit tooltip display of a damaged unit, including any modifiers to unit values, and the die roll needed to rally the unit. Hit counters can affect movement, attack, and defense.&lt;br /&gt;
&lt;br /&gt;
Note that the details of enemy hit counters will remain hidden to you, until the enemy unit takes an action involving a unit statistic that is modified by its hit counter. Before this occurs, you will be able to see that an enemy unit is damaged, but you will not be able to see the particular effects of its hit counter in the unit’s tooltip display.&lt;br /&gt;
&lt;br /&gt;
====Rallying, Hiding, and Other Unit Actions====&lt;br /&gt;
&lt;br /&gt;
'''Rallying'''&lt;br /&gt;
&lt;br /&gt;
Wounded units can be rallied using the “Rally” button (see [[#Unit Buttons|Unit Buttons]]). Rallying costs 5AP for all units. A successful rally attempt removes the wound condition from the unit. Not all wound conditions can be removed, and the difficulty of removing a wound condition varies with the type of condition. Units receive a bonus to their rally rolls when they are in terrain with a defense bonus, and/or when they are in the same hex as other friendly unwounded units. Units cannot rally when in the same hex as an enemy unit. Some wound conditions do not permit rallying.&lt;br /&gt;
&lt;br /&gt;
'''Hiding'''&lt;br /&gt;
&lt;br /&gt;
Units can hide using the “Hide” button (see [[#Unit Buttons|Unit Buttons]]). Units can only hide when they are out of line-of-sight (LOS) of all enemy units. A hidden unit in clear terrain is revealed only when an enemy unit that has LOS into the hidden unit’s hex moves within two hexes of it. A hidden unit in terrain that either has a defense bonus or provides cover is not revealed unless an enemy unit enters its hex. Some units enter the game hidden. Hidden units cannot be targeted; players may use the “Attack” button on the unit buttons bar to attack hexes where they suspect hidden units may be hiding.&lt;br /&gt;
&lt;br /&gt;
Hidden units may move while remaining hidden. It costs +3 APs to “hidden move” into a hex with terrain that provides cover. It costs +5 APs to “hidden move” into a hex with terrain that does not provide cover.&lt;br /&gt;
&lt;br /&gt;
A player’s own hidden units are shown marked with a symbol that looks like a tree. &lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_026.jpg|none|border|500px|thumb|Unhidden units contrasted with hidden units.]]&lt;br /&gt;
&lt;br /&gt;
Hidden enemy units are not visible to you, only to the owner of the units. &lt;br /&gt;
Ex: A German rifle squad moves back behind heavy woods, is out of the LOS of all enemy units, and disappears from the enemy’s view on the map. The German “Hides” the unit during his next turn. He then “hidden moves” this unit forward into the enemy’s LOS range, but still remains hidden from enemy view. &lt;br /&gt;
&lt;br /&gt;
'''Loading'''&lt;br /&gt;
&lt;br /&gt;
Units can be loaded (includes transporting foot units and towing guns) onto most vehicles such as tanks, trucks and wagons by using the “Load” button. They can be unloaded using the same button. (See [[#Unit Buttons|Unit Buttons]].) When a unit is loaded onto a vehicle, the two units are considered to be in group action together: if the units have different AP totals at the end of the turn the lower figure will be applied to both, and this will continue in each subsequent turn. (See [[#Group Actions|Group Actions]].) The AP cost to load and unload a unit is equal to the base movement cost of that unit, and is deducted from the group at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Guns and immobilized vehicles can also be loaded, in which case they are considered to be towed. Vehicles can generally carry one infantry squad, or they can tow one gun or immobilized friendly vehicle. Towed units remain in the same hex as the vehicle carrying them during movement.&lt;br /&gt;
&lt;br /&gt;
'''Other Actions'''&lt;br /&gt;
&lt;br /&gt;
Units can perform a few other actions as well, like attacking fortifications, laying smoke, digging hasty defenses, and entering and exiting buildings. See [[#Unit Buttons|Unit Buttons]]s for more details.&lt;br /&gt;
Unit Buttons&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit buttons bar. Unit buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
====Unit Action Buttons====&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit action buttons bar. Unit action buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_027.jpg|none|border|500px|thumb|The unit buttons bar.]]&lt;br /&gt;
&lt;br /&gt;
* '''Pass''' – Skips your turn. If both players skip their turn in sequence, the round ends.&lt;br /&gt;
* '''Pass Entire Turn''' – Skips all of your turns until the end of the round.&lt;br /&gt;
* '''Attack a Hex''' – Prompts you to choose a hex to attack. Use this button when you want to try and destroy military fortifications (like land mines or barbed wire) or to attack hexes in which you suspect a hidden enemy unit may be located.&lt;br /&gt;
* '''Smoke a Hex''' – Prompts you to choose a hex in which to place a smoke screen. Some units have the ability to place smoke at various ranges according to the firefight. (See '''Smoke Screen''' under [[#Fortifications and Obstacles|Fortifications and Obstacles]].)&lt;br /&gt;
* '''Rally''' – Spends 5 APs to attempt to rally a unit with a wound condition.&lt;br /&gt;
* '''Hide/Unhide''' – Hides and unhides the current active unit.&lt;br /&gt;
* '''Enter/Exit Structure''' – Use these buttons to enter structures located in the same hex as the current active unit, such as a bunker, trench, or house (see [[#Terrain|Terrain]] for more information on structures). Only certain types of units can enter a given type of structure. If a unit is inside a structure, the relevant Enter Structure button becomes an Exit Structure button. It typically costs 1 AP to enter or exit a structure.&lt;br /&gt;
* '''Hasty Defense''' – Non-vehicle units may construct a hasty defense, at the cost of 7 APs. This provides a +1 defense modifier to the unit. The defense lasts until the unit moves or pivots. Wounded units cannot build a hasty defense.&lt;br /&gt;
* '''Load/Unload Vehicle''' – Loads the current active unit onto a friendly vehicle that is in its hex. If there is more than one eligible vehicle, the user is prompted to choose a vehicle. The units are considered to be in group action together. If a vehicle is loaded, the Load button becomes the Unload button and takes a loaded unit off of the vehicle that is transporting or towing it.&lt;br /&gt;
&lt;br /&gt;
====Group Actions====&lt;br /&gt;
&lt;br /&gt;
Players can form a group of units for attack and movement purposes, lasting until the end of the round. Units formed into a group can perform actions together that cannot be interrupted by the enemy player. For instance, four units may be formed into a group and each of these units may be moved during a single turn; and, once grouped, they must move during the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Creating groups''': SHIFT + left-click to add to group. It costs no AP to do this.&lt;br /&gt;
&lt;br /&gt;
* '''Contiguous units''': Only contiguous collections of units may be formed into a group – that is, a unit may be added to a group only if it is in the same hex as a member of the group, or an adjacent one. All units in a group then move together before the end of a turn.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_028.jpg|none|border|500px|thumb|Units ready to be grouped]]&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_029.jpg|none|border|500px|thumb|Grouped units; the left-most unit is the current active unit.]]&lt;br /&gt;
&lt;br /&gt;
* '''Disband groups''': Disband a group by left-clicking to select another unit outside the group without holding the &amp;lt;Shift&amp;gt; key, or by pressing the &amp;lt;Escape&amp;gt; key. It costs no AP to disband a group. Groups disband at the end of each round. Loaded units remain loaded until they are unloaded, however.) &lt;br /&gt;
&lt;br /&gt;
* '''Group firing''': The current active unit is considered the “fire-leader” and the target of the attack must be a unit on which the fire-leader can make an attack. All units in the group contiguous with the fire-leader with line of sight to the target and enough APs to fire will contribute +1 to the attack.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_030.jpg|none|border|500px|thumb|Grouped units; the middle unit highlighted in grey has finished moving, but is still part of the group. The second from left highlighted in yellow is the current active unit, and hence is the fire-leader. The group may only fire on units in LOS of the fire-leader, and direct and indirect attacks are based on the fire-leader's position.]]&lt;br /&gt;
&lt;br /&gt;
* Remember that all units in a group move together before the end of the turn. &lt;br /&gt;
&lt;br /&gt;
* CAPs can be added to groups to increase the APs of every member of the group. Important: these APs will be lost if the group is disbanded.&lt;br /&gt;
&lt;br /&gt;
* Groups may also perform other actions together, such as group-rallying or group-hasty entrenchment. Every member that has sufficient APs remaining to perform the indicated action will attempt to do so. Note that once a group moves, none of the units in the group may rally.&lt;br /&gt;
&lt;br /&gt;
* At the end of a turn, all units in a group move have APs reduced  to the lowest AP value of any unit in the group (i.e., the weakest link). A group travels only as far as its slowest member. Ex: A HMG team with 2 APs remaining after a group move is grouped with a Rifle team with 4 APs remaining.  The Rifle team’s APs are reduced to 2 APs at the end of the move to match the lowest remaining APs in the group.&lt;br /&gt;
&lt;br /&gt;
====Command Action Points (CAPs)====&lt;br /&gt;
&lt;br /&gt;
Command Action Points represent the influence of commanders on the battlefield action. Each player has a pool of CAPs independent of any particular unit. These CAPs can be transferred to units and converted into APs for the current active unit. They can also be used for increasing the odds of performing some attack or other action (up to +2 to attack rolls and rally rolls).&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_031.jpg|none|border|500px|thumb|The CAPs buttons]]&lt;br /&gt;
&lt;br /&gt;
Use CAPs to get a roll bonus of up to +2 for attack rolls and rally rolls.&lt;br /&gt;
&lt;br /&gt;
Players receive a certain number of CAPs each round according to the specifications of the firefight. CAPs are replenished at the beginning of the next round. CAPs cannot be saved from one round to the next. A player’s CAP allotment decreases by 1 from the base amount for every unit on that is destroyed in a firefight. (For example, if you have had two of your units destroyed, then you receive two fewer CAPs at the start of each round.)&lt;br /&gt;
&lt;br /&gt;
====Terrain====&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Basic Terrain&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
The width of a hex represents roughly 40-50 meters of ground. Each hex has a basic terrain type, which modifies movement AP costs for different types of movement, and adds defense modifiers for units in that hex. Some hexes also act as cover and units may stay hidden or be allowed to hidein these hexes (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a hex to see the terrain type displayed at the bottom of the screen, along with any relevant modifiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_032.jpg|none|border|500px|thumb|Viewing terrain info and modifiers. The +1 defense is added to the defense value of units in the hex. (Or, subtracting it from the attack value of a unit attacking that hex would provide the same result.)]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Terrain Movement Cost (in APs) and Defense Modifiers'''&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Terrain||Infantry Cost||Wheel Cost||Track Cost||Defense Modifier||Cover for Hiding&lt;br /&gt;
|-&lt;br /&gt;
|'''Clear'''*||0||0||0||0||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Water'''||+4||N/A||N/A||-1||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Marsh'''||+2||N/A||+2**||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Woods'''||+1||N/A||+2||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Light Woods'''||0||2||+1||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Wood)'''||+1||N/A||+2||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Stone)'''||+1||N/A||+3**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Wood)'''||+2||N/A||+3||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Stone)'''||+2||N/A||+4**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Wheat'''||0||0||0||0||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Corn'''||+1||0||0||0||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Includes all low-level, solid-ground terrain types such as Dirt, Sand, Grass, etc.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;**Units of the indicated type have a chance to become immobilized upon entering a hex with this terrain type.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Roads'''&lt;br /&gt;
&lt;br /&gt;
Roads permit more rapid movement. Terrain movement costs are ignored when moving along roads.&lt;br /&gt;
&lt;br /&gt;
'''Walls'''&lt;br /&gt;
&lt;br /&gt;
Walls protect units. Units in the same hex as a wall receive a +1 defense bonus from attacks crossing over the wall hex side. Wheeled units may not cross walls; tracked units may cross them but at a +1 cost to movement.&lt;br /&gt;
&lt;br /&gt;
'''Height'''&lt;br /&gt;
&lt;br /&gt;
Some hexes have different elevation, or height. Moving up each level of height costs +1AP; vehicles may only move up one level of height per turn. It costs nothing to move down levels of height.&lt;br /&gt;
&lt;br /&gt;
Units at a higher elevation attacked by the enemy units at a lower elevation receive a +1 defense bonus. Units at a higher elevation firing at enemy units on a lower elevation receive a +1 Firepower bonus. Multiple levels of elevation do not improve these modifiers; they are always +1. &lt;br /&gt;
&lt;br /&gt;
Height also causes a plateau effect, cutting the LOS of units that are not close to the  height edge. The further from the edge of a height level, the less the unit can see to lower levels and vice versa. This plateau effect can be improved or worsened depending on the height level, the covering terrain, and the distance of attacking and defending units from the height edge.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_033.jpg|none|border|500px|thumb|Heights.]]&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Fortifications and Obstacles&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
Fortifications and obstacles represent man-made modifications to a location. Hexes may have one or more terrain features in them. Some of these features are directional, while others have the same effect regardless of the direction of movement or attack.&lt;br /&gt;
&lt;br /&gt;
You can attempt to destroy fortifications and obstacles by using the “Attack” button on the unit buttons bar (see [[#Unit Buttons|Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a fortification or obstacle to see its type displayed at the bottom of the screen, along with any relevant modifiers, just as with basic terrain. &lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_034.jpg|none|border|500px|thumb|Viewing fortification/obstacle modifiers and terrain info.]]&lt;br /&gt;
&lt;br /&gt;
* '''Bunkers''': &lt;br /&gt;
&lt;br /&gt;
:* Wood Bunker&lt;br /&gt;
:*(Regular) Bunker&lt;br /&gt;
:* Heavy Bunker&lt;br /&gt;
&lt;br /&gt;
Wood, regular, and heavy bunkers all share the same rules but provide different defensive bonuses. Infantry squads and guns may enter a bunker. A unit in the bunker can only assume the facing of the bunker unit.&lt;br /&gt;
&lt;br /&gt;
: '''Wood Bunker''': +4 defense front, +1 defense flank&lt;br /&gt;
: '''Bunker''': +5 defense front, +2 defense flank&lt;br /&gt;
: '''Heavy Bunker''': +6 defense front, +3 defense flank&lt;br /&gt;
&lt;br /&gt;
* '''Gun Pits'''&lt;br /&gt;
&lt;br /&gt;
Only guns may enter a gun pit structure. The pit provides units inside of it with a +3 defense modifier against attacks that come from the pit’s forward arc, regardless of the direction the units are facing.&lt;br /&gt;
&lt;br /&gt;
* '''Barbed Wire'''&lt;br /&gt;
&lt;br /&gt;
Barbed wire costs 4 additional APs for infantry units to enter, and 2 additional APs for tracked units. Wheeled units cannot enter a barbed wire hex. Barbed wire is destroyed when a tracked unit enters it.&lt;br /&gt;
&lt;br /&gt;
* '''Trenches'''&lt;br /&gt;
&lt;br /&gt;
Only infantry squads can enter trenches. Units in a trench receive a +2 defense modifier.&lt;br /&gt;
&lt;br /&gt;
* '''Roadblocks'''&lt;br /&gt;
&lt;br /&gt;
Wheeled vehicles cannot enter a hex with a roadblock. Tracked vehicles pay an additional 4 APs to enter a roadblock hex. Roadblocks do not affect foot movement.&lt;br /&gt;
&lt;br /&gt;
* '''Land Mines'''&lt;br /&gt;
&lt;br /&gt;
There are three types of land mines: foot mines, vehicle mines, and mixed foot-vehicle mines. A mine makes an attack against the flank of any unit of the appropriate type that enters the hex containing the mine. Mines laid by enemies are generally hidden until you discover them.&lt;br /&gt;
&lt;br /&gt;
* '''Smoke Screen''' &lt;br /&gt;
&lt;br /&gt;
Smoke has levels: newly laid smoke is Level 2 smoke. Level 2 smoke blocks LOS through the smoke-hex, and provides a +2 defensive bonus for targeted units within the smoke hex and to those units targeted by fire originating from the smoke hex . At the end of the round, Level 2 smoke becomes Level 1 smoke.&lt;br /&gt;
&lt;br /&gt;
Level 1 smoke allows LOS to pass through it, and provides a +1 defense bonus for all attacks on the unit into, out of, and through the smoke.&lt;br /&gt;
&lt;br /&gt;
The effects of multiple smoke screens in the same hex are cumulative.&lt;br /&gt;
&lt;br /&gt;
====Special Actions====&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_035_actual.jpg|none|border|500px|thumb|Special actions]]&lt;br /&gt;
&lt;br /&gt;
Special Actions represent the influence of battlefield commanders, additional battlefield resources, or simply bad luck. Players play a Special Action as their only action for a turn, instead of selecting and using a unit.&lt;br /&gt;
&lt;br /&gt;
Some special actions have an additional CAP or AP cost. Most special actions are performed as a single action, and thus cannot be combined with another action, such as moving a unit or firing, on the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Command Action''' – Allows any unit to take one action at no cost.&lt;br /&gt;
* '''Defuse Land Mine''' – Remove one visible land mine, in a hex adjacent to a unit you control.&lt;br /&gt;
* '''Plus 1D6 APs''' – Current moving unit gains 1-6 random APs.&lt;br /&gt;
* '''Hasty Defense''' – Select a unit to gain a hasty defense.&lt;br /&gt;
* '''Rally Attempt''' – Allows the selected wounded unit to make a free rally attempt.&lt;br /&gt;
* '''Sniper''' – Causes the enemy to lose a random amount of Command Action Points.&lt;br /&gt;
* '''Reveal Hidden''' – Discloses hidden enemy units, within two hexes of a selected friendly unit.&lt;br /&gt;
* '''Stop Vehicle''' – Prevents a selected enemy vehicle from taking move actions this turn.&lt;br /&gt;
* '''Lay Land Mine''' – Adds a land mine adjacent to a selected friendly unit that is not in close combat with the enemy.&lt;br /&gt;
* '''Dual Attack''' – Forces the enemy player to skip the next two turns.&lt;br /&gt;
* '''Mark as Used''' – Removes all Action Points from a selected enemy unit.&lt;br /&gt;
* '''Auto-Rally''' – Automatically rallies a selected wounded unit.&lt;br /&gt;
&lt;br /&gt;
====Unit Quality====&lt;br /&gt;
&lt;br /&gt;
Units in Conflict of Heroes have a Quality rating that modifies the base attributes of the unit. The effects of a quality rating differ among infantry and vehicle type units. The quality of a unit is shown in the unit information area in the bottom left part of the screen when a unit is selected.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_036.jpg|none|border|500px|thumb|Unit quality]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Infantry Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Green'''||-1||-1||-1||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+1||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Vehicle Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||-2||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+2||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*No unit can have its attack cost modified below 2.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that there is no Green quality modifier for vehicles.&lt;br /&gt;
&lt;br /&gt;
====Keyboard Shortcuts====&lt;br /&gt;
&lt;br /&gt;
Spacebar    Pass turn / end bonus move&lt;br /&gt;
PrintScreen    Save copy of current screen to:&lt;br /&gt;
&lt;br /&gt;
(My)Documents/Western Civilization Software/Conflict of Heroes Awakening the Bear/Screenshot&lt;br /&gt;
&lt;br /&gt;
Shift-PrtScrn    Save higher quality screenshot to same location as above&lt;br /&gt;
&lt;br /&gt;
Escape            Deselect all units&lt;br /&gt;
Enter               Enter/exit chat mode in TCP/IP games&lt;br /&gt;
Tab                 Move camera to view currently moving unit&lt;br /&gt;
+ / -                Cycle between units with APs remaining&lt;br /&gt;
V                    Toggle view units&lt;br /&gt;
T                    Toggles terrain&lt;br /&gt;
C                    Converts CAPs to APs&lt;br /&gt;
B                    Converts CAPs to Roll Bonus&lt;br /&gt;
F                    Enter Fire (Attack Hex) Mode&lt;br /&gt;
N                   Toggle display of unit abbreviations over unit icons&lt;br /&gt;
I                    Toggle display of interface&lt;br /&gt;
A-W-D-S     These four keys move the camera left, forward, right, and backward.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=384</id>
		<title>Game Instructions</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=384"/>
		<updated>2012-05-31T16:40:54Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: /* Special Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Main Menu==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_009.jpg|none|border|500px|thumb|The main menu]]&lt;br /&gt;
&lt;br /&gt;
* Play Game – There are several kinds of firefights from which to choose:&lt;br /&gt;
&lt;br /&gt;
:* Awakening the Bear Firefights – Firefights from the board game version of Conflict of Heroes – Awakening the Bear&lt;br /&gt;
&lt;br /&gt;
:* Frontier Firefights – Firefights set in Ukraine during Operation Barbarossa&lt;br /&gt;
&lt;br /&gt;
:* The Commanding Heights – A series of related firefights set in the Crimean Peninsula, each of which uses a different portion of one large map&lt;br /&gt;
&lt;br /&gt;
:* Point Buy Firefights – A collection of maps for quick pick-up games or skirmish-style firefights&lt;br /&gt;
&lt;br /&gt;
:* Additional Firefights – A list of firefights stored in your (My)Documents\Western Civilization Software\Conflict of Heroes -Awakening the Bear\Data\Scenarios folder. Put fan-created and modded firefights here and play them with this option.&lt;br /&gt;
&lt;br /&gt;
* Load Game – Loads a save game from a file. By default, saved games are loaded from the directory (My) Documents\Western Civilization Software\Conflict of Heroes – Awakening the Bear\Save.&lt;br /&gt;
&lt;br /&gt;
* Multiplayer Lobby Game – Allows you to enter the Multiplayer Lobby and Forum to meet other players, issue and accept challenges, discuss scheduling and host and join multiplayer games. See the [[Multiplayer Lobby Games]] section below for more information.&lt;br /&gt;
&lt;br /&gt;
* Local Network Game – Allows you to join a game on your local network, without connecting to the multiplayer forum or lobby. A game must first be setup and hosted before you can join it. Please see the [[#Local Network Games|Local Network Games]] section for more information.&lt;br /&gt;
&lt;br /&gt;
* Rule Options – Rule Options affect the way the game is played. Options cannot be changed during a game. This includes saved games: if you save a game with a certain set of options, change your options for another game, then load the saved game later, your options will revert to the set from the saved game. Click the option to change the setting: “Yes” for on, “No” for off.&lt;br /&gt;
&lt;br /&gt;
:* Fog of War – If fog-of-war is turned on, players cannot see hexes that are outside of the line-of-sight of their units.&lt;br /&gt;
&lt;br /&gt;
:* Variable Action Points – Instead of receiving the standard 7 APs per unit at the beginning of a round, a player may receive variable action points instead. The player may choose from two variable action point options:&lt;br /&gt;
&lt;br /&gt;
::+ 2D6: the sum of two (virtual) six-sided die rolls, or&lt;br /&gt;
::+ 3D6 High-Low: the sum of the highest and lowest die rolls on three (virtual) six-sided dice. This gives less volatile results.&lt;br /&gt;
&lt;br /&gt;
If the Dice Camera is turned on, the player makes these rolls himself. (See the Dice Camera document for details.)&lt;br /&gt;
&lt;br /&gt;
:* Difficulty Level – To increase the challenge of playing against computer-controlled opponents, increase the difficulty level. At higher difficulty levels, the computer opponent receives a variety of material advantages. See the FAQ document for details.&lt;br /&gt;
&lt;br /&gt;
:* Foot Unit Cautious Movement – If foot unit cautious movement is turned on, any infantry squad unit that makes a normal move into a hex that lacks a defense bonus suffers a -1 defense modifier, during the opponent’s turn. To avoid this penalty, units can spend extra AP to move cautiously. To move cautiously, hold down the CTRL key while right-clicking when issuing a move order. This adds +1 to the AP cost for each move. (See below for rules on [[#Selecting and Moving Units|movement]] and [[#Attacking|combat]].)&lt;br /&gt;
&lt;br /&gt;
:* Random Quality – If this option is turned on, units that would otherwise start with Regular quality level instead have their quality level randomized. (See [[#Unit Quality|Unit Quality]] for more information.)&lt;br /&gt;
&lt;br /&gt;
* System Preferences – Used to control video, gameplay, and audio options. Preferences can also be changed in-game and unlike rule options are not part of the game file. Some video preferences will not take effect until the game is restarted.&lt;br /&gt;
&lt;br /&gt;
* Game News – Find out about what’s going on with Conflict of Heroes updates, expansions, new firefights, and related products. (You can also receive information about game news by visiting www.matrixgames.com/forums/tt.asp?forumid=1040.)&lt;br /&gt;
&lt;br /&gt;
* Upload Game Results – Help Western Civilization Software balance and improve the difficulty of Conflict of Heroes firefights by uploading the results of the games you have completed so far (or since the last time you uploaded game results). When you select this menu option, the results of games you played against the AI are uploaded to our FTP. No personal information is transmitted.&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_010.jpg|none|border|500px|thumb|Setting up a game after selecting a scenario]]&lt;br /&gt;
&lt;br /&gt;
* Human / Computer Player Buttons – Use these buttons to determine whether the Germans or Russians will be controlled by the human player, or by the computer. You can set both players to “human” in order to play a hot-seat game.&lt;br /&gt;
&lt;br /&gt;
* Human-Preferred Side – Some firefights have a “human-preferred” side, indicating that the firefight has been designed and balanced with the intention that the human player should play the indicated side. You are allowed to play the non-human-preferred side in a firefight if you choose, but you might then find the firefight somewhat unchallenging.&lt;br /&gt;
&lt;br /&gt;
* Server Setup – Use this to open the Server Setup Screen in order to host this game over TCP/IP or LAN. (See the [[#Local Network Games|Local Network Games]] section.)&lt;br /&gt;
&lt;br /&gt;
==Planning Phase==&lt;br /&gt;
&lt;br /&gt;
When you start a new game, before most of the movement and firing begins, you may be asked to do some game setup or round-planning, such as planning artillery strikes, placing objects like barbed wire or land mines, or positioning reinforcements for the turn. This can sometimes take place before the first round of combat.&lt;br /&gt;
&lt;br /&gt;
'''Artillery Strikes and Laying Down Smoke'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_011.jpg|none|border|500px|thumb|Assigning an artillery strike to a hex]]&lt;br /&gt;
&lt;br /&gt;
To plan an artillery strike, click on a highlighted area on the map with the right mouse button during the planning phase. Sometimes you may be prompted to plan more than one artillery strike at a time. Artillery strikes affect the hex on which you click and all six adjacent hexes, attacking friend and foe alike. Usually artillery strike planning is for a strike that will occur at the beginning of the following turn, but sometimes you will be prompted to plan for strikes in even later turns.&lt;br /&gt;
&lt;br /&gt;
Right-click on a hex in the area indicated by the blinking blue highlight to place an artillery strike. Click the “Done” button when you are finished. Sometimes you will be able to place artillery strikes anywhere on the map, but other times will be limited as to where strikes may be placed.&lt;br /&gt;
&lt;br /&gt;
In certain firefights, some artillery strikes have a chance of delay. If a delay occurs, the strike will not happen during the round for which it was planned, but will be delayed one or more rounds.&lt;br /&gt;
&lt;br /&gt;
In some firefights, some artillery strikes deliver smoke instead of high explosive (HE) attacks, and for some strikes you will have the option of deciding whether the strike will deliver smoke or an attack.&lt;br /&gt;
&lt;br /&gt;
You can undo an artillery strike (whether HE or smoke) you have placed by clicking on the hex of a planned strike.&lt;br /&gt;
&lt;br /&gt;
'''Reinforcements'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_012.jpg|none|border|500px|thumb|Placing reinforcements (available hexes are highlighted)]]&lt;br /&gt;
&lt;br /&gt;
Reinforcements enter the game before the start of a round. These rounds vary from firefight to firefight. The zone in which a reinforcement may enter is indicated by a blinking blue highlight. Right-click on a hex in the highlighted zone to place a unit for reinforcements, keeping an eye on the mouse cursor arrow to control the facing of the new unit. You can choose which reinforcing unit is to be placed next by clicking on the unit’s button to the left.&lt;br /&gt;
&lt;br /&gt;
Reinforcements may enter the game loaded onto a vehicle. When placing a reinforcement, left-click on a vehicle located in the reinforcement zone to load the reinforcement onto the vehicle. This will not work if the rules do not allow the unit to be loaded onto the vehicle. (See [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]] for details on loading.)&lt;br /&gt;
&lt;br /&gt;
'''Fortifications and Obstacles'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_013.jpg|none|border|500px|thumb|Placing a fortification/obstacle (barbed wire)]]&lt;br /&gt;
&lt;br /&gt;
Right-click to place military fortifications and obstacles, such as barbed wire, mine fields and bunkers, on the map. Information about your placement appears at the upper left of the screen. You may undo placements with the “Undo” button. Press “Done” when you are finished placing terrain features.&lt;br /&gt;
&lt;br /&gt;
'''Hiding Units'''&lt;br /&gt;
&lt;br /&gt;
Some firefights also ask you to place hidden units, which then enter the game hidden (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]). If Fog of War is enabled, units that are not within the line of sight of any friendly units will not be seen, but they do not gain Hidden status simply by being out of sight.&lt;br /&gt;
&lt;br /&gt;
'''Point Buy Games'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_014.jpg|none|border|500px|thumb|Buying units with points in a point buy firefight]]&lt;br /&gt;
&lt;br /&gt;
Some firefights allow one or both of the players to requisition units at the start of the firefight. Players are given a certain number of points to spend requisitioning units. The types and numbers of units available for requisition are determined by the firefight. Units that are requisitioned enter the firefight as reinforcements on the first turn.&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_015.jpg|none|border|500px|thumb|Main screen elements]]&lt;br /&gt;
&lt;br /&gt;
====Main Screen Information====&lt;br /&gt;
&lt;br /&gt;
* '''Game Menu'''&lt;br /&gt;
&lt;br /&gt;
Mouse over each button for its label and settings.&lt;br /&gt;
&lt;br /&gt;
:* '''Hide Game Menu''' – Hides the Game Menu.&lt;br /&gt;
:* '''Game History''' – A display of the last several hundred lines from the game report.&lt;br /&gt;
:* '''Combat Statistics''' – A report on unit destruction.&lt;br /&gt;
:* '''Save Game''' – Saves the game.&lt;br /&gt;
:* '''Open Game''' – Opens a saved game.&lt;br /&gt;
:* '''Preferences''' – Opens a display allowing you to adjust video, audio, and gameplay preferences.&lt;br /&gt;
:* '''Camera Control''' – Switches the game camera between normal and top-down modes. Note that the camera maintains its position in each mode independently of the other.&lt;br /&gt;
:* '''Dice Camera''' – Toggles use of the Dice Camera, allowing you to use a webcam and a pair of six-sided dice to roll your own combat results (see the Dice Camera document).&lt;br /&gt;
:* '''2D Chit / 3D Unit View''' – Switches the game between displaying units as 2D Chits and animated 3D Units.&lt;br /&gt;
:* '''Briefing Map''' – Shows the briefing map for this firefight, including deployment areas, objectives and reinforcements.&lt;br /&gt;
:* '''Help''' – Opens in-game help files.&lt;br /&gt;
:* '''Exit''' – Exits back to the main menu.&lt;br /&gt;
&lt;br /&gt;
* '''Score''' – Shows the current Russian and German score.&lt;br /&gt;
&lt;br /&gt;
* '''Commander and Firefight Orders''' – Click on the commander mug shot to open a description of your orders for this firefight.&lt;br /&gt;
&lt;br /&gt;
* '''Turn Clock(s)''' – The clocks show how many rounds are in the firefight altogether, and how many rounds have passed so far. Reinforcement arrivals and artillery support are shown on each turn clock, with an icon that shows the side which receives them.&lt;br /&gt;
&lt;br /&gt;
* '''Active player icon''' – Displays the icon of the active human player. If the active player is computer-controlled, the icon is shown grayed-out.&lt;br /&gt;
&lt;br /&gt;
* '''CAPs Remaining''' – Shows CAPs (Command Action Points) remaining for the current human player (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''CAP Conversions''' – These buttons allow you to convert CAPs to APs, and to raise or lower roll bonuses (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''Special Actions''' – Images to the left show the special actions you can take on your turn. Mouse over each for more information; left-click to select one (see [[#Special Actions|Special Actions]]).&lt;br /&gt;
&lt;br /&gt;
* '''Unit Buttons''' – Use these buttons to allow the selected unit to perform more detailed commands (see [[#Unit Buttons|Unit Buttons]]).&lt;br /&gt;
&lt;br /&gt;
* '''Game Report''' – Displays a summary of the last few actions that happened in the game. Use the toggle button above the report area to hide this display. You can open and close the Game Report using the toggle button in the lower left-hand corner of the screen.&lt;br /&gt;
&lt;br /&gt;
Moving the cursor around will show you the following:&lt;br /&gt;
&lt;br /&gt;
* '''Unit Tooltip''' – Shows basic information about either the unit last selected or the unit under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
* '''Terrain Information''' – Shows information about the terrain in the hex under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
====Camera Controls====&lt;br /&gt;
&lt;br /&gt;
* '''To scroll across the map''':&lt;br /&gt;
&lt;br /&gt;
:* Move the mouse cursor to the edge of the screen, or:&lt;br /&gt;
:* Left-click on the map surface and drag.&lt;br /&gt;
&lt;br /&gt;
* '''To change the camera angle''':&lt;br /&gt;
&lt;br /&gt;
:* Right-click on the map surface and drag the mouse.  Dragging the mouse left-right rotates the camera.  Dragging the mouse up-down tilts the camera.&lt;br /&gt;
:* CTRL + mouse wheel rotates the camera.&lt;br /&gt;
:* ALT + mouse wheel tilts the camera.&lt;br /&gt;
:* SHIFT + mouse wheel changes the camera height.&lt;br /&gt;
:* Note that using the mouse wheel without CTRL / ALT / SHIFT will reset the camera to the default height/angle setup.&lt;br /&gt;
:* You can also use the &amp;lt;Page Up&amp;gt; and &amp;lt;Page Down&amp;gt; keys to adjust the camera: these two keys work with CTRL, ALT, and SHIFT in the same manner as described for the mouse wheel.&lt;br /&gt;
&lt;br /&gt;
* '''To zoom in and out''':&lt;br /&gt;
&lt;br /&gt;
:* Use the scroll wheel on your mouse.&lt;br /&gt;
&lt;br /&gt;
====Selecting and Moving Units====&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click a unit to select it''' – You can switch among your units freely during your turn. The dotted indicator in the image below indicates the current active unit, which is the last unit selected by the active player. The arrow is the selection arrow. The number is the unit’s remaining AP.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_016.jpg|none|border|500px|thumb|Selecting a unit]]&lt;br /&gt;
&lt;br /&gt;
* You can also select multiple units for a group-move. See [[#Group Movement|Group Movement]] for more information.&lt;br /&gt;
&lt;br /&gt;
* '''Right-Click to Move''' – Right-click on the blue blinking area to move the current active unit to the hex on which you clicked.&lt;br /&gt;
&lt;br /&gt;
:* '''Facing''': Move the cursor toward the edge of a hex to face the unit in that direction after it moves into the hex. The mouse cursor arrow shows you the facing the unit will have after it enters the hex you click on.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_05b.jpg|none|border|500px|thumb|Selecting a friendly unit]]&lt;br /&gt;
&lt;br /&gt;
:(Note that the movement facing arrow supersedes the unit selection arrow: left-clicking on a unit will still select it, if it is eligible to be selected).&lt;br /&gt;
&lt;br /&gt;
:* '''Cost to Move''': Each unit has a base AP cost to move. Terrain in the destination hex may increase the AP cost of the move. Moving backward imposes an additional +1 AP cost.&lt;br /&gt;
:* '''Bonus Moves''': Some fast units (vehicles) get one or more bonus moves after they take a move action. The word “BONUS” appears over a unit when it is taking a bonus move. You cannot fire or take other actions during a bonus move. Bonus moves for treaded vehicles may only be made into clear terrain that does not change height. Bonus moves for wheeled vehicles may only be made along roads. (See [[#Terrain|Terrain]]). If you need to, you can end a bonus move with the “Pass” button on the unit buttons bar (see [[#Unit Buttons|Unit Buttons]]), or by hitting &amp;lt;spacebar&amp;gt;.&lt;br /&gt;
:* '''No Stacking Limits''': There are no stacking limits in Conflict of Heroes – any number of units may share the same hex. However, note that a combat attack will affect every unit in the hex if it is targeted for attack. This should discourage players from stacking too many units in a hex.&lt;br /&gt;
&lt;br /&gt;
* Right-Click to Pivot – Right-click on the map outside of a blinking blue movement area to pivot the current active unit toward the hex on which you clicked. A pivot like this ends your turn and costs 1 AP.&lt;br /&gt;
&lt;br /&gt;
* '''Click “Pass” to Skip Turn''' – You can skip your turn instead of moving, firing, or taking other actions by passing.  If both players pass in sequence, the round ends.&lt;br /&gt;
&lt;br /&gt;
* '''Cycle Through Units with APs''' – Any side buttons on your mouse cycle through units with APs Remaining. The + and – keys will do this as well.&lt;br /&gt;
&lt;br /&gt;
====Attacking====&lt;br /&gt;
&lt;br /&gt;
*'''Hover Over Enemy to Target'''&lt;br /&gt;
&lt;br /&gt;
Move the mouse cursor over an enemy unit to get information about an attack against that unit. Crosshairs and dots indicate that the current active unit is able to attack the target: white dots indicate the attack is within short range; gray dots indicate that the attack would be made at long range, with a penalty.&lt;br /&gt;
&lt;br /&gt;
If you are unable to attack, the reason is shown at the top of the screen. If you are able to attack, the roll needed to hit (on two six-sided dice [2D6]) is shown at the top of the screen. Note: You may modify the roll needed to hit with up to 2 CAPs.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_018.jpg|none|border|500px|thumb|Targeting an enemy unit]]&lt;br /&gt;
&lt;br /&gt;
:*'''Arc of Fire'''&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_039.jpg|none|border|500px|thumb|The standard arc of fire]]&lt;br /&gt;
&lt;br /&gt;
:Some units, such as guns and infantry squads, may only fire in the direction they face i.e. their forward arc. Other units, such as tanks, can fire in any direction, though they pay an additional +1 AP cost to fire outside of their forward arc. (The forward arc is the arc of fire for each unit, even though for tanks it is really only their forward firing arc.)&lt;br /&gt;
&lt;br /&gt;
:Hexes are highlighted in light green if they are within the arc of fire of the current active unit (direct fire). Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_040b copy.jpg|none|border|500px|thumb|Direct and indirect fire (e.g. for turreted units)]]&lt;br /&gt;
&lt;br /&gt;
:*'''Line-of-Sight'''&lt;br /&gt;
:Units must have line-of-sight (LOS) to an enemy unit in order to attack it. (Exception: mortars - see the following sub-section.) LOS can be blocked by terrain and by smoke. A unit in a hex with an enemy unit has no LOS beyond that hex.  Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_019_alt.jpg|none|border|500px|thumb|Line-of-sight (LOS): light green hexes are in LOS, as are the three adjacent forward hexes (flashing blue in-game).  Dark green hexes are in LOS for at least one other friendly unit; shadowed hexes are in Fog-of-war, i.e. out of LOS for all friendly units.]]&lt;br /&gt;
&lt;br /&gt;
:*'''Mortar Units'''&lt;br /&gt;
&lt;br /&gt;
:Like infantry units, mortars may make direct attacks on units in their forward arc LOS. In addition, some mortar units can fire at targets they cannot see by firing indirectly using spotters. A mortar’s spotters are abstractly considered to be located in any hex within two hexes of the mortar unit, so long as it has LOS to the mortar unit. A mortar can make an indirect attack on any enemy in its forward arc that can’t be seen by the mortar but can be seen from one of its spotter hexes. (However, mortars also have minimum firing ranges; see [[#Range|Range]] below).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_020.jpg|none|border|500px|thumb|Firing with mortars: spotter hexes marked with white spots.  Light green and light crimson hexes in firing arc for mortar unit itself: light green in LOS to mortar unit itself and are direct attacks; light crimson in LOS to at least one spotter hex and are indirect attacks.]]&lt;br /&gt;
&lt;br /&gt;
:An indirect attack is made like a normal attack but costs additional APs, as indicated in parentheses below the normal attack cost on the mortar unit.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_021.jpg|none|border|500px|thumb|Mortar unit toolbar: direct attacks cost 3 AP; indirect attacks cost 4 AP.]]&lt;br /&gt;
&lt;br /&gt;
:Note that not all mortar units are capable of indirect fire.&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click on Enemy to Attack'''&lt;br /&gt;
&lt;br /&gt;
:*Attacks are made against every unit in the target hex, both friend and foe alike. The exception is units in close-combat (that is, in the same hex as their target enemy; see [[#Range|Range]]), which are not forced to attack friendly units in their hex.&lt;br /&gt;
&lt;br /&gt;
:*Stats and the Combat Roll: The strength of the attacker, i.e. the attack value, is  determined by the roll of two virtual six-sided dice [2D6] (or two real ones if using the Dice Camera). This die roll result is added to the firepower of the attacking unit, plus any relevant attack modifiers. The attack value is then compared to the strength of the targeted unit, i.e. the defense value. A unit’s defense value is the sum of its defense rating, plus any terrain modifiers present in the hex it occupies.&lt;br /&gt;
&lt;br /&gt;
:If the attack result equals or exceeds the defense result, the target is wounded, and takes on a randomly-determined “wounded condition” (see [[#Wounded Conditions|Wounded Conditions]]). If the attack result equals or exceeds the defense result by four or more, the target is destroyed outright. A unit that already has a wound condition that receives an additional wound is destroyed.&lt;br /&gt;
&lt;br /&gt;
:*Red vs. Blue Attack and Defense Values&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_022.jpg|none|border|500px|thumb|Attack values: red for rifles, explosives, and hand-to-hand, blue for shells, anti-tank, and armor-piercing rounds.]]&lt;br /&gt;
&lt;br /&gt;
:Each unit has a red and blue firepower. Red firepower is used against targets with red defense ratings and blue firepower is used against targets with blue defense ratings. Red firepower represents anti-personnel attacks or high-explosive munitions. Blue firepower represents anti-tank or armor-piercing rounds. Units with blue defense ratings are armored, whereas units with red defense ratings are unarmored.&lt;br /&gt;
&lt;br /&gt;
:Some field and anti-tank guns have a blue front defense rating and a red flank defense rating to model the large forward facing gun shield  (see the following sub-section).&lt;br /&gt;
&lt;br /&gt;
:*Flanking&lt;br /&gt;
&lt;br /&gt;
:Each unit has a separate forward and flank defense value. &lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_023.jpg|none|border|500px|thumb|Defense values: red for infantry personnel, blue for armor (large guns, tanks, etc.). Upper value is for flank defense, lower value is for forward defense.]]&lt;br /&gt;
&lt;br /&gt;
:Units that are attacked from a hex that is inside of their forward arc use their front defense rating to determine their defense value. Units that are attacked from a hex outside their forward arc use their flank defense rating to determine their defense value.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024.jpg|none|border|500px|thumb|If an attack comes from the defending unit's forward arc, use the forward defense value. If an attack comes from anywhere else, use the flank defense value.]]&lt;br /&gt;
&lt;br /&gt;
:Some units have one color for forward defense, and the other for flank defense.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024b.jpg|none|border|500px|thumb|Some units, like large guns, use a blue defense value for attacks from the forward arc (forward attacks), and a red defense value for attacks from the flank (flank attacks).]]&lt;br /&gt;
&lt;br /&gt;
:Units attacking a mixed unit from its forward arc use the attack value whose color matches the mixed unit’s forward defense color. Units attacking a mixed unit outside its forward arc use the attack value whose color matches the mixed unit’s flank defense color.  &lt;br /&gt;
&lt;br /&gt;
:Just remember always to use the matching color: red attack always matches red defense; blue attack always matches blue defense.&lt;br /&gt;
&lt;br /&gt;
:*'''Terrain''': Terrain modifies a target’s defense value (see [[#Terrain|Terrain]]).&lt;br /&gt;
&lt;br /&gt;
:*'''Vehicles as Cover''': Any infantry squad (rifles, pioneers, SMGs) in the same hex as a friendly vehicle (wheeled or tracked) receives a +1 bonus to their defense values. This does not apply to loaded units (see [[#Rallying, Loading, and Other Actions|Rallying, Loading, and Other Actions]]). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Range'''&lt;br /&gt;
&lt;br /&gt;
:* Each unit that can attack has a base attack range.&lt;br /&gt;
&lt;br /&gt;
:* Units can attack with no penalty up to their base attack range. Units can fire  out to twice their attack range, but then receive a -2 attack penalty to their attack value. Units cannot attack beyond twice their attack range.&lt;br /&gt;
&lt;br /&gt;
:* Some units, like mortars, also have a minimum attack range, which precedes their base attack range on their stats. For example, for a unit with a range of “3-18” 3 is the minimum attack range, 18 is the base attack range.&lt;br /&gt;
&lt;br /&gt;
:* For units with a minimum range, enemy units that are within this minimum range cannot be fired upon except in close combat.&lt;br /&gt;
&lt;br /&gt;
:* +3  for Close Range: Units receive a +3 attack bonus when firing at units in adjacent hexes.&lt;br /&gt;
&lt;br /&gt;
:* +4 or -2 for Close Combat: rifles, pioneers, SMGs, tanks, armored cars, and APCs receive a +4 attack bonus when firing at units in the same hex as themselves. MGs, guns, mortars, wagons, and trucks receive a -2 attack penalty in close combat.&lt;br /&gt;
&lt;br /&gt;
====Unit Tooltip Values====&lt;br /&gt;
The essential movement and combat values and costs are shown on the unit tooltip, in the following order:&lt;br /&gt;
&lt;br /&gt;
* AP remaining&lt;br /&gt;
* Firepower: soft (added to die roll)&lt;br /&gt;
* Firepower: armor (added to die roll)&lt;br /&gt;
* AP cost to fire&lt;br /&gt;
* Range&lt;br /&gt;
* Forward defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* Flank defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* AP cost to move&lt;br /&gt;
* Number of bonus moves&lt;br /&gt;
&lt;br /&gt;
A grey box behind the attack values indicates the unit receives the Close Combat -2 attack penalty.&lt;br /&gt;
&lt;br /&gt;
If a unit is wounded, you’ll see a hit counter at the end of the tooltip.&lt;br /&gt;
&lt;br /&gt;
====Hit Counters====&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_025.jpg|none|border|500px|thumb|Hit counters for damaged/wounded units.]]&lt;br /&gt;
&lt;br /&gt;
A unit that is damaged during an attack (but not destroyed outright) receives a hit counter. There are a variety of hit counters for foot and for vehicle type units. The hit counter is displayed over any damaged unit. The details of your hit counter are shown on the unit tooltip display of a damaged unit, including any modifiers to unit values, and the die roll needed to rally the unit. Hit counters can affect movement, attack, and defense.&lt;br /&gt;
&lt;br /&gt;
Note that the details of enemy hit counters will remain hidden to you, until the enemy unit takes an action involving a unit statistic that is modified by its hit counter. Before this occurs, you will be able to see that an enemy unit is damaged, but you will not be able to see the particular effects of its hit counter in the unit’s tooltip display.&lt;br /&gt;
&lt;br /&gt;
====Rallying, Hiding, and Other Unit Actions====&lt;br /&gt;
&lt;br /&gt;
'''Rallying'''&lt;br /&gt;
&lt;br /&gt;
Wounded units can be rallied using the “Rally” button (see [[#Unit Buttons|Unit Buttons]]). Rallying costs 5AP for all units. A successful rally attempt removes the wound condition from the unit. Not all wound conditions can be removed, and the difficulty of removing a wound condition varies with the type of condition. Units receive a bonus to their rally rolls when they are in terrain with a defense bonus, and/or when they are in the same hex as other friendly unwounded units. Units cannot rally when in the same hex as an enemy unit. Some wound conditions do not permit rallying.&lt;br /&gt;
&lt;br /&gt;
'''Hiding'''&lt;br /&gt;
&lt;br /&gt;
Units can hide using the “Hide” button (see [[#Unit Buttons|Unit Buttons]]). Units can only hide when they are out of line-of-sight (LOS) of all enemy units. A hidden unit in clear terrain is revealed only when an enemy unit that has LOS into the hidden unit’s hex moves within two hexes of it. A hidden unit in terrain that either has a defense bonus or provides cover is not revealed unless an enemy unit enters its hex. Some units enter the game hidden. Hidden units cannot be targeted; players may use the “Attack” button on the unit buttons bar to attack hexes where they suspect hidden units may be hiding.&lt;br /&gt;
&lt;br /&gt;
Hidden units may move while remaining hidden. It costs +3 APs to “hidden move” into a hex with terrain that provides cover. It costs +5 APs to “hidden move” into a hex with terrain that does not provide cover.&lt;br /&gt;
&lt;br /&gt;
A player’s own hidden units are shown marked with a symbol that looks like a tree. &lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_026.jpg|none|border|500px|thumb|Unhidden units contrasted with hidden units.]]&lt;br /&gt;
&lt;br /&gt;
Hidden enemy units are not visible to you, only to the owner of the units. &lt;br /&gt;
Ex: A German rifle squad moves back behind heavy woods, is out of the LOS of all enemy units, and disappears from the enemy’s view on the map. The German “Hides” the unit during his next turn. He then “hidden moves” this unit forward into the enemy’s LOS range, but still remains hidden from enemy view. &lt;br /&gt;
&lt;br /&gt;
'''Loading'''&lt;br /&gt;
&lt;br /&gt;
Units can be loaded (includes transporting foot units and towing guns) onto most vehicles such as tanks, trucks and wagons by using the “Load” button. They can be unloaded using the same button. (See [[#Unit Buttons|Unit Buttons]].) When a unit is loaded onto a vehicle, the two units are considered to be in group action together: if the units have different AP totals at the end of the turn the lower figure will be applied to both, and this will continue in each subsequent turn. (See [[#Group Actions|Group Actions]].) The AP cost to load and unload a unit is equal to the base movement cost of that unit, and is deducted from the group at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Guns and immobilized vehicles can also be loaded, in which case they are considered to be towed. Vehicles can generally carry one infantry squad, or they can tow one gun or immobilized friendly vehicle. Towed units remain in the same hex as the vehicle carrying them during movement.&lt;br /&gt;
&lt;br /&gt;
'''Other Actions'''&lt;br /&gt;
&lt;br /&gt;
Units can perform a few other actions as well, like attacking fortifications, laying smoke, digging hasty defenses, and entering and exiting buildings. See [[#Unit Buttons|Unit Buttons]]s for more details.&lt;br /&gt;
Unit Buttons&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit buttons bar. Unit buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
====Unit Action Buttons====&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit action buttons bar. Unit action buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_027.jpg|none|border|500px|thumb|The unit buttons bar.]]&lt;br /&gt;
&lt;br /&gt;
* '''Pass''' – Skips your turn. If both players skip their turn in sequence, the round ends.&lt;br /&gt;
* '''Pass Entire Turn''' – Skips all of your turns until the end of the round.&lt;br /&gt;
* '''Attack a Hex''' – Prompts you to choose a hex to attack. Use this button when you want to try and destroy military fortifications (like land mines or barbed wire) or to attack hexes in which you suspect a hidden enemy unit may be located.&lt;br /&gt;
* '''Smoke a Hex''' – Prompts you to choose a hex in which to place a smoke screen. Some units have the ability to place smoke at various ranges according to the firefight. (See '''Smoke Screen''' under [[#Fortifications and Obstacles|Fortifications and Obstacles]].)&lt;br /&gt;
* '''Rally''' – Spends 5 APs to attempt to rally a unit with a wound condition.&lt;br /&gt;
* '''Hide/Unhide''' – Hides and unhides the current active unit.&lt;br /&gt;
* '''Enter/Exit Structure''' – Use these buttons to enter structures located in the same hex as the current active unit, such as a bunker, trench, or house (see [[#Terrain|Terrain]] for more information on structures). Only certain types of units can enter a given type of structure. If a unit is inside a structure, the relevant Enter Structure button becomes an Exit Structure button. It typically costs 1 AP to enter or exit a structure.&lt;br /&gt;
* '''Hasty Defense''' – Non-vehicle units may construct a hasty defense, at the cost of 7 APs. This provides a +1 defense modifier to the unit. The defense lasts until the unit moves or pivots. Wounded units cannot build a hasty defense.&lt;br /&gt;
* '''Load/Unload Vehicle''' – Loads the current active unit onto a friendly vehicle that is in its hex. If there is more than one eligible vehicle, the user is prompted to choose a vehicle. The units are considered to be in group action together. If a vehicle is loaded, the Load button becomes the Unload button and takes a loaded unit off of the vehicle that is transporting or towing it.&lt;br /&gt;
&lt;br /&gt;
====Group Actions====&lt;br /&gt;
&lt;br /&gt;
Players can form a group of units for attack and movement purposes, lasting until the end of the round. Units formed into a group can perform actions together that cannot be interrupted by the enemy player. For instance, four units may be formed into a group and each of these units may be moved during a single turn; and, once grouped, they must move during the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Creating groups''': SHIFT + left-click to add to group. It costs no AP to do this.&lt;br /&gt;
&lt;br /&gt;
* '''Contiguous units''': Only contiguous collections of units may be formed into a group – that is, a unit may be added to a group only if it is in the same hex as a member of the group, or an adjacent one. All units in a group then move together before the end of a turn.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_028.jpg|none|border|500px|thumb|Units ready to be grouped]]&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_029.jpg|none|border|500px|thumb|Grouped units; the left-most unit is the current active unit.]]&lt;br /&gt;
&lt;br /&gt;
* '''Disband groups''': Disband a group by left-clicking to select another unit outside the group without holding the &amp;lt;Shift&amp;gt; key, or by pressing the &amp;lt;Escape&amp;gt; key. It costs no AP to disband a group. Groups disband at the end of each round. Loaded units remain loaded until they are unloaded, however.) &lt;br /&gt;
&lt;br /&gt;
* '''Group firing''': The current active unit is considered the “fire-leader” and the target of the attack must be a unit on which the fire-leader can make an attack. All units in the group contiguous with the fire-leader with line of sight to the target and enough APs to fire will contribute +1 to the attack.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_030.jpg|none|border|500px|thumb|Grouped units; the middle unit highlighted in grey has finished moving, but is still part of the group. The second from left highlighted in yellow is the current active unit, and hence is the fire-leader. The group may only fire on units in LOS of the fire-leader, and direct and indirect attacks are based on the fire-leader's position.]]&lt;br /&gt;
&lt;br /&gt;
* Remember that all units in a group move together before the end of the turn. &lt;br /&gt;
&lt;br /&gt;
* CAPs can be added to groups to increase the APs of every member of the group. Important: these APs will be lost if the group is disbanded.&lt;br /&gt;
&lt;br /&gt;
* Groups may also perform other actions together, such as group-rallying or group-hasty entrenchment. Every member that has sufficient APs remaining to perform the indicated action will attempt to do so. Note that once a group moves, none of the units in the group may rally.&lt;br /&gt;
&lt;br /&gt;
* At the end of a turn, all units in a group move have APs reduced  to the lowest AP value of any unit in the group (i.e., the weakest link). A group travels only as far as its slowest member. Ex: A HMG team with 2 APs remaining after a group move is grouped with a Rifle team with 4 APs remaining.  The Rifle team’s APs are reduced to 2 APs at the end of the move to match the lowest remaining APs in the group.&lt;br /&gt;
&lt;br /&gt;
====Command Action Points (CAPs)====&lt;br /&gt;
&lt;br /&gt;
Command Action Points represent the influence of commanders on the battlefield action. Each player has a pool of CAPs independent of any particular unit. These CAPs can be transferred to units and converted into APs for the current active unit. They can also be used for increasing the odds of performing some attack or other action (up to +2 to attack rolls and rally rolls).&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_031.jpg|none|border|500px|thumb|The CAPs buttons]]&lt;br /&gt;
&lt;br /&gt;
Use CAPs to get a roll bonus of up to +2 for attack rolls and rally rolls.&lt;br /&gt;
&lt;br /&gt;
Players receive a certain number of CAPs each round according to the specifications of the firefight. CAPs are replenished at the beginning of the next round. CAPs cannot be saved from one round to the next. A player’s CAP allotment decreases by 1 from the base amount for every unit on that is destroyed in a firefight. (For example, if you have had two of your units destroyed, then you receive two fewer CAPs at the start of each round.)&lt;br /&gt;
&lt;br /&gt;
====Terrain====&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Basic Terrain&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
The width of a hex represents roughly 40-50 meters of ground. Each hex has a basic terrain type, which modifies movement AP costs for different types of movement, and adds defense modifiers for units in that hex. Some hexes also act as cover and units may stay hidden or be allowed to hidein these hexes (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a hex to see the terrain type displayed at the bottom of the screen, along with any relevant modifiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_032.jpg|none|border|500px|thumb|Viewing terrain info and modifiers. The +1 defense is added to the defense value of units in the hex. (Or, subtracting it from the attack value of a unit attacking that hex would provide the same result.)]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Terrain Movement Cost (in APs) and Defense Modifiers'''&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Terrain||Infantry Cost||Wheel Cost||Track Cost||Defense Modifier||Cover for Hiding&lt;br /&gt;
|-&lt;br /&gt;
|'''Clear'''*||0||0||0||0||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Water'''||+4||N/A||N/A||-1||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Marsh'''||+2||N/A||+2**||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Woods'''||+1||N/A||+2||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Light Woods'''||0||2||+1||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Wood)'''||+1||N/A||+2||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Stone)'''||+1||N/A||+3**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Wood)'''||+2||N/A||+3||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Stone)'''||+2||N/A||+4**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Wheat'''||0||0||0||0||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Corn'''||+1||0||0||0||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Includes all low-level, solid-ground terrain types such as Dirt, Sand, Grass, etc.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;**Units of the indicated type have a chance to become immobilized upon entering a hex with this terrain type.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Roads'''&lt;br /&gt;
&lt;br /&gt;
Roads permit more rapid movement. Terrain movement costs are ignored when moving along roads.&lt;br /&gt;
&lt;br /&gt;
'''Walls'''&lt;br /&gt;
&lt;br /&gt;
Walls protect units. Units in the same hex as a wall receive a +1 defense bonus from attacks crossing over the wall hex side. Wheeled units may not cross walls; tracked units may cross them but at a +1 cost to movement.&lt;br /&gt;
&lt;br /&gt;
'''Height'''&lt;br /&gt;
&lt;br /&gt;
Some hexes have different elevation, or height. Moving up each level of height costs +1AP; vehicles may only move up one level of height per turn. It costs nothing to move down levels of height.&lt;br /&gt;
&lt;br /&gt;
Units at a higher elevation attacked by the enemy units at a lower elevation receive a +1 defense bonus. Units at a higher elevation firing at enemy units on a lower elevation receive a +1 Firepower bonus. Multiple levels of elevation do not improve these modifiers; they are always +1. &lt;br /&gt;
&lt;br /&gt;
Height also causes a plateau effect, cutting the LOS of units that are not close to the  height edge. The further from the edge of a height level, the less the unit can see to lower levels and vice versa. This plateau effect can be improved or worsened depending on the height level, the covering terrain, and the distance of attacking and defending units from the height edge.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_033.jpg|none|border|500px|thumb|Heights.]]&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Fortifications and Obstacles&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
Fortifications and obstacles represent man-made modifications to a location. Hexes may have one or more terrain features in them. Some of these features are directional, while others have the same effect regardless of the direction of movement or attack.&lt;br /&gt;
&lt;br /&gt;
You can attempt to destroy fortifications and obstacles by using the “Attack” button on the unit buttons bar (see [[#Unit Buttons|Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a fortification or obstacle to see its type displayed at the bottom of the screen, along with any relevant modifiers, just as with basic terrain. &lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_034.jpg|none|border|500px|thumb|Viewing fortification/obstacle modifiers and terrain info.]]&lt;br /&gt;
&lt;br /&gt;
* '''Bunkers''': &lt;br /&gt;
&lt;br /&gt;
:* Wood Bunker&lt;br /&gt;
:*(Regular) Bunker&lt;br /&gt;
:* Heavy Bunker&lt;br /&gt;
&lt;br /&gt;
Wood, regular, and heavy bunkers all share the same rules but provide different defensive bonuses. Infantry squads and guns may enter a bunker. A unit in the bunker can only assume the facing of the bunker unit.&lt;br /&gt;
&lt;br /&gt;
: '''Wood Bunker''': +4 defense front, +1 defense flank&lt;br /&gt;
: '''Bunker''': +5 defense front, +2 defense flank&lt;br /&gt;
: '''Heavy Bunker''': +6 defense front, +3 defense flank&lt;br /&gt;
&lt;br /&gt;
* '''Gun Pits'''&lt;br /&gt;
&lt;br /&gt;
Only guns may enter a gun pit structure. The pit provides units inside of it with a +3 defense modifier against attacks that come from the pit’s forward arc, regardless of the direction the units are facing.&lt;br /&gt;
&lt;br /&gt;
* '''Barbed Wire'''&lt;br /&gt;
&lt;br /&gt;
Barbed wire costs 4 additional APs for infantry units to enter, and 2 additional APs for tracked units. Wheeled units cannot enter a barbed wire hex. Barbed wire is destroyed when a tracked unit enters it.&lt;br /&gt;
&lt;br /&gt;
* '''Trenches'''&lt;br /&gt;
&lt;br /&gt;
Only infantry squads can enter trenches. Units in a trench receive a +2 defense modifier.&lt;br /&gt;
&lt;br /&gt;
* '''Roadblocks'''&lt;br /&gt;
&lt;br /&gt;
Wheeled vehicles cannot enter a hex with a roadblock. Tracked vehicles pay an additional 4 APs to enter a roadblock hex. Roadblocks do not affect foot movement.&lt;br /&gt;
&lt;br /&gt;
* '''Land Mines'''&lt;br /&gt;
&lt;br /&gt;
There are three types of land mines: foot mines, vehicle mines, and mixed foot-vehicle mines. A mine makes an attack against the flank of any unit of the appropriate type that enters the hex containing the mine. Mines laid by enemies are generally hidden until you discover them.&lt;br /&gt;
&lt;br /&gt;
* '''Smoke Screen''' &lt;br /&gt;
&lt;br /&gt;
Smoke has levels: newly laid smoke is Level 2 smoke. Level 2 smoke blocks LOS through the smoke-hex, and provides a +2 defensive bonus for targeted units within the smoke hex and to those units targeted by fire originating from the smoke hex . At the end of the round, Level 2 smoke becomes Level 1 smoke.&lt;br /&gt;
&lt;br /&gt;
Level 1 smoke allows LOS to pass through it, and provides a +1 defense bonus for all attacks on the unit into, out of, and through the smoke.&lt;br /&gt;
&lt;br /&gt;
The effects of multiple smoke screens in the same hex are cumulative.&lt;br /&gt;
&lt;br /&gt;
====Special Actions====&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_035_actual.jpg|none|border|500px|thumb|Special actions]]&lt;br /&gt;
&lt;br /&gt;
Special Actions represent the influence of battlefield commanders, additional battlefield resources, or simply bad luck. Players play a Special Action as their only action for a turn, instead of selecting and using a unit.&lt;br /&gt;
&lt;br /&gt;
Some special actions have an additional CAP or AP cost. Most special actions are performed as a single action, and thus cannot be combined with another action, such as moving a unit or firing, on the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Command Action''' – Allows any unit to take one action at no cost.&lt;br /&gt;
* '''Defuse Land Mine''' – Remove one visible land mine, in a hex adjacent to a unit you control.&lt;br /&gt;
* '''Plus 1D6 APs''' – Current moving unit gains 1-6 random APs.&lt;br /&gt;
* '''Hasty Defense''' – Select a unit to gain a hasty defense.&lt;br /&gt;
* '''Rally Attempt''' – Allows the selected wounded unit to make a free rally attempt.&lt;br /&gt;
* '''Sniper''' – Causes the enemy to lose a random amount of Command Action Points.&lt;br /&gt;
* '''Reveal Hidden''' – Discloses hidden enemy units, within two hexes of a selected friendly unit.&lt;br /&gt;
* '''Stop Vehicle''' – Prevents a selected enemy vehicle from taking move actions this turn.&lt;br /&gt;
* '''Lay Land Mine''' – Adds a land mine adjacent to a selected friendly unit that is not in close combat with the enemy.&lt;br /&gt;
* '''Dual Attack''' – Forces the enemy player to skip the next two turns.&lt;br /&gt;
* '''Mark as Used''' – Removes all Action Points from a selected enemy unit.&lt;br /&gt;
* '''Auto-Rally''' – Automatically rallies a selected wounded unit.&lt;br /&gt;
&lt;br /&gt;
====Unit Quality====&lt;br /&gt;
&lt;br /&gt;
Units in Conflict of Heroes have a Quality rating that modifies the base attributes of the unit. The effects of a quality rating differ among infantry and vehicle type units. The quality of a unit is shown in the unit information area in the bottom left part of the screen when a unit is selected.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_036.jpg|none|border|500px|thumb|Unit quality]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Infantry Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Green'''||-1||-1||-1||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+1||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Vehicle Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||-2||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+2||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*No unit can have its attack cost modified below 2.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that there is no Green quality modifier for vehicles.&lt;br /&gt;
&lt;br /&gt;
====Keyboard Shortcuts====&lt;br /&gt;
&lt;br /&gt;
Spacebar    Pass turn / end bonus move&lt;br /&gt;
PrintScreen    Save copy of current screen to:&lt;br /&gt;
&lt;br /&gt;
(My)Documents/Western Civilization Software/Conflict of Heroes Awakening the Bear/Screenshot&lt;br /&gt;
&lt;br /&gt;
Shift-PrtScrn    Save higher quality screenshot to same location as above&lt;br /&gt;
&lt;br /&gt;
Escape            Deselect all units&lt;br /&gt;
Enter               Enter/exit chat mode in TCP/IP games&lt;br /&gt;
Tab                 Move camera to view currently moving unit&lt;br /&gt;
+ / -                Cycle between units with APs remaining&lt;br /&gt;
V                    Toggle view units&lt;br /&gt;
T                    Toggles terrain&lt;br /&gt;
C                    Converts CAPs to APs&lt;br /&gt;
B                    Converts CAPs to Roll Bonus&lt;br /&gt;
F                    Enter Fire (Attack Hex) Mode&lt;br /&gt;
N                   Toggle display of unit abbreviations over unit icons&lt;br /&gt;
I                    Toggle display of interface&lt;br /&gt;
A-W-D-S     These four keys move the camera left, forward, right, and backward.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=383</id>
		<title>Game Instructions</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=383"/>
		<updated>2012-05-31T16:40:45Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: /* Fortifications and Obstacles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Main Menu==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_009.jpg|none|border|500px|thumb|The main menu]]&lt;br /&gt;
&lt;br /&gt;
* Play Game – There are several kinds of firefights from which to choose:&lt;br /&gt;
&lt;br /&gt;
:* Awakening the Bear Firefights – Firefights from the board game version of Conflict of Heroes – Awakening the Bear&lt;br /&gt;
&lt;br /&gt;
:* Frontier Firefights – Firefights set in Ukraine during Operation Barbarossa&lt;br /&gt;
&lt;br /&gt;
:* The Commanding Heights – A series of related firefights set in the Crimean Peninsula, each of which uses a different portion of one large map&lt;br /&gt;
&lt;br /&gt;
:* Point Buy Firefights – A collection of maps for quick pick-up games or skirmish-style firefights&lt;br /&gt;
&lt;br /&gt;
:* Additional Firefights – A list of firefights stored in your (My)Documents\Western Civilization Software\Conflict of Heroes -Awakening the Bear\Data\Scenarios folder. Put fan-created and modded firefights here and play them with this option.&lt;br /&gt;
&lt;br /&gt;
* Load Game – Loads a save game from a file. By default, saved games are loaded from the directory (My) Documents\Western Civilization Software\Conflict of Heroes – Awakening the Bear\Save.&lt;br /&gt;
&lt;br /&gt;
* Multiplayer Lobby Game – Allows you to enter the Multiplayer Lobby and Forum to meet other players, issue and accept challenges, discuss scheduling and host and join multiplayer games. See the [[Multiplayer Lobby Games]] section below for more information.&lt;br /&gt;
&lt;br /&gt;
* Local Network Game – Allows you to join a game on your local network, without connecting to the multiplayer forum or lobby. A game must first be setup and hosted before you can join it. Please see the [[#Local Network Games|Local Network Games]] section for more information.&lt;br /&gt;
&lt;br /&gt;
* Rule Options – Rule Options affect the way the game is played. Options cannot be changed during a game. This includes saved games: if you save a game with a certain set of options, change your options for another game, then load the saved game later, your options will revert to the set from the saved game. Click the option to change the setting: “Yes” for on, “No” for off.&lt;br /&gt;
&lt;br /&gt;
:* Fog of War – If fog-of-war is turned on, players cannot see hexes that are outside of the line-of-sight of their units.&lt;br /&gt;
&lt;br /&gt;
:* Variable Action Points – Instead of receiving the standard 7 APs per unit at the beginning of a round, a player may receive variable action points instead. The player may choose from two variable action point options:&lt;br /&gt;
&lt;br /&gt;
::+ 2D6: the sum of two (virtual) six-sided die rolls, or&lt;br /&gt;
::+ 3D6 High-Low: the sum of the highest and lowest die rolls on three (virtual) six-sided dice. This gives less volatile results.&lt;br /&gt;
&lt;br /&gt;
If the Dice Camera is turned on, the player makes these rolls himself. (See the Dice Camera document for details.)&lt;br /&gt;
&lt;br /&gt;
:* Difficulty Level – To increase the challenge of playing against computer-controlled opponents, increase the difficulty level. At higher difficulty levels, the computer opponent receives a variety of material advantages. See the FAQ document for details.&lt;br /&gt;
&lt;br /&gt;
:* Foot Unit Cautious Movement – If foot unit cautious movement is turned on, any infantry squad unit that makes a normal move into a hex that lacks a defense bonus suffers a -1 defense modifier, during the opponent’s turn. To avoid this penalty, units can spend extra AP to move cautiously. To move cautiously, hold down the CTRL key while right-clicking when issuing a move order. This adds +1 to the AP cost for each move. (See below for rules on [[#Selecting and Moving Units|movement]] and [[#Attacking|combat]].)&lt;br /&gt;
&lt;br /&gt;
:* Random Quality – If this option is turned on, units that would otherwise start with Regular quality level instead have their quality level randomized. (See [[#Unit Quality|Unit Quality]] for more information.)&lt;br /&gt;
&lt;br /&gt;
* System Preferences – Used to control video, gameplay, and audio options. Preferences can also be changed in-game and unlike rule options are not part of the game file. Some video preferences will not take effect until the game is restarted.&lt;br /&gt;
&lt;br /&gt;
* Game News – Find out about what’s going on with Conflict of Heroes updates, expansions, new firefights, and related products. (You can also receive information about game news by visiting www.matrixgames.com/forums/tt.asp?forumid=1040.)&lt;br /&gt;
&lt;br /&gt;
* Upload Game Results – Help Western Civilization Software balance and improve the difficulty of Conflict of Heroes firefights by uploading the results of the games you have completed so far (or since the last time you uploaded game results). When you select this menu option, the results of games you played against the AI are uploaded to our FTP. No personal information is transmitted.&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_010.jpg|none|border|500px|thumb|Setting up a game after selecting a scenario]]&lt;br /&gt;
&lt;br /&gt;
* Human / Computer Player Buttons – Use these buttons to determine whether the Germans or Russians will be controlled by the human player, or by the computer. You can set both players to “human” in order to play a hot-seat game.&lt;br /&gt;
&lt;br /&gt;
* Human-Preferred Side – Some firefights have a “human-preferred” side, indicating that the firefight has been designed and balanced with the intention that the human player should play the indicated side. You are allowed to play the non-human-preferred side in a firefight if you choose, but you might then find the firefight somewhat unchallenging.&lt;br /&gt;
&lt;br /&gt;
* Server Setup – Use this to open the Server Setup Screen in order to host this game over TCP/IP or LAN. (See the [[#Local Network Games|Local Network Games]] section.)&lt;br /&gt;
&lt;br /&gt;
==Planning Phase==&lt;br /&gt;
&lt;br /&gt;
When you start a new game, before most of the movement and firing begins, you may be asked to do some game setup or round-planning, such as planning artillery strikes, placing objects like barbed wire or land mines, or positioning reinforcements for the turn. This can sometimes take place before the first round of combat.&lt;br /&gt;
&lt;br /&gt;
'''Artillery Strikes and Laying Down Smoke'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_011.jpg|none|border|500px|thumb|Assigning an artillery strike to a hex]]&lt;br /&gt;
&lt;br /&gt;
To plan an artillery strike, click on a highlighted area on the map with the right mouse button during the planning phase. Sometimes you may be prompted to plan more than one artillery strike at a time. Artillery strikes affect the hex on which you click and all six adjacent hexes, attacking friend and foe alike. Usually artillery strike planning is for a strike that will occur at the beginning of the following turn, but sometimes you will be prompted to plan for strikes in even later turns.&lt;br /&gt;
&lt;br /&gt;
Right-click on a hex in the area indicated by the blinking blue highlight to place an artillery strike. Click the “Done” button when you are finished. Sometimes you will be able to place artillery strikes anywhere on the map, but other times will be limited as to where strikes may be placed.&lt;br /&gt;
&lt;br /&gt;
In certain firefights, some artillery strikes have a chance of delay. If a delay occurs, the strike will not happen during the round for which it was planned, but will be delayed one or more rounds.&lt;br /&gt;
&lt;br /&gt;
In some firefights, some artillery strikes deliver smoke instead of high explosive (HE) attacks, and for some strikes you will have the option of deciding whether the strike will deliver smoke or an attack.&lt;br /&gt;
&lt;br /&gt;
You can undo an artillery strike (whether HE or smoke) you have placed by clicking on the hex of a planned strike.&lt;br /&gt;
&lt;br /&gt;
'''Reinforcements'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_012.jpg|none|border|500px|thumb|Placing reinforcements (available hexes are highlighted)]]&lt;br /&gt;
&lt;br /&gt;
Reinforcements enter the game before the start of a round. These rounds vary from firefight to firefight. The zone in which a reinforcement may enter is indicated by a blinking blue highlight. Right-click on a hex in the highlighted zone to place a unit for reinforcements, keeping an eye on the mouse cursor arrow to control the facing of the new unit. You can choose which reinforcing unit is to be placed next by clicking on the unit’s button to the left.&lt;br /&gt;
&lt;br /&gt;
Reinforcements may enter the game loaded onto a vehicle. When placing a reinforcement, left-click on a vehicle located in the reinforcement zone to load the reinforcement onto the vehicle. This will not work if the rules do not allow the unit to be loaded onto the vehicle. (See [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]] for details on loading.)&lt;br /&gt;
&lt;br /&gt;
'''Fortifications and Obstacles'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_013.jpg|none|border|500px|thumb|Placing a fortification/obstacle (barbed wire)]]&lt;br /&gt;
&lt;br /&gt;
Right-click to place military fortifications and obstacles, such as barbed wire, mine fields and bunkers, on the map. Information about your placement appears at the upper left of the screen. You may undo placements with the “Undo” button. Press “Done” when you are finished placing terrain features.&lt;br /&gt;
&lt;br /&gt;
'''Hiding Units'''&lt;br /&gt;
&lt;br /&gt;
Some firefights also ask you to place hidden units, which then enter the game hidden (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]). If Fog of War is enabled, units that are not within the line of sight of any friendly units will not be seen, but they do not gain Hidden status simply by being out of sight.&lt;br /&gt;
&lt;br /&gt;
'''Point Buy Games'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_014.jpg|none|border|500px|thumb|Buying units with points in a point buy firefight]]&lt;br /&gt;
&lt;br /&gt;
Some firefights allow one or both of the players to requisition units at the start of the firefight. Players are given a certain number of points to spend requisitioning units. The types and numbers of units available for requisition are determined by the firefight. Units that are requisitioned enter the firefight as reinforcements on the first turn.&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_015.jpg|none|border|500px|thumb|Main screen elements]]&lt;br /&gt;
&lt;br /&gt;
====Main Screen Information====&lt;br /&gt;
&lt;br /&gt;
* '''Game Menu'''&lt;br /&gt;
&lt;br /&gt;
Mouse over each button for its label and settings.&lt;br /&gt;
&lt;br /&gt;
:* '''Hide Game Menu''' – Hides the Game Menu.&lt;br /&gt;
:* '''Game History''' – A display of the last several hundred lines from the game report.&lt;br /&gt;
:* '''Combat Statistics''' – A report on unit destruction.&lt;br /&gt;
:* '''Save Game''' – Saves the game.&lt;br /&gt;
:* '''Open Game''' – Opens a saved game.&lt;br /&gt;
:* '''Preferences''' – Opens a display allowing you to adjust video, audio, and gameplay preferences.&lt;br /&gt;
:* '''Camera Control''' – Switches the game camera between normal and top-down modes. Note that the camera maintains its position in each mode independently of the other.&lt;br /&gt;
:* '''Dice Camera''' – Toggles use of the Dice Camera, allowing you to use a webcam and a pair of six-sided dice to roll your own combat results (see the Dice Camera document).&lt;br /&gt;
:* '''2D Chit / 3D Unit View''' – Switches the game between displaying units as 2D Chits and animated 3D Units.&lt;br /&gt;
:* '''Briefing Map''' – Shows the briefing map for this firefight, including deployment areas, objectives and reinforcements.&lt;br /&gt;
:* '''Help''' – Opens in-game help files.&lt;br /&gt;
:* '''Exit''' – Exits back to the main menu.&lt;br /&gt;
&lt;br /&gt;
* '''Score''' – Shows the current Russian and German score.&lt;br /&gt;
&lt;br /&gt;
* '''Commander and Firefight Orders''' – Click on the commander mug shot to open a description of your orders for this firefight.&lt;br /&gt;
&lt;br /&gt;
* '''Turn Clock(s)''' – The clocks show how many rounds are in the firefight altogether, and how many rounds have passed so far. Reinforcement arrivals and artillery support are shown on each turn clock, with an icon that shows the side which receives them.&lt;br /&gt;
&lt;br /&gt;
* '''Active player icon''' – Displays the icon of the active human player. If the active player is computer-controlled, the icon is shown grayed-out.&lt;br /&gt;
&lt;br /&gt;
* '''CAPs Remaining''' – Shows CAPs (Command Action Points) remaining for the current human player (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''CAP Conversions''' – These buttons allow you to convert CAPs to APs, and to raise or lower roll bonuses (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''Special Actions''' – Images to the left show the special actions you can take on your turn. Mouse over each for more information; left-click to select one (see [[#Special Actions|Special Actions]]).&lt;br /&gt;
&lt;br /&gt;
* '''Unit Buttons''' – Use these buttons to allow the selected unit to perform more detailed commands (see [[#Unit Buttons|Unit Buttons]]).&lt;br /&gt;
&lt;br /&gt;
* '''Game Report''' – Displays a summary of the last few actions that happened in the game. Use the toggle button above the report area to hide this display. You can open and close the Game Report using the toggle button in the lower left-hand corner of the screen.&lt;br /&gt;
&lt;br /&gt;
Moving the cursor around will show you the following:&lt;br /&gt;
&lt;br /&gt;
* '''Unit Tooltip''' – Shows basic information about either the unit last selected or the unit under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
* '''Terrain Information''' – Shows information about the terrain in the hex under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
====Camera Controls====&lt;br /&gt;
&lt;br /&gt;
* '''To scroll across the map''':&lt;br /&gt;
&lt;br /&gt;
:* Move the mouse cursor to the edge of the screen, or:&lt;br /&gt;
:* Left-click on the map surface and drag.&lt;br /&gt;
&lt;br /&gt;
* '''To change the camera angle''':&lt;br /&gt;
&lt;br /&gt;
:* Right-click on the map surface and drag the mouse.  Dragging the mouse left-right rotates the camera.  Dragging the mouse up-down tilts the camera.&lt;br /&gt;
:* CTRL + mouse wheel rotates the camera.&lt;br /&gt;
:* ALT + mouse wheel tilts the camera.&lt;br /&gt;
:* SHIFT + mouse wheel changes the camera height.&lt;br /&gt;
:* Note that using the mouse wheel without CTRL / ALT / SHIFT will reset the camera to the default height/angle setup.&lt;br /&gt;
:* You can also use the &amp;lt;Page Up&amp;gt; and &amp;lt;Page Down&amp;gt; keys to adjust the camera: these two keys work with CTRL, ALT, and SHIFT in the same manner as described for the mouse wheel.&lt;br /&gt;
&lt;br /&gt;
* '''To zoom in and out''':&lt;br /&gt;
&lt;br /&gt;
:* Use the scroll wheel on your mouse.&lt;br /&gt;
&lt;br /&gt;
====Selecting and Moving Units====&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click a unit to select it''' – You can switch among your units freely during your turn. The dotted indicator in the image below indicates the current active unit, which is the last unit selected by the active player. The arrow is the selection arrow. The number is the unit’s remaining AP.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_016.jpg|none|border|500px|thumb|Selecting a unit]]&lt;br /&gt;
&lt;br /&gt;
* You can also select multiple units for a group-move. See [[#Group Movement|Group Movement]] for more information.&lt;br /&gt;
&lt;br /&gt;
* '''Right-Click to Move''' – Right-click on the blue blinking area to move the current active unit to the hex on which you clicked.&lt;br /&gt;
&lt;br /&gt;
:* '''Facing''': Move the cursor toward the edge of a hex to face the unit in that direction after it moves into the hex. The mouse cursor arrow shows you the facing the unit will have after it enters the hex you click on.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_05b.jpg|none|border|500px|thumb|Selecting a friendly unit]]&lt;br /&gt;
&lt;br /&gt;
:(Note that the movement facing arrow supersedes the unit selection arrow: left-clicking on a unit will still select it, if it is eligible to be selected).&lt;br /&gt;
&lt;br /&gt;
:* '''Cost to Move''': Each unit has a base AP cost to move. Terrain in the destination hex may increase the AP cost of the move. Moving backward imposes an additional +1 AP cost.&lt;br /&gt;
:* '''Bonus Moves''': Some fast units (vehicles) get one or more bonus moves after they take a move action. The word “BONUS” appears over a unit when it is taking a bonus move. You cannot fire or take other actions during a bonus move. Bonus moves for treaded vehicles may only be made into clear terrain that does not change height. Bonus moves for wheeled vehicles may only be made along roads. (See [[#Terrain|Terrain]]). If you need to, you can end a bonus move with the “Pass” button on the unit buttons bar (see [[#Unit Buttons|Unit Buttons]]), or by hitting &amp;lt;spacebar&amp;gt;.&lt;br /&gt;
:* '''No Stacking Limits''': There are no stacking limits in Conflict of Heroes – any number of units may share the same hex. However, note that a combat attack will affect every unit in the hex if it is targeted for attack. This should discourage players from stacking too many units in a hex.&lt;br /&gt;
&lt;br /&gt;
* Right-Click to Pivot – Right-click on the map outside of a blinking blue movement area to pivot the current active unit toward the hex on which you clicked. A pivot like this ends your turn and costs 1 AP.&lt;br /&gt;
&lt;br /&gt;
* '''Click “Pass” to Skip Turn''' – You can skip your turn instead of moving, firing, or taking other actions by passing.  If both players pass in sequence, the round ends.&lt;br /&gt;
&lt;br /&gt;
* '''Cycle Through Units with APs''' – Any side buttons on your mouse cycle through units with APs Remaining. The + and – keys will do this as well.&lt;br /&gt;
&lt;br /&gt;
====Attacking====&lt;br /&gt;
&lt;br /&gt;
*'''Hover Over Enemy to Target'''&lt;br /&gt;
&lt;br /&gt;
Move the mouse cursor over an enemy unit to get information about an attack against that unit. Crosshairs and dots indicate that the current active unit is able to attack the target: white dots indicate the attack is within short range; gray dots indicate that the attack would be made at long range, with a penalty.&lt;br /&gt;
&lt;br /&gt;
If you are unable to attack, the reason is shown at the top of the screen. If you are able to attack, the roll needed to hit (on two six-sided dice [2D6]) is shown at the top of the screen. Note: You may modify the roll needed to hit with up to 2 CAPs.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_018.jpg|none|border|500px|thumb|Targeting an enemy unit]]&lt;br /&gt;
&lt;br /&gt;
:*'''Arc of Fire'''&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_039.jpg|none|border|500px|thumb|The standard arc of fire]]&lt;br /&gt;
&lt;br /&gt;
:Some units, such as guns and infantry squads, may only fire in the direction they face i.e. their forward arc. Other units, such as tanks, can fire in any direction, though they pay an additional +1 AP cost to fire outside of their forward arc. (The forward arc is the arc of fire for each unit, even though for tanks it is really only their forward firing arc.)&lt;br /&gt;
&lt;br /&gt;
:Hexes are highlighted in light green if they are within the arc of fire of the current active unit (direct fire). Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_040b copy.jpg|none|border|500px|thumb|Direct and indirect fire (e.g. for turreted units)]]&lt;br /&gt;
&lt;br /&gt;
:*'''Line-of-Sight'''&lt;br /&gt;
:Units must have line-of-sight (LOS) to an enemy unit in order to attack it. (Exception: mortars - see the following sub-section.) LOS can be blocked by terrain and by smoke. A unit in a hex with an enemy unit has no LOS beyond that hex.  Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_019_alt.jpg|none|border|500px|thumb|Line-of-sight (LOS): light green hexes are in LOS, as are the three adjacent forward hexes (flashing blue in-game).  Dark green hexes are in LOS for at least one other friendly unit; shadowed hexes are in Fog-of-war, i.e. out of LOS for all friendly units.]]&lt;br /&gt;
&lt;br /&gt;
:*'''Mortar Units'''&lt;br /&gt;
&lt;br /&gt;
:Like infantry units, mortars may make direct attacks on units in their forward arc LOS. In addition, some mortar units can fire at targets they cannot see by firing indirectly using spotters. A mortar’s spotters are abstractly considered to be located in any hex within two hexes of the mortar unit, so long as it has LOS to the mortar unit. A mortar can make an indirect attack on any enemy in its forward arc that can’t be seen by the mortar but can be seen from one of its spotter hexes. (However, mortars also have minimum firing ranges; see [[#Range|Range]] below).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_020.jpg|none|border|500px|thumb|Firing with mortars: spotter hexes marked with white spots.  Light green and light crimson hexes in firing arc for mortar unit itself: light green in LOS to mortar unit itself and are direct attacks; light crimson in LOS to at least one spotter hex and are indirect attacks.]]&lt;br /&gt;
&lt;br /&gt;
:An indirect attack is made like a normal attack but costs additional APs, as indicated in parentheses below the normal attack cost on the mortar unit.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_021.jpg|none|border|500px|thumb|Mortar unit toolbar: direct attacks cost 3 AP; indirect attacks cost 4 AP.]]&lt;br /&gt;
&lt;br /&gt;
:Note that not all mortar units are capable of indirect fire.&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click on Enemy to Attack'''&lt;br /&gt;
&lt;br /&gt;
:*Attacks are made against every unit in the target hex, both friend and foe alike. The exception is units in close-combat (that is, in the same hex as their target enemy; see [[#Range|Range]]), which are not forced to attack friendly units in their hex.&lt;br /&gt;
&lt;br /&gt;
:*Stats and the Combat Roll: The strength of the attacker, i.e. the attack value, is  determined by the roll of two virtual six-sided dice [2D6] (or two real ones if using the Dice Camera). This die roll result is added to the firepower of the attacking unit, plus any relevant attack modifiers. The attack value is then compared to the strength of the targeted unit, i.e. the defense value. A unit’s defense value is the sum of its defense rating, plus any terrain modifiers present in the hex it occupies.&lt;br /&gt;
&lt;br /&gt;
:If the attack result equals or exceeds the defense result, the target is wounded, and takes on a randomly-determined “wounded condition” (see [[#Wounded Conditions|Wounded Conditions]]). If the attack result equals or exceeds the defense result by four or more, the target is destroyed outright. A unit that already has a wound condition that receives an additional wound is destroyed.&lt;br /&gt;
&lt;br /&gt;
:*Red vs. Blue Attack and Defense Values&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_022.jpg|none|border|500px|thumb|Attack values: red for rifles, explosives, and hand-to-hand, blue for shells, anti-tank, and armor-piercing rounds.]]&lt;br /&gt;
&lt;br /&gt;
:Each unit has a red and blue firepower. Red firepower is used against targets with red defense ratings and blue firepower is used against targets with blue defense ratings. Red firepower represents anti-personnel attacks or high-explosive munitions. Blue firepower represents anti-tank or armor-piercing rounds. Units with blue defense ratings are armored, whereas units with red defense ratings are unarmored.&lt;br /&gt;
&lt;br /&gt;
:Some field and anti-tank guns have a blue front defense rating and a red flank defense rating to model the large forward facing gun shield  (see the following sub-section).&lt;br /&gt;
&lt;br /&gt;
:*Flanking&lt;br /&gt;
&lt;br /&gt;
:Each unit has a separate forward and flank defense value. &lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_023.jpg|none|border|500px|thumb|Defense values: red for infantry personnel, blue for armor (large guns, tanks, etc.). Upper value is for flank defense, lower value is for forward defense.]]&lt;br /&gt;
&lt;br /&gt;
:Units that are attacked from a hex that is inside of their forward arc use their front defense rating to determine their defense value. Units that are attacked from a hex outside their forward arc use their flank defense rating to determine their defense value.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024.jpg|none|border|500px|thumb|If an attack comes from the defending unit's forward arc, use the forward defense value. If an attack comes from anywhere else, use the flank defense value.]]&lt;br /&gt;
&lt;br /&gt;
:Some units have one color for forward defense, and the other for flank defense.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024b.jpg|none|border|500px|thumb|Some units, like large guns, use a blue defense value for attacks from the forward arc (forward attacks), and a red defense value for attacks from the flank (flank attacks).]]&lt;br /&gt;
&lt;br /&gt;
:Units attacking a mixed unit from its forward arc use the attack value whose color matches the mixed unit’s forward defense color. Units attacking a mixed unit outside its forward arc use the attack value whose color matches the mixed unit’s flank defense color.  &lt;br /&gt;
&lt;br /&gt;
:Just remember always to use the matching color: red attack always matches red defense; blue attack always matches blue defense.&lt;br /&gt;
&lt;br /&gt;
:*'''Terrain''': Terrain modifies a target’s defense value (see [[#Terrain|Terrain]]).&lt;br /&gt;
&lt;br /&gt;
:*'''Vehicles as Cover''': Any infantry squad (rifles, pioneers, SMGs) in the same hex as a friendly vehicle (wheeled or tracked) receives a +1 bonus to their defense values. This does not apply to loaded units (see [[#Rallying, Loading, and Other Actions|Rallying, Loading, and Other Actions]]). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Range'''&lt;br /&gt;
&lt;br /&gt;
:* Each unit that can attack has a base attack range.&lt;br /&gt;
&lt;br /&gt;
:* Units can attack with no penalty up to their base attack range. Units can fire  out to twice their attack range, but then receive a -2 attack penalty to their attack value. Units cannot attack beyond twice their attack range.&lt;br /&gt;
&lt;br /&gt;
:* Some units, like mortars, also have a minimum attack range, which precedes their base attack range on their stats. For example, for a unit with a range of “3-18” 3 is the minimum attack range, 18 is the base attack range.&lt;br /&gt;
&lt;br /&gt;
:* For units with a minimum range, enemy units that are within this minimum range cannot be fired upon except in close combat.&lt;br /&gt;
&lt;br /&gt;
:* +3  for Close Range: Units receive a +3 attack bonus when firing at units in adjacent hexes.&lt;br /&gt;
&lt;br /&gt;
:* +4 or -2 for Close Combat: rifles, pioneers, SMGs, tanks, armored cars, and APCs receive a +4 attack bonus when firing at units in the same hex as themselves. MGs, guns, mortars, wagons, and trucks receive a -2 attack penalty in close combat.&lt;br /&gt;
&lt;br /&gt;
====Unit Tooltip Values====&lt;br /&gt;
The essential movement and combat values and costs are shown on the unit tooltip, in the following order:&lt;br /&gt;
&lt;br /&gt;
* AP remaining&lt;br /&gt;
* Firepower: soft (added to die roll)&lt;br /&gt;
* Firepower: armor (added to die roll)&lt;br /&gt;
* AP cost to fire&lt;br /&gt;
* Range&lt;br /&gt;
* Forward defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* Flank defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* AP cost to move&lt;br /&gt;
* Number of bonus moves&lt;br /&gt;
&lt;br /&gt;
A grey box behind the attack values indicates the unit receives the Close Combat -2 attack penalty.&lt;br /&gt;
&lt;br /&gt;
If a unit is wounded, you’ll see a hit counter at the end of the tooltip.&lt;br /&gt;
&lt;br /&gt;
====Hit Counters====&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_025.jpg|none|border|500px|thumb|Hit counters for damaged/wounded units.]]&lt;br /&gt;
&lt;br /&gt;
A unit that is damaged during an attack (but not destroyed outright) receives a hit counter. There are a variety of hit counters for foot and for vehicle type units. The hit counter is displayed over any damaged unit. The details of your hit counter are shown on the unit tooltip display of a damaged unit, including any modifiers to unit values, and the die roll needed to rally the unit. Hit counters can affect movement, attack, and defense.&lt;br /&gt;
&lt;br /&gt;
Note that the details of enemy hit counters will remain hidden to you, until the enemy unit takes an action involving a unit statistic that is modified by its hit counter. Before this occurs, you will be able to see that an enemy unit is damaged, but you will not be able to see the particular effects of its hit counter in the unit’s tooltip display.&lt;br /&gt;
&lt;br /&gt;
====Rallying, Hiding, and Other Unit Actions====&lt;br /&gt;
&lt;br /&gt;
'''Rallying'''&lt;br /&gt;
&lt;br /&gt;
Wounded units can be rallied using the “Rally” button (see [[#Unit Buttons|Unit Buttons]]). Rallying costs 5AP for all units. A successful rally attempt removes the wound condition from the unit. Not all wound conditions can be removed, and the difficulty of removing a wound condition varies with the type of condition. Units receive a bonus to their rally rolls when they are in terrain with a defense bonus, and/or when they are in the same hex as other friendly unwounded units. Units cannot rally when in the same hex as an enemy unit. Some wound conditions do not permit rallying.&lt;br /&gt;
&lt;br /&gt;
'''Hiding'''&lt;br /&gt;
&lt;br /&gt;
Units can hide using the “Hide” button (see [[#Unit Buttons|Unit Buttons]]). Units can only hide when they are out of line-of-sight (LOS) of all enemy units. A hidden unit in clear terrain is revealed only when an enemy unit that has LOS into the hidden unit’s hex moves within two hexes of it. A hidden unit in terrain that either has a defense bonus or provides cover is not revealed unless an enemy unit enters its hex. Some units enter the game hidden. Hidden units cannot be targeted; players may use the “Attack” button on the unit buttons bar to attack hexes where they suspect hidden units may be hiding.&lt;br /&gt;
&lt;br /&gt;
Hidden units may move while remaining hidden. It costs +3 APs to “hidden move” into a hex with terrain that provides cover. It costs +5 APs to “hidden move” into a hex with terrain that does not provide cover.&lt;br /&gt;
&lt;br /&gt;
A player’s own hidden units are shown marked with a symbol that looks like a tree. &lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_026.jpg|none|border|500px|thumb|Unhidden units contrasted with hidden units.]]&lt;br /&gt;
&lt;br /&gt;
Hidden enemy units are not visible to you, only to the owner of the units. &lt;br /&gt;
Ex: A German rifle squad moves back behind heavy woods, is out of the LOS of all enemy units, and disappears from the enemy’s view on the map. The German “Hides” the unit during his next turn. He then “hidden moves” this unit forward into the enemy’s LOS range, but still remains hidden from enemy view. &lt;br /&gt;
&lt;br /&gt;
'''Loading'''&lt;br /&gt;
&lt;br /&gt;
Units can be loaded (includes transporting foot units and towing guns) onto most vehicles such as tanks, trucks and wagons by using the “Load” button. They can be unloaded using the same button. (See [[#Unit Buttons|Unit Buttons]].) When a unit is loaded onto a vehicle, the two units are considered to be in group action together: if the units have different AP totals at the end of the turn the lower figure will be applied to both, and this will continue in each subsequent turn. (See [[#Group Actions|Group Actions]].) The AP cost to load and unload a unit is equal to the base movement cost of that unit, and is deducted from the group at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Guns and immobilized vehicles can also be loaded, in which case they are considered to be towed. Vehicles can generally carry one infantry squad, or they can tow one gun or immobilized friendly vehicle. Towed units remain in the same hex as the vehicle carrying them during movement.&lt;br /&gt;
&lt;br /&gt;
'''Other Actions'''&lt;br /&gt;
&lt;br /&gt;
Units can perform a few other actions as well, like attacking fortifications, laying smoke, digging hasty defenses, and entering and exiting buildings. See [[#Unit Buttons|Unit Buttons]]s for more details.&lt;br /&gt;
Unit Buttons&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit buttons bar. Unit buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
====Unit Action Buttons====&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit action buttons bar. Unit action buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_027.jpg|none|border|500px|thumb|The unit buttons bar.]]&lt;br /&gt;
&lt;br /&gt;
* '''Pass''' – Skips your turn. If both players skip their turn in sequence, the round ends.&lt;br /&gt;
* '''Pass Entire Turn''' – Skips all of your turns until the end of the round.&lt;br /&gt;
* '''Attack a Hex''' – Prompts you to choose a hex to attack. Use this button when you want to try and destroy military fortifications (like land mines or barbed wire) or to attack hexes in which you suspect a hidden enemy unit may be located.&lt;br /&gt;
* '''Smoke a Hex''' – Prompts you to choose a hex in which to place a smoke screen. Some units have the ability to place smoke at various ranges according to the firefight. (See '''Smoke Screen''' under [[#Fortifications and Obstacles|Fortifications and Obstacles]].)&lt;br /&gt;
* '''Rally''' – Spends 5 APs to attempt to rally a unit with a wound condition.&lt;br /&gt;
* '''Hide/Unhide''' – Hides and unhides the current active unit.&lt;br /&gt;
* '''Enter/Exit Structure''' – Use these buttons to enter structures located in the same hex as the current active unit, such as a bunker, trench, or house (see [[#Terrain|Terrain]] for more information on structures). Only certain types of units can enter a given type of structure. If a unit is inside a structure, the relevant Enter Structure button becomes an Exit Structure button. It typically costs 1 AP to enter or exit a structure.&lt;br /&gt;
* '''Hasty Defense''' – Non-vehicle units may construct a hasty defense, at the cost of 7 APs. This provides a +1 defense modifier to the unit. The defense lasts until the unit moves or pivots. Wounded units cannot build a hasty defense.&lt;br /&gt;
* '''Load/Unload Vehicle''' – Loads the current active unit onto a friendly vehicle that is in its hex. If there is more than one eligible vehicle, the user is prompted to choose a vehicle. The units are considered to be in group action together. If a vehicle is loaded, the Load button becomes the Unload button and takes a loaded unit off of the vehicle that is transporting or towing it.&lt;br /&gt;
&lt;br /&gt;
====Group Actions====&lt;br /&gt;
&lt;br /&gt;
Players can form a group of units for attack and movement purposes, lasting until the end of the round. Units formed into a group can perform actions together that cannot be interrupted by the enemy player. For instance, four units may be formed into a group and each of these units may be moved during a single turn; and, once grouped, they must move during the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Creating groups''': SHIFT + left-click to add to group. It costs no AP to do this.&lt;br /&gt;
&lt;br /&gt;
* '''Contiguous units''': Only contiguous collections of units may be formed into a group – that is, a unit may be added to a group only if it is in the same hex as a member of the group, or an adjacent one. All units in a group then move together before the end of a turn.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_028.jpg|none|border|500px|thumb|Units ready to be grouped]]&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_029.jpg|none|border|500px|thumb|Grouped units; the left-most unit is the current active unit.]]&lt;br /&gt;
&lt;br /&gt;
* '''Disband groups''': Disband a group by left-clicking to select another unit outside the group without holding the &amp;lt;Shift&amp;gt; key, or by pressing the &amp;lt;Escape&amp;gt; key. It costs no AP to disband a group. Groups disband at the end of each round. Loaded units remain loaded until they are unloaded, however.) &lt;br /&gt;
&lt;br /&gt;
* '''Group firing''': The current active unit is considered the “fire-leader” and the target of the attack must be a unit on which the fire-leader can make an attack. All units in the group contiguous with the fire-leader with line of sight to the target and enough APs to fire will contribute +1 to the attack.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_030.jpg|none|border|500px|thumb|Grouped units; the middle unit highlighted in grey has finished moving, but is still part of the group. The second from left highlighted in yellow is the current active unit, and hence is the fire-leader. The group may only fire on units in LOS of the fire-leader, and direct and indirect attacks are based on the fire-leader's position.]]&lt;br /&gt;
&lt;br /&gt;
* Remember that all units in a group move together before the end of the turn. &lt;br /&gt;
&lt;br /&gt;
* CAPs can be added to groups to increase the APs of every member of the group. Important: these APs will be lost if the group is disbanded.&lt;br /&gt;
&lt;br /&gt;
* Groups may also perform other actions together, such as group-rallying or group-hasty entrenchment. Every member that has sufficient APs remaining to perform the indicated action will attempt to do so. Note that once a group moves, none of the units in the group may rally.&lt;br /&gt;
&lt;br /&gt;
* At the end of a turn, all units in a group move have APs reduced  to the lowest AP value of any unit in the group (i.e., the weakest link). A group travels only as far as its slowest member. Ex: A HMG team with 2 APs remaining after a group move is grouped with a Rifle team with 4 APs remaining.  The Rifle team’s APs are reduced to 2 APs at the end of the move to match the lowest remaining APs in the group.&lt;br /&gt;
&lt;br /&gt;
====Command Action Points (CAPs)====&lt;br /&gt;
&lt;br /&gt;
Command Action Points represent the influence of commanders on the battlefield action. Each player has a pool of CAPs independent of any particular unit. These CAPs can be transferred to units and converted into APs for the current active unit. They can also be used for increasing the odds of performing some attack or other action (up to +2 to attack rolls and rally rolls).&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_031.jpg|none|border|500px|thumb|The CAPs buttons]]&lt;br /&gt;
&lt;br /&gt;
Use CAPs to get a roll bonus of up to +2 for attack rolls and rally rolls.&lt;br /&gt;
&lt;br /&gt;
Players receive a certain number of CAPs each round according to the specifications of the firefight. CAPs are replenished at the beginning of the next round. CAPs cannot be saved from one round to the next. A player’s CAP allotment decreases by 1 from the base amount for every unit on that is destroyed in a firefight. (For example, if you have had two of your units destroyed, then you receive two fewer CAPs at the start of each round.)&lt;br /&gt;
&lt;br /&gt;
====Terrain====&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Basic Terrain&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
The width of a hex represents roughly 40-50 meters of ground. Each hex has a basic terrain type, which modifies movement AP costs for different types of movement, and adds defense modifiers for units in that hex. Some hexes also act as cover and units may stay hidden or be allowed to hidein these hexes (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a hex to see the terrain type displayed at the bottom of the screen, along with any relevant modifiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_032.jpg|none|border|500px|thumb|Viewing terrain info and modifiers. The +1 defense is added to the defense value of units in the hex. (Or, subtracting it from the attack value of a unit attacking that hex would provide the same result.)]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Terrain Movement Cost (in APs) and Defense Modifiers'''&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Terrain||Infantry Cost||Wheel Cost||Track Cost||Defense Modifier||Cover for Hiding&lt;br /&gt;
|-&lt;br /&gt;
|'''Clear'''*||0||0||0||0||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Water'''||+4||N/A||N/A||-1||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Marsh'''||+2||N/A||+2**||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Woods'''||+1||N/A||+2||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Light Woods'''||0||2||+1||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Wood)'''||+1||N/A||+2||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Stone)'''||+1||N/A||+3**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Wood)'''||+2||N/A||+3||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Stone)'''||+2||N/A||+4**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Wheat'''||0||0||0||0||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Corn'''||+1||0||0||0||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Includes all low-level, solid-ground terrain types such as Dirt, Sand, Grass, etc.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;**Units of the indicated type have a chance to become immobilized upon entering a hex with this terrain type.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Roads'''&lt;br /&gt;
&lt;br /&gt;
Roads permit more rapid movement. Terrain movement costs are ignored when moving along roads.&lt;br /&gt;
&lt;br /&gt;
'''Walls'''&lt;br /&gt;
&lt;br /&gt;
Walls protect units. Units in the same hex as a wall receive a +1 defense bonus from attacks crossing over the wall hex side. Wheeled units may not cross walls; tracked units may cross them but at a +1 cost to movement.&lt;br /&gt;
&lt;br /&gt;
'''Height'''&lt;br /&gt;
&lt;br /&gt;
Some hexes have different elevation, or height. Moving up each level of height costs +1AP; vehicles may only move up one level of height per turn. It costs nothing to move down levels of height.&lt;br /&gt;
&lt;br /&gt;
Units at a higher elevation attacked by the enemy units at a lower elevation receive a +1 defense bonus. Units at a higher elevation firing at enemy units on a lower elevation receive a +1 Firepower bonus. Multiple levels of elevation do not improve these modifiers; they are always +1. &lt;br /&gt;
&lt;br /&gt;
Height also causes a plateau effect, cutting the LOS of units that are not close to the  height edge. The further from the edge of a height level, the less the unit can see to lower levels and vice versa. This plateau effect can be improved or worsened depending on the height level, the covering terrain, and the distance of attacking and defending units from the height edge.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_033.jpg|none|border|500px|thumb|Heights.]]&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Fortifications and Obstacles&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
Fortifications and obstacles represent man-made modifications to a location. Hexes may have one or more terrain features in them. Some of these features are directional, while others have the same effect regardless of the direction of movement or attack.&lt;br /&gt;
&lt;br /&gt;
You can attempt to destroy fortifications and obstacles by using the “Attack” button on the unit buttons bar (see [[#Unit Buttons|Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a fortification or obstacle to see its type displayed at the bottom of the screen, along with any relevant modifiers, just as with basic terrain. &lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_034.jpg|none|border|500px|thumb|Viewing fortification/obstacle modifiers and terrain info.]]&lt;br /&gt;
&lt;br /&gt;
* '''Bunkers''': &lt;br /&gt;
&lt;br /&gt;
:* Wood Bunker&lt;br /&gt;
:*(Regular) Bunker&lt;br /&gt;
:* Heavy Bunker&lt;br /&gt;
&lt;br /&gt;
Wood, regular, and heavy bunkers all share the same rules but provide different defensive bonuses. Infantry squads and guns may enter a bunker. A unit in the bunker can only assume the facing of the bunker unit.&lt;br /&gt;
&lt;br /&gt;
: '''Wood Bunker''': +4 defense front, +1 defense flank&lt;br /&gt;
: '''Bunker''': +5 defense front, +2 defense flank&lt;br /&gt;
: '''Heavy Bunker''': +6 defense front, +3 defense flank&lt;br /&gt;
&lt;br /&gt;
* '''Gun Pits'''&lt;br /&gt;
&lt;br /&gt;
Only guns may enter a gun pit structure. The pit provides units inside of it with a +3 defense modifier against attacks that come from the pit’s forward arc, regardless of the direction the units are facing.&lt;br /&gt;
&lt;br /&gt;
* '''Barbed Wire'''&lt;br /&gt;
&lt;br /&gt;
Barbed wire costs 4 additional APs for infantry units to enter, and 2 additional APs for tracked units. Wheeled units cannot enter a barbed wire hex. Barbed wire is destroyed when a tracked unit enters it.&lt;br /&gt;
&lt;br /&gt;
* '''Trenches'''&lt;br /&gt;
&lt;br /&gt;
Only infantry squads can enter trenches. Units in a trench receive a +2 defense modifier.&lt;br /&gt;
&lt;br /&gt;
* '''Roadblocks'''&lt;br /&gt;
&lt;br /&gt;
Wheeled vehicles cannot enter a hex with a roadblock. Tracked vehicles pay an additional 4 APs to enter a roadblock hex. Roadblocks do not affect foot movement.&lt;br /&gt;
&lt;br /&gt;
* '''Land Mines'''&lt;br /&gt;
&lt;br /&gt;
There are three types of land mines: foot mines, vehicle mines, and mixed foot-vehicle mines. A mine makes an attack against the flank of any unit of the appropriate type that enters the hex containing the mine. Mines laid by enemies are generally hidden until you discover them.&lt;br /&gt;
&lt;br /&gt;
* '''Smoke Screen''' &lt;br /&gt;
&lt;br /&gt;
Smoke has levels: newly laid smoke is Level 2 smoke. Level 2 smoke blocks LOS through the smoke-hex, and provides a +2 defensive bonus for targeted units within the smoke hex and to those units targeted by fire originating from the smoke hex . At the end of the round, Level 2 smoke becomes Level 1 smoke.&lt;br /&gt;
&lt;br /&gt;
Level 1 smoke allows LOS to pass through it, and provides a +1 defense bonus for all attacks on the unit into, out of, and through the smoke.&lt;br /&gt;
&lt;br /&gt;
The effects of multiple smoke screens in the same hex are cumulative.&lt;br /&gt;
&lt;br /&gt;
====Special Actions====&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_035_actual.jpg|none|border|500px|thumb|Special actions]]&lt;br /&gt;
&lt;br /&gt;
Special Actions represent the influence of battlefield commanders, additional battlefield resources, or simply bad luck. Players play a Special Action as their only action for a turn, instead of selecting and using a unit.&lt;br /&gt;
&lt;br /&gt;
Some special actions have an additional CAP or AP cost. Most special actions are performed as a single action, and thus cannot be combined with another action, such as moving a unit or firing, on the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Command Action''' – Allows any unit to take one action at no cost.&lt;br /&gt;
* '''Defuse Land Mine''' – Remove one visible land mine, in a hex adjacent to a unit you control.&lt;br /&gt;
* '''Plus 1D6 APs''' – Current moving unit gains 1-6 random APs.&lt;br /&gt;
* '''Hasty Defense''' – Select a unit to gain a hasty defense.&lt;br /&gt;
* '''Rally Attempt''' – Allows the selected wounded unit to make a free rally attempt.&lt;br /&gt;
* '''Sniper''' – Causes the enemy to lose a random amount of Command Action Points.&lt;br /&gt;
* '''Reveal Hidden''' – Discloses hidden enemy units, within two hexes of a selected friendly unit.&lt;br /&gt;
* '''Stop Vehicle''' – Prevents a selected enemy vehicle from taking move actions this turn.&lt;br /&gt;
* '''Lay Land Mine''' – Adds a land mine adjacent to a selected friendly unit that is not in close combat with the enemy.&lt;br /&gt;
* '''Dual Attack''' – Forces the enemy player to skip the next two turns.&lt;br /&gt;
* '''Mark as Used''' – Removes all Action Points from a selected enemy unit.&lt;br /&gt;
* '''Auto-Rally''' – Automatically rallies a selected wounded unit.&lt;br /&gt;
&lt;br /&gt;
====Unit Quality====&lt;br /&gt;
&lt;br /&gt;
Units in Conflict of Heroes have a Quality rating that modifies the base attributes of the unit. The effects of a quality rating differ among infantry and vehicle type units. The quality of a unit is shown in the unit information area in the bottom left part of the screen when a unit is selected.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_036.jpg|none|border|500px|thumb|Unit quality]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Infantry Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Green'''||-1||-1||-1||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+1||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Vehicle Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||-2||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+2||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*No unit can have its attack cost modified below 2.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that there is no Green quality modifier for vehicles.&lt;br /&gt;
&lt;br /&gt;
====Keyboard Shortcuts====&lt;br /&gt;
&lt;br /&gt;
Spacebar    Pass turn / end bonus move&lt;br /&gt;
PrintScreen    Save copy of current screen to:&lt;br /&gt;
&lt;br /&gt;
(My)Documents/Western Civilization Software/Conflict of Heroes Awakening the Bear/Screenshot&lt;br /&gt;
&lt;br /&gt;
Shift-PrtScrn    Save higher quality screenshot to same location as above&lt;br /&gt;
&lt;br /&gt;
Escape            Deselect all units&lt;br /&gt;
Enter               Enter/exit chat mode in TCP/IP games&lt;br /&gt;
Tab                 Move camera to view currently moving unit&lt;br /&gt;
+ / -                Cycle between units with APs remaining&lt;br /&gt;
V                    Toggle view units&lt;br /&gt;
T                    Toggles terrain&lt;br /&gt;
C                    Converts CAPs to APs&lt;br /&gt;
B                    Converts CAPs to Roll Bonus&lt;br /&gt;
F                    Enter Fire (Attack Hex) Mode&lt;br /&gt;
N                   Toggle display of unit abbreviations over unit icons&lt;br /&gt;
I                    Toggle display of interface&lt;br /&gt;
A-W-D-S     These four keys move the camera left, forward, right, and backward.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=382</id>
		<title>Game Instructions</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=382"/>
		<updated>2012-05-31T16:40:33Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: /* Basic Terrain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Main Menu==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_009.jpg|none|border|500px|thumb|The main menu]]&lt;br /&gt;
&lt;br /&gt;
* Play Game – There are several kinds of firefights from which to choose:&lt;br /&gt;
&lt;br /&gt;
:* Awakening the Bear Firefights – Firefights from the board game version of Conflict of Heroes – Awakening the Bear&lt;br /&gt;
&lt;br /&gt;
:* Frontier Firefights – Firefights set in Ukraine during Operation Barbarossa&lt;br /&gt;
&lt;br /&gt;
:* The Commanding Heights – A series of related firefights set in the Crimean Peninsula, each of which uses a different portion of one large map&lt;br /&gt;
&lt;br /&gt;
:* Point Buy Firefights – A collection of maps for quick pick-up games or skirmish-style firefights&lt;br /&gt;
&lt;br /&gt;
:* Additional Firefights – A list of firefights stored in your (My)Documents\Western Civilization Software\Conflict of Heroes -Awakening the Bear\Data\Scenarios folder. Put fan-created and modded firefights here and play them with this option.&lt;br /&gt;
&lt;br /&gt;
* Load Game – Loads a save game from a file. By default, saved games are loaded from the directory (My) Documents\Western Civilization Software\Conflict of Heroes – Awakening the Bear\Save.&lt;br /&gt;
&lt;br /&gt;
* Multiplayer Lobby Game – Allows you to enter the Multiplayer Lobby and Forum to meet other players, issue and accept challenges, discuss scheduling and host and join multiplayer games. See the [[Multiplayer Lobby Games]] section below for more information.&lt;br /&gt;
&lt;br /&gt;
* Local Network Game – Allows you to join a game on your local network, without connecting to the multiplayer forum or lobby. A game must first be setup and hosted before you can join it. Please see the [[#Local Network Games|Local Network Games]] section for more information.&lt;br /&gt;
&lt;br /&gt;
* Rule Options – Rule Options affect the way the game is played. Options cannot be changed during a game. This includes saved games: if you save a game with a certain set of options, change your options for another game, then load the saved game later, your options will revert to the set from the saved game. Click the option to change the setting: “Yes” for on, “No” for off.&lt;br /&gt;
&lt;br /&gt;
:* Fog of War – If fog-of-war is turned on, players cannot see hexes that are outside of the line-of-sight of their units.&lt;br /&gt;
&lt;br /&gt;
:* Variable Action Points – Instead of receiving the standard 7 APs per unit at the beginning of a round, a player may receive variable action points instead. The player may choose from two variable action point options:&lt;br /&gt;
&lt;br /&gt;
::+ 2D6: the sum of two (virtual) six-sided die rolls, or&lt;br /&gt;
::+ 3D6 High-Low: the sum of the highest and lowest die rolls on three (virtual) six-sided dice. This gives less volatile results.&lt;br /&gt;
&lt;br /&gt;
If the Dice Camera is turned on, the player makes these rolls himself. (See the Dice Camera document for details.)&lt;br /&gt;
&lt;br /&gt;
:* Difficulty Level – To increase the challenge of playing against computer-controlled opponents, increase the difficulty level. At higher difficulty levels, the computer opponent receives a variety of material advantages. See the FAQ document for details.&lt;br /&gt;
&lt;br /&gt;
:* Foot Unit Cautious Movement – If foot unit cautious movement is turned on, any infantry squad unit that makes a normal move into a hex that lacks a defense bonus suffers a -1 defense modifier, during the opponent’s turn. To avoid this penalty, units can spend extra AP to move cautiously. To move cautiously, hold down the CTRL key while right-clicking when issuing a move order. This adds +1 to the AP cost for each move. (See below for rules on [[#Selecting and Moving Units|movement]] and [[#Attacking|combat]].)&lt;br /&gt;
&lt;br /&gt;
:* Random Quality – If this option is turned on, units that would otherwise start with Regular quality level instead have their quality level randomized. (See [[#Unit Quality|Unit Quality]] for more information.)&lt;br /&gt;
&lt;br /&gt;
* System Preferences – Used to control video, gameplay, and audio options. Preferences can also be changed in-game and unlike rule options are not part of the game file. Some video preferences will not take effect until the game is restarted.&lt;br /&gt;
&lt;br /&gt;
* Game News – Find out about what’s going on with Conflict of Heroes updates, expansions, new firefights, and related products. (You can also receive information about game news by visiting www.matrixgames.com/forums/tt.asp?forumid=1040.)&lt;br /&gt;
&lt;br /&gt;
* Upload Game Results – Help Western Civilization Software balance and improve the difficulty of Conflict of Heroes firefights by uploading the results of the games you have completed so far (or since the last time you uploaded game results). When you select this menu option, the results of games you played against the AI are uploaded to our FTP. No personal information is transmitted.&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_010.jpg|none|border|500px|thumb|Setting up a game after selecting a scenario]]&lt;br /&gt;
&lt;br /&gt;
* Human / Computer Player Buttons – Use these buttons to determine whether the Germans or Russians will be controlled by the human player, or by the computer. You can set both players to “human” in order to play a hot-seat game.&lt;br /&gt;
&lt;br /&gt;
* Human-Preferred Side – Some firefights have a “human-preferred” side, indicating that the firefight has been designed and balanced with the intention that the human player should play the indicated side. You are allowed to play the non-human-preferred side in a firefight if you choose, but you might then find the firefight somewhat unchallenging.&lt;br /&gt;
&lt;br /&gt;
* Server Setup – Use this to open the Server Setup Screen in order to host this game over TCP/IP or LAN. (See the [[#Local Network Games|Local Network Games]] section.)&lt;br /&gt;
&lt;br /&gt;
==Planning Phase==&lt;br /&gt;
&lt;br /&gt;
When you start a new game, before most of the movement and firing begins, you may be asked to do some game setup or round-planning, such as planning artillery strikes, placing objects like barbed wire or land mines, or positioning reinforcements for the turn. This can sometimes take place before the first round of combat.&lt;br /&gt;
&lt;br /&gt;
'''Artillery Strikes and Laying Down Smoke'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_011.jpg|none|border|500px|thumb|Assigning an artillery strike to a hex]]&lt;br /&gt;
&lt;br /&gt;
To plan an artillery strike, click on a highlighted area on the map with the right mouse button during the planning phase. Sometimes you may be prompted to plan more than one artillery strike at a time. Artillery strikes affect the hex on which you click and all six adjacent hexes, attacking friend and foe alike. Usually artillery strike planning is for a strike that will occur at the beginning of the following turn, but sometimes you will be prompted to plan for strikes in even later turns.&lt;br /&gt;
&lt;br /&gt;
Right-click on a hex in the area indicated by the blinking blue highlight to place an artillery strike. Click the “Done” button when you are finished. Sometimes you will be able to place artillery strikes anywhere on the map, but other times will be limited as to where strikes may be placed.&lt;br /&gt;
&lt;br /&gt;
In certain firefights, some artillery strikes have a chance of delay. If a delay occurs, the strike will not happen during the round for which it was planned, but will be delayed one or more rounds.&lt;br /&gt;
&lt;br /&gt;
In some firefights, some artillery strikes deliver smoke instead of high explosive (HE) attacks, and for some strikes you will have the option of deciding whether the strike will deliver smoke or an attack.&lt;br /&gt;
&lt;br /&gt;
You can undo an artillery strike (whether HE or smoke) you have placed by clicking on the hex of a planned strike.&lt;br /&gt;
&lt;br /&gt;
'''Reinforcements'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_012.jpg|none|border|500px|thumb|Placing reinforcements (available hexes are highlighted)]]&lt;br /&gt;
&lt;br /&gt;
Reinforcements enter the game before the start of a round. These rounds vary from firefight to firefight. The zone in which a reinforcement may enter is indicated by a blinking blue highlight. Right-click on a hex in the highlighted zone to place a unit for reinforcements, keeping an eye on the mouse cursor arrow to control the facing of the new unit. You can choose which reinforcing unit is to be placed next by clicking on the unit’s button to the left.&lt;br /&gt;
&lt;br /&gt;
Reinforcements may enter the game loaded onto a vehicle. When placing a reinforcement, left-click on a vehicle located in the reinforcement zone to load the reinforcement onto the vehicle. This will not work if the rules do not allow the unit to be loaded onto the vehicle. (See [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]] for details on loading.)&lt;br /&gt;
&lt;br /&gt;
'''Fortifications and Obstacles'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_013.jpg|none|border|500px|thumb|Placing a fortification/obstacle (barbed wire)]]&lt;br /&gt;
&lt;br /&gt;
Right-click to place military fortifications and obstacles, such as barbed wire, mine fields and bunkers, on the map. Information about your placement appears at the upper left of the screen. You may undo placements with the “Undo” button. Press “Done” when you are finished placing terrain features.&lt;br /&gt;
&lt;br /&gt;
'''Hiding Units'''&lt;br /&gt;
&lt;br /&gt;
Some firefights also ask you to place hidden units, which then enter the game hidden (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]). If Fog of War is enabled, units that are not within the line of sight of any friendly units will not be seen, but they do not gain Hidden status simply by being out of sight.&lt;br /&gt;
&lt;br /&gt;
'''Point Buy Games'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_014.jpg|none|border|500px|thumb|Buying units with points in a point buy firefight]]&lt;br /&gt;
&lt;br /&gt;
Some firefights allow one or both of the players to requisition units at the start of the firefight. Players are given a certain number of points to spend requisitioning units. The types and numbers of units available for requisition are determined by the firefight. Units that are requisitioned enter the firefight as reinforcements on the first turn.&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_015.jpg|none|border|500px|thumb|Main screen elements]]&lt;br /&gt;
&lt;br /&gt;
====Main Screen Information====&lt;br /&gt;
&lt;br /&gt;
* '''Game Menu'''&lt;br /&gt;
&lt;br /&gt;
Mouse over each button for its label and settings.&lt;br /&gt;
&lt;br /&gt;
:* '''Hide Game Menu''' – Hides the Game Menu.&lt;br /&gt;
:* '''Game History''' – A display of the last several hundred lines from the game report.&lt;br /&gt;
:* '''Combat Statistics''' – A report on unit destruction.&lt;br /&gt;
:* '''Save Game''' – Saves the game.&lt;br /&gt;
:* '''Open Game''' – Opens a saved game.&lt;br /&gt;
:* '''Preferences''' – Opens a display allowing you to adjust video, audio, and gameplay preferences.&lt;br /&gt;
:* '''Camera Control''' – Switches the game camera between normal and top-down modes. Note that the camera maintains its position in each mode independently of the other.&lt;br /&gt;
:* '''Dice Camera''' – Toggles use of the Dice Camera, allowing you to use a webcam and a pair of six-sided dice to roll your own combat results (see the Dice Camera document).&lt;br /&gt;
:* '''2D Chit / 3D Unit View''' – Switches the game between displaying units as 2D Chits and animated 3D Units.&lt;br /&gt;
:* '''Briefing Map''' – Shows the briefing map for this firefight, including deployment areas, objectives and reinforcements.&lt;br /&gt;
:* '''Help''' – Opens in-game help files.&lt;br /&gt;
:* '''Exit''' – Exits back to the main menu.&lt;br /&gt;
&lt;br /&gt;
* '''Score''' – Shows the current Russian and German score.&lt;br /&gt;
&lt;br /&gt;
* '''Commander and Firefight Orders''' – Click on the commander mug shot to open a description of your orders for this firefight.&lt;br /&gt;
&lt;br /&gt;
* '''Turn Clock(s)''' – The clocks show how many rounds are in the firefight altogether, and how many rounds have passed so far. Reinforcement arrivals and artillery support are shown on each turn clock, with an icon that shows the side which receives them.&lt;br /&gt;
&lt;br /&gt;
* '''Active player icon''' – Displays the icon of the active human player. If the active player is computer-controlled, the icon is shown grayed-out.&lt;br /&gt;
&lt;br /&gt;
* '''CAPs Remaining''' – Shows CAPs (Command Action Points) remaining for the current human player (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''CAP Conversions''' – These buttons allow you to convert CAPs to APs, and to raise or lower roll bonuses (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''Special Actions''' – Images to the left show the special actions you can take on your turn. Mouse over each for more information; left-click to select one (see [[#Special Actions|Special Actions]]).&lt;br /&gt;
&lt;br /&gt;
* '''Unit Buttons''' – Use these buttons to allow the selected unit to perform more detailed commands (see [[#Unit Buttons|Unit Buttons]]).&lt;br /&gt;
&lt;br /&gt;
* '''Game Report''' – Displays a summary of the last few actions that happened in the game. Use the toggle button above the report area to hide this display. You can open and close the Game Report using the toggle button in the lower left-hand corner of the screen.&lt;br /&gt;
&lt;br /&gt;
Moving the cursor around will show you the following:&lt;br /&gt;
&lt;br /&gt;
* '''Unit Tooltip''' – Shows basic information about either the unit last selected or the unit under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
* '''Terrain Information''' – Shows information about the terrain in the hex under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
====Camera Controls====&lt;br /&gt;
&lt;br /&gt;
* '''To scroll across the map''':&lt;br /&gt;
&lt;br /&gt;
:* Move the mouse cursor to the edge of the screen, or:&lt;br /&gt;
:* Left-click on the map surface and drag.&lt;br /&gt;
&lt;br /&gt;
* '''To change the camera angle''':&lt;br /&gt;
&lt;br /&gt;
:* Right-click on the map surface and drag the mouse.  Dragging the mouse left-right rotates the camera.  Dragging the mouse up-down tilts the camera.&lt;br /&gt;
:* CTRL + mouse wheel rotates the camera.&lt;br /&gt;
:* ALT + mouse wheel tilts the camera.&lt;br /&gt;
:* SHIFT + mouse wheel changes the camera height.&lt;br /&gt;
:* Note that using the mouse wheel without CTRL / ALT / SHIFT will reset the camera to the default height/angle setup.&lt;br /&gt;
:* You can also use the &amp;lt;Page Up&amp;gt; and &amp;lt;Page Down&amp;gt; keys to adjust the camera: these two keys work with CTRL, ALT, and SHIFT in the same manner as described for the mouse wheel.&lt;br /&gt;
&lt;br /&gt;
* '''To zoom in and out''':&lt;br /&gt;
&lt;br /&gt;
:* Use the scroll wheel on your mouse.&lt;br /&gt;
&lt;br /&gt;
====Selecting and Moving Units====&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click a unit to select it''' – You can switch among your units freely during your turn. The dotted indicator in the image below indicates the current active unit, which is the last unit selected by the active player. The arrow is the selection arrow. The number is the unit’s remaining AP.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_016.jpg|none|border|500px|thumb|Selecting a unit]]&lt;br /&gt;
&lt;br /&gt;
* You can also select multiple units for a group-move. See [[#Group Movement|Group Movement]] for more information.&lt;br /&gt;
&lt;br /&gt;
* '''Right-Click to Move''' – Right-click on the blue blinking area to move the current active unit to the hex on which you clicked.&lt;br /&gt;
&lt;br /&gt;
:* '''Facing''': Move the cursor toward the edge of a hex to face the unit in that direction after it moves into the hex. The mouse cursor arrow shows you the facing the unit will have after it enters the hex you click on.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_05b.jpg|none|border|500px|thumb|Selecting a friendly unit]]&lt;br /&gt;
&lt;br /&gt;
:(Note that the movement facing arrow supersedes the unit selection arrow: left-clicking on a unit will still select it, if it is eligible to be selected).&lt;br /&gt;
&lt;br /&gt;
:* '''Cost to Move''': Each unit has a base AP cost to move. Terrain in the destination hex may increase the AP cost of the move. Moving backward imposes an additional +1 AP cost.&lt;br /&gt;
:* '''Bonus Moves''': Some fast units (vehicles) get one or more bonus moves after they take a move action. The word “BONUS” appears over a unit when it is taking a bonus move. You cannot fire or take other actions during a bonus move. Bonus moves for treaded vehicles may only be made into clear terrain that does not change height. Bonus moves for wheeled vehicles may only be made along roads. (See [[#Terrain|Terrain]]). If you need to, you can end a bonus move with the “Pass” button on the unit buttons bar (see [[#Unit Buttons|Unit Buttons]]), or by hitting &amp;lt;spacebar&amp;gt;.&lt;br /&gt;
:* '''No Stacking Limits''': There are no stacking limits in Conflict of Heroes – any number of units may share the same hex. However, note that a combat attack will affect every unit in the hex if it is targeted for attack. This should discourage players from stacking too many units in a hex.&lt;br /&gt;
&lt;br /&gt;
* Right-Click to Pivot – Right-click on the map outside of a blinking blue movement area to pivot the current active unit toward the hex on which you clicked. A pivot like this ends your turn and costs 1 AP.&lt;br /&gt;
&lt;br /&gt;
* '''Click “Pass” to Skip Turn''' – You can skip your turn instead of moving, firing, or taking other actions by passing.  If both players pass in sequence, the round ends.&lt;br /&gt;
&lt;br /&gt;
* '''Cycle Through Units with APs''' – Any side buttons on your mouse cycle through units with APs Remaining. The + and – keys will do this as well.&lt;br /&gt;
&lt;br /&gt;
====Attacking====&lt;br /&gt;
&lt;br /&gt;
*'''Hover Over Enemy to Target'''&lt;br /&gt;
&lt;br /&gt;
Move the mouse cursor over an enemy unit to get information about an attack against that unit. Crosshairs and dots indicate that the current active unit is able to attack the target: white dots indicate the attack is within short range; gray dots indicate that the attack would be made at long range, with a penalty.&lt;br /&gt;
&lt;br /&gt;
If you are unable to attack, the reason is shown at the top of the screen. If you are able to attack, the roll needed to hit (on two six-sided dice [2D6]) is shown at the top of the screen. Note: You may modify the roll needed to hit with up to 2 CAPs.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_018.jpg|none|border|500px|thumb|Targeting an enemy unit]]&lt;br /&gt;
&lt;br /&gt;
:*'''Arc of Fire'''&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_039.jpg|none|border|500px|thumb|The standard arc of fire]]&lt;br /&gt;
&lt;br /&gt;
:Some units, such as guns and infantry squads, may only fire in the direction they face i.e. their forward arc. Other units, such as tanks, can fire in any direction, though they pay an additional +1 AP cost to fire outside of their forward arc. (The forward arc is the arc of fire for each unit, even though for tanks it is really only their forward firing arc.)&lt;br /&gt;
&lt;br /&gt;
:Hexes are highlighted in light green if they are within the arc of fire of the current active unit (direct fire). Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_040b copy.jpg|none|border|500px|thumb|Direct and indirect fire (e.g. for turreted units)]]&lt;br /&gt;
&lt;br /&gt;
:*'''Line-of-Sight'''&lt;br /&gt;
:Units must have line-of-sight (LOS) to an enemy unit in order to attack it. (Exception: mortars - see the following sub-section.) LOS can be blocked by terrain and by smoke. A unit in a hex with an enemy unit has no LOS beyond that hex.  Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_019_alt.jpg|none|border|500px|thumb|Line-of-sight (LOS): light green hexes are in LOS, as are the three adjacent forward hexes (flashing blue in-game).  Dark green hexes are in LOS for at least one other friendly unit; shadowed hexes are in Fog-of-war, i.e. out of LOS for all friendly units.]]&lt;br /&gt;
&lt;br /&gt;
:*'''Mortar Units'''&lt;br /&gt;
&lt;br /&gt;
:Like infantry units, mortars may make direct attacks on units in their forward arc LOS. In addition, some mortar units can fire at targets they cannot see by firing indirectly using spotters. A mortar’s spotters are abstractly considered to be located in any hex within two hexes of the mortar unit, so long as it has LOS to the mortar unit. A mortar can make an indirect attack on any enemy in its forward arc that can’t be seen by the mortar but can be seen from one of its spotter hexes. (However, mortars also have minimum firing ranges; see [[#Range|Range]] below).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_020.jpg|none|border|500px|thumb|Firing with mortars: spotter hexes marked with white spots.  Light green and light crimson hexes in firing arc for mortar unit itself: light green in LOS to mortar unit itself and are direct attacks; light crimson in LOS to at least one spotter hex and are indirect attacks.]]&lt;br /&gt;
&lt;br /&gt;
:An indirect attack is made like a normal attack but costs additional APs, as indicated in parentheses below the normal attack cost on the mortar unit.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_021.jpg|none|border|500px|thumb|Mortar unit toolbar: direct attacks cost 3 AP; indirect attacks cost 4 AP.]]&lt;br /&gt;
&lt;br /&gt;
:Note that not all mortar units are capable of indirect fire.&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click on Enemy to Attack'''&lt;br /&gt;
&lt;br /&gt;
:*Attacks are made against every unit in the target hex, both friend and foe alike. The exception is units in close-combat (that is, in the same hex as their target enemy; see [[#Range|Range]]), which are not forced to attack friendly units in their hex.&lt;br /&gt;
&lt;br /&gt;
:*Stats and the Combat Roll: The strength of the attacker, i.e. the attack value, is  determined by the roll of two virtual six-sided dice [2D6] (or two real ones if using the Dice Camera). This die roll result is added to the firepower of the attacking unit, plus any relevant attack modifiers. The attack value is then compared to the strength of the targeted unit, i.e. the defense value. A unit’s defense value is the sum of its defense rating, plus any terrain modifiers present in the hex it occupies.&lt;br /&gt;
&lt;br /&gt;
:If the attack result equals or exceeds the defense result, the target is wounded, and takes on a randomly-determined “wounded condition” (see [[#Wounded Conditions|Wounded Conditions]]). If the attack result equals or exceeds the defense result by four or more, the target is destroyed outright. A unit that already has a wound condition that receives an additional wound is destroyed.&lt;br /&gt;
&lt;br /&gt;
:*Red vs. Blue Attack and Defense Values&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_022.jpg|none|border|500px|thumb|Attack values: red for rifles, explosives, and hand-to-hand, blue for shells, anti-tank, and armor-piercing rounds.]]&lt;br /&gt;
&lt;br /&gt;
:Each unit has a red and blue firepower. Red firepower is used against targets with red defense ratings and blue firepower is used against targets with blue defense ratings. Red firepower represents anti-personnel attacks or high-explosive munitions. Blue firepower represents anti-tank or armor-piercing rounds. Units with blue defense ratings are armored, whereas units with red defense ratings are unarmored.&lt;br /&gt;
&lt;br /&gt;
:Some field and anti-tank guns have a blue front defense rating and a red flank defense rating to model the large forward facing gun shield  (see the following sub-section).&lt;br /&gt;
&lt;br /&gt;
:*Flanking&lt;br /&gt;
&lt;br /&gt;
:Each unit has a separate forward and flank defense value. &lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_023.jpg|none|border|500px|thumb|Defense values: red for infantry personnel, blue for armor (large guns, tanks, etc.). Upper value is for flank defense, lower value is for forward defense.]]&lt;br /&gt;
&lt;br /&gt;
:Units that are attacked from a hex that is inside of their forward arc use their front defense rating to determine their defense value. Units that are attacked from a hex outside their forward arc use their flank defense rating to determine their defense value.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024.jpg|none|border|500px|thumb|If an attack comes from the defending unit's forward arc, use the forward defense value. If an attack comes from anywhere else, use the flank defense value.]]&lt;br /&gt;
&lt;br /&gt;
:Some units have one color for forward defense, and the other for flank defense.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024b.jpg|none|border|500px|thumb|Some units, like large guns, use a blue defense value for attacks from the forward arc (forward attacks), and a red defense value for attacks from the flank (flank attacks).]]&lt;br /&gt;
&lt;br /&gt;
:Units attacking a mixed unit from its forward arc use the attack value whose color matches the mixed unit’s forward defense color. Units attacking a mixed unit outside its forward arc use the attack value whose color matches the mixed unit’s flank defense color.  &lt;br /&gt;
&lt;br /&gt;
:Just remember always to use the matching color: red attack always matches red defense; blue attack always matches blue defense.&lt;br /&gt;
&lt;br /&gt;
:*'''Terrain''': Terrain modifies a target’s defense value (see [[#Terrain|Terrain]]).&lt;br /&gt;
&lt;br /&gt;
:*'''Vehicles as Cover''': Any infantry squad (rifles, pioneers, SMGs) in the same hex as a friendly vehicle (wheeled or tracked) receives a +1 bonus to their defense values. This does not apply to loaded units (see [[#Rallying, Loading, and Other Actions|Rallying, Loading, and Other Actions]]). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Range'''&lt;br /&gt;
&lt;br /&gt;
:* Each unit that can attack has a base attack range.&lt;br /&gt;
&lt;br /&gt;
:* Units can attack with no penalty up to their base attack range. Units can fire  out to twice their attack range, but then receive a -2 attack penalty to their attack value. Units cannot attack beyond twice their attack range.&lt;br /&gt;
&lt;br /&gt;
:* Some units, like mortars, also have a minimum attack range, which precedes their base attack range on their stats. For example, for a unit with a range of “3-18” 3 is the minimum attack range, 18 is the base attack range.&lt;br /&gt;
&lt;br /&gt;
:* For units with a minimum range, enemy units that are within this minimum range cannot be fired upon except in close combat.&lt;br /&gt;
&lt;br /&gt;
:* +3  for Close Range: Units receive a +3 attack bonus when firing at units in adjacent hexes.&lt;br /&gt;
&lt;br /&gt;
:* +4 or -2 for Close Combat: rifles, pioneers, SMGs, tanks, armored cars, and APCs receive a +4 attack bonus when firing at units in the same hex as themselves. MGs, guns, mortars, wagons, and trucks receive a -2 attack penalty in close combat.&lt;br /&gt;
&lt;br /&gt;
====Unit Tooltip Values====&lt;br /&gt;
The essential movement and combat values and costs are shown on the unit tooltip, in the following order:&lt;br /&gt;
&lt;br /&gt;
* AP remaining&lt;br /&gt;
* Firepower: soft (added to die roll)&lt;br /&gt;
* Firepower: armor (added to die roll)&lt;br /&gt;
* AP cost to fire&lt;br /&gt;
* Range&lt;br /&gt;
* Forward defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* Flank defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* AP cost to move&lt;br /&gt;
* Number of bonus moves&lt;br /&gt;
&lt;br /&gt;
A grey box behind the attack values indicates the unit receives the Close Combat -2 attack penalty.&lt;br /&gt;
&lt;br /&gt;
If a unit is wounded, you’ll see a hit counter at the end of the tooltip.&lt;br /&gt;
&lt;br /&gt;
====Hit Counters====&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_025.jpg|none|border|500px|thumb|Hit counters for damaged/wounded units.]]&lt;br /&gt;
&lt;br /&gt;
A unit that is damaged during an attack (but not destroyed outright) receives a hit counter. There are a variety of hit counters for foot and for vehicle type units. The hit counter is displayed over any damaged unit. The details of your hit counter are shown on the unit tooltip display of a damaged unit, including any modifiers to unit values, and the die roll needed to rally the unit. Hit counters can affect movement, attack, and defense.&lt;br /&gt;
&lt;br /&gt;
Note that the details of enemy hit counters will remain hidden to you, until the enemy unit takes an action involving a unit statistic that is modified by its hit counter. Before this occurs, you will be able to see that an enemy unit is damaged, but you will not be able to see the particular effects of its hit counter in the unit’s tooltip display.&lt;br /&gt;
&lt;br /&gt;
====Rallying, Hiding, and Other Unit Actions====&lt;br /&gt;
&lt;br /&gt;
'''Rallying'''&lt;br /&gt;
&lt;br /&gt;
Wounded units can be rallied using the “Rally” button (see [[#Unit Buttons|Unit Buttons]]). Rallying costs 5AP for all units. A successful rally attempt removes the wound condition from the unit. Not all wound conditions can be removed, and the difficulty of removing a wound condition varies with the type of condition. Units receive a bonus to their rally rolls when they are in terrain with a defense bonus, and/or when they are in the same hex as other friendly unwounded units. Units cannot rally when in the same hex as an enemy unit. Some wound conditions do not permit rallying.&lt;br /&gt;
&lt;br /&gt;
'''Hiding'''&lt;br /&gt;
&lt;br /&gt;
Units can hide using the “Hide” button (see [[#Unit Buttons|Unit Buttons]]). Units can only hide when they are out of line-of-sight (LOS) of all enemy units. A hidden unit in clear terrain is revealed only when an enemy unit that has LOS into the hidden unit’s hex moves within two hexes of it. A hidden unit in terrain that either has a defense bonus or provides cover is not revealed unless an enemy unit enters its hex. Some units enter the game hidden. Hidden units cannot be targeted; players may use the “Attack” button on the unit buttons bar to attack hexes where they suspect hidden units may be hiding.&lt;br /&gt;
&lt;br /&gt;
Hidden units may move while remaining hidden. It costs +3 APs to “hidden move” into a hex with terrain that provides cover. It costs +5 APs to “hidden move” into a hex with terrain that does not provide cover.&lt;br /&gt;
&lt;br /&gt;
A player’s own hidden units are shown marked with a symbol that looks like a tree. &lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_026.jpg|none|border|500px|thumb|Unhidden units contrasted with hidden units.]]&lt;br /&gt;
&lt;br /&gt;
Hidden enemy units are not visible to you, only to the owner of the units. &lt;br /&gt;
Ex: A German rifle squad moves back behind heavy woods, is out of the LOS of all enemy units, and disappears from the enemy’s view on the map. The German “Hides” the unit during his next turn. He then “hidden moves” this unit forward into the enemy’s LOS range, but still remains hidden from enemy view. &lt;br /&gt;
&lt;br /&gt;
'''Loading'''&lt;br /&gt;
&lt;br /&gt;
Units can be loaded (includes transporting foot units and towing guns) onto most vehicles such as tanks, trucks and wagons by using the “Load” button. They can be unloaded using the same button. (See [[#Unit Buttons|Unit Buttons]].) When a unit is loaded onto a vehicle, the two units are considered to be in group action together: if the units have different AP totals at the end of the turn the lower figure will be applied to both, and this will continue in each subsequent turn. (See [[#Group Actions|Group Actions]].) The AP cost to load and unload a unit is equal to the base movement cost of that unit, and is deducted from the group at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Guns and immobilized vehicles can also be loaded, in which case they are considered to be towed. Vehicles can generally carry one infantry squad, or they can tow one gun or immobilized friendly vehicle. Towed units remain in the same hex as the vehicle carrying them during movement.&lt;br /&gt;
&lt;br /&gt;
'''Other Actions'''&lt;br /&gt;
&lt;br /&gt;
Units can perform a few other actions as well, like attacking fortifications, laying smoke, digging hasty defenses, and entering and exiting buildings. See [[#Unit Buttons|Unit Buttons]]s for more details.&lt;br /&gt;
Unit Buttons&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit buttons bar. Unit buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
====Unit Action Buttons====&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit action buttons bar. Unit action buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_027.jpg|none|border|500px|thumb|The unit buttons bar.]]&lt;br /&gt;
&lt;br /&gt;
* '''Pass''' – Skips your turn. If both players skip their turn in sequence, the round ends.&lt;br /&gt;
* '''Pass Entire Turn''' – Skips all of your turns until the end of the round.&lt;br /&gt;
* '''Attack a Hex''' – Prompts you to choose a hex to attack. Use this button when you want to try and destroy military fortifications (like land mines or barbed wire) or to attack hexes in which you suspect a hidden enemy unit may be located.&lt;br /&gt;
* '''Smoke a Hex''' – Prompts you to choose a hex in which to place a smoke screen. Some units have the ability to place smoke at various ranges according to the firefight. (See '''Smoke Screen''' under [[#Fortifications and Obstacles|Fortifications and Obstacles]].)&lt;br /&gt;
* '''Rally''' – Spends 5 APs to attempt to rally a unit with a wound condition.&lt;br /&gt;
* '''Hide/Unhide''' – Hides and unhides the current active unit.&lt;br /&gt;
* '''Enter/Exit Structure''' – Use these buttons to enter structures located in the same hex as the current active unit, such as a bunker, trench, or house (see [[#Terrain|Terrain]] for more information on structures). Only certain types of units can enter a given type of structure. If a unit is inside a structure, the relevant Enter Structure button becomes an Exit Structure button. It typically costs 1 AP to enter or exit a structure.&lt;br /&gt;
* '''Hasty Defense''' – Non-vehicle units may construct a hasty defense, at the cost of 7 APs. This provides a +1 defense modifier to the unit. The defense lasts until the unit moves or pivots. Wounded units cannot build a hasty defense.&lt;br /&gt;
* '''Load/Unload Vehicle''' – Loads the current active unit onto a friendly vehicle that is in its hex. If there is more than one eligible vehicle, the user is prompted to choose a vehicle. The units are considered to be in group action together. If a vehicle is loaded, the Load button becomes the Unload button and takes a loaded unit off of the vehicle that is transporting or towing it.&lt;br /&gt;
&lt;br /&gt;
====Group Actions====&lt;br /&gt;
&lt;br /&gt;
Players can form a group of units for attack and movement purposes, lasting until the end of the round. Units formed into a group can perform actions together that cannot be interrupted by the enemy player. For instance, four units may be formed into a group and each of these units may be moved during a single turn; and, once grouped, they must move during the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Creating groups''': SHIFT + left-click to add to group. It costs no AP to do this.&lt;br /&gt;
&lt;br /&gt;
* '''Contiguous units''': Only contiguous collections of units may be formed into a group – that is, a unit may be added to a group only if it is in the same hex as a member of the group, or an adjacent one. All units in a group then move together before the end of a turn.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_028.jpg|none|border|500px|thumb|Units ready to be grouped]]&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_029.jpg|none|border|500px|thumb|Grouped units; the left-most unit is the current active unit.]]&lt;br /&gt;
&lt;br /&gt;
* '''Disband groups''': Disband a group by left-clicking to select another unit outside the group without holding the &amp;lt;Shift&amp;gt; key, or by pressing the &amp;lt;Escape&amp;gt; key. It costs no AP to disband a group. Groups disband at the end of each round. Loaded units remain loaded until they are unloaded, however.) &lt;br /&gt;
&lt;br /&gt;
* '''Group firing''': The current active unit is considered the “fire-leader” and the target of the attack must be a unit on which the fire-leader can make an attack. All units in the group contiguous with the fire-leader with line of sight to the target and enough APs to fire will contribute +1 to the attack.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_030.jpg|none|border|500px|thumb|Grouped units; the middle unit highlighted in grey has finished moving, but is still part of the group. The second from left highlighted in yellow is the current active unit, and hence is the fire-leader. The group may only fire on units in LOS of the fire-leader, and direct and indirect attacks are based on the fire-leader's position.]]&lt;br /&gt;
&lt;br /&gt;
* Remember that all units in a group move together before the end of the turn. &lt;br /&gt;
&lt;br /&gt;
* CAPs can be added to groups to increase the APs of every member of the group. Important: these APs will be lost if the group is disbanded.&lt;br /&gt;
&lt;br /&gt;
* Groups may also perform other actions together, such as group-rallying or group-hasty entrenchment. Every member that has sufficient APs remaining to perform the indicated action will attempt to do so. Note that once a group moves, none of the units in the group may rally.&lt;br /&gt;
&lt;br /&gt;
* At the end of a turn, all units in a group move have APs reduced  to the lowest AP value of any unit in the group (i.e., the weakest link). A group travels only as far as its slowest member. Ex: A HMG team with 2 APs remaining after a group move is grouped with a Rifle team with 4 APs remaining.  The Rifle team’s APs are reduced to 2 APs at the end of the move to match the lowest remaining APs in the group.&lt;br /&gt;
&lt;br /&gt;
====Command Action Points (CAPs)====&lt;br /&gt;
&lt;br /&gt;
Command Action Points represent the influence of commanders on the battlefield action. Each player has a pool of CAPs independent of any particular unit. These CAPs can be transferred to units and converted into APs for the current active unit. They can also be used for increasing the odds of performing some attack or other action (up to +2 to attack rolls and rally rolls).&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_031.jpg|none|border|500px|thumb|The CAPs buttons]]&lt;br /&gt;
&lt;br /&gt;
Use CAPs to get a roll bonus of up to +2 for attack rolls and rally rolls.&lt;br /&gt;
&lt;br /&gt;
Players receive a certain number of CAPs each round according to the specifications of the firefight. CAPs are replenished at the beginning of the next round. CAPs cannot be saved from one round to the next. A player’s CAP allotment decreases by 1 from the base amount for every unit on that is destroyed in a firefight. (For example, if you have had two of your units destroyed, then you receive two fewer CAPs at the start of each round.)&lt;br /&gt;
&lt;br /&gt;
====Terrain====&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Basic Terrain&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
The width of a hex represents roughly 40-50 meters of ground. Each hex has a basic terrain type, which modifies movement AP costs for different types of movement, and adds defense modifiers for units in that hex. Some hexes also act as cover and units may stay hidden or be allowed to hidein these hexes (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a hex to see the terrain type displayed at the bottom of the screen, along with any relevant modifiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_032.jpg|none|border|500px|thumb|Viewing terrain info and modifiers. The +1 defense is added to the defense value of units in the hex. (Or, subtracting it from the attack value of a unit attacking that hex would provide the same result.)]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Terrain Movement Cost (in APs) and Defense Modifiers'''&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Terrain||Infantry Cost||Wheel Cost||Track Cost||Defense Modifier||Cover for Hiding&lt;br /&gt;
|-&lt;br /&gt;
|'''Clear'''*||0||0||0||0||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Water'''||+4||N/A||N/A||-1||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Marsh'''||+2||N/A||+2**||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Woods'''||+1||N/A||+2||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Light Woods'''||0||2||+1||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Wood)'''||+1||N/A||+2||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Stone)'''||+1||N/A||+3**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Wood)'''||+2||N/A||+3||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Stone)'''||+2||N/A||+4**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Wheat'''||0||0||0||0||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Corn'''||+1||0||0||0||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Includes all low-level, solid-ground terrain types such as Dirt, Sand, Grass, etc.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;**Units of the indicated type have a chance to become immobilized upon entering a hex with this terrain type.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Roads'''&lt;br /&gt;
&lt;br /&gt;
Roads permit more rapid movement. Terrain movement costs are ignored when moving along roads.&lt;br /&gt;
&lt;br /&gt;
'''Walls'''&lt;br /&gt;
&lt;br /&gt;
Walls protect units. Units in the same hex as a wall receive a +1 defense bonus from attacks crossing over the wall hex side. Wheeled units may not cross walls; tracked units may cross them but at a +1 cost to movement.&lt;br /&gt;
&lt;br /&gt;
'''Height'''&lt;br /&gt;
&lt;br /&gt;
Some hexes have different elevation, or height. Moving up each level of height costs +1AP; vehicles may only move up one level of height per turn. It costs nothing to move down levels of height.&lt;br /&gt;
&lt;br /&gt;
Units at a higher elevation attacked by the enemy units at a lower elevation receive a +1 defense bonus. Units at a higher elevation firing at enemy units on a lower elevation receive a +1 Firepower bonus. Multiple levels of elevation do not improve these modifiers; they are always +1. &lt;br /&gt;
&lt;br /&gt;
Height also causes a plateau effect, cutting the LOS of units that are not close to the  height edge. The further from the edge of a height level, the less the unit can see to lower levels and vice versa. This plateau effect can be improved or worsened depending on the height level, the covering terrain, and the distance of attacking and defending units from the height edge.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_033.jpg|none|border|500px|thumb|Heights.]]&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Fortifications and Obstacles&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
Fortifications and obstacles represent man-made modifications to a location. Hexes may have one or more terrain features in them. Some of these features are directional, while others have the same effect regardless of the direction of movement or attack.&lt;br /&gt;
&lt;br /&gt;
You can attempt to destroy fortifications and obstacles by using the “Attack” button on the unit buttons bar (see [[#Unit Buttons|Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a fortification or obstacle to see its type displayed at the bottom of the screen, along with any relevant modifiers, just as with basic terrain. &lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_034.jpg|none|border|500px|thumb|Viewing fortification/obstacle modifiers and terrain info.]]&lt;br /&gt;
&lt;br /&gt;
* '''Bunkers''': &lt;br /&gt;
&lt;br /&gt;
:* Wood Bunker&lt;br /&gt;
:*(Regular) Bunker&lt;br /&gt;
:* Heavy Bunker&lt;br /&gt;
&lt;br /&gt;
Wood, regular, and heavy bunkers all share the same rules but provide different defensive bonuses. Infantry squads and guns may enter a bunker. A unit in the bunker can only assume the facing of the bunker unit.&lt;br /&gt;
&lt;br /&gt;
: '''Wood Bunker''': +4 defense front, +1 defense flank&lt;br /&gt;
: '''Bunker''': +5 defense front, +2 defense flank&lt;br /&gt;
: '''Heavy Bunker''': +6 defense front, +3 defense flank&lt;br /&gt;
&lt;br /&gt;
* '''Gun Pits'''&lt;br /&gt;
&lt;br /&gt;
Only guns may enter a gun pit structure. The pit provides units inside of it with a +3 defense modifier against attacks that come from the pit’s forward arc, regardless of the direction the units are facing.&lt;br /&gt;
&lt;br /&gt;
* '''Barbed Wire'''&lt;br /&gt;
&lt;br /&gt;
Barbed wire costs 4 additional APs for infantry units to enter, and 2 additional APs for tracked units. Wheeled units cannot enter a barbed wire hex. Barbed wire is destroyed when a tracked unit enters it.&lt;br /&gt;
&lt;br /&gt;
* '''Trenches'''&lt;br /&gt;
&lt;br /&gt;
Only infantry squads can enter trenches. Units in a trench receive a +2 defense modifier.&lt;br /&gt;
&lt;br /&gt;
* '''Roadblocks'''&lt;br /&gt;
&lt;br /&gt;
Wheeled vehicles cannot enter a hex with a roadblock. Tracked vehicles pay an additional 4 APs to enter a roadblock hex. Roadblocks do not affect foot movement.&lt;br /&gt;
&lt;br /&gt;
* '''Land Mines'''&lt;br /&gt;
&lt;br /&gt;
There are three types of land mines: foot mines, vehicle mines, and mixed foot-vehicle mines. A mine makes an attack against the flank of any unit of the appropriate type that enters the hex containing the mine. Mines laid by enemies are generally hidden until you discover them.&lt;br /&gt;
&lt;br /&gt;
* '''Smoke Screen''' &lt;br /&gt;
&lt;br /&gt;
Smoke has levels: newly laid smoke is Level 2 smoke. Level 2 smoke blocks LOS through the smoke-hex, and provides a +2 defensive bonus for targeted units within the smoke hex and to those units targeted by fire originating from the smoke hex . At the end of the round, Level 2 smoke becomes Level 1 smoke.&lt;br /&gt;
&lt;br /&gt;
Level 1 smoke allows LOS to pass through it, and provides a +1 defense bonus for all attacks on the unit into, out of, and through the smoke.&lt;br /&gt;
&lt;br /&gt;
The effects of multiple smoke screens in the same hex are cumulative.&lt;br /&gt;
&lt;br /&gt;
====Special Actions====&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_035_actual.jpg|none|border|500px|thumb|Special actions]]&lt;br /&gt;
&lt;br /&gt;
Special Actions represent the influence of battlefield commanders, additional battlefield resources, or simply bad luck. Players play a Special Action as their only action for a turn, instead of selecting and using a unit.&lt;br /&gt;
&lt;br /&gt;
Some special actions have an additional CAP or AP cost. Most special actions are performed as a single action, and thus cannot be combined with another action, such as moving a unit or firing, on the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Command Action''' – Allows any unit to take one action at no cost.&lt;br /&gt;
* '''Defuse Land Mine''' – Remove one visible land mine, in a hex adjacent to a unit you control.&lt;br /&gt;
* '''Plus 1D6 APs''' – Current moving unit gains 1-6 random APs.&lt;br /&gt;
* '''Hasty Defense''' – Select a unit to gain a hasty defense.&lt;br /&gt;
* '''Rally Attempt''' – Allows the selected wounded unit to make a free rally attempt.&lt;br /&gt;
* '''Sniper''' – Causes the enemy to lose a random amount of Command Action Points.&lt;br /&gt;
* '''Reveal Hidden''' – Discloses hidden enemy units, within two hexes of a selected friendly unit.&lt;br /&gt;
* '''Stop Vehicle''' – Prevents a selected enemy vehicle from taking move actions this turn.&lt;br /&gt;
* '''Lay Land Mine''' – Adds a land mine adjacent to a selected friendly unit that is not in close combat with the enemy.&lt;br /&gt;
* '''Dual Attack''' – Forces the enemy player to skip the next two turns.&lt;br /&gt;
* '''Mark as Used''' – Removes all Action Points from a selected enemy unit.&lt;br /&gt;
* '''Auto-Rally''' – Automatically rallies a selected wounded unit.&lt;br /&gt;
&lt;br /&gt;
====Unit Quality====&lt;br /&gt;
&lt;br /&gt;
Units in Conflict of Heroes have a Quality rating that modifies the base attributes of the unit. The effects of a quality rating differ among infantry and vehicle type units. The quality of a unit is shown in the unit information area in the bottom left part of the screen when a unit is selected.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_036.jpg|none|border|500px|thumb|Unit quality]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Infantry Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Green'''||-1||-1||-1||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+1||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Vehicle Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||-2||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+2||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*No unit can have its attack cost modified below 2.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that there is no Green quality modifier for vehicles.&lt;br /&gt;
&lt;br /&gt;
====Keyboard Shortcuts====&lt;br /&gt;
&lt;br /&gt;
Spacebar    Pass turn / end bonus move&lt;br /&gt;
PrintScreen    Save copy of current screen to:&lt;br /&gt;
&lt;br /&gt;
(My)Documents/Western Civilization Software/Conflict of Heroes Awakening the Bear/Screenshot&lt;br /&gt;
&lt;br /&gt;
Shift-PrtScrn    Save higher quality screenshot to same location as above&lt;br /&gt;
&lt;br /&gt;
Escape            Deselect all units&lt;br /&gt;
Enter               Enter/exit chat mode in TCP/IP games&lt;br /&gt;
Tab                 Move camera to view currently moving unit&lt;br /&gt;
+ / -                Cycle between units with APs remaining&lt;br /&gt;
V                    Toggle view units&lt;br /&gt;
T                    Toggles terrain&lt;br /&gt;
C                    Converts CAPs to APs&lt;br /&gt;
B                    Converts CAPs to Roll Bonus&lt;br /&gt;
F                    Enter Fire (Attack Hex) Mode&lt;br /&gt;
N                   Toggle display of unit abbreviations over unit icons&lt;br /&gt;
I                    Toggle display of interface&lt;br /&gt;
A-W-D-S     These four keys move the camera left, forward, right, and backward.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=381</id>
		<title>Game Instructions</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=381"/>
		<updated>2012-05-31T16:40:14Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: /* Command Action Points (CAPs) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Main Menu==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_009.jpg|none|border|500px|thumb|The main menu]]&lt;br /&gt;
&lt;br /&gt;
* Play Game – There are several kinds of firefights from which to choose:&lt;br /&gt;
&lt;br /&gt;
:* Awakening the Bear Firefights – Firefights from the board game version of Conflict of Heroes – Awakening the Bear&lt;br /&gt;
&lt;br /&gt;
:* Frontier Firefights – Firefights set in Ukraine during Operation Barbarossa&lt;br /&gt;
&lt;br /&gt;
:* The Commanding Heights – A series of related firefights set in the Crimean Peninsula, each of which uses a different portion of one large map&lt;br /&gt;
&lt;br /&gt;
:* Point Buy Firefights – A collection of maps for quick pick-up games or skirmish-style firefights&lt;br /&gt;
&lt;br /&gt;
:* Additional Firefights – A list of firefights stored in your (My)Documents\Western Civilization Software\Conflict of Heroes -Awakening the Bear\Data\Scenarios folder. Put fan-created and modded firefights here and play them with this option.&lt;br /&gt;
&lt;br /&gt;
* Load Game – Loads a save game from a file. By default, saved games are loaded from the directory (My) Documents\Western Civilization Software\Conflict of Heroes – Awakening the Bear\Save.&lt;br /&gt;
&lt;br /&gt;
* Multiplayer Lobby Game – Allows you to enter the Multiplayer Lobby and Forum to meet other players, issue and accept challenges, discuss scheduling and host and join multiplayer games. See the [[Multiplayer Lobby Games]] section below for more information.&lt;br /&gt;
&lt;br /&gt;
* Local Network Game – Allows you to join a game on your local network, without connecting to the multiplayer forum or lobby. A game must first be setup and hosted before you can join it. Please see the [[#Local Network Games|Local Network Games]] section for more information.&lt;br /&gt;
&lt;br /&gt;
* Rule Options – Rule Options affect the way the game is played. Options cannot be changed during a game. This includes saved games: if you save a game with a certain set of options, change your options for another game, then load the saved game later, your options will revert to the set from the saved game. Click the option to change the setting: “Yes” for on, “No” for off.&lt;br /&gt;
&lt;br /&gt;
:* Fog of War – If fog-of-war is turned on, players cannot see hexes that are outside of the line-of-sight of their units.&lt;br /&gt;
&lt;br /&gt;
:* Variable Action Points – Instead of receiving the standard 7 APs per unit at the beginning of a round, a player may receive variable action points instead. The player may choose from two variable action point options:&lt;br /&gt;
&lt;br /&gt;
::+ 2D6: the sum of two (virtual) six-sided die rolls, or&lt;br /&gt;
::+ 3D6 High-Low: the sum of the highest and lowest die rolls on three (virtual) six-sided dice. This gives less volatile results.&lt;br /&gt;
&lt;br /&gt;
If the Dice Camera is turned on, the player makes these rolls himself. (See the Dice Camera document for details.)&lt;br /&gt;
&lt;br /&gt;
:* Difficulty Level – To increase the challenge of playing against computer-controlled opponents, increase the difficulty level. At higher difficulty levels, the computer opponent receives a variety of material advantages. See the FAQ document for details.&lt;br /&gt;
&lt;br /&gt;
:* Foot Unit Cautious Movement – If foot unit cautious movement is turned on, any infantry squad unit that makes a normal move into a hex that lacks a defense bonus suffers a -1 defense modifier, during the opponent’s turn. To avoid this penalty, units can spend extra AP to move cautiously. To move cautiously, hold down the CTRL key while right-clicking when issuing a move order. This adds +1 to the AP cost for each move. (See below for rules on [[#Selecting and Moving Units|movement]] and [[#Attacking|combat]].)&lt;br /&gt;
&lt;br /&gt;
:* Random Quality – If this option is turned on, units that would otherwise start with Regular quality level instead have their quality level randomized. (See [[#Unit Quality|Unit Quality]] for more information.)&lt;br /&gt;
&lt;br /&gt;
* System Preferences – Used to control video, gameplay, and audio options. Preferences can also be changed in-game and unlike rule options are not part of the game file. Some video preferences will not take effect until the game is restarted.&lt;br /&gt;
&lt;br /&gt;
* Game News – Find out about what’s going on with Conflict of Heroes updates, expansions, new firefights, and related products. (You can also receive information about game news by visiting www.matrixgames.com/forums/tt.asp?forumid=1040.)&lt;br /&gt;
&lt;br /&gt;
* Upload Game Results – Help Western Civilization Software balance and improve the difficulty of Conflict of Heroes firefights by uploading the results of the games you have completed so far (or since the last time you uploaded game results). When you select this menu option, the results of games you played against the AI are uploaded to our FTP. No personal information is transmitted.&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_010.jpg|none|border|500px|thumb|Setting up a game after selecting a scenario]]&lt;br /&gt;
&lt;br /&gt;
* Human / Computer Player Buttons – Use these buttons to determine whether the Germans or Russians will be controlled by the human player, or by the computer. You can set both players to “human” in order to play a hot-seat game.&lt;br /&gt;
&lt;br /&gt;
* Human-Preferred Side – Some firefights have a “human-preferred” side, indicating that the firefight has been designed and balanced with the intention that the human player should play the indicated side. You are allowed to play the non-human-preferred side in a firefight if you choose, but you might then find the firefight somewhat unchallenging.&lt;br /&gt;
&lt;br /&gt;
* Server Setup – Use this to open the Server Setup Screen in order to host this game over TCP/IP or LAN. (See the [[#Local Network Games|Local Network Games]] section.)&lt;br /&gt;
&lt;br /&gt;
==Planning Phase==&lt;br /&gt;
&lt;br /&gt;
When you start a new game, before most of the movement and firing begins, you may be asked to do some game setup or round-planning, such as planning artillery strikes, placing objects like barbed wire or land mines, or positioning reinforcements for the turn. This can sometimes take place before the first round of combat.&lt;br /&gt;
&lt;br /&gt;
'''Artillery Strikes and Laying Down Smoke'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_011.jpg|none|border|500px|thumb|Assigning an artillery strike to a hex]]&lt;br /&gt;
&lt;br /&gt;
To plan an artillery strike, click on a highlighted area on the map with the right mouse button during the planning phase. Sometimes you may be prompted to plan more than one artillery strike at a time. Artillery strikes affect the hex on which you click and all six adjacent hexes, attacking friend and foe alike. Usually artillery strike planning is for a strike that will occur at the beginning of the following turn, but sometimes you will be prompted to plan for strikes in even later turns.&lt;br /&gt;
&lt;br /&gt;
Right-click on a hex in the area indicated by the blinking blue highlight to place an artillery strike. Click the “Done” button when you are finished. Sometimes you will be able to place artillery strikes anywhere on the map, but other times will be limited as to where strikes may be placed.&lt;br /&gt;
&lt;br /&gt;
In certain firefights, some artillery strikes have a chance of delay. If a delay occurs, the strike will not happen during the round for which it was planned, but will be delayed one or more rounds.&lt;br /&gt;
&lt;br /&gt;
In some firefights, some artillery strikes deliver smoke instead of high explosive (HE) attacks, and for some strikes you will have the option of deciding whether the strike will deliver smoke or an attack.&lt;br /&gt;
&lt;br /&gt;
You can undo an artillery strike (whether HE or smoke) you have placed by clicking on the hex of a planned strike.&lt;br /&gt;
&lt;br /&gt;
'''Reinforcements'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_012.jpg|none|border|500px|thumb|Placing reinforcements (available hexes are highlighted)]]&lt;br /&gt;
&lt;br /&gt;
Reinforcements enter the game before the start of a round. These rounds vary from firefight to firefight. The zone in which a reinforcement may enter is indicated by a blinking blue highlight. Right-click on a hex in the highlighted zone to place a unit for reinforcements, keeping an eye on the mouse cursor arrow to control the facing of the new unit. You can choose which reinforcing unit is to be placed next by clicking on the unit’s button to the left.&lt;br /&gt;
&lt;br /&gt;
Reinforcements may enter the game loaded onto a vehicle. When placing a reinforcement, left-click on a vehicle located in the reinforcement zone to load the reinforcement onto the vehicle. This will not work if the rules do not allow the unit to be loaded onto the vehicle. (See [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]] for details on loading.)&lt;br /&gt;
&lt;br /&gt;
'''Fortifications and Obstacles'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_013.jpg|none|border|500px|thumb|Placing a fortification/obstacle (barbed wire)]]&lt;br /&gt;
&lt;br /&gt;
Right-click to place military fortifications and obstacles, such as barbed wire, mine fields and bunkers, on the map. Information about your placement appears at the upper left of the screen. You may undo placements with the “Undo” button. Press “Done” when you are finished placing terrain features.&lt;br /&gt;
&lt;br /&gt;
'''Hiding Units'''&lt;br /&gt;
&lt;br /&gt;
Some firefights also ask you to place hidden units, which then enter the game hidden (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]). If Fog of War is enabled, units that are not within the line of sight of any friendly units will not be seen, but they do not gain Hidden status simply by being out of sight.&lt;br /&gt;
&lt;br /&gt;
'''Point Buy Games'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_014.jpg|none|border|500px|thumb|Buying units with points in a point buy firefight]]&lt;br /&gt;
&lt;br /&gt;
Some firefights allow one or both of the players to requisition units at the start of the firefight. Players are given a certain number of points to spend requisitioning units. The types and numbers of units available for requisition are determined by the firefight. Units that are requisitioned enter the firefight as reinforcements on the first turn.&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_015.jpg|none|border|500px|thumb|Main screen elements]]&lt;br /&gt;
&lt;br /&gt;
====Main Screen Information====&lt;br /&gt;
&lt;br /&gt;
* '''Game Menu'''&lt;br /&gt;
&lt;br /&gt;
Mouse over each button for its label and settings.&lt;br /&gt;
&lt;br /&gt;
:* '''Hide Game Menu''' – Hides the Game Menu.&lt;br /&gt;
:* '''Game History''' – A display of the last several hundred lines from the game report.&lt;br /&gt;
:* '''Combat Statistics''' – A report on unit destruction.&lt;br /&gt;
:* '''Save Game''' – Saves the game.&lt;br /&gt;
:* '''Open Game''' – Opens a saved game.&lt;br /&gt;
:* '''Preferences''' – Opens a display allowing you to adjust video, audio, and gameplay preferences.&lt;br /&gt;
:* '''Camera Control''' – Switches the game camera between normal and top-down modes. Note that the camera maintains its position in each mode independently of the other.&lt;br /&gt;
:* '''Dice Camera''' – Toggles use of the Dice Camera, allowing you to use a webcam and a pair of six-sided dice to roll your own combat results (see the Dice Camera document).&lt;br /&gt;
:* '''2D Chit / 3D Unit View''' – Switches the game between displaying units as 2D Chits and animated 3D Units.&lt;br /&gt;
:* '''Briefing Map''' – Shows the briefing map for this firefight, including deployment areas, objectives and reinforcements.&lt;br /&gt;
:* '''Help''' – Opens in-game help files.&lt;br /&gt;
:* '''Exit''' – Exits back to the main menu.&lt;br /&gt;
&lt;br /&gt;
* '''Score''' – Shows the current Russian and German score.&lt;br /&gt;
&lt;br /&gt;
* '''Commander and Firefight Orders''' – Click on the commander mug shot to open a description of your orders for this firefight.&lt;br /&gt;
&lt;br /&gt;
* '''Turn Clock(s)''' – The clocks show how many rounds are in the firefight altogether, and how many rounds have passed so far. Reinforcement arrivals and artillery support are shown on each turn clock, with an icon that shows the side which receives them.&lt;br /&gt;
&lt;br /&gt;
* '''Active player icon''' – Displays the icon of the active human player. If the active player is computer-controlled, the icon is shown grayed-out.&lt;br /&gt;
&lt;br /&gt;
* '''CAPs Remaining''' – Shows CAPs (Command Action Points) remaining for the current human player (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''CAP Conversions''' – These buttons allow you to convert CAPs to APs, and to raise or lower roll bonuses (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''Special Actions''' – Images to the left show the special actions you can take on your turn. Mouse over each for more information; left-click to select one (see [[#Special Actions|Special Actions]]).&lt;br /&gt;
&lt;br /&gt;
* '''Unit Buttons''' – Use these buttons to allow the selected unit to perform more detailed commands (see [[#Unit Buttons|Unit Buttons]]).&lt;br /&gt;
&lt;br /&gt;
* '''Game Report''' – Displays a summary of the last few actions that happened in the game. Use the toggle button above the report area to hide this display. You can open and close the Game Report using the toggle button in the lower left-hand corner of the screen.&lt;br /&gt;
&lt;br /&gt;
Moving the cursor around will show you the following:&lt;br /&gt;
&lt;br /&gt;
* '''Unit Tooltip''' – Shows basic information about either the unit last selected or the unit under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
* '''Terrain Information''' – Shows information about the terrain in the hex under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
====Camera Controls====&lt;br /&gt;
&lt;br /&gt;
* '''To scroll across the map''':&lt;br /&gt;
&lt;br /&gt;
:* Move the mouse cursor to the edge of the screen, or:&lt;br /&gt;
:* Left-click on the map surface and drag.&lt;br /&gt;
&lt;br /&gt;
* '''To change the camera angle''':&lt;br /&gt;
&lt;br /&gt;
:* Right-click on the map surface and drag the mouse.  Dragging the mouse left-right rotates the camera.  Dragging the mouse up-down tilts the camera.&lt;br /&gt;
:* CTRL + mouse wheel rotates the camera.&lt;br /&gt;
:* ALT + mouse wheel tilts the camera.&lt;br /&gt;
:* SHIFT + mouse wheel changes the camera height.&lt;br /&gt;
:* Note that using the mouse wheel without CTRL / ALT / SHIFT will reset the camera to the default height/angle setup.&lt;br /&gt;
:* You can also use the &amp;lt;Page Up&amp;gt; and &amp;lt;Page Down&amp;gt; keys to adjust the camera: these two keys work with CTRL, ALT, and SHIFT in the same manner as described for the mouse wheel.&lt;br /&gt;
&lt;br /&gt;
* '''To zoom in and out''':&lt;br /&gt;
&lt;br /&gt;
:* Use the scroll wheel on your mouse.&lt;br /&gt;
&lt;br /&gt;
====Selecting and Moving Units====&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click a unit to select it''' – You can switch among your units freely during your turn. The dotted indicator in the image below indicates the current active unit, which is the last unit selected by the active player. The arrow is the selection arrow. The number is the unit’s remaining AP.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_016.jpg|none|border|500px|thumb|Selecting a unit]]&lt;br /&gt;
&lt;br /&gt;
* You can also select multiple units for a group-move. See [[#Group Movement|Group Movement]] for more information.&lt;br /&gt;
&lt;br /&gt;
* '''Right-Click to Move''' – Right-click on the blue blinking area to move the current active unit to the hex on which you clicked.&lt;br /&gt;
&lt;br /&gt;
:* '''Facing''': Move the cursor toward the edge of a hex to face the unit in that direction after it moves into the hex. The mouse cursor arrow shows you the facing the unit will have after it enters the hex you click on.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_05b.jpg|none|border|500px|thumb|Selecting a friendly unit]]&lt;br /&gt;
&lt;br /&gt;
:(Note that the movement facing arrow supersedes the unit selection arrow: left-clicking on a unit will still select it, if it is eligible to be selected).&lt;br /&gt;
&lt;br /&gt;
:* '''Cost to Move''': Each unit has a base AP cost to move. Terrain in the destination hex may increase the AP cost of the move. Moving backward imposes an additional +1 AP cost.&lt;br /&gt;
:* '''Bonus Moves''': Some fast units (vehicles) get one or more bonus moves after they take a move action. The word “BONUS” appears over a unit when it is taking a bonus move. You cannot fire or take other actions during a bonus move. Bonus moves for treaded vehicles may only be made into clear terrain that does not change height. Bonus moves for wheeled vehicles may only be made along roads. (See [[#Terrain|Terrain]]). If you need to, you can end a bonus move with the “Pass” button on the unit buttons bar (see [[#Unit Buttons|Unit Buttons]]), or by hitting &amp;lt;spacebar&amp;gt;.&lt;br /&gt;
:* '''No Stacking Limits''': There are no stacking limits in Conflict of Heroes – any number of units may share the same hex. However, note that a combat attack will affect every unit in the hex if it is targeted for attack. This should discourage players from stacking too many units in a hex.&lt;br /&gt;
&lt;br /&gt;
* Right-Click to Pivot – Right-click on the map outside of a blinking blue movement area to pivot the current active unit toward the hex on which you clicked. A pivot like this ends your turn and costs 1 AP.&lt;br /&gt;
&lt;br /&gt;
* '''Click “Pass” to Skip Turn''' – You can skip your turn instead of moving, firing, or taking other actions by passing.  If both players pass in sequence, the round ends.&lt;br /&gt;
&lt;br /&gt;
* '''Cycle Through Units with APs''' – Any side buttons on your mouse cycle through units with APs Remaining. The + and – keys will do this as well.&lt;br /&gt;
&lt;br /&gt;
====Attacking====&lt;br /&gt;
&lt;br /&gt;
*'''Hover Over Enemy to Target'''&lt;br /&gt;
&lt;br /&gt;
Move the mouse cursor over an enemy unit to get information about an attack against that unit. Crosshairs and dots indicate that the current active unit is able to attack the target: white dots indicate the attack is within short range; gray dots indicate that the attack would be made at long range, with a penalty.&lt;br /&gt;
&lt;br /&gt;
If you are unable to attack, the reason is shown at the top of the screen. If you are able to attack, the roll needed to hit (on two six-sided dice [2D6]) is shown at the top of the screen. Note: You may modify the roll needed to hit with up to 2 CAPs.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_018.jpg|none|border|500px|thumb|Targeting an enemy unit]]&lt;br /&gt;
&lt;br /&gt;
:*'''Arc of Fire'''&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_039.jpg|none|border|500px|thumb|The standard arc of fire]]&lt;br /&gt;
&lt;br /&gt;
:Some units, such as guns and infantry squads, may only fire in the direction they face i.e. their forward arc. Other units, such as tanks, can fire in any direction, though they pay an additional +1 AP cost to fire outside of their forward arc. (The forward arc is the arc of fire for each unit, even though for tanks it is really only their forward firing arc.)&lt;br /&gt;
&lt;br /&gt;
:Hexes are highlighted in light green if they are within the arc of fire of the current active unit (direct fire). Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_040b copy.jpg|none|border|500px|thumb|Direct and indirect fire (e.g. for turreted units)]]&lt;br /&gt;
&lt;br /&gt;
:*'''Line-of-Sight'''&lt;br /&gt;
:Units must have line-of-sight (LOS) to an enemy unit in order to attack it. (Exception: mortars - see the following sub-section.) LOS can be blocked by terrain and by smoke. A unit in a hex with an enemy unit has no LOS beyond that hex.  Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_019_alt.jpg|none|border|500px|thumb|Line-of-sight (LOS): light green hexes are in LOS, as are the three adjacent forward hexes (flashing blue in-game).  Dark green hexes are in LOS for at least one other friendly unit; shadowed hexes are in Fog-of-war, i.e. out of LOS for all friendly units.]]&lt;br /&gt;
&lt;br /&gt;
:*'''Mortar Units'''&lt;br /&gt;
&lt;br /&gt;
:Like infantry units, mortars may make direct attacks on units in their forward arc LOS. In addition, some mortar units can fire at targets they cannot see by firing indirectly using spotters. A mortar’s spotters are abstractly considered to be located in any hex within two hexes of the mortar unit, so long as it has LOS to the mortar unit. A mortar can make an indirect attack on any enemy in its forward arc that can’t be seen by the mortar but can be seen from one of its spotter hexes. (However, mortars also have minimum firing ranges; see [[#Range|Range]] below).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_020.jpg|none|border|500px|thumb|Firing with mortars: spotter hexes marked with white spots.  Light green and light crimson hexes in firing arc for mortar unit itself: light green in LOS to mortar unit itself and are direct attacks; light crimson in LOS to at least one spotter hex and are indirect attacks.]]&lt;br /&gt;
&lt;br /&gt;
:An indirect attack is made like a normal attack but costs additional APs, as indicated in parentheses below the normal attack cost on the mortar unit.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_021.jpg|none|border|500px|thumb|Mortar unit toolbar: direct attacks cost 3 AP; indirect attacks cost 4 AP.]]&lt;br /&gt;
&lt;br /&gt;
:Note that not all mortar units are capable of indirect fire.&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click on Enemy to Attack'''&lt;br /&gt;
&lt;br /&gt;
:*Attacks are made against every unit in the target hex, both friend and foe alike. The exception is units in close-combat (that is, in the same hex as their target enemy; see [[#Range|Range]]), which are not forced to attack friendly units in their hex.&lt;br /&gt;
&lt;br /&gt;
:*Stats and the Combat Roll: The strength of the attacker, i.e. the attack value, is  determined by the roll of two virtual six-sided dice [2D6] (or two real ones if using the Dice Camera). This die roll result is added to the firepower of the attacking unit, plus any relevant attack modifiers. The attack value is then compared to the strength of the targeted unit, i.e. the defense value. A unit’s defense value is the sum of its defense rating, plus any terrain modifiers present in the hex it occupies.&lt;br /&gt;
&lt;br /&gt;
:If the attack result equals or exceeds the defense result, the target is wounded, and takes on a randomly-determined “wounded condition” (see [[#Wounded Conditions|Wounded Conditions]]). If the attack result equals or exceeds the defense result by four or more, the target is destroyed outright. A unit that already has a wound condition that receives an additional wound is destroyed.&lt;br /&gt;
&lt;br /&gt;
:*Red vs. Blue Attack and Defense Values&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_022.jpg|none|border|500px|thumb|Attack values: red for rifles, explosives, and hand-to-hand, blue for shells, anti-tank, and armor-piercing rounds.]]&lt;br /&gt;
&lt;br /&gt;
:Each unit has a red and blue firepower. Red firepower is used against targets with red defense ratings and blue firepower is used against targets with blue defense ratings. Red firepower represents anti-personnel attacks or high-explosive munitions. Blue firepower represents anti-tank or armor-piercing rounds. Units with blue defense ratings are armored, whereas units with red defense ratings are unarmored.&lt;br /&gt;
&lt;br /&gt;
:Some field and anti-tank guns have a blue front defense rating and a red flank defense rating to model the large forward facing gun shield  (see the following sub-section).&lt;br /&gt;
&lt;br /&gt;
:*Flanking&lt;br /&gt;
&lt;br /&gt;
:Each unit has a separate forward and flank defense value. &lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_023.jpg|none|border|500px|thumb|Defense values: red for infantry personnel, blue for armor (large guns, tanks, etc.). Upper value is for flank defense, lower value is for forward defense.]]&lt;br /&gt;
&lt;br /&gt;
:Units that are attacked from a hex that is inside of their forward arc use their front defense rating to determine their defense value. Units that are attacked from a hex outside their forward arc use their flank defense rating to determine their defense value.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024.jpg|none|border|500px|thumb|If an attack comes from the defending unit's forward arc, use the forward defense value. If an attack comes from anywhere else, use the flank defense value.]]&lt;br /&gt;
&lt;br /&gt;
:Some units have one color for forward defense, and the other for flank defense.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024b.jpg|none|border|500px|thumb|Some units, like large guns, use a blue defense value for attacks from the forward arc (forward attacks), and a red defense value for attacks from the flank (flank attacks).]]&lt;br /&gt;
&lt;br /&gt;
:Units attacking a mixed unit from its forward arc use the attack value whose color matches the mixed unit’s forward defense color. Units attacking a mixed unit outside its forward arc use the attack value whose color matches the mixed unit’s flank defense color.  &lt;br /&gt;
&lt;br /&gt;
:Just remember always to use the matching color: red attack always matches red defense; blue attack always matches blue defense.&lt;br /&gt;
&lt;br /&gt;
:*'''Terrain''': Terrain modifies a target’s defense value (see [[#Terrain|Terrain]]).&lt;br /&gt;
&lt;br /&gt;
:*'''Vehicles as Cover''': Any infantry squad (rifles, pioneers, SMGs) in the same hex as a friendly vehicle (wheeled or tracked) receives a +1 bonus to their defense values. This does not apply to loaded units (see [[#Rallying, Loading, and Other Actions|Rallying, Loading, and Other Actions]]). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Range'''&lt;br /&gt;
&lt;br /&gt;
:* Each unit that can attack has a base attack range.&lt;br /&gt;
&lt;br /&gt;
:* Units can attack with no penalty up to their base attack range. Units can fire  out to twice their attack range, but then receive a -2 attack penalty to their attack value. Units cannot attack beyond twice their attack range.&lt;br /&gt;
&lt;br /&gt;
:* Some units, like mortars, also have a minimum attack range, which precedes their base attack range on their stats. For example, for a unit with a range of “3-18” 3 is the minimum attack range, 18 is the base attack range.&lt;br /&gt;
&lt;br /&gt;
:* For units with a minimum range, enemy units that are within this minimum range cannot be fired upon except in close combat.&lt;br /&gt;
&lt;br /&gt;
:* +3  for Close Range: Units receive a +3 attack bonus when firing at units in adjacent hexes.&lt;br /&gt;
&lt;br /&gt;
:* +4 or -2 for Close Combat: rifles, pioneers, SMGs, tanks, armored cars, and APCs receive a +4 attack bonus when firing at units in the same hex as themselves. MGs, guns, mortars, wagons, and trucks receive a -2 attack penalty in close combat.&lt;br /&gt;
&lt;br /&gt;
====Unit Tooltip Values====&lt;br /&gt;
The essential movement and combat values and costs are shown on the unit tooltip, in the following order:&lt;br /&gt;
&lt;br /&gt;
* AP remaining&lt;br /&gt;
* Firepower: soft (added to die roll)&lt;br /&gt;
* Firepower: armor (added to die roll)&lt;br /&gt;
* AP cost to fire&lt;br /&gt;
* Range&lt;br /&gt;
* Forward defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* Flank defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* AP cost to move&lt;br /&gt;
* Number of bonus moves&lt;br /&gt;
&lt;br /&gt;
A grey box behind the attack values indicates the unit receives the Close Combat -2 attack penalty.&lt;br /&gt;
&lt;br /&gt;
If a unit is wounded, you’ll see a hit counter at the end of the tooltip.&lt;br /&gt;
&lt;br /&gt;
====Hit Counters====&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_025.jpg|none|border|500px|thumb|Hit counters for damaged/wounded units.]]&lt;br /&gt;
&lt;br /&gt;
A unit that is damaged during an attack (but not destroyed outright) receives a hit counter. There are a variety of hit counters for foot and for vehicle type units. The hit counter is displayed over any damaged unit. The details of your hit counter are shown on the unit tooltip display of a damaged unit, including any modifiers to unit values, and the die roll needed to rally the unit. Hit counters can affect movement, attack, and defense.&lt;br /&gt;
&lt;br /&gt;
Note that the details of enemy hit counters will remain hidden to you, until the enemy unit takes an action involving a unit statistic that is modified by its hit counter. Before this occurs, you will be able to see that an enemy unit is damaged, but you will not be able to see the particular effects of its hit counter in the unit’s tooltip display.&lt;br /&gt;
&lt;br /&gt;
====Rallying, Hiding, and Other Unit Actions====&lt;br /&gt;
&lt;br /&gt;
'''Rallying'''&lt;br /&gt;
&lt;br /&gt;
Wounded units can be rallied using the “Rally” button (see [[#Unit Buttons|Unit Buttons]]). Rallying costs 5AP for all units. A successful rally attempt removes the wound condition from the unit. Not all wound conditions can be removed, and the difficulty of removing a wound condition varies with the type of condition. Units receive a bonus to their rally rolls when they are in terrain with a defense bonus, and/or when they are in the same hex as other friendly unwounded units. Units cannot rally when in the same hex as an enemy unit. Some wound conditions do not permit rallying.&lt;br /&gt;
&lt;br /&gt;
'''Hiding'''&lt;br /&gt;
&lt;br /&gt;
Units can hide using the “Hide” button (see [[#Unit Buttons|Unit Buttons]]). Units can only hide when they are out of line-of-sight (LOS) of all enemy units. A hidden unit in clear terrain is revealed only when an enemy unit that has LOS into the hidden unit’s hex moves within two hexes of it. A hidden unit in terrain that either has a defense bonus or provides cover is not revealed unless an enemy unit enters its hex. Some units enter the game hidden. Hidden units cannot be targeted; players may use the “Attack” button on the unit buttons bar to attack hexes where they suspect hidden units may be hiding.&lt;br /&gt;
&lt;br /&gt;
Hidden units may move while remaining hidden. It costs +3 APs to “hidden move” into a hex with terrain that provides cover. It costs +5 APs to “hidden move” into a hex with terrain that does not provide cover.&lt;br /&gt;
&lt;br /&gt;
A player’s own hidden units are shown marked with a symbol that looks like a tree. &lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_026.jpg|none|border|500px|thumb|Unhidden units contrasted with hidden units.]]&lt;br /&gt;
&lt;br /&gt;
Hidden enemy units are not visible to you, only to the owner of the units. &lt;br /&gt;
Ex: A German rifle squad moves back behind heavy woods, is out of the LOS of all enemy units, and disappears from the enemy’s view on the map. The German “Hides” the unit during his next turn. He then “hidden moves” this unit forward into the enemy’s LOS range, but still remains hidden from enemy view. &lt;br /&gt;
&lt;br /&gt;
'''Loading'''&lt;br /&gt;
&lt;br /&gt;
Units can be loaded (includes transporting foot units and towing guns) onto most vehicles such as tanks, trucks and wagons by using the “Load” button. They can be unloaded using the same button. (See [[#Unit Buttons|Unit Buttons]].) When a unit is loaded onto a vehicle, the two units are considered to be in group action together: if the units have different AP totals at the end of the turn the lower figure will be applied to both, and this will continue in each subsequent turn. (See [[#Group Actions|Group Actions]].) The AP cost to load and unload a unit is equal to the base movement cost of that unit, and is deducted from the group at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Guns and immobilized vehicles can also be loaded, in which case they are considered to be towed. Vehicles can generally carry one infantry squad, or they can tow one gun or immobilized friendly vehicle. Towed units remain in the same hex as the vehicle carrying them during movement.&lt;br /&gt;
&lt;br /&gt;
'''Other Actions'''&lt;br /&gt;
&lt;br /&gt;
Units can perform a few other actions as well, like attacking fortifications, laying smoke, digging hasty defenses, and entering and exiting buildings. See [[#Unit Buttons|Unit Buttons]]s for more details.&lt;br /&gt;
Unit Buttons&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit buttons bar. Unit buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
====Unit Action Buttons====&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit action buttons bar. Unit action buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_027.jpg|none|border|500px|thumb|The unit buttons bar.]]&lt;br /&gt;
&lt;br /&gt;
* '''Pass''' – Skips your turn. If both players skip their turn in sequence, the round ends.&lt;br /&gt;
* '''Pass Entire Turn''' – Skips all of your turns until the end of the round.&lt;br /&gt;
* '''Attack a Hex''' – Prompts you to choose a hex to attack. Use this button when you want to try and destroy military fortifications (like land mines or barbed wire) or to attack hexes in which you suspect a hidden enemy unit may be located.&lt;br /&gt;
* '''Smoke a Hex''' – Prompts you to choose a hex in which to place a smoke screen. Some units have the ability to place smoke at various ranges according to the firefight. (See '''Smoke Screen''' under [[#Fortifications and Obstacles|Fortifications and Obstacles]].)&lt;br /&gt;
* '''Rally''' – Spends 5 APs to attempt to rally a unit with a wound condition.&lt;br /&gt;
* '''Hide/Unhide''' – Hides and unhides the current active unit.&lt;br /&gt;
* '''Enter/Exit Structure''' – Use these buttons to enter structures located in the same hex as the current active unit, such as a bunker, trench, or house (see [[#Terrain|Terrain]] for more information on structures). Only certain types of units can enter a given type of structure. If a unit is inside a structure, the relevant Enter Structure button becomes an Exit Structure button. It typically costs 1 AP to enter or exit a structure.&lt;br /&gt;
* '''Hasty Defense''' – Non-vehicle units may construct a hasty defense, at the cost of 7 APs. This provides a +1 defense modifier to the unit. The defense lasts until the unit moves or pivots. Wounded units cannot build a hasty defense.&lt;br /&gt;
* '''Load/Unload Vehicle''' – Loads the current active unit onto a friendly vehicle that is in its hex. If there is more than one eligible vehicle, the user is prompted to choose a vehicle. The units are considered to be in group action together. If a vehicle is loaded, the Load button becomes the Unload button and takes a loaded unit off of the vehicle that is transporting or towing it.&lt;br /&gt;
&lt;br /&gt;
====Group Actions====&lt;br /&gt;
&lt;br /&gt;
Players can form a group of units for attack and movement purposes, lasting until the end of the round. Units formed into a group can perform actions together that cannot be interrupted by the enemy player. For instance, four units may be formed into a group and each of these units may be moved during a single turn; and, once grouped, they must move during the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Creating groups''': SHIFT + left-click to add to group. It costs no AP to do this.&lt;br /&gt;
&lt;br /&gt;
* '''Contiguous units''': Only contiguous collections of units may be formed into a group – that is, a unit may be added to a group only if it is in the same hex as a member of the group, or an adjacent one. All units in a group then move together before the end of a turn.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_028.jpg|none|border|500px|thumb|Units ready to be grouped]]&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_029.jpg|none|border|500px|thumb|Grouped units; the left-most unit is the current active unit.]]&lt;br /&gt;
&lt;br /&gt;
* '''Disband groups''': Disband a group by left-clicking to select another unit outside the group without holding the &amp;lt;Shift&amp;gt; key, or by pressing the &amp;lt;Escape&amp;gt; key. It costs no AP to disband a group. Groups disband at the end of each round. Loaded units remain loaded until they are unloaded, however.) &lt;br /&gt;
&lt;br /&gt;
* '''Group firing''': The current active unit is considered the “fire-leader” and the target of the attack must be a unit on which the fire-leader can make an attack. All units in the group contiguous with the fire-leader with line of sight to the target and enough APs to fire will contribute +1 to the attack.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_030.jpg|none|border|500px|thumb|Grouped units; the middle unit highlighted in grey has finished moving, but is still part of the group. The second from left highlighted in yellow is the current active unit, and hence is the fire-leader. The group may only fire on units in LOS of the fire-leader, and direct and indirect attacks are based on the fire-leader's position.]]&lt;br /&gt;
&lt;br /&gt;
* Remember that all units in a group move together before the end of the turn. &lt;br /&gt;
&lt;br /&gt;
* CAPs can be added to groups to increase the APs of every member of the group. Important: these APs will be lost if the group is disbanded.&lt;br /&gt;
&lt;br /&gt;
* Groups may also perform other actions together, such as group-rallying or group-hasty entrenchment. Every member that has sufficient APs remaining to perform the indicated action will attempt to do so. Note that once a group moves, none of the units in the group may rally.&lt;br /&gt;
&lt;br /&gt;
* At the end of a turn, all units in a group move have APs reduced  to the lowest AP value of any unit in the group (i.e., the weakest link). A group travels only as far as its slowest member. Ex: A HMG team with 2 APs remaining after a group move is grouped with a Rifle team with 4 APs remaining.  The Rifle team’s APs are reduced to 2 APs at the end of the move to match the lowest remaining APs in the group.&lt;br /&gt;
&lt;br /&gt;
====Command Action Points (CAPs)====&lt;br /&gt;
&lt;br /&gt;
Command Action Points represent the influence of commanders on the battlefield action. Each player has a pool of CAPs independent of any particular unit. These CAPs can be transferred to units and converted into APs for the current active unit. They can also be used for increasing the odds of performing some attack or other action (up to +2 to attack rolls and rally rolls).&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_031.jpg|none|border|500px|thumb|The CAPs buttons]]&lt;br /&gt;
&lt;br /&gt;
Use CAPs to get a roll bonus of up to +2 for attack rolls and rally rolls.&lt;br /&gt;
&lt;br /&gt;
Players receive a certain number of CAPs each round according to the specifications of the firefight. CAPs are replenished at the beginning of the next round. CAPs cannot be saved from one round to the next. A player’s CAP allotment decreases by 1 from the base amount for every unit on that is destroyed in a firefight. (For example, if you have had two of your units destroyed, then you receive two fewer CAPs at the start of each round.)&lt;br /&gt;
&lt;br /&gt;
====Terrain====&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Basic Terrain&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
The width of a hex represents roughly 40-50 meters of ground. Each hex has a basic terrain type, which modifies movement AP costs for different types of movement, and adds defense modifiers for units in that hex. Some hexes also act as cover and units may stay hidden or be allowed to hidein these hexes (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a hex to see the terrain type displayed at the bottom of the screen, along with any relevant modifiers.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_032.jpg|none|border|500px|thumb|Viewing terrain info and modifiers. The +1 defense is added to the defense value of units in the hex. (Or, subtracting it from the attack value of a unit attacking that hex would provide the same result.)]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Terrain Movement Cost (in APs) and Defense Modifiers'''&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Terrain||Infantry Cost||Wheel Cost||Track Cost||Defense Modifier||Cover for Hiding&lt;br /&gt;
|-&lt;br /&gt;
|'''Clear'''*||0||0||0||0||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Water'''||+4||N/A||N/A||-1||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Marsh'''||+2||N/A||+2**||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Woods'''||+1||N/A||+2||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Light Woods'''||0||2||+1||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Wood)'''||+1||N/A||+2||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Stone)'''||+1||N/A||+3**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Wood)'''||+2||N/A||+3||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Stone)'''||+2||N/A||+4**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Wheat'''||0||0||0||0||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Corn'''||+1||0||0||0||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Includes all low-level, solid-ground terrain types such as Dirt, Sand, Grass, etc.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;**Units of the indicated type have a chance to become immobilized upon entering a hex with this terrain type.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Roads'''&lt;br /&gt;
&lt;br /&gt;
Roads permit more rapid movement. Terrain movement costs are ignored when moving along roads.&lt;br /&gt;
&lt;br /&gt;
'''Walls'''&lt;br /&gt;
&lt;br /&gt;
Walls protect units. Units in the same hex as a wall receive a +1 defense bonus from attacks crossing over the wall hex side. Wheeled units may not cross walls; tracked units may cross them but at a +1 cost to movement.&lt;br /&gt;
&lt;br /&gt;
'''Height'''&lt;br /&gt;
&lt;br /&gt;
Some hexes have different elevation, or height. Moving up each level of height costs +1AP; vehicles may only move up one level of height per turn. It costs nothing to move down levels of height.&lt;br /&gt;
&lt;br /&gt;
Units at a higher elevation attacked by the enemy units at a lower elevation receive a +1 defense bonus. Units at a higher elevation firing at enemy units on a lower elevation receive a +1 Firepower bonus. Multiple levels of elevation do not improve these modifiers; they are always +1. &lt;br /&gt;
&lt;br /&gt;
Height also causes a plateau effect, cutting the LOS of units that are not close to the  height edge. The further from the edge of a height level, the less the unit can see to lower levels and vice versa. This plateau effect can be improved or worsened depending on the height level, the covering terrain, and the distance of attacking and defending units from the height edge.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_033.jpg|none|border|500px|thumb|Heights.]]&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Fortifications and Obstacles&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
Fortifications and obstacles represent man-made modifications to a location. Hexes may have one or more terrain features in them. Some of these features are directional, while others have the same effect regardless of the direction of movement or attack.&lt;br /&gt;
&lt;br /&gt;
You can attempt to destroy fortifications and obstacles by using the “Attack” button on the unit buttons bar (see [[#Unit Buttons|Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a fortification or obstacle to see its type displayed at the bottom of the screen, along with any relevant modifiers, just as with basic terrain. &lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_034.jpg|none|border|500px|thumb|Viewing fortification/obstacle modifiers and terrain info.]]&lt;br /&gt;
&lt;br /&gt;
* '''Bunkers''': &lt;br /&gt;
&lt;br /&gt;
:* Wood Bunker&lt;br /&gt;
:*(Regular) Bunker&lt;br /&gt;
:* Heavy Bunker&lt;br /&gt;
&lt;br /&gt;
Wood, regular, and heavy bunkers all share the same rules but provide different defensive bonuses. Infantry squads and guns may enter a bunker. A unit in the bunker can only assume the facing of the bunker unit.&lt;br /&gt;
&lt;br /&gt;
: '''Wood Bunker''': +4 defense front, +1 defense flank&lt;br /&gt;
: '''Bunker''': +5 defense front, +2 defense flank&lt;br /&gt;
: '''Heavy Bunker''': +6 defense front, +3 defense flank&lt;br /&gt;
&lt;br /&gt;
* '''Gun Pits'''&lt;br /&gt;
&lt;br /&gt;
Only guns may enter a gun pit structure. The pit provides units inside of it with a +3 defense modifier against attacks that come from the pit’s forward arc, regardless of the direction the units are facing.&lt;br /&gt;
&lt;br /&gt;
* '''Barbed Wire'''&lt;br /&gt;
&lt;br /&gt;
Barbed wire costs 4 additional APs for infantry units to enter, and 2 additional APs for tracked units. Wheeled units cannot enter a barbed wire hex. Barbed wire is destroyed when a tracked unit enters it.&lt;br /&gt;
&lt;br /&gt;
* '''Trenches'''&lt;br /&gt;
&lt;br /&gt;
Only infantry squads can enter trenches. Units in a trench receive a +2 defense modifier.&lt;br /&gt;
&lt;br /&gt;
* '''Roadblocks'''&lt;br /&gt;
&lt;br /&gt;
Wheeled vehicles cannot enter a hex with a roadblock. Tracked vehicles pay an additional 4 APs to enter a roadblock hex. Roadblocks do not affect foot movement.&lt;br /&gt;
&lt;br /&gt;
* '''Land Mines'''&lt;br /&gt;
&lt;br /&gt;
There are three types of land mines: foot mines, vehicle mines, and mixed foot-vehicle mines. A mine makes an attack against the flank of any unit of the appropriate type that enters the hex containing the mine. Mines laid by enemies are generally hidden until you discover them.&lt;br /&gt;
&lt;br /&gt;
* '''Smoke Screen''' &lt;br /&gt;
&lt;br /&gt;
Smoke has levels: newly laid smoke is Level 2 smoke. Level 2 smoke blocks LOS through the smoke-hex, and provides a +2 defensive bonus for targeted units within the smoke hex and to those units targeted by fire originating from the smoke hex . At the end of the round, Level 2 smoke becomes Level 1 smoke.&lt;br /&gt;
&lt;br /&gt;
Level 1 smoke allows LOS to pass through it, and provides a +1 defense bonus for all attacks on the unit into, out of, and through the smoke.&lt;br /&gt;
&lt;br /&gt;
The effects of multiple smoke screens in the same hex are cumulative.&lt;br /&gt;
&lt;br /&gt;
====Special Actions====&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_035_actual.jpg|none|border|500px|thumb|Special actions]]&lt;br /&gt;
&lt;br /&gt;
Special Actions represent the influence of battlefield commanders, additional battlefield resources, or simply bad luck. Players play a Special Action as their only action for a turn, instead of selecting and using a unit.&lt;br /&gt;
&lt;br /&gt;
Some special actions have an additional CAP or AP cost. Most special actions are performed as a single action, and thus cannot be combined with another action, such as moving a unit or firing, on the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Command Action''' – Allows any unit to take one action at no cost.&lt;br /&gt;
* '''Defuse Land Mine''' – Remove one visible land mine, in a hex adjacent to a unit you control.&lt;br /&gt;
* '''Plus 1D6 APs''' – Current moving unit gains 1-6 random APs.&lt;br /&gt;
* '''Hasty Defense''' – Select a unit to gain a hasty defense.&lt;br /&gt;
* '''Rally Attempt''' – Allows the selected wounded unit to make a free rally attempt.&lt;br /&gt;
* '''Sniper''' – Causes the enemy to lose a random amount of Command Action Points.&lt;br /&gt;
* '''Reveal Hidden''' – Discloses hidden enemy units, within two hexes of a selected friendly unit.&lt;br /&gt;
* '''Stop Vehicle''' – Prevents a selected enemy vehicle from taking move actions this turn.&lt;br /&gt;
* '''Lay Land Mine''' – Adds a land mine adjacent to a selected friendly unit that is not in close combat with the enemy.&lt;br /&gt;
* '''Dual Attack''' – Forces the enemy player to skip the next two turns.&lt;br /&gt;
* '''Mark as Used''' – Removes all Action Points from a selected enemy unit.&lt;br /&gt;
* '''Auto-Rally''' – Automatically rallies a selected wounded unit.&lt;br /&gt;
&lt;br /&gt;
====Unit Quality====&lt;br /&gt;
&lt;br /&gt;
Units in Conflict of Heroes have a Quality rating that modifies the base attributes of the unit. The effects of a quality rating differ among infantry and vehicle type units. The quality of a unit is shown in the unit information area in the bottom left part of the screen when a unit is selected.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_036.jpg|none|border|500px|thumb|Unit quality]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Infantry Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Green'''||-1||-1||-1||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+1||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Vehicle Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||-2||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+2||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*No unit can have its attack cost modified below 2.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that there is no Green quality modifier for vehicles.&lt;br /&gt;
&lt;br /&gt;
====Keyboard Shortcuts====&lt;br /&gt;
&lt;br /&gt;
Spacebar    Pass turn / end bonus move&lt;br /&gt;
PrintScreen    Save copy of current screen to:&lt;br /&gt;
&lt;br /&gt;
(My)Documents/Western Civilization Software/Conflict of Heroes Awakening the Bear/Screenshot&lt;br /&gt;
&lt;br /&gt;
Shift-PrtScrn    Save higher quality screenshot to same location as above&lt;br /&gt;
&lt;br /&gt;
Escape            Deselect all units&lt;br /&gt;
Enter               Enter/exit chat mode in TCP/IP games&lt;br /&gt;
Tab                 Move camera to view currently moving unit&lt;br /&gt;
+ / -                Cycle between units with APs remaining&lt;br /&gt;
V                    Toggle view units&lt;br /&gt;
T                    Toggles terrain&lt;br /&gt;
C                    Converts CAPs to APs&lt;br /&gt;
B                    Converts CAPs to Roll Bonus&lt;br /&gt;
F                    Enter Fire (Attack Hex) Mode&lt;br /&gt;
N                   Toggle display of unit abbreviations over unit icons&lt;br /&gt;
I                    Toggle display of interface&lt;br /&gt;
A-W-D-S     These four keys move the camera left, forward, right, and backward.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=380</id>
		<title>Game Instructions</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=380"/>
		<updated>2012-05-31T16:40:02Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: /* Unit Action Buttons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Main Menu==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_009.jpg|none|border|500px|thumb|The main menu]]&lt;br /&gt;
&lt;br /&gt;
* Play Game – There are several kinds of firefights from which to choose:&lt;br /&gt;
&lt;br /&gt;
:* Awakening the Bear Firefights – Firefights from the board game version of Conflict of Heroes – Awakening the Bear&lt;br /&gt;
&lt;br /&gt;
:* Frontier Firefights – Firefights set in Ukraine during Operation Barbarossa&lt;br /&gt;
&lt;br /&gt;
:* The Commanding Heights – A series of related firefights set in the Crimean Peninsula, each of which uses a different portion of one large map&lt;br /&gt;
&lt;br /&gt;
:* Point Buy Firefights – A collection of maps for quick pick-up games or skirmish-style firefights&lt;br /&gt;
&lt;br /&gt;
:* Additional Firefights – A list of firefights stored in your (My)Documents\Western Civilization Software\Conflict of Heroes -Awakening the Bear\Data\Scenarios folder. Put fan-created and modded firefights here and play them with this option.&lt;br /&gt;
&lt;br /&gt;
* Load Game – Loads a save game from a file. By default, saved games are loaded from the directory (My) Documents\Western Civilization Software\Conflict of Heroes – Awakening the Bear\Save.&lt;br /&gt;
&lt;br /&gt;
* Multiplayer Lobby Game – Allows you to enter the Multiplayer Lobby and Forum to meet other players, issue and accept challenges, discuss scheduling and host and join multiplayer games. See the [[Multiplayer Lobby Games]] section below for more information.&lt;br /&gt;
&lt;br /&gt;
* Local Network Game – Allows you to join a game on your local network, without connecting to the multiplayer forum or lobby. A game must first be setup and hosted before you can join it. Please see the [[#Local Network Games|Local Network Games]] section for more information.&lt;br /&gt;
&lt;br /&gt;
* Rule Options – Rule Options affect the way the game is played. Options cannot be changed during a game. This includes saved games: if you save a game with a certain set of options, change your options for another game, then load the saved game later, your options will revert to the set from the saved game. Click the option to change the setting: “Yes” for on, “No” for off.&lt;br /&gt;
&lt;br /&gt;
:* Fog of War – If fog-of-war is turned on, players cannot see hexes that are outside of the line-of-sight of their units.&lt;br /&gt;
&lt;br /&gt;
:* Variable Action Points – Instead of receiving the standard 7 APs per unit at the beginning of a round, a player may receive variable action points instead. The player may choose from two variable action point options:&lt;br /&gt;
&lt;br /&gt;
::+ 2D6: the sum of two (virtual) six-sided die rolls, or&lt;br /&gt;
::+ 3D6 High-Low: the sum of the highest and lowest die rolls on three (virtual) six-sided dice. This gives less volatile results.&lt;br /&gt;
&lt;br /&gt;
If the Dice Camera is turned on, the player makes these rolls himself. (See the Dice Camera document for details.)&lt;br /&gt;
&lt;br /&gt;
:* Difficulty Level – To increase the challenge of playing against computer-controlled opponents, increase the difficulty level. At higher difficulty levels, the computer opponent receives a variety of material advantages. See the FAQ document for details.&lt;br /&gt;
&lt;br /&gt;
:* Foot Unit Cautious Movement – If foot unit cautious movement is turned on, any infantry squad unit that makes a normal move into a hex that lacks a defense bonus suffers a -1 defense modifier, during the opponent’s turn. To avoid this penalty, units can spend extra AP to move cautiously. To move cautiously, hold down the CTRL key while right-clicking when issuing a move order. This adds +1 to the AP cost for each move. (See below for rules on [[#Selecting and Moving Units|movement]] and [[#Attacking|combat]].)&lt;br /&gt;
&lt;br /&gt;
:* Random Quality – If this option is turned on, units that would otherwise start with Regular quality level instead have their quality level randomized. (See [[#Unit Quality|Unit Quality]] for more information.)&lt;br /&gt;
&lt;br /&gt;
* System Preferences – Used to control video, gameplay, and audio options. Preferences can also be changed in-game and unlike rule options are not part of the game file. Some video preferences will not take effect until the game is restarted.&lt;br /&gt;
&lt;br /&gt;
* Game News – Find out about what’s going on with Conflict of Heroes updates, expansions, new firefights, and related products. (You can also receive information about game news by visiting www.matrixgames.com/forums/tt.asp?forumid=1040.)&lt;br /&gt;
&lt;br /&gt;
* Upload Game Results – Help Western Civilization Software balance and improve the difficulty of Conflict of Heroes firefights by uploading the results of the games you have completed so far (or since the last time you uploaded game results). When you select this menu option, the results of games you played against the AI are uploaded to our FTP. No personal information is transmitted.&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_010.jpg|none|border|500px|thumb|Setting up a game after selecting a scenario]]&lt;br /&gt;
&lt;br /&gt;
* Human / Computer Player Buttons – Use these buttons to determine whether the Germans or Russians will be controlled by the human player, or by the computer. You can set both players to “human” in order to play a hot-seat game.&lt;br /&gt;
&lt;br /&gt;
* Human-Preferred Side – Some firefights have a “human-preferred” side, indicating that the firefight has been designed and balanced with the intention that the human player should play the indicated side. You are allowed to play the non-human-preferred side in a firefight if you choose, but you might then find the firefight somewhat unchallenging.&lt;br /&gt;
&lt;br /&gt;
* Server Setup – Use this to open the Server Setup Screen in order to host this game over TCP/IP or LAN. (See the [[#Local Network Games|Local Network Games]] section.)&lt;br /&gt;
&lt;br /&gt;
==Planning Phase==&lt;br /&gt;
&lt;br /&gt;
When you start a new game, before most of the movement and firing begins, you may be asked to do some game setup or round-planning, such as planning artillery strikes, placing objects like barbed wire or land mines, or positioning reinforcements for the turn. This can sometimes take place before the first round of combat.&lt;br /&gt;
&lt;br /&gt;
'''Artillery Strikes and Laying Down Smoke'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_011.jpg|none|border|500px|thumb|Assigning an artillery strike to a hex]]&lt;br /&gt;
&lt;br /&gt;
To plan an artillery strike, click on a highlighted area on the map with the right mouse button during the planning phase. Sometimes you may be prompted to plan more than one artillery strike at a time. Artillery strikes affect the hex on which you click and all six adjacent hexes, attacking friend and foe alike. Usually artillery strike planning is for a strike that will occur at the beginning of the following turn, but sometimes you will be prompted to plan for strikes in even later turns.&lt;br /&gt;
&lt;br /&gt;
Right-click on a hex in the area indicated by the blinking blue highlight to place an artillery strike. Click the “Done” button when you are finished. Sometimes you will be able to place artillery strikes anywhere on the map, but other times will be limited as to where strikes may be placed.&lt;br /&gt;
&lt;br /&gt;
In certain firefights, some artillery strikes have a chance of delay. If a delay occurs, the strike will not happen during the round for which it was planned, but will be delayed one or more rounds.&lt;br /&gt;
&lt;br /&gt;
In some firefights, some artillery strikes deliver smoke instead of high explosive (HE) attacks, and for some strikes you will have the option of deciding whether the strike will deliver smoke or an attack.&lt;br /&gt;
&lt;br /&gt;
You can undo an artillery strike (whether HE or smoke) you have placed by clicking on the hex of a planned strike.&lt;br /&gt;
&lt;br /&gt;
'''Reinforcements'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_012.jpg|none|border|500px|thumb|Placing reinforcements (available hexes are highlighted)]]&lt;br /&gt;
&lt;br /&gt;
Reinforcements enter the game before the start of a round. These rounds vary from firefight to firefight. The zone in which a reinforcement may enter is indicated by a blinking blue highlight. Right-click on a hex in the highlighted zone to place a unit for reinforcements, keeping an eye on the mouse cursor arrow to control the facing of the new unit. You can choose which reinforcing unit is to be placed next by clicking on the unit’s button to the left.&lt;br /&gt;
&lt;br /&gt;
Reinforcements may enter the game loaded onto a vehicle. When placing a reinforcement, left-click on a vehicle located in the reinforcement zone to load the reinforcement onto the vehicle. This will not work if the rules do not allow the unit to be loaded onto the vehicle. (See [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]] for details on loading.)&lt;br /&gt;
&lt;br /&gt;
'''Fortifications and Obstacles'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_013.jpg|none|border|500px|thumb|Placing a fortification/obstacle (barbed wire)]]&lt;br /&gt;
&lt;br /&gt;
Right-click to place military fortifications and obstacles, such as barbed wire, mine fields and bunkers, on the map. Information about your placement appears at the upper left of the screen. You may undo placements with the “Undo” button. Press “Done” when you are finished placing terrain features.&lt;br /&gt;
&lt;br /&gt;
'''Hiding Units'''&lt;br /&gt;
&lt;br /&gt;
Some firefights also ask you to place hidden units, which then enter the game hidden (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]). If Fog of War is enabled, units that are not within the line of sight of any friendly units will not be seen, but they do not gain Hidden status simply by being out of sight.&lt;br /&gt;
&lt;br /&gt;
'''Point Buy Games'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_014.jpg|none|border|500px|thumb|Buying units with points in a point buy firefight]]&lt;br /&gt;
&lt;br /&gt;
Some firefights allow one or both of the players to requisition units at the start of the firefight. Players are given a certain number of points to spend requisitioning units. The types and numbers of units available for requisition are determined by the firefight. Units that are requisitioned enter the firefight as reinforcements on the first turn.&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_015.jpg|none|border|500px|thumb|Main screen elements]]&lt;br /&gt;
&lt;br /&gt;
====Main Screen Information====&lt;br /&gt;
&lt;br /&gt;
* '''Game Menu'''&lt;br /&gt;
&lt;br /&gt;
Mouse over each button for its label and settings.&lt;br /&gt;
&lt;br /&gt;
:* '''Hide Game Menu''' – Hides the Game Menu.&lt;br /&gt;
:* '''Game History''' – A display of the last several hundred lines from the game report.&lt;br /&gt;
:* '''Combat Statistics''' – A report on unit destruction.&lt;br /&gt;
:* '''Save Game''' – Saves the game.&lt;br /&gt;
:* '''Open Game''' – Opens a saved game.&lt;br /&gt;
:* '''Preferences''' – Opens a display allowing you to adjust video, audio, and gameplay preferences.&lt;br /&gt;
:* '''Camera Control''' – Switches the game camera between normal and top-down modes. Note that the camera maintains its position in each mode independently of the other.&lt;br /&gt;
:* '''Dice Camera''' – Toggles use of the Dice Camera, allowing you to use a webcam and a pair of six-sided dice to roll your own combat results (see the Dice Camera document).&lt;br /&gt;
:* '''2D Chit / 3D Unit View''' – Switches the game between displaying units as 2D Chits and animated 3D Units.&lt;br /&gt;
:* '''Briefing Map''' – Shows the briefing map for this firefight, including deployment areas, objectives and reinforcements.&lt;br /&gt;
:* '''Help''' – Opens in-game help files.&lt;br /&gt;
:* '''Exit''' – Exits back to the main menu.&lt;br /&gt;
&lt;br /&gt;
* '''Score''' – Shows the current Russian and German score.&lt;br /&gt;
&lt;br /&gt;
* '''Commander and Firefight Orders''' – Click on the commander mug shot to open a description of your orders for this firefight.&lt;br /&gt;
&lt;br /&gt;
* '''Turn Clock(s)''' – The clocks show how many rounds are in the firefight altogether, and how many rounds have passed so far. Reinforcement arrivals and artillery support are shown on each turn clock, with an icon that shows the side which receives them.&lt;br /&gt;
&lt;br /&gt;
* '''Active player icon''' – Displays the icon of the active human player. If the active player is computer-controlled, the icon is shown grayed-out.&lt;br /&gt;
&lt;br /&gt;
* '''CAPs Remaining''' – Shows CAPs (Command Action Points) remaining for the current human player (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''CAP Conversions''' – These buttons allow you to convert CAPs to APs, and to raise or lower roll bonuses (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''Special Actions''' – Images to the left show the special actions you can take on your turn. Mouse over each for more information; left-click to select one (see [[#Special Actions|Special Actions]]).&lt;br /&gt;
&lt;br /&gt;
* '''Unit Buttons''' – Use these buttons to allow the selected unit to perform more detailed commands (see [[#Unit Buttons|Unit Buttons]]).&lt;br /&gt;
&lt;br /&gt;
* '''Game Report''' – Displays a summary of the last few actions that happened in the game. Use the toggle button above the report area to hide this display. You can open and close the Game Report using the toggle button in the lower left-hand corner of the screen.&lt;br /&gt;
&lt;br /&gt;
Moving the cursor around will show you the following:&lt;br /&gt;
&lt;br /&gt;
* '''Unit Tooltip''' – Shows basic information about either the unit last selected or the unit under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
* '''Terrain Information''' – Shows information about the terrain in the hex under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
====Camera Controls====&lt;br /&gt;
&lt;br /&gt;
* '''To scroll across the map''':&lt;br /&gt;
&lt;br /&gt;
:* Move the mouse cursor to the edge of the screen, or:&lt;br /&gt;
:* Left-click on the map surface and drag.&lt;br /&gt;
&lt;br /&gt;
* '''To change the camera angle''':&lt;br /&gt;
&lt;br /&gt;
:* Right-click on the map surface and drag the mouse.  Dragging the mouse left-right rotates the camera.  Dragging the mouse up-down tilts the camera.&lt;br /&gt;
:* CTRL + mouse wheel rotates the camera.&lt;br /&gt;
:* ALT + mouse wheel tilts the camera.&lt;br /&gt;
:* SHIFT + mouse wheel changes the camera height.&lt;br /&gt;
:* Note that using the mouse wheel without CTRL / ALT / SHIFT will reset the camera to the default height/angle setup.&lt;br /&gt;
:* You can also use the &amp;lt;Page Up&amp;gt; and &amp;lt;Page Down&amp;gt; keys to adjust the camera: these two keys work with CTRL, ALT, and SHIFT in the same manner as described for the mouse wheel.&lt;br /&gt;
&lt;br /&gt;
* '''To zoom in and out''':&lt;br /&gt;
&lt;br /&gt;
:* Use the scroll wheel on your mouse.&lt;br /&gt;
&lt;br /&gt;
====Selecting and Moving Units====&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click a unit to select it''' – You can switch among your units freely during your turn. The dotted indicator in the image below indicates the current active unit, which is the last unit selected by the active player. The arrow is the selection arrow. The number is the unit’s remaining AP.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_016.jpg|none|border|500px|thumb|Selecting a unit]]&lt;br /&gt;
&lt;br /&gt;
* You can also select multiple units for a group-move. See [[#Group Movement|Group Movement]] for more information.&lt;br /&gt;
&lt;br /&gt;
* '''Right-Click to Move''' – Right-click on the blue blinking area to move the current active unit to the hex on which you clicked.&lt;br /&gt;
&lt;br /&gt;
:* '''Facing''': Move the cursor toward the edge of a hex to face the unit in that direction after it moves into the hex. The mouse cursor arrow shows you the facing the unit will have after it enters the hex you click on.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_05b.jpg|none|border|500px|thumb|Selecting a friendly unit]]&lt;br /&gt;
&lt;br /&gt;
:(Note that the movement facing arrow supersedes the unit selection arrow: left-clicking on a unit will still select it, if it is eligible to be selected).&lt;br /&gt;
&lt;br /&gt;
:* '''Cost to Move''': Each unit has a base AP cost to move. Terrain in the destination hex may increase the AP cost of the move. Moving backward imposes an additional +1 AP cost.&lt;br /&gt;
:* '''Bonus Moves''': Some fast units (vehicles) get one or more bonus moves after they take a move action. The word “BONUS” appears over a unit when it is taking a bonus move. You cannot fire or take other actions during a bonus move. Bonus moves for treaded vehicles may only be made into clear terrain that does not change height. Bonus moves for wheeled vehicles may only be made along roads. (See [[#Terrain|Terrain]]). If you need to, you can end a bonus move with the “Pass” button on the unit buttons bar (see [[#Unit Buttons|Unit Buttons]]), or by hitting &amp;lt;spacebar&amp;gt;.&lt;br /&gt;
:* '''No Stacking Limits''': There are no stacking limits in Conflict of Heroes – any number of units may share the same hex. However, note that a combat attack will affect every unit in the hex if it is targeted for attack. This should discourage players from stacking too many units in a hex.&lt;br /&gt;
&lt;br /&gt;
* Right-Click to Pivot – Right-click on the map outside of a blinking blue movement area to pivot the current active unit toward the hex on which you clicked. A pivot like this ends your turn and costs 1 AP.&lt;br /&gt;
&lt;br /&gt;
* '''Click “Pass” to Skip Turn''' – You can skip your turn instead of moving, firing, or taking other actions by passing.  If both players pass in sequence, the round ends.&lt;br /&gt;
&lt;br /&gt;
* '''Cycle Through Units with APs''' – Any side buttons on your mouse cycle through units with APs Remaining. The + and – keys will do this as well.&lt;br /&gt;
&lt;br /&gt;
====Attacking====&lt;br /&gt;
&lt;br /&gt;
*'''Hover Over Enemy to Target'''&lt;br /&gt;
&lt;br /&gt;
Move the mouse cursor over an enemy unit to get information about an attack against that unit. Crosshairs and dots indicate that the current active unit is able to attack the target: white dots indicate the attack is within short range; gray dots indicate that the attack would be made at long range, with a penalty.&lt;br /&gt;
&lt;br /&gt;
If you are unable to attack, the reason is shown at the top of the screen. If you are able to attack, the roll needed to hit (on two six-sided dice [2D6]) is shown at the top of the screen. Note: You may modify the roll needed to hit with up to 2 CAPs.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_018.jpg|none|border|500px|thumb|Targeting an enemy unit]]&lt;br /&gt;
&lt;br /&gt;
:*'''Arc of Fire'''&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_039.jpg|none|border|500px|thumb|The standard arc of fire]]&lt;br /&gt;
&lt;br /&gt;
:Some units, such as guns and infantry squads, may only fire in the direction they face i.e. their forward arc. Other units, such as tanks, can fire in any direction, though they pay an additional +1 AP cost to fire outside of their forward arc. (The forward arc is the arc of fire for each unit, even though for tanks it is really only their forward firing arc.)&lt;br /&gt;
&lt;br /&gt;
:Hexes are highlighted in light green if they are within the arc of fire of the current active unit (direct fire). Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_040b copy.jpg|none|border|500px|thumb|Direct and indirect fire (e.g. for turreted units)]]&lt;br /&gt;
&lt;br /&gt;
:*'''Line-of-Sight'''&lt;br /&gt;
:Units must have line-of-sight (LOS) to an enemy unit in order to attack it. (Exception: mortars - see the following sub-section.) LOS can be blocked by terrain and by smoke. A unit in a hex with an enemy unit has no LOS beyond that hex.  Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_019_alt.jpg|none|border|500px|thumb|Line-of-sight (LOS): light green hexes are in LOS, as are the three adjacent forward hexes (flashing blue in-game).  Dark green hexes are in LOS for at least one other friendly unit; shadowed hexes are in Fog-of-war, i.e. out of LOS for all friendly units.]]&lt;br /&gt;
&lt;br /&gt;
:*'''Mortar Units'''&lt;br /&gt;
&lt;br /&gt;
:Like infantry units, mortars may make direct attacks on units in their forward arc LOS. In addition, some mortar units can fire at targets they cannot see by firing indirectly using spotters. A mortar’s spotters are abstractly considered to be located in any hex within two hexes of the mortar unit, so long as it has LOS to the mortar unit. A mortar can make an indirect attack on any enemy in its forward arc that can’t be seen by the mortar but can be seen from one of its spotter hexes. (However, mortars also have minimum firing ranges; see [[#Range|Range]] below).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_020.jpg|none|border|500px|thumb|Firing with mortars: spotter hexes marked with white spots.  Light green and light crimson hexes in firing arc for mortar unit itself: light green in LOS to mortar unit itself and are direct attacks; light crimson in LOS to at least one spotter hex and are indirect attacks.]]&lt;br /&gt;
&lt;br /&gt;
:An indirect attack is made like a normal attack but costs additional APs, as indicated in parentheses below the normal attack cost on the mortar unit.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_021.jpg|none|border|500px|thumb|Mortar unit toolbar: direct attacks cost 3 AP; indirect attacks cost 4 AP.]]&lt;br /&gt;
&lt;br /&gt;
:Note that not all mortar units are capable of indirect fire.&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click on Enemy to Attack'''&lt;br /&gt;
&lt;br /&gt;
:*Attacks are made against every unit in the target hex, both friend and foe alike. The exception is units in close-combat (that is, in the same hex as their target enemy; see [[#Range|Range]]), which are not forced to attack friendly units in their hex.&lt;br /&gt;
&lt;br /&gt;
:*Stats and the Combat Roll: The strength of the attacker, i.e. the attack value, is  determined by the roll of two virtual six-sided dice [2D6] (or two real ones if using the Dice Camera). This die roll result is added to the firepower of the attacking unit, plus any relevant attack modifiers. The attack value is then compared to the strength of the targeted unit, i.e. the defense value. A unit’s defense value is the sum of its defense rating, plus any terrain modifiers present in the hex it occupies.&lt;br /&gt;
&lt;br /&gt;
:If the attack result equals or exceeds the defense result, the target is wounded, and takes on a randomly-determined “wounded condition” (see [[#Wounded Conditions|Wounded Conditions]]). If the attack result equals or exceeds the defense result by four or more, the target is destroyed outright. A unit that already has a wound condition that receives an additional wound is destroyed.&lt;br /&gt;
&lt;br /&gt;
:*Red vs. Blue Attack and Defense Values&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_022.jpg|none|border|500px|thumb|Attack values: red for rifles, explosives, and hand-to-hand, blue for shells, anti-tank, and armor-piercing rounds.]]&lt;br /&gt;
&lt;br /&gt;
:Each unit has a red and blue firepower. Red firepower is used against targets with red defense ratings and blue firepower is used against targets with blue defense ratings. Red firepower represents anti-personnel attacks or high-explosive munitions. Blue firepower represents anti-tank or armor-piercing rounds. Units with blue defense ratings are armored, whereas units with red defense ratings are unarmored.&lt;br /&gt;
&lt;br /&gt;
:Some field and anti-tank guns have a blue front defense rating and a red flank defense rating to model the large forward facing gun shield  (see the following sub-section).&lt;br /&gt;
&lt;br /&gt;
:*Flanking&lt;br /&gt;
&lt;br /&gt;
:Each unit has a separate forward and flank defense value. &lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_023.jpg|none|border|500px|thumb|Defense values: red for infantry personnel, blue for armor (large guns, tanks, etc.). Upper value is for flank defense, lower value is for forward defense.]]&lt;br /&gt;
&lt;br /&gt;
:Units that are attacked from a hex that is inside of their forward arc use their front defense rating to determine their defense value. Units that are attacked from a hex outside their forward arc use their flank defense rating to determine their defense value.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024.jpg|none|border|500px|thumb|If an attack comes from the defending unit's forward arc, use the forward defense value. If an attack comes from anywhere else, use the flank defense value.]]&lt;br /&gt;
&lt;br /&gt;
:Some units have one color for forward defense, and the other for flank defense.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024b.jpg|none|border|500px|thumb|Some units, like large guns, use a blue defense value for attacks from the forward arc (forward attacks), and a red defense value for attacks from the flank (flank attacks).]]&lt;br /&gt;
&lt;br /&gt;
:Units attacking a mixed unit from its forward arc use the attack value whose color matches the mixed unit’s forward defense color. Units attacking a mixed unit outside its forward arc use the attack value whose color matches the mixed unit’s flank defense color.  &lt;br /&gt;
&lt;br /&gt;
:Just remember always to use the matching color: red attack always matches red defense; blue attack always matches blue defense.&lt;br /&gt;
&lt;br /&gt;
:*'''Terrain''': Terrain modifies a target’s defense value (see [[#Terrain|Terrain]]).&lt;br /&gt;
&lt;br /&gt;
:*'''Vehicles as Cover''': Any infantry squad (rifles, pioneers, SMGs) in the same hex as a friendly vehicle (wheeled or tracked) receives a +1 bonus to their defense values. This does not apply to loaded units (see [[#Rallying, Loading, and Other Actions|Rallying, Loading, and Other Actions]]). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Range'''&lt;br /&gt;
&lt;br /&gt;
:* Each unit that can attack has a base attack range.&lt;br /&gt;
&lt;br /&gt;
:* Units can attack with no penalty up to their base attack range. Units can fire  out to twice their attack range, but then receive a -2 attack penalty to their attack value. Units cannot attack beyond twice their attack range.&lt;br /&gt;
&lt;br /&gt;
:* Some units, like mortars, also have a minimum attack range, which precedes their base attack range on their stats. For example, for a unit with a range of “3-18” 3 is the minimum attack range, 18 is the base attack range.&lt;br /&gt;
&lt;br /&gt;
:* For units with a minimum range, enemy units that are within this minimum range cannot be fired upon except in close combat.&lt;br /&gt;
&lt;br /&gt;
:* +3  for Close Range: Units receive a +3 attack bonus when firing at units in adjacent hexes.&lt;br /&gt;
&lt;br /&gt;
:* +4 or -2 for Close Combat: rifles, pioneers, SMGs, tanks, armored cars, and APCs receive a +4 attack bonus when firing at units in the same hex as themselves. MGs, guns, mortars, wagons, and trucks receive a -2 attack penalty in close combat.&lt;br /&gt;
&lt;br /&gt;
====Unit Tooltip Values====&lt;br /&gt;
The essential movement and combat values and costs are shown on the unit tooltip, in the following order:&lt;br /&gt;
&lt;br /&gt;
* AP remaining&lt;br /&gt;
* Firepower: soft (added to die roll)&lt;br /&gt;
* Firepower: armor (added to die roll)&lt;br /&gt;
* AP cost to fire&lt;br /&gt;
* Range&lt;br /&gt;
* Forward defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* Flank defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* AP cost to move&lt;br /&gt;
* Number of bonus moves&lt;br /&gt;
&lt;br /&gt;
A grey box behind the attack values indicates the unit receives the Close Combat -2 attack penalty.&lt;br /&gt;
&lt;br /&gt;
If a unit is wounded, you’ll see a hit counter at the end of the tooltip.&lt;br /&gt;
&lt;br /&gt;
====Hit Counters====&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_025.jpg|none|border|500px|thumb|Hit counters for damaged/wounded units.]]&lt;br /&gt;
&lt;br /&gt;
A unit that is damaged during an attack (but not destroyed outright) receives a hit counter. There are a variety of hit counters for foot and for vehicle type units. The hit counter is displayed over any damaged unit. The details of your hit counter are shown on the unit tooltip display of a damaged unit, including any modifiers to unit values, and the die roll needed to rally the unit. Hit counters can affect movement, attack, and defense.&lt;br /&gt;
&lt;br /&gt;
Note that the details of enemy hit counters will remain hidden to you, until the enemy unit takes an action involving a unit statistic that is modified by its hit counter. Before this occurs, you will be able to see that an enemy unit is damaged, but you will not be able to see the particular effects of its hit counter in the unit’s tooltip display.&lt;br /&gt;
&lt;br /&gt;
====Rallying, Hiding, and Other Unit Actions====&lt;br /&gt;
&lt;br /&gt;
'''Rallying'''&lt;br /&gt;
&lt;br /&gt;
Wounded units can be rallied using the “Rally” button (see [[#Unit Buttons|Unit Buttons]]). Rallying costs 5AP for all units. A successful rally attempt removes the wound condition from the unit. Not all wound conditions can be removed, and the difficulty of removing a wound condition varies with the type of condition. Units receive a bonus to their rally rolls when they are in terrain with a defense bonus, and/or when they are in the same hex as other friendly unwounded units. Units cannot rally when in the same hex as an enemy unit. Some wound conditions do not permit rallying.&lt;br /&gt;
&lt;br /&gt;
'''Hiding'''&lt;br /&gt;
&lt;br /&gt;
Units can hide using the “Hide” button (see [[#Unit Buttons|Unit Buttons]]). Units can only hide when they are out of line-of-sight (LOS) of all enemy units. A hidden unit in clear terrain is revealed only when an enemy unit that has LOS into the hidden unit’s hex moves within two hexes of it. A hidden unit in terrain that either has a defense bonus or provides cover is not revealed unless an enemy unit enters its hex. Some units enter the game hidden. Hidden units cannot be targeted; players may use the “Attack” button on the unit buttons bar to attack hexes where they suspect hidden units may be hiding.&lt;br /&gt;
&lt;br /&gt;
Hidden units may move while remaining hidden. It costs +3 APs to “hidden move” into a hex with terrain that provides cover. It costs +5 APs to “hidden move” into a hex with terrain that does not provide cover.&lt;br /&gt;
&lt;br /&gt;
A player’s own hidden units are shown marked with a symbol that looks like a tree. &lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_026.jpg|none|border|500px|thumb|Unhidden units contrasted with hidden units.]]&lt;br /&gt;
&lt;br /&gt;
Hidden enemy units are not visible to you, only to the owner of the units. &lt;br /&gt;
Ex: A German rifle squad moves back behind heavy woods, is out of the LOS of all enemy units, and disappears from the enemy’s view on the map. The German “Hides” the unit during his next turn. He then “hidden moves” this unit forward into the enemy’s LOS range, but still remains hidden from enemy view. &lt;br /&gt;
&lt;br /&gt;
'''Loading'''&lt;br /&gt;
&lt;br /&gt;
Units can be loaded (includes transporting foot units and towing guns) onto most vehicles such as tanks, trucks and wagons by using the “Load” button. They can be unloaded using the same button. (See [[#Unit Buttons|Unit Buttons]].) When a unit is loaded onto a vehicle, the two units are considered to be in group action together: if the units have different AP totals at the end of the turn the lower figure will be applied to both, and this will continue in each subsequent turn. (See [[#Group Actions|Group Actions]].) The AP cost to load and unload a unit is equal to the base movement cost of that unit, and is deducted from the group at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Guns and immobilized vehicles can also be loaded, in which case they are considered to be towed. Vehicles can generally carry one infantry squad, or they can tow one gun or immobilized friendly vehicle. Towed units remain in the same hex as the vehicle carrying them during movement.&lt;br /&gt;
&lt;br /&gt;
'''Other Actions'''&lt;br /&gt;
&lt;br /&gt;
Units can perform a few other actions as well, like attacking fortifications, laying smoke, digging hasty defenses, and entering and exiting buildings. See [[#Unit Buttons|Unit Buttons]]s for more details.&lt;br /&gt;
Unit Buttons&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit buttons bar. Unit buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
====Unit Action Buttons====&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit action buttons bar. Unit action buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_027.jpg|none|border|500px|thumb|The unit buttons bar.]]&lt;br /&gt;
&lt;br /&gt;
* '''Pass''' – Skips your turn. If both players skip their turn in sequence, the round ends.&lt;br /&gt;
* '''Pass Entire Turn''' – Skips all of your turns until the end of the round.&lt;br /&gt;
* '''Attack a Hex''' – Prompts you to choose a hex to attack. Use this button when you want to try and destroy military fortifications (like land mines or barbed wire) or to attack hexes in which you suspect a hidden enemy unit may be located.&lt;br /&gt;
* '''Smoke a Hex''' – Prompts you to choose a hex in which to place a smoke screen. Some units have the ability to place smoke at various ranges according to the firefight. (See '''Smoke Screen''' under [[#Fortifications and Obstacles|Fortifications and Obstacles]].)&lt;br /&gt;
* '''Rally''' – Spends 5 APs to attempt to rally a unit with a wound condition.&lt;br /&gt;
* '''Hide/Unhide''' – Hides and unhides the current active unit.&lt;br /&gt;
* '''Enter/Exit Structure''' – Use these buttons to enter structures located in the same hex as the current active unit, such as a bunker, trench, or house (see [[#Terrain|Terrain]] for more information on structures). Only certain types of units can enter a given type of structure. If a unit is inside a structure, the relevant Enter Structure button becomes an Exit Structure button. It typically costs 1 AP to enter or exit a structure.&lt;br /&gt;
* '''Hasty Defense''' – Non-vehicle units may construct a hasty defense, at the cost of 7 APs. This provides a +1 defense modifier to the unit. The defense lasts until the unit moves or pivots. Wounded units cannot build a hasty defense.&lt;br /&gt;
* '''Load/Unload Vehicle''' – Loads the current active unit onto a friendly vehicle that is in its hex. If there is more than one eligible vehicle, the user is prompted to choose a vehicle. The units are considered to be in group action together. If a vehicle is loaded, the Load button becomes the Unload button and takes a loaded unit off of the vehicle that is transporting or towing it.&lt;br /&gt;
&lt;br /&gt;
====Group Actions====&lt;br /&gt;
&lt;br /&gt;
Players can form a group of units for attack and movement purposes, lasting until the end of the round. Units formed into a group can perform actions together that cannot be interrupted by the enemy player. For instance, four units may be formed into a group and each of these units may be moved during a single turn; and, once grouped, they must move during the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Creating groups''': SHIFT + left-click to add to group. It costs no AP to do this.&lt;br /&gt;
&lt;br /&gt;
* '''Contiguous units''': Only contiguous collections of units may be formed into a group – that is, a unit may be added to a group only if it is in the same hex as a member of the group, or an adjacent one. All units in a group then move together before the end of a turn.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_028.jpg|none|border|500px|thumb|Units ready to be grouped]]&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_029.jpg|none|border|500px|thumb|Grouped units; the left-most unit is the current active unit.]]&lt;br /&gt;
&lt;br /&gt;
* '''Disband groups''': Disband a group by left-clicking to select another unit outside the group without holding the &amp;lt;Shift&amp;gt; key, or by pressing the &amp;lt;Escape&amp;gt; key. It costs no AP to disband a group. Groups disband at the end of each round. Loaded units remain loaded until they are unloaded, however.) &lt;br /&gt;
&lt;br /&gt;
* '''Group firing''': The current active unit is considered the “fire-leader” and the target of the attack must be a unit on which the fire-leader can make an attack. All units in the group contiguous with the fire-leader with line of sight to the target and enough APs to fire will contribute +1 to the attack.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_030.jpg|none|border|500px|thumb|Grouped units; the middle unit highlighted in grey has finished moving, but is still part of the group. The second from left highlighted in yellow is the current active unit, and hence is the fire-leader. The group may only fire on units in LOS of the fire-leader, and direct and indirect attacks are based on the fire-leader's position.]]&lt;br /&gt;
&lt;br /&gt;
* Remember that all units in a group move together before the end of the turn. &lt;br /&gt;
&lt;br /&gt;
* CAPs can be added to groups to increase the APs of every member of the group. Important: these APs will be lost if the group is disbanded.&lt;br /&gt;
&lt;br /&gt;
* Groups may also perform other actions together, such as group-rallying or group-hasty entrenchment. Every member that has sufficient APs remaining to perform the indicated action will attempt to do so. Note that once a group moves, none of the units in the group may rally.&lt;br /&gt;
&lt;br /&gt;
* At the end of a turn, all units in a group move have APs reduced  to the lowest AP value of any unit in the group (i.e., the weakest link). A group travels only as far as its slowest member. Ex: A HMG team with 2 APs remaining after a group move is grouped with a Rifle team with 4 APs remaining.  The Rifle team’s APs are reduced to 2 APs at the end of the move to match the lowest remaining APs in the group.&lt;br /&gt;
&lt;br /&gt;
====Command Action Points (CAPs)====&lt;br /&gt;
&lt;br /&gt;
Command Action Points represent the influence of commanders on the battlefield action. Each player has a pool of CAPs independent of any particular unit. These CAPs can be transferred to units and converted into APs for the current active unit. They can also be used for increasing the odds of performing some attack or other action (up to +2 to attack rolls and rally rolls).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_031.jpg|none|border|500px|thumb|The CAPs buttons]]&lt;br /&gt;
&lt;br /&gt;
Use CAPs to get a roll bonus of up to +2 for attack rolls and rally rolls.&lt;br /&gt;
&lt;br /&gt;
Players receive a certain number of CAPs each round according to the specifications of the firefight. CAPs are replenished at the beginning of the next round. CAPs cannot be saved from one round to the next. A player’s CAP allotment decreases by 1 from the base amount for every unit on that is destroyed in a firefight. (For example, if you have had two of your units destroyed, then you receive two fewer CAPs at the start of each round.)&lt;br /&gt;
&lt;br /&gt;
====Terrain====&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Basic Terrain&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
The width of a hex represents roughly 40-50 meters of ground. Each hex has a basic terrain type, which modifies movement AP costs for different types of movement, and adds defense modifiers for units in that hex. Some hexes also act as cover and units may stay hidden or be allowed to hidein these hexes (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a hex to see the terrain type displayed at the bottom of the screen, along with any relevant modifiers.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_032.jpg|none|border|500px|thumb|Viewing terrain info and modifiers. The +1 defense is added to the defense value of units in the hex. (Or, subtracting it from the attack value of a unit attacking that hex would provide the same result.)]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Terrain Movement Cost (in APs) and Defense Modifiers'''&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Terrain||Infantry Cost||Wheel Cost||Track Cost||Defense Modifier||Cover for Hiding&lt;br /&gt;
|-&lt;br /&gt;
|'''Clear'''*||0||0||0||0||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Water'''||+4||N/A||N/A||-1||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Marsh'''||+2||N/A||+2**||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Woods'''||+1||N/A||+2||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Light Woods'''||0||2||+1||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Wood)'''||+1||N/A||+2||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Stone)'''||+1||N/A||+3**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Wood)'''||+2||N/A||+3||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Stone)'''||+2||N/A||+4**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Wheat'''||0||0||0||0||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Corn'''||+1||0||0||0||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Includes all low-level, solid-ground terrain types such as Dirt, Sand, Grass, etc.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;**Units of the indicated type have a chance to become immobilized upon entering a hex with this terrain type.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Roads'''&lt;br /&gt;
&lt;br /&gt;
Roads permit more rapid movement. Terrain movement costs are ignored when moving along roads.&lt;br /&gt;
&lt;br /&gt;
'''Walls'''&lt;br /&gt;
&lt;br /&gt;
Walls protect units. Units in the same hex as a wall receive a +1 defense bonus from attacks crossing over the wall hex side. Wheeled units may not cross walls; tracked units may cross them but at a +1 cost to movement.&lt;br /&gt;
&lt;br /&gt;
'''Height'''&lt;br /&gt;
&lt;br /&gt;
Some hexes have different elevation, or height. Moving up each level of height costs +1AP; vehicles may only move up one level of height per turn. It costs nothing to move down levels of height.&lt;br /&gt;
&lt;br /&gt;
Units at a higher elevation attacked by the enemy units at a lower elevation receive a +1 defense bonus. Units at a higher elevation firing at enemy units on a lower elevation receive a +1 Firepower bonus. Multiple levels of elevation do not improve these modifiers; they are always +1. &lt;br /&gt;
&lt;br /&gt;
Height also causes a plateau effect, cutting the LOS of units that are not close to the  height edge. The further from the edge of a height level, the less the unit can see to lower levels and vice versa. This plateau effect can be improved or worsened depending on the height level, the covering terrain, and the distance of attacking and defending units from the height edge.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_033.jpg|none|border|500px|thumb|Heights.]]&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Fortifications and Obstacles&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
Fortifications and obstacles represent man-made modifications to a location. Hexes may have one or more terrain features in them. Some of these features are directional, while others have the same effect regardless of the direction of movement or attack.&lt;br /&gt;
&lt;br /&gt;
You can attempt to destroy fortifications and obstacles by using the “Attack” button on the unit buttons bar (see [[#Unit Buttons|Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a fortification or obstacle to see its type displayed at the bottom of the screen, along with any relevant modifiers, just as with basic terrain. &lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_034.jpg|none|border|500px|thumb|Viewing fortification/obstacle modifiers and terrain info.]]&lt;br /&gt;
&lt;br /&gt;
* '''Bunkers''': &lt;br /&gt;
&lt;br /&gt;
:* Wood Bunker&lt;br /&gt;
:*(Regular) Bunker&lt;br /&gt;
:* Heavy Bunker&lt;br /&gt;
&lt;br /&gt;
Wood, regular, and heavy bunkers all share the same rules but provide different defensive bonuses. Infantry squads and guns may enter a bunker. A unit in the bunker can only assume the facing of the bunker unit.&lt;br /&gt;
&lt;br /&gt;
: '''Wood Bunker''': +4 defense front, +1 defense flank&lt;br /&gt;
: '''Bunker''': +5 defense front, +2 defense flank&lt;br /&gt;
: '''Heavy Bunker''': +6 defense front, +3 defense flank&lt;br /&gt;
&lt;br /&gt;
* '''Gun Pits'''&lt;br /&gt;
&lt;br /&gt;
Only guns may enter a gun pit structure. The pit provides units inside of it with a +3 defense modifier against attacks that come from the pit’s forward arc, regardless of the direction the units are facing.&lt;br /&gt;
&lt;br /&gt;
* '''Barbed Wire'''&lt;br /&gt;
&lt;br /&gt;
Barbed wire costs 4 additional APs for infantry units to enter, and 2 additional APs for tracked units. Wheeled units cannot enter a barbed wire hex. Barbed wire is destroyed when a tracked unit enters it.&lt;br /&gt;
&lt;br /&gt;
* '''Trenches'''&lt;br /&gt;
&lt;br /&gt;
Only infantry squads can enter trenches. Units in a trench receive a +2 defense modifier.&lt;br /&gt;
&lt;br /&gt;
* '''Roadblocks'''&lt;br /&gt;
&lt;br /&gt;
Wheeled vehicles cannot enter a hex with a roadblock. Tracked vehicles pay an additional 4 APs to enter a roadblock hex. Roadblocks do not affect foot movement.&lt;br /&gt;
&lt;br /&gt;
* '''Land Mines'''&lt;br /&gt;
&lt;br /&gt;
There are three types of land mines: foot mines, vehicle mines, and mixed foot-vehicle mines. A mine makes an attack against the flank of any unit of the appropriate type that enters the hex containing the mine. Mines laid by enemies are generally hidden until you discover them.&lt;br /&gt;
&lt;br /&gt;
* '''Smoke Screen''' &lt;br /&gt;
&lt;br /&gt;
Smoke has levels: newly laid smoke is Level 2 smoke. Level 2 smoke blocks LOS through the smoke-hex, and provides a +2 defensive bonus for targeted units within the smoke hex and to those units targeted by fire originating from the smoke hex . At the end of the round, Level 2 smoke becomes Level 1 smoke.&lt;br /&gt;
&lt;br /&gt;
Level 1 smoke allows LOS to pass through it, and provides a +1 defense bonus for all attacks on the unit into, out of, and through the smoke.&lt;br /&gt;
&lt;br /&gt;
The effects of multiple smoke screens in the same hex are cumulative.&lt;br /&gt;
&lt;br /&gt;
====Special Actions====&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_035_actual.jpg|none|border|500px|thumb|Special actions]]&lt;br /&gt;
&lt;br /&gt;
Special Actions represent the influence of battlefield commanders, additional battlefield resources, or simply bad luck. Players play a Special Action as their only action for a turn, instead of selecting and using a unit.&lt;br /&gt;
&lt;br /&gt;
Some special actions have an additional CAP or AP cost. Most special actions are performed as a single action, and thus cannot be combined with another action, such as moving a unit or firing, on the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Command Action''' – Allows any unit to take one action at no cost.&lt;br /&gt;
* '''Defuse Land Mine''' – Remove one visible land mine, in a hex adjacent to a unit you control.&lt;br /&gt;
* '''Plus 1D6 APs''' – Current moving unit gains 1-6 random APs.&lt;br /&gt;
* '''Hasty Defense''' – Select a unit to gain a hasty defense.&lt;br /&gt;
* '''Rally Attempt''' – Allows the selected wounded unit to make a free rally attempt.&lt;br /&gt;
* '''Sniper''' – Causes the enemy to lose a random amount of Command Action Points.&lt;br /&gt;
* '''Reveal Hidden''' – Discloses hidden enemy units, within two hexes of a selected friendly unit.&lt;br /&gt;
* '''Stop Vehicle''' – Prevents a selected enemy vehicle from taking move actions this turn.&lt;br /&gt;
* '''Lay Land Mine''' – Adds a land mine adjacent to a selected friendly unit that is not in close combat with the enemy.&lt;br /&gt;
* '''Dual Attack''' – Forces the enemy player to skip the next two turns.&lt;br /&gt;
* '''Mark as Used''' – Removes all Action Points from a selected enemy unit.&lt;br /&gt;
* '''Auto-Rally''' – Automatically rallies a selected wounded unit.&lt;br /&gt;
&lt;br /&gt;
====Unit Quality====&lt;br /&gt;
&lt;br /&gt;
Units in Conflict of Heroes have a Quality rating that modifies the base attributes of the unit. The effects of a quality rating differ among infantry and vehicle type units. The quality of a unit is shown in the unit information area in the bottom left part of the screen when a unit is selected.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_036.jpg|none|border|500px|thumb|Unit quality]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Infantry Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Green'''||-1||-1||-1||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+1||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Vehicle Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||-2||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+2||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*No unit can have its attack cost modified below 2.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that there is no Green quality modifier for vehicles.&lt;br /&gt;
&lt;br /&gt;
====Keyboard Shortcuts====&lt;br /&gt;
&lt;br /&gt;
Spacebar    Pass turn / end bonus move&lt;br /&gt;
PrintScreen    Save copy of current screen to:&lt;br /&gt;
&lt;br /&gt;
(My)Documents/Western Civilization Software/Conflict of Heroes Awakening the Bear/Screenshot&lt;br /&gt;
&lt;br /&gt;
Shift-PrtScrn    Save higher quality screenshot to same location as above&lt;br /&gt;
&lt;br /&gt;
Escape            Deselect all units&lt;br /&gt;
Enter               Enter/exit chat mode in TCP/IP games&lt;br /&gt;
Tab                 Move camera to view currently moving unit&lt;br /&gt;
+ / -                Cycle between units with APs remaining&lt;br /&gt;
V                    Toggle view units&lt;br /&gt;
T                    Toggles terrain&lt;br /&gt;
C                    Converts CAPs to APs&lt;br /&gt;
B                    Converts CAPs to Roll Bonus&lt;br /&gt;
F                    Enter Fire (Attack Hex) Mode&lt;br /&gt;
N                   Toggle display of unit abbreviations over unit icons&lt;br /&gt;
I                    Toggle display of interface&lt;br /&gt;
A-W-D-S     These four keys move the camera left, forward, right, and backward.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=379</id>
		<title>Game Instructions</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=379"/>
		<updated>2012-05-31T16:39:50Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: /* Rallying, Hiding, and Other Unit Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Main Menu==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_009.jpg|none|border|500px|thumb|The main menu]]&lt;br /&gt;
&lt;br /&gt;
* Play Game – There are several kinds of firefights from which to choose:&lt;br /&gt;
&lt;br /&gt;
:* Awakening the Bear Firefights – Firefights from the board game version of Conflict of Heroes – Awakening the Bear&lt;br /&gt;
&lt;br /&gt;
:* Frontier Firefights – Firefights set in Ukraine during Operation Barbarossa&lt;br /&gt;
&lt;br /&gt;
:* The Commanding Heights – A series of related firefights set in the Crimean Peninsula, each of which uses a different portion of one large map&lt;br /&gt;
&lt;br /&gt;
:* Point Buy Firefights – A collection of maps for quick pick-up games or skirmish-style firefights&lt;br /&gt;
&lt;br /&gt;
:* Additional Firefights – A list of firefights stored in your (My)Documents\Western Civilization Software\Conflict of Heroes -Awakening the Bear\Data\Scenarios folder. Put fan-created and modded firefights here and play them with this option.&lt;br /&gt;
&lt;br /&gt;
* Load Game – Loads a save game from a file. By default, saved games are loaded from the directory (My) Documents\Western Civilization Software\Conflict of Heroes – Awakening the Bear\Save.&lt;br /&gt;
&lt;br /&gt;
* Multiplayer Lobby Game – Allows you to enter the Multiplayer Lobby and Forum to meet other players, issue and accept challenges, discuss scheduling and host and join multiplayer games. See the [[Multiplayer Lobby Games]] section below for more information.&lt;br /&gt;
&lt;br /&gt;
* Local Network Game – Allows you to join a game on your local network, without connecting to the multiplayer forum or lobby. A game must first be setup and hosted before you can join it. Please see the [[#Local Network Games|Local Network Games]] section for more information.&lt;br /&gt;
&lt;br /&gt;
* Rule Options – Rule Options affect the way the game is played. Options cannot be changed during a game. This includes saved games: if you save a game with a certain set of options, change your options for another game, then load the saved game later, your options will revert to the set from the saved game. Click the option to change the setting: “Yes” for on, “No” for off.&lt;br /&gt;
&lt;br /&gt;
:* Fog of War – If fog-of-war is turned on, players cannot see hexes that are outside of the line-of-sight of their units.&lt;br /&gt;
&lt;br /&gt;
:* Variable Action Points – Instead of receiving the standard 7 APs per unit at the beginning of a round, a player may receive variable action points instead. The player may choose from two variable action point options:&lt;br /&gt;
&lt;br /&gt;
::+ 2D6: the sum of two (virtual) six-sided die rolls, or&lt;br /&gt;
::+ 3D6 High-Low: the sum of the highest and lowest die rolls on three (virtual) six-sided dice. This gives less volatile results.&lt;br /&gt;
&lt;br /&gt;
If the Dice Camera is turned on, the player makes these rolls himself. (See the Dice Camera document for details.)&lt;br /&gt;
&lt;br /&gt;
:* Difficulty Level – To increase the challenge of playing against computer-controlled opponents, increase the difficulty level. At higher difficulty levels, the computer opponent receives a variety of material advantages. See the FAQ document for details.&lt;br /&gt;
&lt;br /&gt;
:* Foot Unit Cautious Movement – If foot unit cautious movement is turned on, any infantry squad unit that makes a normal move into a hex that lacks a defense bonus suffers a -1 defense modifier, during the opponent’s turn. To avoid this penalty, units can spend extra AP to move cautiously. To move cautiously, hold down the CTRL key while right-clicking when issuing a move order. This adds +1 to the AP cost for each move. (See below for rules on [[#Selecting and Moving Units|movement]] and [[#Attacking|combat]].)&lt;br /&gt;
&lt;br /&gt;
:* Random Quality – If this option is turned on, units that would otherwise start with Regular quality level instead have their quality level randomized. (See [[#Unit Quality|Unit Quality]] for more information.)&lt;br /&gt;
&lt;br /&gt;
* System Preferences – Used to control video, gameplay, and audio options. Preferences can also be changed in-game and unlike rule options are not part of the game file. Some video preferences will not take effect until the game is restarted.&lt;br /&gt;
&lt;br /&gt;
* Game News – Find out about what’s going on with Conflict of Heroes updates, expansions, new firefights, and related products. (You can also receive information about game news by visiting www.matrixgames.com/forums/tt.asp?forumid=1040.)&lt;br /&gt;
&lt;br /&gt;
* Upload Game Results – Help Western Civilization Software balance and improve the difficulty of Conflict of Heroes firefights by uploading the results of the games you have completed so far (or since the last time you uploaded game results). When you select this menu option, the results of games you played against the AI are uploaded to our FTP. No personal information is transmitted.&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_010.jpg|none|border|500px|thumb|Setting up a game after selecting a scenario]]&lt;br /&gt;
&lt;br /&gt;
* Human / Computer Player Buttons – Use these buttons to determine whether the Germans or Russians will be controlled by the human player, or by the computer. You can set both players to “human” in order to play a hot-seat game.&lt;br /&gt;
&lt;br /&gt;
* Human-Preferred Side – Some firefights have a “human-preferred” side, indicating that the firefight has been designed and balanced with the intention that the human player should play the indicated side. You are allowed to play the non-human-preferred side in a firefight if you choose, but you might then find the firefight somewhat unchallenging.&lt;br /&gt;
&lt;br /&gt;
* Server Setup – Use this to open the Server Setup Screen in order to host this game over TCP/IP or LAN. (See the [[#Local Network Games|Local Network Games]] section.)&lt;br /&gt;
&lt;br /&gt;
==Planning Phase==&lt;br /&gt;
&lt;br /&gt;
When you start a new game, before most of the movement and firing begins, you may be asked to do some game setup or round-planning, such as planning artillery strikes, placing objects like barbed wire or land mines, or positioning reinforcements for the turn. This can sometimes take place before the first round of combat.&lt;br /&gt;
&lt;br /&gt;
'''Artillery Strikes and Laying Down Smoke'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_011.jpg|none|border|500px|thumb|Assigning an artillery strike to a hex]]&lt;br /&gt;
&lt;br /&gt;
To plan an artillery strike, click on a highlighted area on the map with the right mouse button during the planning phase. Sometimes you may be prompted to plan more than one artillery strike at a time. Artillery strikes affect the hex on which you click and all six adjacent hexes, attacking friend and foe alike. Usually artillery strike planning is for a strike that will occur at the beginning of the following turn, but sometimes you will be prompted to plan for strikes in even later turns.&lt;br /&gt;
&lt;br /&gt;
Right-click on a hex in the area indicated by the blinking blue highlight to place an artillery strike. Click the “Done” button when you are finished. Sometimes you will be able to place artillery strikes anywhere on the map, but other times will be limited as to where strikes may be placed.&lt;br /&gt;
&lt;br /&gt;
In certain firefights, some artillery strikes have a chance of delay. If a delay occurs, the strike will not happen during the round for which it was planned, but will be delayed one or more rounds.&lt;br /&gt;
&lt;br /&gt;
In some firefights, some artillery strikes deliver smoke instead of high explosive (HE) attacks, and for some strikes you will have the option of deciding whether the strike will deliver smoke or an attack.&lt;br /&gt;
&lt;br /&gt;
You can undo an artillery strike (whether HE or smoke) you have placed by clicking on the hex of a planned strike.&lt;br /&gt;
&lt;br /&gt;
'''Reinforcements'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_012.jpg|none|border|500px|thumb|Placing reinforcements (available hexes are highlighted)]]&lt;br /&gt;
&lt;br /&gt;
Reinforcements enter the game before the start of a round. These rounds vary from firefight to firefight. The zone in which a reinforcement may enter is indicated by a blinking blue highlight. Right-click on a hex in the highlighted zone to place a unit for reinforcements, keeping an eye on the mouse cursor arrow to control the facing of the new unit. You can choose which reinforcing unit is to be placed next by clicking on the unit’s button to the left.&lt;br /&gt;
&lt;br /&gt;
Reinforcements may enter the game loaded onto a vehicle. When placing a reinforcement, left-click on a vehicle located in the reinforcement zone to load the reinforcement onto the vehicle. This will not work if the rules do not allow the unit to be loaded onto the vehicle. (See [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]] for details on loading.)&lt;br /&gt;
&lt;br /&gt;
'''Fortifications and Obstacles'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_013.jpg|none|border|500px|thumb|Placing a fortification/obstacle (barbed wire)]]&lt;br /&gt;
&lt;br /&gt;
Right-click to place military fortifications and obstacles, such as barbed wire, mine fields and bunkers, on the map. Information about your placement appears at the upper left of the screen. You may undo placements with the “Undo” button. Press “Done” when you are finished placing terrain features.&lt;br /&gt;
&lt;br /&gt;
'''Hiding Units'''&lt;br /&gt;
&lt;br /&gt;
Some firefights also ask you to place hidden units, which then enter the game hidden (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]). If Fog of War is enabled, units that are not within the line of sight of any friendly units will not be seen, but they do not gain Hidden status simply by being out of sight.&lt;br /&gt;
&lt;br /&gt;
'''Point Buy Games'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_014.jpg|none|border|500px|thumb|Buying units with points in a point buy firefight]]&lt;br /&gt;
&lt;br /&gt;
Some firefights allow one or both of the players to requisition units at the start of the firefight. Players are given a certain number of points to spend requisitioning units. The types and numbers of units available for requisition are determined by the firefight. Units that are requisitioned enter the firefight as reinforcements on the first turn.&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_015.jpg|none|border|500px|thumb|Main screen elements]]&lt;br /&gt;
&lt;br /&gt;
====Main Screen Information====&lt;br /&gt;
&lt;br /&gt;
* '''Game Menu'''&lt;br /&gt;
&lt;br /&gt;
Mouse over each button for its label and settings.&lt;br /&gt;
&lt;br /&gt;
:* '''Hide Game Menu''' – Hides the Game Menu.&lt;br /&gt;
:* '''Game History''' – A display of the last several hundred lines from the game report.&lt;br /&gt;
:* '''Combat Statistics''' – A report on unit destruction.&lt;br /&gt;
:* '''Save Game''' – Saves the game.&lt;br /&gt;
:* '''Open Game''' – Opens a saved game.&lt;br /&gt;
:* '''Preferences''' – Opens a display allowing you to adjust video, audio, and gameplay preferences.&lt;br /&gt;
:* '''Camera Control''' – Switches the game camera between normal and top-down modes. Note that the camera maintains its position in each mode independently of the other.&lt;br /&gt;
:* '''Dice Camera''' – Toggles use of the Dice Camera, allowing you to use a webcam and a pair of six-sided dice to roll your own combat results (see the Dice Camera document).&lt;br /&gt;
:* '''2D Chit / 3D Unit View''' – Switches the game between displaying units as 2D Chits and animated 3D Units.&lt;br /&gt;
:* '''Briefing Map''' – Shows the briefing map for this firefight, including deployment areas, objectives and reinforcements.&lt;br /&gt;
:* '''Help''' – Opens in-game help files.&lt;br /&gt;
:* '''Exit''' – Exits back to the main menu.&lt;br /&gt;
&lt;br /&gt;
* '''Score''' – Shows the current Russian and German score.&lt;br /&gt;
&lt;br /&gt;
* '''Commander and Firefight Orders''' – Click on the commander mug shot to open a description of your orders for this firefight.&lt;br /&gt;
&lt;br /&gt;
* '''Turn Clock(s)''' – The clocks show how many rounds are in the firefight altogether, and how many rounds have passed so far. Reinforcement arrivals and artillery support are shown on each turn clock, with an icon that shows the side which receives them.&lt;br /&gt;
&lt;br /&gt;
* '''Active player icon''' – Displays the icon of the active human player. If the active player is computer-controlled, the icon is shown grayed-out.&lt;br /&gt;
&lt;br /&gt;
* '''CAPs Remaining''' – Shows CAPs (Command Action Points) remaining for the current human player (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''CAP Conversions''' – These buttons allow you to convert CAPs to APs, and to raise or lower roll bonuses (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''Special Actions''' – Images to the left show the special actions you can take on your turn. Mouse over each for more information; left-click to select one (see [[#Special Actions|Special Actions]]).&lt;br /&gt;
&lt;br /&gt;
* '''Unit Buttons''' – Use these buttons to allow the selected unit to perform more detailed commands (see [[#Unit Buttons|Unit Buttons]]).&lt;br /&gt;
&lt;br /&gt;
* '''Game Report''' – Displays a summary of the last few actions that happened in the game. Use the toggle button above the report area to hide this display. You can open and close the Game Report using the toggle button in the lower left-hand corner of the screen.&lt;br /&gt;
&lt;br /&gt;
Moving the cursor around will show you the following:&lt;br /&gt;
&lt;br /&gt;
* '''Unit Tooltip''' – Shows basic information about either the unit last selected or the unit under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
* '''Terrain Information''' – Shows information about the terrain in the hex under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
====Camera Controls====&lt;br /&gt;
&lt;br /&gt;
* '''To scroll across the map''':&lt;br /&gt;
&lt;br /&gt;
:* Move the mouse cursor to the edge of the screen, or:&lt;br /&gt;
:* Left-click on the map surface and drag.&lt;br /&gt;
&lt;br /&gt;
* '''To change the camera angle''':&lt;br /&gt;
&lt;br /&gt;
:* Right-click on the map surface and drag the mouse.  Dragging the mouse left-right rotates the camera.  Dragging the mouse up-down tilts the camera.&lt;br /&gt;
:* CTRL + mouse wheel rotates the camera.&lt;br /&gt;
:* ALT + mouse wheel tilts the camera.&lt;br /&gt;
:* SHIFT + mouse wheel changes the camera height.&lt;br /&gt;
:* Note that using the mouse wheel without CTRL / ALT / SHIFT will reset the camera to the default height/angle setup.&lt;br /&gt;
:* You can also use the &amp;lt;Page Up&amp;gt; and &amp;lt;Page Down&amp;gt; keys to adjust the camera: these two keys work with CTRL, ALT, and SHIFT in the same manner as described for the mouse wheel.&lt;br /&gt;
&lt;br /&gt;
* '''To zoom in and out''':&lt;br /&gt;
&lt;br /&gt;
:* Use the scroll wheel on your mouse.&lt;br /&gt;
&lt;br /&gt;
====Selecting and Moving Units====&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click a unit to select it''' – You can switch among your units freely during your turn. The dotted indicator in the image below indicates the current active unit, which is the last unit selected by the active player. The arrow is the selection arrow. The number is the unit’s remaining AP.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_016.jpg|none|border|500px|thumb|Selecting a unit]]&lt;br /&gt;
&lt;br /&gt;
* You can also select multiple units for a group-move. See [[#Group Movement|Group Movement]] for more information.&lt;br /&gt;
&lt;br /&gt;
* '''Right-Click to Move''' – Right-click on the blue blinking area to move the current active unit to the hex on which you clicked.&lt;br /&gt;
&lt;br /&gt;
:* '''Facing''': Move the cursor toward the edge of a hex to face the unit in that direction after it moves into the hex. The mouse cursor arrow shows you the facing the unit will have after it enters the hex you click on.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_05b.jpg|none|border|500px|thumb|Selecting a friendly unit]]&lt;br /&gt;
&lt;br /&gt;
:(Note that the movement facing arrow supersedes the unit selection arrow: left-clicking on a unit will still select it, if it is eligible to be selected).&lt;br /&gt;
&lt;br /&gt;
:* '''Cost to Move''': Each unit has a base AP cost to move. Terrain in the destination hex may increase the AP cost of the move. Moving backward imposes an additional +1 AP cost.&lt;br /&gt;
:* '''Bonus Moves''': Some fast units (vehicles) get one or more bonus moves after they take a move action. The word “BONUS” appears over a unit when it is taking a bonus move. You cannot fire or take other actions during a bonus move. Bonus moves for treaded vehicles may only be made into clear terrain that does not change height. Bonus moves for wheeled vehicles may only be made along roads. (See [[#Terrain|Terrain]]). If you need to, you can end a bonus move with the “Pass” button on the unit buttons bar (see [[#Unit Buttons|Unit Buttons]]), or by hitting &amp;lt;spacebar&amp;gt;.&lt;br /&gt;
:* '''No Stacking Limits''': There are no stacking limits in Conflict of Heroes – any number of units may share the same hex. However, note that a combat attack will affect every unit in the hex if it is targeted for attack. This should discourage players from stacking too many units in a hex.&lt;br /&gt;
&lt;br /&gt;
* Right-Click to Pivot – Right-click on the map outside of a blinking blue movement area to pivot the current active unit toward the hex on which you clicked. A pivot like this ends your turn and costs 1 AP.&lt;br /&gt;
&lt;br /&gt;
* '''Click “Pass” to Skip Turn''' – You can skip your turn instead of moving, firing, or taking other actions by passing.  If both players pass in sequence, the round ends.&lt;br /&gt;
&lt;br /&gt;
* '''Cycle Through Units with APs''' – Any side buttons on your mouse cycle through units with APs Remaining. The + and – keys will do this as well.&lt;br /&gt;
&lt;br /&gt;
====Attacking====&lt;br /&gt;
&lt;br /&gt;
*'''Hover Over Enemy to Target'''&lt;br /&gt;
&lt;br /&gt;
Move the mouse cursor over an enemy unit to get information about an attack against that unit. Crosshairs and dots indicate that the current active unit is able to attack the target: white dots indicate the attack is within short range; gray dots indicate that the attack would be made at long range, with a penalty.&lt;br /&gt;
&lt;br /&gt;
If you are unable to attack, the reason is shown at the top of the screen. If you are able to attack, the roll needed to hit (on two six-sided dice [2D6]) is shown at the top of the screen. Note: You may modify the roll needed to hit with up to 2 CAPs.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_018.jpg|none|border|500px|thumb|Targeting an enemy unit]]&lt;br /&gt;
&lt;br /&gt;
:*'''Arc of Fire'''&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_039.jpg|none|border|500px|thumb|The standard arc of fire]]&lt;br /&gt;
&lt;br /&gt;
:Some units, such as guns and infantry squads, may only fire in the direction they face i.e. their forward arc. Other units, such as tanks, can fire in any direction, though they pay an additional +1 AP cost to fire outside of their forward arc. (The forward arc is the arc of fire for each unit, even though for tanks it is really only their forward firing arc.)&lt;br /&gt;
&lt;br /&gt;
:Hexes are highlighted in light green if they are within the arc of fire of the current active unit (direct fire). Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_040b copy.jpg|none|border|500px|thumb|Direct and indirect fire (e.g. for turreted units)]]&lt;br /&gt;
&lt;br /&gt;
:*'''Line-of-Sight'''&lt;br /&gt;
:Units must have line-of-sight (LOS) to an enemy unit in order to attack it. (Exception: mortars - see the following sub-section.) LOS can be blocked by terrain and by smoke. A unit in a hex with an enemy unit has no LOS beyond that hex.  Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_019_alt.jpg|none|border|500px|thumb|Line-of-sight (LOS): light green hexes are in LOS, as are the three adjacent forward hexes (flashing blue in-game).  Dark green hexes are in LOS for at least one other friendly unit; shadowed hexes are in Fog-of-war, i.e. out of LOS for all friendly units.]]&lt;br /&gt;
&lt;br /&gt;
:*'''Mortar Units'''&lt;br /&gt;
&lt;br /&gt;
:Like infantry units, mortars may make direct attacks on units in their forward arc LOS. In addition, some mortar units can fire at targets they cannot see by firing indirectly using spotters. A mortar’s spotters are abstractly considered to be located in any hex within two hexes of the mortar unit, so long as it has LOS to the mortar unit. A mortar can make an indirect attack on any enemy in its forward arc that can’t be seen by the mortar but can be seen from one of its spotter hexes. (However, mortars also have minimum firing ranges; see [[#Range|Range]] below).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_020.jpg|none|border|500px|thumb|Firing with mortars: spotter hexes marked with white spots.  Light green and light crimson hexes in firing arc for mortar unit itself: light green in LOS to mortar unit itself and are direct attacks; light crimson in LOS to at least one spotter hex and are indirect attacks.]]&lt;br /&gt;
&lt;br /&gt;
:An indirect attack is made like a normal attack but costs additional APs, as indicated in parentheses below the normal attack cost on the mortar unit.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_021.jpg|none|border|500px|thumb|Mortar unit toolbar: direct attacks cost 3 AP; indirect attacks cost 4 AP.]]&lt;br /&gt;
&lt;br /&gt;
:Note that not all mortar units are capable of indirect fire.&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click on Enemy to Attack'''&lt;br /&gt;
&lt;br /&gt;
:*Attacks are made against every unit in the target hex, both friend and foe alike. The exception is units in close-combat (that is, in the same hex as their target enemy; see [[#Range|Range]]), which are not forced to attack friendly units in their hex.&lt;br /&gt;
&lt;br /&gt;
:*Stats and the Combat Roll: The strength of the attacker, i.e. the attack value, is  determined by the roll of two virtual six-sided dice [2D6] (or two real ones if using the Dice Camera). This die roll result is added to the firepower of the attacking unit, plus any relevant attack modifiers. The attack value is then compared to the strength of the targeted unit, i.e. the defense value. A unit’s defense value is the sum of its defense rating, plus any terrain modifiers present in the hex it occupies.&lt;br /&gt;
&lt;br /&gt;
:If the attack result equals or exceeds the defense result, the target is wounded, and takes on a randomly-determined “wounded condition” (see [[#Wounded Conditions|Wounded Conditions]]). If the attack result equals or exceeds the defense result by four or more, the target is destroyed outright. A unit that already has a wound condition that receives an additional wound is destroyed.&lt;br /&gt;
&lt;br /&gt;
:*Red vs. Blue Attack and Defense Values&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_022.jpg|none|border|500px|thumb|Attack values: red for rifles, explosives, and hand-to-hand, blue for shells, anti-tank, and armor-piercing rounds.]]&lt;br /&gt;
&lt;br /&gt;
:Each unit has a red and blue firepower. Red firepower is used against targets with red defense ratings and blue firepower is used against targets with blue defense ratings. Red firepower represents anti-personnel attacks or high-explosive munitions. Blue firepower represents anti-tank or armor-piercing rounds. Units with blue defense ratings are armored, whereas units with red defense ratings are unarmored.&lt;br /&gt;
&lt;br /&gt;
:Some field and anti-tank guns have a blue front defense rating and a red flank defense rating to model the large forward facing gun shield  (see the following sub-section).&lt;br /&gt;
&lt;br /&gt;
:*Flanking&lt;br /&gt;
&lt;br /&gt;
:Each unit has a separate forward and flank defense value. &lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_023.jpg|none|border|500px|thumb|Defense values: red for infantry personnel, blue for armor (large guns, tanks, etc.). Upper value is for flank defense, lower value is for forward defense.]]&lt;br /&gt;
&lt;br /&gt;
:Units that are attacked from a hex that is inside of their forward arc use their front defense rating to determine their defense value. Units that are attacked from a hex outside their forward arc use their flank defense rating to determine their defense value.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024.jpg|none|border|500px|thumb|If an attack comes from the defending unit's forward arc, use the forward defense value. If an attack comes from anywhere else, use the flank defense value.]]&lt;br /&gt;
&lt;br /&gt;
:Some units have one color for forward defense, and the other for flank defense.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024b.jpg|none|border|500px|thumb|Some units, like large guns, use a blue defense value for attacks from the forward arc (forward attacks), and a red defense value for attacks from the flank (flank attacks).]]&lt;br /&gt;
&lt;br /&gt;
:Units attacking a mixed unit from its forward arc use the attack value whose color matches the mixed unit’s forward defense color. Units attacking a mixed unit outside its forward arc use the attack value whose color matches the mixed unit’s flank defense color.  &lt;br /&gt;
&lt;br /&gt;
:Just remember always to use the matching color: red attack always matches red defense; blue attack always matches blue defense.&lt;br /&gt;
&lt;br /&gt;
:*'''Terrain''': Terrain modifies a target’s defense value (see [[#Terrain|Terrain]]).&lt;br /&gt;
&lt;br /&gt;
:*'''Vehicles as Cover''': Any infantry squad (rifles, pioneers, SMGs) in the same hex as a friendly vehicle (wheeled or tracked) receives a +1 bonus to their defense values. This does not apply to loaded units (see [[#Rallying, Loading, and Other Actions|Rallying, Loading, and Other Actions]]). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Range'''&lt;br /&gt;
&lt;br /&gt;
:* Each unit that can attack has a base attack range.&lt;br /&gt;
&lt;br /&gt;
:* Units can attack with no penalty up to their base attack range. Units can fire  out to twice their attack range, but then receive a -2 attack penalty to their attack value. Units cannot attack beyond twice their attack range.&lt;br /&gt;
&lt;br /&gt;
:* Some units, like mortars, also have a minimum attack range, which precedes their base attack range on their stats. For example, for a unit with a range of “3-18” 3 is the minimum attack range, 18 is the base attack range.&lt;br /&gt;
&lt;br /&gt;
:* For units with a minimum range, enemy units that are within this minimum range cannot be fired upon except in close combat.&lt;br /&gt;
&lt;br /&gt;
:* +3  for Close Range: Units receive a +3 attack bonus when firing at units in adjacent hexes.&lt;br /&gt;
&lt;br /&gt;
:* +4 or -2 for Close Combat: rifles, pioneers, SMGs, tanks, armored cars, and APCs receive a +4 attack bonus when firing at units in the same hex as themselves. MGs, guns, mortars, wagons, and trucks receive a -2 attack penalty in close combat.&lt;br /&gt;
&lt;br /&gt;
====Unit Tooltip Values====&lt;br /&gt;
The essential movement and combat values and costs are shown on the unit tooltip, in the following order:&lt;br /&gt;
&lt;br /&gt;
* AP remaining&lt;br /&gt;
* Firepower: soft (added to die roll)&lt;br /&gt;
* Firepower: armor (added to die roll)&lt;br /&gt;
* AP cost to fire&lt;br /&gt;
* Range&lt;br /&gt;
* Forward defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* Flank defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* AP cost to move&lt;br /&gt;
* Number of bonus moves&lt;br /&gt;
&lt;br /&gt;
A grey box behind the attack values indicates the unit receives the Close Combat -2 attack penalty.&lt;br /&gt;
&lt;br /&gt;
If a unit is wounded, you’ll see a hit counter at the end of the tooltip.&lt;br /&gt;
&lt;br /&gt;
====Hit Counters====&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_025.jpg|none|border|500px|thumb|Hit counters for damaged/wounded units.]]&lt;br /&gt;
&lt;br /&gt;
A unit that is damaged during an attack (but not destroyed outright) receives a hit counter. There are a variety of hit counters for foot and for vehicle type units. The hit counter is displayed over any damaged unit. The details of your hit counter are shown on the unit tooltip display of a damaged unit, including any modifiers to unit values, and the die roll needed to rally the unit. Hit counters can affect movement, attack, and defense.&lt;br /&gt;
&lt;br /&gt;
Note that the details of enemy hit counters will remain hidden to you, until the enemy unit takes an action involving a unit statistic that is modified by its hit counter. Before this occurs, you will be able to see that an enemy unit is damaged, but you will not be able to see the particular effects of its hit counter in the unit’s tooltip display.&lt;br /&gt;
&lt;br /&gt;
====Rallying, Hiding, and Other Unit Actions====&lt;br /&gt;
&lt;br /&gt;
'''Rallying'''&lt;br /&gt;
&lt;br /&gt;
Wounded units can be rallied using the “Rally” button (see [[#Unit Buttons|Unit Buttons]]). Rallying costs 5AP for all units. A successful rally attempt removes the wound condition from the unit. Not all wound conditions can be removed, and the difficulty of removing a wound condition varies with the type of condition. Units receive a bonus to their rally rolls when they are in terrain with a defense bonus, and/or when they are in the same hex as other friendly unwounded units. Units cannot rally when in the same hex as an enemy unit. Some wound conditions do not permit rallying.&lt;br /&gt;
&lt;br /&gt;
'''Hiding'''&lt;br /&gt;
&lt;br /&gt;
Units can hide using the “Hide” button (see [[#Unit Buttons|Unit Buttons]]). Units can only hide when they are out of line-of-sight (LOS) of all enemy units. A hidden unit in clear terrain is revealed only when an enemy unit that has LOS into the hidden unit’s hex moves within two hexes of it. A hidden unit in terrain that either has a defense bonus or provides cover is not revealed unless an enemy unit enters its hex. Some units enter the game hidden. Hidden units cannot be targeted; players may use the “Attack” button on the unit buttons bar to attack hexes where they suspect hidden units may be hiding.&lt;br /&gt;
&lt;br /&gt;
Hidden units may move while remaining hidden. It costs +3 APs to “hidden move” into a hex with terrain that provides cover. It costs +5 APs to “hidden move” into a hex with terrain that does not provide cover.&lt;br /&gt;
&lt;br /&gt;
A player’s own hidden units are shown marked with a symbol that looks like a tree. &lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_026.jpg|none|border|500px|thumb|Unhidden units contrasted with hidden units.]]&lt;br /&gt;
&lt;br /&gt;
Hidden enemy units are not visible to you, only to the owner of the units. &lt;br /&gt;
Ex: A German rifle squad moves back behind heavy woods, is out of the LOS of all enemy units, and disappears from the enemy’s view on the map. The German “Hides” the unit during his next turn. He then “hidden moves” this unit forward into the enemy’s LOS range, but still remains hidden from enemy view. &lt;br /&gt;
&lt;br /&gt;
'''Loading'''&lt;br /&gt;
&lt;br /&gt;
Units can be loaded (includes transporting foot units and towing guns) onto most vehicles such as tanks, trucks and wagons by using the “Load” button. They can be unloaded using the same button. (See [[#Unit Buttons|Unit Buttons]].) When a unit is loaded onto a vehicle, the two units are considered to be in group action together: if the units have different AP totals at the end of the turn the lower figure will be applied to both, and this will continue in each subsequent turn. (See [[#Group Actions|Group Actions]].) The AP cost to load and unload a unit is equal to the base movement cost of that unit, and is deducted from the group at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Guns and immobilized vehicles can also be loaded, in which case they are considered to be towed. Vehicles can generally carry one infantry squad, or they can tow one gun or immobilized friendly vehicle. Towed units remain in the same hex as the vehicle carrying them during movement.&lt;br /&gt;
&lt;br /&gt;
'''Other Actions'''&lt;br /&gt;
&lt;br /&gt;
Units can perform a few other actions as well, like attacking fortifications, laying smoke, digging hasty defenses, and entering and exiting buildings. See [[#Unit Buttons|Unit Buttons]]s for more details.&lt;br /&gt;
Unit Buttons&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit buttons bar. Unit buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
====Unit Action Buttons====&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit action buttons bar. Unit action buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_027.jpg|none|border|500px|thumb|The unit buttons bar.]]&lt;br /&gt;
&lt;br /&gt;
* '''Pass''' – Skips your turn. If both players skip their turn in sequence, the round ends.&lt;br /&gt;
* '''Pass Entire Turn''' – Skips all of your turns until the end of the round.&lt;br /&gt;
* '''Attack a Hex''' – Prompts you to choose a hex to attack. Use this button when you want to try and destroy military fortifications (like land mines or barbed wire) or to attack hexes in which you suspect a hidden enemy unit may be located.&lt;br /&gt;
* '''Smoke a Hex''' – Prompts you to choose a hex in which to place a smoke screen. Some units have the ability to place smoke at various ranges according to the firefight. (See '''Smoke Screen''' under [[#Fortifications and Obstacles|Fortifications and Obstacles]].)&lt;br /&gt;
* '''Rally''' – Spends 5 APs to attempt to rally a unit with a wound condition.&lt;br /&gt;
* '''Hide/Unhide''' – Hides and unhides the current active unit.&lt;br /&gt;
* '''Enter/Exit Structure''' – Use these buttons to enter structures located in the same hex as the current active unit, such as a bunker, trench, or house (see [[#Terrain|Terrain]] for more information on structures). Only certain types of units can enter a given type of structure. If a unit is inside a structure, the relevant Enter Structure button becomes an Exit Structure button. It typically costs 1 AP to enter or exit a structure.&lt;br /&gt;
* '''Hasty Defense''' – Non-vehicle units may construct a hasty defense, at the cost of 7 APs. This provides a +1 defense modifier to the unit. The defense lasts until the unit moves or pivots. Wounded units cannot build a hasty defense.&lt;br /&gt;
* '''Load/Unload Vehicle''' – Loads the current active unit onto a friendly vehicle that is in its hex. If there is more than one eligible vehicle, the user is prompted to choose a vehicle. The units are considered to be in group action together. If a vehicle is loaded, the Load button becomes the Unload button and takes a loaded unit off of the vehicle that is transporting or towing it.&lt;br /&gt;
&lt;br /&gt;
====Group Actions====&lt;br /&gt;
&lt;br /&gt;
Players can form a group of units for attack and movement purposes, lasting until the end of the round. Units formed into a group can perform actions together that cannot be interrupted by the enemy player. For instance, four units may be formed into a group and each of these units may be moved during a single turn; and, once grouped, they must move during the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Creating groups''': SHIFT + left-click to add to group. It costs no AP to do this.&lt;br /&gt;
&lt;br /&gt;
* '''Contiguous units''': Only contiguous collections of units may be formed into a group – that is, a unit may be added to a group only if it is in the same hex as a member of the group, or an adjacent one. All units in a group then move together before the end of a turn.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_028.jpg|none|border|500px|thumb|Units ready to be grouped]]&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_029.jpg|none|border|500px|thumb|Grouped units; the left-most unit is the current active unit.]]&lt;br /&gt;
&lt;br /&gt;
* '''Disband groups''': Disband a group by left-clicking to select another unit outside the group without holding the &amp;lt;Shift&amp;gt; key, or by pressing the &amp;lt;Escape&amp;gt; key. It costs no AP to disband a group. Groups disband at the end of each round. Loaded units remain loaded until they are unloaded, however.) &lt;br /&gt;
&lt;br /&gt;
* '''Group firing''': The current active unit is considered the “fire-leader” and the target of the attack must be a unit on which the fire-leader can make an attack. All units in the group contiguous with the fire-leader with line of sight to the target and enough APs to fire will contribute +1 to the attack.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_030.jpg|none|border|500px|thumb|Grouped units; the middle unit highlighted in grey has finished moving, but is still part of the group. The second from left highlighted in yellow is the current active unit, and hence is the fire-leader. The group may only fire on units in LOS of the fire-leader, and direct and indirect attacks are based on the fire-leader's position.]]&lt;br /&gt;
&lt;br /&gt;
* Remember that all units in a group move together before the end of the turn. &lt;br /&gt;
&lt;br /&gt;
* CAPs can be added to groups to increase the APs of every member of the group. Important: these APs will be lost if the group is disbanded.&lt;br /&gt;
&lt;br /&gt;
* Groups may also perform other actions together, such as group-rallying or group-hasty entrenchment. Every member that has sufficient APs remaining to perform the indicated action will attempt to do so. Note that once a group moves, none of the units in the group may rally.&lt;br /&gt;
&lt;br /&gt;
* At the end of a turn, all units in a group move have APs reduced  to the lowest AP value of any unit in the group (i.e., the weakest link). A group travels only as far as its slowest member. Ex: A HMG team with 2 APs remaining after a group move is grouped with a Rifle team with 4 APs remaining.  The Rifle team’s APs are reduced to 2 APs at the end of the move to match the lowest remaining APs in the group.&lt;br /&gt;
&lt;br /&gt;
====Command Action Points (CAPs)====&lt;br /&gt;
&lt;br /&gt;
Command Action Points represent the influence of commanders on the battlefield action. Each player has a pool of CAPs independent of any particular unit. These CAPs can be transferred to units and converted into APs for the current active unit. They can also be used for increasing the odds of performing some attack or other action (up to +2 to attack rolls and rally rolls).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_031.jpg|none|border|500px|thumb|The CAPs buttons]]&lt;br /&gt;
&lt;br /&gt;
Use CAPs to get a roll bonus of up to +2 for attack rolls and rally rolls.&lt;br /&gt;
&lt;br /&gt;
Players receive a certain number of CAPs each round according to the specifications of the firefight. CAPs are replenished at the beginning of the next round. CAPs cannot be saved from one round to the next. A player’s CAP allotment decreases by 1 from the base amount for every unit on that is destroyed in a firefight. (For example, if you have had two of your units destroyed, then you receive two fewer CAPs at the start of each round.)&lt;br /&gt;
&lt;br /&gt;
====Terrain====&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Basic Terrain&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
The width of a hex represents roughly 40-50 meters of ground. Each hex has a basic terrain type, which modifies movement AP costs for different types of movement, and adds defense modifiers for units in that hex. Some hexes also act as cover and units may stay hidden or be allowed to hidein these hexes (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a hex to see the terrain type displayed at the bottom of the screen, along with any relevant modifiers.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_032.jpg|none|border|500px|thumb|Viewing terrain info and modifiers. The +1 defense is added to the defense value of units in the hex. (Or, subtracting it from the attack value of a unit attacking that hex would provide the same result.)]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Terrain Movement Cost (in APs) and Defense Modifiers'''&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Terrain||Infantry Cost||Wheel Cost||Track Cost||Defense Modifier||Cover for Hiding&lt;br /&gt;
|-&lt;br /&gt;
|'''Clear'''*||0||0||0||0||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Water'''||+4||N/A||N/A||-1||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Marsh'''||+2||N/A||+2**||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Woods'''||+1||N/A||+2||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Light Woods'''||0||2||+1||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Wood)'''||+1||N/A||+2||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Stone)'''||+1||N/A||+3**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Wood)'''||+2||N/A||+3||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Stone)'''||+2||N/A||+4**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Wheat'''||0||0||0||0||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Corn'''||+1||0||0||0||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Includes all low-level, solid-ground terrain types such as Dirt, Sand, Grass, etc.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;**Units of the indicated type have a chance to become immobilized upon entering a hex with this terrain type.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Roads'''&lt;br /&gt;
&lt;br /&gt;
Roads permit more rapid movement. Terrain movement costs are ignored when moving along roads.&lt;br /&gt;
&lt;br /&gt;
'''Walls'''&lt;br /&gt;
&lt;br /&gt;
Walls protect units. Units in the same hex as a wall receive a +1 defense bonus from attacks crossing over the wall hex side. Wheeled units may not cross walls; tracked units may cross them but at a +1 cost to movement.&lt;br /&gt;
&lt;br /&gt;
'''Height'''&lt;br /&gt;
&lt;br /&gt;
Some hexes have different elevation, or height. Moving up each level of height costs +1AP; vehicles may only move up one level of height per turn. It costs nothing to move down levels of height.&lt;br /&gt;
&lt;br /&gt;
Units at a higher elevation attacked by the enemy units at a lower elevation receive a +1 defense bonus. Units at a higher elevation firing at enemy units on a lower elevation receive a +1 Firepower bonus. Multiple levels of elevation do not improve these modifiers; they are always +1. &lt;br /&gt;
&lt;br /&gt;
Height also causes a plateau effect, cutting the LOS of units that are not close to the  height edge. The further from the edge of a height level, the less the unit can see to lower levels and vice versa. This plateau effect can be improved or worsened depending on the height level, the covering terrain, and the distance of attacking and defending units from the height edge.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_033.jpg|none|border|500px|thumb|Heights.]]&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Fortifications and Obstacles&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
Fortifications and obstacles represent man-made modifications to a location. Hexes may have one or more terrain features in them. Some of these features are directional, while others have the same effect regardless of the direction of movement or attack.&lt;br /&gt;
&lt;br /&gt;
You can attempt to destroy fortifications and obstacles by using the “Attack” button on the unit buttons bar (see [[#Unit Buttons|Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a fortification or obstacle to see its type displayed at the bottom of the screen, along with any relevant modifiers, just as with basic terrain. &lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_034.jpg|none|border|500px|thumb|Viewing fortification/obstacle modifiers and terrain info.]]&lt;br /&gt;
&lt;br /&gt;
* '''Bunkers''': &lt;br /&gt;
&lt;br /&gt;
:* Wood Bunker&lt;br /&gt;
:*(Regular) Bunker&lt;br /&gt;
:* Heavy Bunker&lt;br /&gt;
&lt;br /&gt;
Wood, regular, and heavy bunkers all share the same rules but provide different defensive bonuses. Infantry squads and guns may enter a bunker. A unit in the bunker can only assume the facing of the bunker unit.&lt;br /&gt;
&lt;br /&gt;
: '''Wood Bunker''': +4 defense front, +1 defense flank&lt;br /&gt;
: '''Bunker''': +5 defense front, +2 defense flank&lt;br /&gt;
: '''Heavy Bunker''': +6 defense front, +3 defense flank&lt;br /&gt;
&lt;br /&gt;
* '''Gun Pits'''&lt;br /&gt;
&lt;br /&gt;
Only guns may enter a gun pit structure. The pit provides units inside of it with a +3 defense modifier against attacks that come from the pit’s forward arc, regardless of the direction the units are facing.&lt;br /&gt;
&lt;br /&gt;
* '''Barbed Wire'''&lt;br /&gt;
&lt;br /&gt;
Barbed wire costs 4 additional APs for infantry units to enter, and 2 additional APs for tracked units. Wheeled units cannot enter a barbed wire hex. Barbed wire is destroyed when a tracked unit enters it.&lt;br /&gt;
&lt;br /&gt;
* '''Trenches'''&lt;br /&gt;
&lt;br /&gt;
Only infantry squads can enter trenches. Units in a trench receive a +2 defense modifier.&lt;br /&gt;
&lt;br /&gt;
* '''Roadblocks'''&lt;br /&gt;
&lt;br /&gt;
Wheeled vehicles cannot enter a hex with a roadblock. Tracked vehicles pay an additional 4 APs to enter a roadblock hex. Roadblocks do not affect foot movement.&lt;br /&gt;
&lt;br /&gt;
* '''Land Mines'''&lt;br /&gt;
&lt;br /&gt;
There are three types of land mines: foot mines, vehicle mines, and mixed foot-vehicle mines. A mine makes an attack against the flank of any unit of the appropriate type that enters the hex containing the mine. Mines laid by enemies are generally hidden until you discover them.&lt;br /&gt;
&lt;br /&gt;
* '''Smoke Screen''' &lt;br /&gt;
&lt;br /&gt;
Smoke has levels: newly laid smoke is Level 2 smoke. Level 2 smoke blocks LOS through the smoke-hex, and provides a +2 defensive bonus for targeted units within the smoke hex and to those units targeted by fire originating from the smoke hex . At the end of the round, Level 2 smoke becomes Level 1 smoke.&lt;br /&gt;
&lt;br /&gt;
Level 1 smoke allows LOS to pass through it, and provides a +1 defense bonus for all attacks on the unit into, out of, and through the smoke.&lt;br /&gt;
&lt;br /&gt;
The effects of multiple smoke screens in the same hex are cumulative.&lt;br /&gt;
&lt;br /&gt;
====Special Actions====&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_035_actual.jpg|none|border|500px|thumb|Special actions]]&lt;br /&gt;
&lt;br /&gt;
Special Actions represent the influence of battlefield commanders, additional battlefield resources, or simply bad luck. Players play a Special Action as their only action for a turn, instead of selecting and using a unit.&lt;br /&gt;
&lt;br /&gt;
Some special actions have an additional CAP or AP cost. Most special actions are performed as a single action, and thus cannot be combined with another action, such as moving a unit or firing, on the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Command Action''' – Allows any unit to take one action at no cost.&lt;br /&gt;
* '''Defuse Land Mine''' – Remove one visible land mine, in a hex adjacent to a unit you control.&lt;br /&gt;
* '''Plus 1D6 APs''' – Current moving unit gains 1-6 random APs.&lt;br /&gt;
* '''Hasty Defense''' – Select a unit to gain a hasty defense.&lt;br /&gt;
* '''Rally Attempt''' – Allows the selected wounded unit to make a free rally attempt.&lt;br /&gt;
* '''Sniper''' – Causes the enemy to lose a random amount of Command Action Points.&lt;br /&gt;
* '''Reveal Hidden''' – Discloses hidden enemy units, within two hexes of a selected friendly unit.&lt;br /&gt;
* '''Stop Vehicle''' – Prevents a selected enemy vehicle from taking move actions this turn.&lt;br /&gt;
* '''Lay Land Mine''' – Adds a land mine adjacent to a selected friendly unit that is not in close combat with the enemy.&lt;br /&gt;
* '''Dual Attack''' – Forces the enemy player to skip the next two turns.&lt;br /&gt;
* '''Mark as Used''' – Removes all Action Points from a selected enemy unit.&lt;br /&gt;
* '''Auto-Rally''' – Automatically rallies a selected wounded unit.&lt;br /&gt;
&lt;br /&gt;
====Unit Quality====&lt;br /&gt;
&lt;br /&gt;
Units in Conflict of Heroes have a Quality rating that modifies the base attributes of the unit. The effects of a quality rating differ among infantry and vehicle type units. The quality of a unit is shown in the unit information area in the bottom left part of the screen when a unit is selected.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_036.jpg|none|border|500px|thumb|Unit quality]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Infantry Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Green'''||-1||-1||-1||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+1||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Vehicle Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||-2||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+2||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*No unit can have its attack cost modified below 2.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that there is no Green quality modifier for vehicles.&lt;br /&gt;
&lt;br /&gt;
====Keyboard Shortcuts====&lt;br /&gt;
&lt;br /&gt;
Spacebar    Pass turn / end bonus move&lt;br /&gt;
PrintScreen    Save copy of current screen to:&lt;br /&gt;
&lt;br /&gt;
(My)Documents/Western Civilization Software/Conflict of Heroes Awakening the Bear/Screenshot&lt;br /&gt;
&lt;br /&gt;
Shift-PrtScrn    Save higher quality screenshot to same location as above&lt;br /&gt;
&lt;br /&gt;
Escape            Deselect all units&lt;br /&gt;
Enter               Enter/exit chat mode in TCP/IP games&lt;br /&gt;
Tab                 Move camera to view currently moving unit&lt;br /&gt;
+ / -                Cycle between units with APs remaining&lt;br /&gt;
V                    Toggle view units&lt;br /&gt;
T                    Toggles terrain&lt;br /&gt;
C                    Converts CAPs to APs&lt;br /&gt;
B                    Converts CAPs to Roll Bonus&lt;br /&gt;
F                    Enter Fire (Attack Hex) Mode&lt;br /&gt;
N                   Toggle display of unit abbreviations over unit icons&lt;br /&gt;
I                    Toggle display of interface&lt;br /&gt;
A-W-D-S     These four keys move the camera left, forward, right, and backward.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=378</id>
		<title>Game Instructions</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=378"/>
		<updated>2012-05-31T16:39:36Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: /* Hit Counters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Main Menu==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_009.jpg|none|border|500px|thumb|The main menu]]&lt;br /&gt;
&lt;br /&gt;
* Play Game – There are several kinds of firefights from which to choose:&lt;br /&gt;
&lt;br /&gt;
:* Awakening the Bear Firefights – Firefights from the board game version of Conflict of Heroes – Awakening the Bear&lt;br /&gt;
&lt;br /&gt;
:* Frontier Firefights – Firefights set in Ukraine during Operation Barbarossa&lt;br /&gt;
&lt;br /&gt;
:* The Commanding Heights – A series of related firefights set in the Crimean Peninsula, each of which uses a different portion of one large map&lt;br /&gt;
&lt;br /&gt;
:* Point Buy Firefights – A collection of maps for quick pick-up games or skirmish-style firefights&lt;br /&gt;
&lt;br /&gt;
:* Additional Firefights – A list of firefights stored in your (My)Documents\Western Civilization Software\Conflict of Heroes -Awakening the Bear\Data\Scenarios folder. Put fan-created and modded firefights here and play them with this option.&lt;br /&gt;
&lt;br /&gt;
* Load Game – Loads a save game from a file. By default, saved games are loaded from the directory (My) Documents\Western Civilization Software\Conflict of Heroes – Awakening the Bear\Save.&lt;br /&gt;
&lt;br /&gt;
* Multiplayer Lobby Game – Allows you to enter the Multiplayer Lobby and Forum to meet other players, issue and accept challenges, discuss scheduling and host and join multiplayer games. See the [[Multiplayer Lobby Games]] section below for more information.&lt;br /&gt;
&lt;br /&gt;
* Local Network Game – Allows you to join a game on your local network, without connecting to the multiplayer forum or lobby. A game must first be setup and hosted before you can join it. Please see the [[#Local Network Games|Local Network Games]] section for more information.&lt;br /&gt;
&lt;br /&gt;
* Rule Options – Rule Options affect the way the game is played. Options cannot be changed during a game. This includes saved games: if you save a game with a certain set of options, change your options for another game, then load the saved game later, your options will revert to the set from the saved game. Click the option to change the setting: “Yes” for on, “No” for off.&lt;br /&gt;
&lt;br /&gt;
:* Fog of War – If fog-of-war is turned on, players cannot see hexes that are outside of the line-of-sight of their units.&lt;br /&gt;
&lt;br /&gt;
:* Variable Action Points – Instead of receiving the standard 7 APs per unit at the beginning of a round, a player may receive variable action points instead. The player may choose from two variable action point options:&lt;br /&gt;
&lt;br /&gt;
::+ 2D6: the sum of two (virtual) six-sided die rolls, or&lt;br /&gt;
::+ 3D6 High-Low: the sum of the highest and lowest die rolls on three (virtual) six-sided dice. This gives less volatile results.&lt;br /&gt;
&lt;br /&gt;
If the Dice Camera is turned on, the player makes these rolls himself. (See the Dice Camera document for details.)&lt;br /&gt;
&lt;br /&gt;
:* Difficulty Level – To increase the challenge of playing against computer-controlled opponents, increase the difficulty level. At higher difficulty levels, the computer opponent receives a variety of material advantages. See the FAQ document for details.&lt;br /&gt;
&lt;br /&gt;
:* Foot Unit Cautious Movement – If foot unit cautious movement is turned on, any infantry squad unit that makes a normal move into a hex that lacks a defense bonus suffers a -1 defense modifier, during the opponent’s turn. To avoid this penalty, units can spend extra AP to move cautiously. To move cautiously, hold down the CTRL key while right-clicking when issuing a move order. This adds +1 to the AP cost for each move. (See below for rules on [[#Selecting and Moving Units|movement]] and [[#Attacking|combat]].)&lt;br /&gt;
&lt;br /&gt;
:* Random Quality – If this option is turned on, units that would otherwise start with Regular quality level instead have their quality level randomized. (See [[#Unit Quality|Unit Quality]] for more information.)&lt;br /&gt;
&lt;br /&gt;
* System Preferences – Used to control video, gameplay, and audio options. Preferences can also be changed in-game and unlike rule options are not part of the game file. Some video preferences will not take effect until the game is restarted.&lt;br /&gt;
&lt;br /&gt;
* Game News – Find out about what’s going on with Conflict of Heroes updates, expansions, new firefights, and related products. (You can also receive information about game news by visiting www.matrixgames.com/forums/tt.asp?forumid=1040.)&lt;br /&gt;
&lt;br /&gt;
* Upload Game Results – Help Western Civilization Software balance and improve the difficulty of Conflict of Heroes firefights by uploading the results of the games you have completed so far (or since the last time you uploaded game results). When you select this menu option, the results of games you played against the AI are uploaded to our FTP. No personal information is transmitted.&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_010.jpg|none|border|500px|thumb|Setting up a game after selecting a scenario]]&lt;br /&gt;
&lt;br /&gt;
* Human / Computer Player Buttons – Use these buttons to determine whether the Germans or Russians will be controlled by the human player, or by the computer. You can set both players to “human” in order to play a hot-seat game.&lt;br /&gt;
&lt;br /&gt;
* Human-Preferred Side – Some firefights have a “human-preferred” side, indicating that the firefight has been designed and balanced with the intention that the human player should play the indicated side. You are allowed to play the non-human-preferred side in a firefight if you choose, but you might then find the firefight somewhat unchallenging.&lt;br /&gt;
&lt;br /&gt;
* Server Setup – Use this to open the Server Setup Screen in order to host this game over TCP/IP or LAN. (See the [[#Local Network Games|Local Network Games]] section.)&lt;br /&gt;
&lt;br /&gt;
==Planning Phase==&lt;br /&gt;
&lt;br /&gt;
When you start a new game, before most of the movement and firing begins, you may be asked to do some game setup or round-planning, such as planning artillery strikes, placing objects like barbed wire or land mines, or positioning reinforcements for the turn. This can sometimes take place before the first round of combat.&lt;br /&gt;
&lt;br /&gt;
'''Artillery Strikes and Laying Down Smoke'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_011.jpg|none|border|500px|thumb|Assigning an artillery strike to a hex]]&lt;br /&gt;
&lt;br /&gt;
To plan an artillery strike, click on a highlighted area on the map with the right mouse button during the planning phase. Sometimes you may be prompted to plan more than one artillery strike at a time. Artillery strikes affect the hex on which you click and all six adjacent hexes, attacking friend and foe alike. Usually artillery strike planning is for a strike that will occur at the beginning of the following turn, but sometimes you will be prompted to plan for strikes in even later turns.&lt;br /&gt;
&lt;br /&gt;
Right-click on a hex in the area indicated by the blinking blue highlight to place an artillery strike. Click the “Done” button when you are finished. Sometimes you will be able to place artillery strikes anywhere on the map, but other times will be limited as to where strikes may be placed.&lt;br /&gt;
&lt;br /&gt;
In certain firefights, some artillery strikes have a chance of delay. If a delay occurs, the strike will not happen during the round for which it was planned, but will be delayed one or more rounds.&lt;br /&gt;
&lt;br /&gt;
In some firefights, some artillery strikes deliver smoke instead of high explosive (HE) attacks, and for some strikes you will have the option of deciding whether the strike will deliver smoke or an attack.&lt;br /&gt;
&lt;br /&gt;
You can undo an artillery strike (whether HE or smoke) you have placed by clicking on the hex of a planned strike.&lt;br /&gt;
&lt;br /&gt;
'''Reinforcements'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_012.jpg|none|border|500px|thumb|Placing reinforcements (available hexes are highlighted)]]&lt;br /&gt;
&lt;br /&gt;
Reinforcements enter the game before the start of a round. These rounds vary from firefight to firefight. The zone in which a reinforcement may enter is indicated by a blinking blue highlight. Right-click on a hex in the highlighted zone to place a unit for reinforcements, keeping an eye on the mouse cursor arrow to control the facing of the new unit. You can choose which reinforcing unit is to be placed next by clicking on the unit’s button to the left.&lt;br /&gt;
&lt;br /&gt;
Reinforcements may enter the game loaded onto a vehicle. When placing a reinforcement, left-click on a vehicle located in the reinforcement zone to load the reinforcement onto the vehicle. This will not work if the rules do not allow the unit to be loaded onto the vehicle. (See [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]] for details on loading.)&lt;br /&gt;
&lt;br /&gt;
'''Fortifications and Obstacles'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_013.jpg|none|border|500px|thumb|Placing a fortification/obstacle (barbed wire)]]&lt;br /&gt;
&lt;br /&gt;
Right-click to place military fortifications and obstacles, such as barbed wire, mine fields and bunkers, on the map. Information about your placement appears at the upper left of the screen. You may undo placements with the “Undo” button. Press “Done” when you are finished placing terrain features.&lt;br /&gt;
&lt;br /&gt;
'''Hiding Units'''&lt;br /&gt;
&lt;br /&gt;
Some firefights also ask you to place hidden units, which then enter the game hidden (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]). If Fog of War is enabled, units that are not within the line of sight of any friendly units will not be seen, but they do not gain Hidden status simply by being out of sight.&lt;br /&gt;
&lt;br /&gt;
'''Point Buy Games'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_014.jpg|none|border|500px|thumb|Buying units with points in a point buy firefight]]&lt;br /&gt;
&lt;br /&gt;
Some firefights allow one or both of the players to requisition units at the start of the firefight. Players are given a certain number of points to spend requisitioning units. The types and numbers of units available for requisition are determined by the firefight. Units that are requisitioned enter the firefight as reinforcements on the first turn.&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_015.jpg|none|border|500px|thumb|Main screen elements]]&lt;br /&gt;
&lt;br /&gt;
====Main Screen Information====&lt;br /&gt;
&lt;br /&gt;
* '''Game Menu'''&lt;br /&gt;
&lt;br /&gt;
Mouse over each button for its label and settings.&lt;br /&gt;
&lt;br /&gt;
:* '''Hide Game Menu''' – Hides the Game Menu.&lt;br /&gt;
:* '''Game History''' – A display of the last several hundred lines from the game report.&lt;br /&gt;
:* '''Combat Statistics''' – A report on unit destruction.&lt;br /&gt;
:* '''Save Game''' – Saves the game.&lt;br /&gt;
:* '''Open Game''' – Opens a saved game.&lt;br /&gt;
:* '''Preferences''' – Opens a display allowing you to adjust video, audio, and gameplay preferences.&lt;br /&gt;
:* '''Camera Control''' – Switches the game camera between normal and top-down modes. Note that the camera maintains its position in each mode independently of the other.&lt;br /&gt;
:* '''Dice Camera''' – Toggles use of the Dice Camera, allowing you to use a webcam and a pair of six-sided dice to roll your own combat results (see the Dice Camera document).&lt;br /&gt;
:* '''2D Chit / 3D Unit View''' – Switches the game between displaying units as 2D Chits and animated 3D Units.&lt;br /&gt;
:* '''Briefing Map''' – Shows the briefing map for this firefight, including deployment areas, objectives and reinforcements.&lt;br /&gt;
:* '''Help''' – Opens in-game help files.&lt;br /&gt;
:* '''Exit''' – Exits back to the main menu.&lt;br /&gt;
&lt;br /&gt;
* '''Score''' – Shows the current Russian and German score.&lt;br /&gt;
&lt;br /&gt;
* '''Commander and Firefight Orders''' – Click on the commander mug shot to open a description of your orders for this firefight.&lt;br /&gt;
&lt;br /&gt;
* '''Turn Clock(s)''' – The clocks show how many rounds are in the firefight altogether, and how many rounds have passed so far. Reinforcement arrivals and artillery support are shown on each turn clock, with an icon that shows the side which receives them.&lt;br /&gt;
&lt;br /&gt;
* '''Active player icon''' – Displays the icon of the active human player. If the active player is computer-controlled, the icon is shown grayed-out.&lt;br /&gt;
&lt;br /&gt;
* '''CAPs Remaining''' – Shows CAPs (Command Action Points) remaining for the current human player (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''CAP Conversions''' – These buttons allow you to convert CAPs to APs, and to raise or lower roll bonuses (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''Special Actions''' – Images to the left show the special actions you can take on your turn. Mouse over each for more information; left-click to select one (see [[#Special Actions|Special Actions]]).&lt;br /&gt;
&lt;br /&gt;
* '''Unit Buttons''' – Use these buttons to allow the selected unit to perform more detailed commands (see [[#Unit Buttons|Unit Buttons]]).&lt;br /&gt;
&lt;br /&gt;
* '''Game Report''' – Displays a summary of the last few actions that happened in the game. Use the toggle button above the report area to hide this display. You can open and close the Game Report using the toggle button in the lower left-hand corner of the screen.&lt;br /&gt;
&lt;br /&gt;
Moving the cursor around will show you the following:&lt;br /&gt;
&lt;br /&gt;
* '''Unit Tooltip''' – Shows basic information about either the unit last selected or the unit under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
* '''Terrain Information''' – Shows information about the terrain in the hex under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
====Camera Controls====&lt;br /&gt;
&lt;br /&gt;
* '''To scroll across the map''':&lt;br /&gt;
&lt;br /&gt;
:* Move the mouse cursor to the edge of the screen, or:&lt;br /&gt;
:* Left-click on the map surface and drag.&lt;br /&gt;
&lt;br /&gt;
* '''To change the camera angle''':&lt;br /&gt;
&lt;br /&gt;
:* Right-click on the map surface and drag the mouse.  Dragging the mouse left-right rotates the camera.  Dragging the mouse up-down tilts the camera.&lt;br /&gt;
:* CTRL + mouse wheel rotates the camera.&lt;br /&gt;
:* ALT + mouse wheel tilts the camera.&lt;br /&gt;
:* SHIFT + mouse wheel changes the camera height.&lt;br /&gt;
:* Note that using the mouse wheel without CTRL / ALT / SHIFT will reset the camera to the default height/angle setup.&lt;br /&gt;
:* You can also use the &amp;lt;Page Up&amp;gt; and &amp;lt;Page Down&amp;gt; keys to adjust the camera: these two keys work with CTRL, ALT, and SHIFT in the same manner as described for the mouse wheel.&lt;br /&gt;
&lt;br /&gt;
* '''To zoom in and out''':&lt;br /&gt;
&lt;br /&gt;
:* Use the scroll wheel on your mouse.&lt;br /&gt;
&lt;br /&gt;
====Selecting and Moving Units====&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click a unit to select it''' – You can switch among your units freely during your turn. The dotted indicator in the image below indicates the current active unit, which is the last unit selected by the active player. The arrow is the selection arrow. The number is the unit’s remaining AP.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_016.jpg|none|border|500px|thumb|Selecting a unit]]&lt;br /&gt;
&lt;br /&gt;
* You can also select multiple units for a group-move. See [[#Group Movement|Group Movement]] for more information.&lt;br /&gt;
&lt;br /&gt;
* '''Right-Click to Move''' – Right-click on the blue blinking area to move the current active unit to the hex on which you clicked.&lt;br /&gt;
&lt;br /&gt;
:* '''Facing''': Move the cursor toward the edge of a hex to face the unit in that direction after it moves into the hex. The mouse cursor arrow shows you the facing the unit will have after it enters the hex you click on.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_05b.jpg|none|border|500px|thumb|Selecting a friendly unit]]&lt;br /&gt;
&lt;br /&gt;
:(Note that the movement facing arrow supersedes the unit selection arrow: left-clicking on a unit will still select it, if it is eligible to be selected).&lt;br /&gt;
&lt;br /&gt;
:* '''Cost to Move''': Each unit has a base AP cost to move. Terrain in the destination hex may increase the AP cost of the move. Moving backward imposes an additional +1 AP cost.&lt;br /&gt;
:* '''Bonus Moves''': Some fast units (vehicles) get one or more bonus moves after they take a move action. The word “BONUS” appears over a unit when it is taking a bonus move. You cannot fire or take other actions during a bonus move. Bonus moves for treaded vehicles may only be made into clear terrain that does not change height. Bonus moves for wheeled vehicles may only be made along roads. (See [[#Terrain|Terrain]]). If you need to, you can end a bonus move with the “Pass” button on the unit buttons bar (see [[#Unit Buttons|Unit Buttons]]), or by hitting &amp;lt;spacebar&amp;gt;.&lt;br /&gt;
:* '''No Stacking Limits''': There are no stacking limits in Conflict of Heroes – any number of units may share the same hex. However, note that a combat attack will affect every unit in the hex if it is targeted for attack. This should discourage players from stacking too many units in a hex.&lt;br /&gt;
&lt;br /&gt;
* Right-Click to Pivot – Right-click on the map outside of a blinking blue movement area to pivot the current active unit toward the hex on which you clicked. A pivot like this ends your turn and costs 1 AP.&lt;br /&gt;
&lt;br /&gt;
* '''Click “Pass” to Skip Turn''' – You can skip your turn instead of moving, firing, or taking other actions by passing.  If both players pass in sequence, the round ends.&lt;br /&gt;
&lt;br /&gt;
* '''Cycle Through Units with APs''' – Any side buttons on your mouse cycle through units with APs Remaining. The + and – keys will do this as well.&lt;br /&gt;
&lt;br /&gt;
====Attacking====&lt;br /&gt;
&lt;br /&gt;
*'''Hover Over Enemy to Target'''&lt;br /&gt;
&lt;br /&gt;
Move the mouse cursor over an enemy unit to get information about an attack against that unit. Crosshairs and dots indicate that the current active unit is able to attack the target: white dots indicate the attack is within short range; gray dots indicate that the attack would be made at long range, with a penalty.&lt;br /&gt;
&lt;br /&gt;
If you are unable to attack, the reason is shown at the top of the screen. If you are able to attack, the roll needed to hit (on two six-sided dice [2D6]) is shown at the top of the screen. Note: You may modify the roll needed to hit with up to 2 CAPs.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_018.jpg|none|border|500px|thumb|Targeting an enemy unit]]&lt;br /&gt;
&lt;br /&gt;
:*'''Arc of Fire'''&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_039.jpg|none|border|500px|thumb|The standard arc of fire]]&lt;br /&gt;
&lt;br /&gt;
:Some units, such as guns and infantry squads, may only fire in the direction they face i.e. their forward arc. Other units, such as tanks, can fire in any direction, though they pay an additional +1 AP cost to fire outside of their forward arc. (The forward arc is the arc of fire for each unit, even though for tanks it is really only their forward firing arc.)&lt;br /&gt;
&lt;br /&gt;
:Hexes are highlighted in light green if they are within the arc of fire of the current active unit (direct fire). Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_040b copy.jpg|none|border|500px|thumb|Direct and indirect fire (e.g. for turreted units)]]&lt;br /&gt;
&lt;br /&gt;
:*'''Line-of-Sight'''&lt;br /&gt;
:Units must have line-of-sight (LOS) to an enemy unit in order to attack it. (Exception: mortars - see the following sub-section.) LOS can be blocked by terrain and by smoke. A unit in a hex with an enemy unit has no LOS beyond that hex.  Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_019_alt.jpg|none|border|500px|thumb|Line-of-sight (LOS): light green hexes are in LOS, as are the three adjacent forward hexes (flashing blue in-game).  Dark green hexes are in LOS for at least one other friendly unit; shadowed hexes are in Fog-of-war, i.e. out of LOS for all friendly units.]]&lt;br /&gt;
&lt;br /&gt;
:*'''Mortar Units'''&lt;br /&gt;
&lt;br /&gt;
:Like infantry units, mortars may make direct attacks on units in their forward arc LOS. In addition, some mortar units can fire at targets they cannot see by firing indirectly using spotters. A mortar’s spotters are abstractly considered to be located in any hex within two hexes of the mortar unit, so long as it has LOS to the mortar unit. A mortar can make an indirect attack on any enemy in its forward arc that can’t be seen by the mortar but can be seen from one of its spotter hexes. (However, mortars also have minimum firing ranges; see [[#Range|Range]] below).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_020.jpg|none|border|500px|thumb|Firing with mortars: spotter hexes marked with white spots.  Light green and light crimson hexes in firing arc for mortar unit itself: light green in LOS to mortar unit itself and are direct attacks; light crimson in LOS to at least one spotter hex and are indirect attacks.]]&lt;br /&gt;
&lt;br /&gt;
:An indirect attack is made like a normal attack but costs additional APs, as indicated in parentheses below the normal attack cost on the mortar unit.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_021.jpg|none|border|500px|thumb|Mortar unit toolbar: direct attacks cost 3 AP; indirect attacks cost 4 AP.]]&lt;br /&gt;
&lt;br /&gt;
:Note that not all mortar units are capable of indirect fire.&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click on Enemy to Attack'''&lt;br /&gt;
&lt;br /&gt;
:*Attacks are made against every unit in the target hex, both friend and foe alike. The exception is units in close-combat (that is, in the same hex as their target enemy; see [[#Range|Range]]), which are not forced to attack friendly units in their hex.&lt;br /&gt;
&lt;br /&gt;
:*Stats and the Combat Roll: The strength of the attacker, i.e. the attack value, is  determined by the roll of two virtual six-sided dice [2D6] (or two real ones if using the Dice Camera). This die roll result is added to the firepower of the attacking unit, plus any relevant attack modifiers. The attack value is then compared to the strength of the targeted unit, i.e. the defense value. A unit’s defense value is the sum of its defense rating, plus any terrain modifiers present in the hex it occupies.&lt;br /&gt;
&lt;br /&gt;
:If the attack result equals or exceeds the defense result, the target is wounded, and takes on a randomly-determined “wounded condition” (see [[#Wounded Conditions|Wounded Conditions]]). If the attack result equals or exceeds the defense result by four or more, the target is destroyed outright. A unit that already has a wound condition that receives an additional wound is destroyed.&lt;br /&gt;
&lt;br /&gt;
:*Red vs. Blue Attack and Defense Values&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_022.jpg|none|border|500px|thumb|Attack values: red for rifles, explosives, and hand-to-hand, blue for shells, anti-tank, and armor-piercing rounds.]]&lt;br /&gt;
&lt;br /&gt;
:Each unit has a red and blue firepower. Red firepower is used against targets with red defense ratings and blue firepower is used against targets with blue defense ratings. Red firepower represents anti-personnel attacks or high-explosive munitions. Blue firepower represents anti-tank or armor-piercing rounds. Units with blue defense ratings are armored, whereas units with red defense ratings are unarmored.&lt;br /&gt;
&lt;br /&gt;
:Some field and anti-tank guns have a blue front defense rating and a red flank defense rating to model the large forward facing gun shield  (see the following sub-section).&lt;br /&gt;
&lt;br /&gt;
:*Flanking&lt;br /&gt;
&lt;br /&gt;
:Each unit has a separate forward and flank defense value. &lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_023.jpg|none|border|500px|thumb|Defense values: red for infantry personnel, blue for armor (large guns, tanks, etc.). Upper value is for flank defense, lower value is for forward defense.]]&lt;br /&gt;
&lt;br /&gt;
:Units that are attacked from a hex that is inside of their forward arc use their front defense rating to determine their defense value. Units that are attacked from a hex outside their forward arc use their flank defense rating to determine their defense value.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024.jpg|none|border|500px|thumb|If an attack comes from the defending unit's forward arc, use the forward defense value. If an attack comes from anywhere else, use the flank defense value.]]&lt;br /&gt;
&lt;br /&gt;
:Some units have one color for forward defense, and the other for flank defense.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024b.jpg|none|border|500px|thumb|Some units, like large guns, use a blue defense value for attacks from the forward arc (forward attacks), and a red defense value for attacks from the flank (flank attacks).]]&lt;br /&gt;
&lt;br /&gt;
:Units attacking a mixed unit from its forward arc use the attack value whose color matches the mixed unit’s forward defense color. Units attacking a mixed unit outside its forward arc use the attack value whose color matches the mixed unit’s flank defense color.  &lt;br /&gt;
&lt;br /&gt;
:Just remember always to use the matching color: red attack always matches red defense; blue attack always matches blue defense.&lt;br /&gt;
&lt;br /&gt;
:*'''Terrain''': Terrain modifies a target’s defense value (see [[#Terrain|Terrain]]).&lt;br /&gt;
&lt;br /&gt;
:*'''Vehicles as Cover''': Any infantry squad (rifles, pioneers, SMGs) in the same hex as a friendly vehicle (wheeled or tracked) receives a +1 bonus to their defense values. This does not apply to loaded units (see [[#Rallying, Loading, and Other Actions|Rallying, Loading, and Other Actions]]). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Range'''&lt;br /&gt;
&lt;br /&gt;
:* Each unit that can attack has a base attack range.&lt;br /&gt;
&lt;br /&gt;
:* Units can attack with no penalty up to their base attack range. Units can fire  out to twice their attack range, but then receive a -2 attack penalty to their attack value. Units cannot attack beyond twice their attack range.&lt;br /&gt;
&lt;br /&gt;
:* Some units, like mortars, also have a minimum attack range, which precedes their base attack range on their stats. For example, for a unit with a range of “3-18” 3 is the minimum attack range, 18 is the base attack range.&lt;br /&gt;
&lt;br /&gt;
:* For units with a minimum range, enemy units that are within this minimum range cannot be fired upon except in close combat.&lt;br /&gt;
&lt;br /&gt;
:* +3  for Close Range: Units receive a +3 attack bonus when firing at units in adjacent hexes.&lt;br /&gt;
&lt;br /&gt;
:* +4 or -2 for Close Combat: rifles, pioneers, SMGs, tanks, armored cars, and APCs receive a +4 attack bonus when firing at units in the same hex as themselves. MGs, guns, mortars, wagons, and trucks receive a -2 attack penalty in close combat.&lt;br /&gt;
&lt;br /&gt;
====Unit Tooltip Values====&lt;br /&gt;
The essential movement and combat values and costs are shown on the unit tooltip, in the following order:&lt;br /&gt;
&lt;br /&gt;
* AP remaining&lt;br /&gt;
* Firepower: soft (added to die roll)&lt;br /&gt;
* Firepower: armor (added to die roll)&lt;br /&gt;
* AP cost to fire&lt;br /&gt;
* Range&lt;br /&gt;
* Forward defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* Flank defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* AP cost to move&lt;br /&gt;
* Number of bonus moves&lt;br /&gt;
&lt;br /&gt;
A grey box behind the attack values indicates the unit receives the Close Combat -2 attack penalty.&lt;br /&gt;
&lt;br /&gt;
If a unit is wounded, you’ll see a hit counter at the end of the tooltip.&lt;br /&gt;
&lt;br /&gt;
====Hit Counters====&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_025.jpg|none|border|500px|thumb|Hit counters for damaged/wounded units.]]&lt;br /&gt;
&lt;br /&gt;
A unit that is damaged during an attack (but not destroyed outright) receives a hit counter. There are a variety of hit counters for foot and for vehicle type units. The hit counter is displayed over any damaged unit. The details of your hit counter are shown on the unit tooltip display of a damaged unit, including any modifiers to unit values, and the die roll needed to rally the unit. Hit counters can affect movement, attack, and defense.&lt;br /&gt;
&lt;br /&gt;
Note that the details of enemy hit counters will remain hidden to you, until the enemy unit takes an action involving a unit statistic that is modified by its hit counter. Before this occurs, you will be able to see that an enemy unit is damaged, but you will not be able to see the particular effects of its hit counter in the unit’s tooltip display.&lt;br /&gt;
&lt;br /&gt;
====Rallying, Hiding, and Other Unit Actions====&lt;br /&gt;
&lt;br /&gt;
'''Rallying'''&lt;br /&gt;
&lt;br /&gt;
Wounded units can be rallied using the “Rally” button (see [[#Unit Buttons|Unit Buttons]]). Rallying costs 5AP for all units. A successful rally attempt removes the wound condition from the unit. Not all wound conditions can be removed, and the difficulty of removing a wound condition varies with the type of condition. Units receive a bonus to their rally rolls when they are in terrain with a defense bonus, and/or when they are in the same hex as other friendly unwounded units. Units cannot rally when in the same hex as an enemy unit. Some wound conditions do not permit rallying.&lt;br /&gt;
&lt;br /&gt;
'''Hiding'''&lt;br /&gt;
&lt;br /&gt;
Units can hide using the “Hide” button (see [[#Unit Buttons|Unit Buttons]]). Units can only hide when they are out of line-of-sight (LOS) of all enemy units. A hidden unit in clear terrain is revealed only when an enemy unit that has LOS into the hidden unit’s hex moves within two hexes of it. A hidden unit in terrain that either has a defense bonus or provides cover is not revealed unless an enemy unit enters its hex. Some units enter the game hidden. Hidden units cannot be targeted; players may use the “Attack” button on the unit buttons bar to attack hexes where they suspect hidden units may be hiding.&lt;br /&gt;
&lt;br /&gt;
Hidden units may move while remaining hidden. It costs +3 APs to “hidden move” into a hex with terrain that provides cover. It costs +5 APs to “hidden move” into a hex with terrain that does not provide cover.&lt;br /&gt;
&lt;br /&gt;
A player’s own hidden units are shown marked with a symbol that looks like a tree. &lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_026.jpg|none|border|500px|thumb|Unhidden units contrasted with hidden units.]]&lt;br /&gt;
&lt;br /&gt;
Hidden enemy units are not visible to you, only to the owner of the units. &lt;br /&gt;
Ex: A German rifle squad moves back behind heavy woods, is out of the LOS of all enemy units, and disappears from the enemy’s view on the map. The German “Hides” the unit during his next turn. He then “hidden moves” this unit forward into the enemy’s LOS range, but still remains hidden from enemy view. &lt;br /&gt;
&lt;br /&gt;
'''Loading'''&lt;br /&gt;
&lt;br /&gt;
Units can be loaded (includes transporting foot units and towing guns) onto most vehicles such as tanks, trucks and wagons by using the “Load” button. They can be unloaded using the same button. (See [[#Unit Buttons|Unit Buttons]].) When a unit is loaded onto a vehicle, the two units are considered to be in group action together: if the units have different AP totals at the end of the turn the lower figure will be applied to both, and this will continue in each subsequent turn. (See [[#Group Actions|Group Actions]].) The AP cost to load and unload a unit is equal to the base movement cost of that unit, and is deducted from the group at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Guns and immobilized vehicles can also be loaded, in which case they are considered to be towed. Vehicles can generally carry one infantry squad, or they can tow one gun or immobilized friendly vehicle. Towed units remain in the same hex as the vehicle carrying them during movement.&lt;br /&gt;
&lt;br /&gt;
'''Other Actions'''&lt;br /&gt;
&lt;br /&gt;
Units can perform a few other actions as well, like attacking fortifications, laying smoke, digging hasty defenses, and entering and exiting buildings. See [[#Unit Buttons|Unit Buttons]]s for more details.&lt;br /&gt;
Unit Buttons&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit buttons bar. Unit buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
====Unit Action Buttons====&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit action buttons bar. Unit action buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_027.jpg|none|border|500px|thumb|The unit buttons bar.]]&lt;br /&gt;
&lt;br /&gt;
* '''Pass''' – Skips your turn. If both players skip their turn in sequence, the round ends.&lt;br /&gt;
* '''Pass Entire Turn''' – Skips all of your turns until the end of the round.&lt;br /&gt;
* '''Attack a Hex''' – Prompts you to choose a hex to attack. Use this button when you want to try and destroy military fortifications (like land mines or barbed wire) or to attack hexes in which you suspect a hidden enemy unit may be located.&lt;br /&gt;
* '''Smoke a Hex''' – Prompts you to choose a hex in which to place a smoke screen. Some units have the ability to place smoke at various ranges according to the firefight. (See '''Smoke Screen''' under [[#Fortifications and Obstacles|Fortifications and Obstacles]].)&lt;br /&gt;
* '''Rally''' – Spends 5 APs to attempt to rally a unit with a wound condition.&lt;br /&gt;
* '''Hide/Unhide''' – Hides and unhides the current active unit.&lt;br /&gt;
* '''Enter/Exit Structure''' – Use these buttons to enter structures located in the same hex as the current active unit, such as a bunker, trench, or house (see [[#Terrain|Terrain]] for more information on structures). Only certain types of units can enter a given type of structure. If a unit is inside a structure, the relevant Enter Structure button becomes an Exit Structure button. It typically costs 1 AP to enter or exit a structure.&lt;br /&gt;
* '''Hasty Defense''' – Non-vehicle units may construct a hasty defense, at the cost of 7 APs. This provides a +1 defense modifier to the unit. The defense lasts until the unit moves or pivots. Wounded units cannot build a hasty defense.&lt;br /&gt;
* '''Load/Unload Vehicle''' – Loads the current active unit onto a friendly vehicle that is in its hex. If there is more than one eligible vehicle, the user is prompted to choose a vehicle. The units are considered to be in group action together. If a vehicle is loaded, the Load button becomes the Unload button and takes a loaded unit off of the vehicle that is transporting or towing it.&lt;br /&gt;
&lt;br /&gt;
====Group Actions====&lt;br /&gt;
&lt;br /&gt;
Players can form a group of units for attack and movement purposes, lasting until the end of the round. Units formed into a group can perform actions together that cannot be interrupted by the enemy player. For instance, four units may be formed into a group and each of these units may be moved during a single turn; and, once grouped, they must move during the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Creating groups''': SHIFT + left-click to add to group. It costs no AP to do this.&lt;br /&gt;
&lt;br /&gt;
* '''Contiguous units''': Only contiguous collections of units may be formed into a group – that is, a unit may be added to a group only if it is in the same hex as a member of the group, or an adjacent one. All units in a group then move together before the end of a turn.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_028.jpg|none|border|500px|thumb|Units ready to be grouped]]&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_029.jpg|none|border|500px|thumb|Grouped units; the left-most unit is the current active unit.]]&lt;br /&gt;
&lt;br /&gt;
* '''Disband groups''': Disband a group by left-clicking to select another unit outside the group without holding the &amp;lt;Shift&amp;gt; key, or by pressing the &amp;lt;Escape&amp;gt; key. It costs no AP to disband a group. Groups disband at the end of each round. Loaded units remain loaded until they are unloaded, however.) &lt;br /&gt;
&lt;br /&gt;
* '''Group firing''': The current active unit is considered the “fire-leader” and the target of the attack must be a unit on which the fire-leader can make an attack. All units in the group contiguous with the fire-leader with line of sight to the target and enough APs to fire will contribute +1 to the attack.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_030.jpg|none|border|500px|thumb|Grouped units; the middle unit highlighted in grey has finished moving, but is still part of the group. The second from left highlighted in yellow is the current active unit, and hence is the fire-leader. The group may only fire on units in LOS of the fire-leader, and direct and indirect attacks are based on the fire-leader's position.]]&lt;br /&gt;
&lt;br /&gt;
* Remember that all units in a group move together before the end of the turn. &lt;br /&gt;
&lt;br /&gt;
* CAPs can be added to groups to increase the APs of every member of the group. Important: these APs will be lost if the group is disbanded.&lt;br /&gt;
&lt;br /&gt;
* Groups may also perform other actions together, such as group-rallying or group-hasty entrenchment. Every member that has sufficient APs remaining to perform the indicated action will attempt to do so. Note that once a group moves, none of the units in the group may rally.&lt;br /&gt;
&lt;br /&gt;
* At the end of a turn, all units in a group move have APs reduced  to the lowest AP value of any unit in the group (i.e., the weakest link). A group travels only as far as its slowest member. Ex: A HMG team with 2 APs remaining after a group move is grouped with a Rifle team with 4 APs remaining.  The Rifle team’s APs are reduced to 2 APs at the end of the move to match the lowest remaining APs in the group.&lt;br /&gt;
&lt;br /&gt;
====Command Action Points (CAPs)====&lt;br /&gt;
&lt;br /&gt;
Command Action Points represent the influence of commanders on the battlefield action. Each player has a pool of CAPs independent of any particular unit. These CAPs can be transferred to units and converted into APs for the current active unit. They can also be used for increasing the odds of performing some attack or other action (up to +2 to attack rolls and rally rolls).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_031.jpg|none|border|500px|thumb|The CAPs buttons]]&lt;br /&gt;
&lt;br /&gt;
Use CAPs to get a roll bonus of up to +2 for attack rolls and rally rolls.&lt;br /&gt;
&lt;br /&gt;
Players receive a certain number of CAPs each round according to the specifications of the firefight. CAPs are replenished at the beginning of the next round. CAPs cannot be saved from one round to the next. A player’s CAP allotment decreases by 1 from the base amount for every unit on that is destroyed in a firefight. (For example, if you have had two of your units destroyed, then you receive two fewer CAPs at the start of each round.)&lt;br /&gt;
&lt;br /&gt;
====Terrain====&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Basic Terrain&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
The width of a hex represents roughly 40-50 meters of ground. Each hex has a basic terrain type, which modifies movement AP costs for different types of movement, and adds defense modifiers for units in that hex. Some hexes also act as cover and units may stay hidden or be allowed to hidein these hexes (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a hex to see the terrain type displayed at the bottom of the screen, along with any relevant modifiers.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_032.jpg|none|border|500px|thumb|Viewing terrain info and modifiers. The +1 defense is added to the defense value of units in the hex. (Or, subtracting it from the attack value of a unit attacking that hex would provide the same result.)]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Terrain Movement Cost (in APs) and Defense Modifiers'''&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Terrain||Infantry Cost||Wheel Cost||Track Cost||Defense Modifier||Cover for Hiding&lt;br /&gt;
|-&lt;br /&gt;
|'''Clear'''*||0||0||0||0||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Water'''||+4||N/A||N/A||-1||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Marsh'''||+2||N/A||+2**||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Woods'''||+1||N/A||+2||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Light Woods'''||0||2||+1||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Wood)'''||+1||N/A||+2||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Stone)'''||+1||N/A||+3**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Wood)'''||+2||N/A||+3||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Stone)'''||+2||N/A||+4**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Wheat'''||0||0||0||0||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Corn'''||+1||0||0||0||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Includes all low-level, solid-ground terrain types such as Dirt, Sand, Grass, etc.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;**Units of the indicated type have a chance to become immobilized upon entering a hex with this terrain type.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Roads'''&lt;br /&gt;
&lt;br /&gt;
Roads permit more rapid movement. Terrain movement costs are ignored when moving along roads.&lt;br /&gt;
&lt;br /&gt;
'''Walls'''&lt;br /&gt;
&lt;br /&gt;
Walls protect units. Units in the same hex as a wall receive a +1 defense bonus from attacks crossing over the wall hex side. Wheeled units may not cross walls; tracked units may cross them but at a +1 cost to movement.&lt;br /&gt;
&lt;br /&gt;
'''Height'''&lt;br /&gt;
&lt;br /&gt;
Some hexes have different elevation, or height. Moving up each level of height costs +1AP; vehicles may only move up one level of height per turn. It costs nothing to move down levels of height.&lt;br /&gt;
&lt;br /&gt;
Units at a higher elevation attacked by the enemy units at a lower elevation receive a +1 defense bonus. Units at a higher elevation firing at enemy units on a lower elevation receive a +1 Firepower bonus. Multiple levels of elevation do not improve these modifiers; they are always +1. &lt;br /&gt;
&lt;br /&gt;
Height also causes a plateau effect, cutting the LOS of units that are not close to the  height edge. The further from the edge of a height level, the less the unit can see to lower levels and vice versa. This plateau effect can be improved or worsened depending on the height level, the covering terrain, and the distance of attacking and defending units from the height edge.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_033.jpg|none|border|500px|thumb|Heights.]]&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Fortifications and Obstacles&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
Fortifications and obstacles represent man-made modifications to a location. Hexes may have one or more terrain features in them. Some of these features are directional, while others have the same effect regardless of the direction of movement or attack.&lt;br /&gt;
&lt;br /&gt;
You can attempt to destroy fortifications and obstacles by using the “Attack” button on the unit buttons bar (see [[#Unit Buttons|Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a fortification or obstacle to see its type displayed at the bottom of the screen, along with any relevant modifiers, just as with basic terrain. &lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_034.jpg|none|border|500px|thumb|Viewing fortification/obstacle modifiers and terrain info.]]&lt;br /&gt;
&lt;br /&gt;
* '''Bunkers''': &lt;br /&gt;
&lt;br /&gt;
:* Wood Bunker&lt;br /&gt;
:*(Regular) Bunker&lt;br /&gt;
:* Heavy Bunker&lt;br /&gt;
&lt;br /&gt;
Wood, regular, and heavy bunkers all share the same rules but provide different defensive bonuses. Infantry squads and guns may enter a bunker. A unit in the bunker can only assume the facing of the bunker unit.&lt;br /&gt;
&lt;br /&gt;
: '''Wood Bunker''': +4 defense front, +1 defense flank&lt;br /&gt;
: '''Bunker''': +5 defense front, +2 defense flank&lt;br /&gt;
: '''Heavy Bunker''': +6 defense front, +3 defense flank&lt;br /&gt;
&lt;br /&gt;
* '''Gun Pits'''&lt;br /&gt;
&lt;br /&gt;
Only guns may enter a gun pit structure. The pit provides units inside of it with a +3 defense modifier against attacks that come from the pit’s forward arc, regardless of the direction the units are facing.&lt;br /&gt;
&lt;br /&gt;
* '''Barbed Wire'''&lt;br /&gt;
&lt;br /&gt;
Barbed wire costs 4 additional APs for infantry units to enter, and 2 additional APs for tracked units. Wheeled units cannot enter a barbed wire hex. Barbed wire is destroyed when a tracked unit enters it.&lt;br /&gt;
&lt;br /&gt;
* '''Trenches'''&lt;br /&gt;
&lt;br /&gt;
Only infantry squads can enter trenches. Units in a trench receive a +2 defense modifier.&lt;br /&gt;
&lt;br /&gt;
* '''Roadblocks'''&lt;br /&gt;
&lt;br /&gt;
Wheeled vehicles cannot enter a hex with a roadblock. Tracked vehicles pay an additional 4 APs to enter a roadblock hex. Roadblocks do not affect foot movement.&lt;br /&gt;
&lt;br /&gt;
* '''Land Mines'''&lt;br /&gt;
&lt;br /&gt;
There are three types of land mines: foot mines, vehicle mines, and mixed foot-vehicle mines. A mine makes an attack against the flank of any unit of the appropriate type that enters the hex containing the mine. Mines laid by enemies are generally hidden until you discover them.&lt;br /&gt;
&lt;br /&gt;
* '''Smoke Screen''' &lt;br /&gt;
&lt;br /&gt;
Smoke has levels: newly laid smoke is Level 2 smoke. Level 2 smoke blocks LOS through the smoke-hex, and provides a +2 defensive bonus for targeted units within the smoke hex and to those units targeted by fire originating from the smoke hex . At the end of the round, Level 2 smoke becomes Level 1 smoke.&lt;br /&gt;
&lt;br /&gt;
Level 1 smoke allows LOS to pass through it, and provides a +1 defense bonus for all attacks on the unit into, out of, and through the smoke.&lt;br /&gt;
&lt;br /&gt;
The effects of multiple smoke screens in the same hex are cumulative.&lt;br /&gt;
&lt;br /&gt;
====Special Actions====&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_035_actual.jpg|none|border|500px|thumb|Special actions]]&lt;br /&gt;
&lt;br /&gt;
Special Actions represent the influence of battlefield commanders, additional battlefield resources, or simply bad luck. Players play a Special Action as their only action for a turn, instead of selecting and using a unit.&lt;br /&gt;
&lt;br /&gt;
Some special actions have an additional CAP or AP cost. Most special actions are performed as a single action, and thus cannot be combined with another action, such as moving a unit or firing, on the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Command Action''' – Allows any unit to take one action at no cost.&lt;br /&gt;
* '''Defuse Land Mine''' – Remove one visible land mine, in a hex adjacent to a unit you control.&lt;br /&gt;
* '''Plus 1D6 APs''' – Current moving unit gains 1-6 random APs.&lt;br /&gt;
* '''Hasty Defense''' – Select a unit to gain a hasty defense.&lt;br /&gt;
* '''Rally Attempt''' – Allows the selected wounded unit to make a free rally attempt.&lt;br /&gt;
* '''Sniper''' – Causes the enemy to lose a random amount of Command Action Points.&lt;br /&gt;
* '''Reveal Hidden''' – Discloses hidden enemy units, within two hexes of a selected friendly unit.&lt;br /&gt;
* '''Stop Vehicle''' – Prevents a selected enemy vehicle from taking move actions this turn.&lt;br /&gt;
* '''Lay Land Mine''' – Adds a land mine adjacent to a selected friendly unit that is not in close combat with the enemy.&lt;br /&gt;
* '''Dual Attack''' – Forces the enemy player to skip the next two turns.&lt;br /&gt;
* '''Mark as Used''' – Removes all Action Points from a selected enemy unit.&lt;br /&gt;
* '''Auto-Rally''' – Automatically rallies a selected wounded unit.&lt;br /&gt;
&lt;br /&gt;
====Unit Quality====&lt;br /&gt;
&lt;br /&gt;
Units in Conflict of Heroes have a Quality rating that modifies the base attributes of the unit. The effects of a quality rating differ among infantry and vehicle type units. The quality of a unit is shown in the unit information area in the bottom left part of the screen when a unit is selected.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_036.jpg|none|border|500px|thumb|Unit quality]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Infantry Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Green'''||-1||-1||-1||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+1||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Vehicle Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||-2||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+2||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*No unit can have its attack cost modified below 2.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that there is no Green quality modifier for vehicles.&lt;br /&gt;
&lt;br /&gt;
====Keyboard Shortcuts====&lt;br /&gt;
&lt;br /&gt;
Spacebar    Pass turn / end bonus move&lt;br /&gt;
PrintScreen    Save copy of current screen to:&lt;br /&gt;
&lt;br /&gt;
(My)Documents/Western Civilization Software/Conflict of Heroes Awakening the Bear/Screenshot&lt;br /&gt;
&lt;br /&gt;
Shift-PrtScrn    Save higher quality screenshot to same location as above&lt;br /&gt;
&lt;br /&gt;
Escape            Deselect all units&lt;br /&gt;
Enter               Enter/exit chat mode in TCP/IP games&lt;br /&gt;
Tab                 Move camera to view currently moving unit&lt;br /&gt;
+ / -                Cycle between units with APs remaining&lt;br /&gt;
V                    Toggle view units&lt;br /&gt;
T                    Toggles terrain&lt;br /&gt;
C                    Converts CAPs to APs&lt;br /&gt;
B                    Converts CAPs to Roll Bonus&lt;br /&gt;
F                    Enter Fire (Attack Hex) Mode&lt;br /&gt;
N                   Toggle display of unit abbreviations over unit icons&lt;br /&gt;
I                    Toggle display of interface&lt;br /&gt;
A-W-D-S     These four keys move the camera left, forward, right, and backward.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=377</id>
		<title>Game Instructions</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=377"/>
		<updated>2012-05-31T16:39:15Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: /* Selecting and Moving Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Main Menu==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_009.jpg|none|border|500px|thumb|The main menu]]&lt;br /&gt;
&lt;br /&gt;
* Play Game – There are several kinds of firefights from which to choose:&lt;br /&gt;
&lt;br /&gt;
:* Awakening the Bear Firefights – Firefights from the board game version of Conflict of Heroes – Awakening the Bear&lt;br /&gt;
&lt;br /&gt;
:* Frontier Firefights – Firefights set in Ukraine during Operation Barbarossa&lt;br /&gt;
&lt;br /&gt;
:* The Commanding Heights – A series of related firefights set in the Crimean Peninsula, each of which uses a different portion of one large map&lt;br /&gt;
&lt;br /&gt;
:* Point Buy Firefights – A collection of maps for quick pick-up games or skirmish-style firefights&lt;br /&gt;
&lt;br /&gt;
:* Additional Firefights – A list of firefights stored in your (My)Documents\Western Civilization Software\Conflict of Heroes -Awakening the Bear\Data\Scenarios folder. Put fan-created and modded firefights here and play them with this option.&lt;br /&gt;
&lt;br /&gt;
* Load Game – Loads a save game from a file. By default, saved games are loaded from the directory (My) Documents\Western Civilization Software\Conflict of Heroes – Awakening the Bear\Save.&lt;br /&gt;
&lt;br /&gt;
* Multiplayer Lobby Game – Allows you to enter the Multiplayer Lobby and Forum to meet other players, issue and accept challenges, discuss scheduling and host and join multiplayer games. See the [[Multiplayer Lobby Games]] section below for more information.&lt;br /&gt;
&lt;br /&gt;
* Local Network Game – Allows you to join a game on your local network, without connecting to the multiplayer forum or lobby. A game must first be setup and hosted before you can join it. Please see the [[#Local Network Games|Local Network Games]] section for more information.&lt;br /&gt;
&lt;br /&gt;
* Rule Options – Rule Options affect the way the game is played. Options cannot be changed during a game. This includes saved games: if you save a game with a certain set of options, change your options for another game, then load the saved game later, your options will revert to the set from the saved game. Click the option to change the setting: “Yes” for on, “No” for off.&lt;br /&gt;
&lt;br /&gt;
:* Fog of War – If fog-of-war is turned on, players cannot see hexes that are outside of the line-of-sight of their units.&lt;br /&gt;
&lt;br /&gt;
:* Variable Action Points – Instead of receiving the standard 7 APs per unit at the beginning of a round, a player may receive variable action points instead. The player may choose from two variable action point options:&lt;br /&gt;
&lt;br /&gt;
::+ 2D6: the sum of two (virtual) six-sided die rolls, or&lt;br /&gt;
::+ 3D6 High-Low: the sum of the highest and lowest die rolls on three (virtual) six-sided dice. This gives less volatile results.&lt;br /&gt;
&lt;br /&gt;
If the Dice Camera is turned on, the player makes these rolls himself. (See the Dice Camera document for details.)&lt;br /&gt;
&lt;br /&gt;
:* Difficulty Level – To increase the challenge of playing against computer-controlled opponents, increase the difficulty level. At higher difficulty levels, the computer opponent receives a variety of material advantages. See the FAQ document for details.&lt;br /&gt;
&lt;br /&gt;
:* Foot Unit Cautious Movement – If foot unit cautious movement is turned on, any infantry squad unit that makes a normal move into a hex that lacks a defense bonus suffers a -1 defense modifier, during the opponent’s turn. To avoid this penalty, units can spend extra AP to move cautiously. To move cautiously, hold down the CTRL key while right-clicking when issuing a move order. This adds +1 to the AP cost for each move. (See below for rules on [[#Selecting and Moving Units|movement]] and [[#Attacking|combat]].)&lt;br /&gt;
&lt;br /&gt;
:* Random Quality – If this option is turned on, units that would otherwise start with Regular quality level instead have their quality level randomized. (See [[#Unit Quality|Unit Quality]] for more information.)&lt;br /&gt;
&lt;br /&gt;
* System Preferences – Used to control video, gameplay, and audio options. Preferences can also be changed in-game and unlike rule options are not part of the game file. Some video preferences will not take effect until the game is restarted.&lt;br /&gt;
&lt;br /&gt;
* Game News – Find out about what’s going on with Conflict of Heroes updates, expansions, new firefights, and related products. (You can also receive information about game news by visiting www.matrixgames.com/forums/tt.asp?forumid=1040.)&lt;br /&gt;
&lt;br /&gt;
* Upload Game Results – Help Western Civilization Software balance and improve the difficulty of Conflict of Heroes firefights by uploading the results of the games you have completed so far (or since the last time you uploaded game results). When you select this menu option, the results of games you played against the AI are uploaded to our FTP. No personal information is transmitted.&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_010.jpg|none|border|500px|thumb|Setting up a game after selecting a scenario]]&lt;br /&gt;
&lt;br /&gt;
* Human / Computer Player Buttons – Use these buttons to determine whether the Germans or Russians will be controlled by the human player, or by the computer. You can set both players to “human” in order to play a hot-seat game.&lt;br /&gt;
&lt;br /&gt;
* Human-Preferred Side – Some firefights have a “human-preferred” side, indicating that the firefight has been designed and balanced with the intention that the human player should play the indicated side. You are allowed to play the non-human-preferred side in a firefight if you choose, but you might then find the firefight somewhat unchallenging.&lt;br /&gt;
&lt;br /&gt;
* Server Setup – Use this to open the Server Setup Screen in order to host this game over TCP/IP or LAN. (See the [[#Local Network Games|Local Network Games]] section.)&lt;br /&gt;
&lt;br /&gt;
==Planning Phase==&lt;br /&gt;
&lt;br /&gt;
When you start a new game, before most of the movement and firing begins, you may be asked to do some game setup or round-planning, such as planning artillery strikes, placing objects like barbed wire or land mines, or positioning reinforcements for the turn. This can sometimes take place before the first round of combat.&lt;br /&gt;
&lt;br /&gt;
'''Artillery Strikes and Laying Down Smoke'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_011.jpg|none|border|500px|thumb|Assigning an artillery strike to a hex]]&lt;br /&gt;
&lt;br /&gt;
To plan an artillery strike, click on a highlighted area on the map with the right mouse button during the planning phase. Sometimes you may be prompted to plan more than one artillery strike at a time. Artillery strikes affect the hex on which you click and all six adjacent hexes, attacking friend and foe alike. Usually artillery strike planning is for a strike that will occur at the beginning of the following turn, but sometimes you will be prompted to plan for strikes in even later turns.&lt;br /&gt;
&lt;br /&gt;
Right-click on a hex in the area indicated by the blinking blue highlight to place an artillery strike. Click the “Done” button when you are finished. Sometimes you will be able to place artillery strikes anywhere on the map, but other times will be limited as to where strikes may be placed.&lt;br /&gt;
&lt;br /&gt;
In certain firefights, some artillery strikes have a chance of delay. If a delay occurs, the strike will not happen during the round for which it was planned, but will be delayed one or more rounds.&lt;br /&gt;
&lt;br /&gt;
In some firefights, some artillery strikes deliver smoke instead of high explosive (HE) attacks, and for some strikes you will have the option of deciding whether the strike will deliver smoke or an attack.&lt;br /&gt;
&lt;br /&gt;
You can undo an artillery strike (whether HE or smoke) you have placed by clicking on the hex of a planned strike.&lt;br /&gt;
&lt;br /&gt;
'''Reinforcements'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_012.jpg|none|border|500px|thumb|Placing reinforcements (available hexes are highlighted)]]&lt;br /&gt;
&lt;br /&gt;
Reinforcements enter the game before the start of a round. These rounds vary from firefight to firefight. The zone in which a reinforcement may enter is indicated by a blinking blue highlight. Right-click on a hex in the highlighted zone to place a unit for reinforcements, keeping an eye on the mouse cursor arrow to control the facing of the new unit. You can choose which reinforcing unit is to be placed next by clicking on the unit’s button to the left.&lt;br /&gt;
&lt;br /&gt;
Reinforcements may enter the game loaded onto a vehicle. When placing a reinforcement, left-click on a vehicle located in the reinforcement zone to load the reinforcement onto the vehicle. This will not work if the rules do not allow the unit to be loaded onto the vehicle. (See [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]] for details on loading.)&lt;br /&gt;
&lt;br /&gt;
'''Fortifications and Obstacles'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_013.jpg|none|border|500px|thumb|Placing a fortification/obstacle (barbed wire)]]&lt;br /&gt;
&lt;br /&gt;
Right-click to place military fortifications and obstacles, such as barbed wire, mine fields and bunkers, on the map. Information about your placement appears at the upper left of the screen. You may undo placements with the “Undo” button. Press “Done” when you are finished placing terrain features.&lt;br /&gt;
&lt;br /&gt;
'''Hiding Units'''&lt;br /&gt;
&lt;br /&gt;
Some firefights also ask you to place hidden units, which then enter the game hidden (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]). If Fog of War is enabled, units that are not within the line of sight of any friendly units will not be seen, but they do not gain Hidden status simply by being out of sight.&lt;br /&gt;
&lt;br /&gt;
'''Point Buy Games'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_014.jpg|none|border|500px|thumb|Buying units with points in a point buy firefight]]&lt;br /&gt;
&lt;br /&gt;
Some firefights allow one or both of the players to requisition units at the start of the firefight. Players are given a certain number of points to spend requisitioning units. The types and numbers of units available for requisition are determined by the firefight. Units that are requisitioned enter the firefight as reinforcements on the first turn.&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_015.jpg|none|border|500px|thumb|Main screen elements]]&lt;br /&gt;
&lt;br /&gt;
====Main Screen Information====&lt;br /&gt;
&lt;br /&gt;
* '''Game Menu'''&lt;br /&gt;
&lt;br /&gt;
Mouse over each button for its label and settings.&lt;br /&gt;
&lt;br /&gt;
:* '''Hide Game Menu''' – Hides the Game Menu.&lt;br /&gt;
:* '''Game History''' – A display of the last several hundred lines from the game report.&lt;br /&gt;
:* '''Combat Statistics''' – A report on unit destruction.&lt;br /&gt;
:* '''Save Game''' – Saves the game.&lt;br /&gt;
:* '''Open Game''' – Opens a saved game.&lt;br /&gt;
:* '''Preferences''' – Opens a display allowing you to adjust video, audio, and gameplay preferences.&lt;br /&gt;
:* '''Camera Control''' – Switches the game camera between normal and top-down modes. Note that the camera maintains its position in each mode independently of the other.&lt;br /&gt;
:* '''Dice Camera''' – Toggles use of the Dice Camera, allowing you to use a webcam and a pair of six-sided dice to roll your own combat results (see the Dice Camera document).&lt;br /&gt;
:* '''2D Chit / 3D Unit View''' – Switches the game between displaying units as 2D Chits and animated 3D Units.&lt;br /&gt;
:* '''Briefing Map''' – Shows the briefing map for this firefight, including deployment areas, objectives and reinforcements.&lt;br /&gt;
:* '''Help''' – Opens in-game help files.&lt;br /&gt;
:* '''Exit''' – Exits back to the main menu.&lt;br /&gt;
&lt;br /&gt;
* '''Score''' – Shows the current Russian and German score.&lt;br /&gt;
&lt;br /&gt;
* '''Commander and Firefight Orders''' – Click on the commander mug shot to open a description of your orders for this firefight.&lt;br /&gt;
&lt;br /&gt;
* '''Turn Clock(s)''' – The clocks show how many rounds are in the firefight altogether, and how many rounds have passed so far. Reinforcement arrivals and artillery support are shown on each turn clock, with an icon that shows the side which receives them.&lt;br /&gt;
&lt;br /&gt;
* '''Active player icon''' – Displays the icon of the active human player. If the active player is computer-controlled, the icon is shown grayed-out.&lt;br /&gt;
&lt;br /&gt;
* '''CAPs Remaining''' – Shows CAPs (Command Action Points) remaining for the current human player (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''CAP Conversions''' – These buttons allow you to convert CAPs to APs, and to raise or lower roll bonuses (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''Special Actions''' – Images to the left show the special actions you can take on your turn. Mouse over each for more information; left-click to select one (see [[#Special Actions|Special Actions]]).&lt;br /&gt;
&lt;br /&gt;
* '''Unit Buttons''' – Use these buttons to allow the selected unit to perform more detailed commands (see [[#Unit Buttons|Unit Buttons]]).&lt;br /&gt;
&lt;br /&gt;
* '''Game Report''' – Displays a summary of the last few actions that happened in the game. Use the toggle button above the report area to hide this display. You can open and close the Game Report using the toggle button in the lower left-hand corner of the screen.&lt;br /&gt;
&lt;br /&gt;
Moving the cursor around will show you the following:&lt;br /&gt;
&lt;br /&gt;
* '''Unit Tooltip''' – Shows basic information about either the unit last selected or the unit under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
* '''Terrain Information''' – Shows information about the terrain in the hex under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
====Camera Controls====&lt;br /&gt;
&lt;br /&gt;
* '''To scroll across the map''':&lt;br /&gt;
&lt;br /&gt;
:* Move the mouse cursor to the edge of the screen, or:&lt;br /&gt;
:* Left-click on the map surface and drag.&lt;br /&gt;
&lt;br /&gt;
* '''To change the camera angle''':&lt;br /&gt;
&lt;br /&gt;
:* Right-click on the map surface and drag the mouse.  Dragging the mouse left-right rotates the camera.  Dragging the mouse up-down tilts the camera.&lt;br /&gt;
:* CTRL + mouse wheel rotates the camera.&lt;br /&gt;
:* ALT + mouse wheel tilts the camera.&lt;br /&gt;
:* SHIFT + mouse wheel changes the camera height.&lt;br /&gt;
:* Note that using the mouse wheel without CTRL / ALT / SHIFT will reset the camera to the default height/angle setup.&lt;br /&gt;
:* You can also use the &amp;lt;Page Up&amp;gt; and &amp;lt;Page Down&amp;gt; keys to adjust the camera: these two keys work with CTRL, ALT, and SHIFT in the same manner as described for the mouse wheel.&lt;br /&gt;
&lt;br /&gt;
* '''To zoom in and out''':&lt;br /&gt;
&lt;br /&gt;
:* Use the scroll wheel on your mouse.&lt;br /&gt;
&lt;br /&gt;
====Selecting and Moving Units====&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click a unit to select it''' – You can switch among your units freely during your turn. The dotted indicator in the image below indicates the current active unit, which is the last unit selected by the active player. The arrow is the selection arrow. The number is the unit’s remaining AP.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_016.jpg|none|border|500px|thumb|Selecting a unit]]&lt;br /&gt;
&lt;br /&gt;
* You can also select multiple units for a group-move. See [[#Group Movement|Group Movement]] for more information.&lt;br /&gt;
&lt;br /&gt;
* '''Right-Click to Move''' – Right-click on the blue blinking area to move the current active unit to the hex on which you clicked.&lt;br /&gt;
&lt;br /&gt;
:* '''Facing''': Move the cursor toward the edge of a hex to face the unit in that direction after it moves into the hex. The mouse cursor arrow shows you the facing the unit will have after it enters the hex you click on.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_05b.jpg|none|border|500px|thumb|Selecting a friendly unit]]&lt;br /&gt;
&lt;br /&gt;
:(Note that the movement facing arrow supersedes the unit selection arrow: left-clicking on a unit will still select it, if it is eligible to be selected).&lt;br /&gt;
&lt;br /&gt;
:* '''Cost to Move''': Each unit has a base AP cost to move. Terrain in the destination hex may increase the AP cost of the move. Moving backward imposes an additional +1 AP cost.&lt;br /&gt;
:* '''Bonus Moves''': Some fast units (vehicles) get one or more bonus moves after they take a move action. The word “BONUS” appears over a unit when it is taking a bonus move. You cannot fire or take other actions during a bonus move. Bonus moves for treaded vehicles may only be made into clear terrain that does not change height. Bonus moves for wheeled vehicles may only be made along roads. (See [[#Terrain|Terrain]]). If you need to, you can end a bonus move with the “Pass” button on the unit buttons bar (see [[#Unit Buttons|Unit Buttons]]), or by hitting &amp;lt;spacebar&amp;gt;.&lt;br /&gt;
:* '''No Stacking Limits''': There are no stacking limits in Conflict of Heroes – any number of units may share the same hex. However, note that a combat attack will affect every unit in the hex if it is targeted for attack. This should discourage players from stacking too many units in a hex.&lt;br /&gt;
&lt;br /&gt;
* Right-Click to Pivot – Right-click on the map outside of a blinking blue movement area to pivot the current active unit toward the hex on which you clicked. A pivot like this ends your turn and costs 1 AP.&lt;br /&gt;
&lt;br /&gt;
* '''Click “Pass” to Skip Turn''' – You can skip your turn instead of moving, firing, or taking other actions by passing.  If both players pass in sequence, the round ends.&lt;br /&gt;
&lt;br /&gt;
* '''Cycle Through Units with APs''' – Any side buttons on your mouse cycle through units with APs Remaining. The + and – keys will do this as well.&lt;br /&gt;
&lt;br /&gt;
====Attacking====&lt;br /&gt;
&lt;br /&gt;
*'''Hover Over Enemy to Target'''&lt;br /&gt;
&lt;br /&gt;
Move the mouse cursor over an enemy unit to get information about an attack against that unit. Crosshairs and dots indicate that the current active unit is able to attack the target: white dots indicate the attack is within short range; gray dots indicate that the attack would be made at long range, with a penalty.&lt;br /&gt;
&lt;br /&gt;
If you are unable to attack, the reason is shown at the top of the screen. If you are able to attack, the roll needed to hit (on two six-sided dice [2D6]) is shown at the top of the screen. Note: You may modify the roll needed to hit with up to 2 CAPs.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_018.jpg|none|border|500px|thumb|Targeting an enemy unit]]&lt;br /&gt;
&lt;br /&gt;
:*'''Arc of Fire'''&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_039.jpg|none|border|500px|thumb|The standard arc of fire]]&lt;br /&gt;
&lt;br /&gt;
:Some units, such as guns and infantry squads, may only fire in the direction they face i.e. their forward arc. Other units, such as tanks, can fire in any direction, though they pay an additional +1 AP cost to fire outside of their forward arc. (The forward arc is the arc of fire for each unit, even though for tanks it is really only their forward firing arc.)&lt;br /&gt;
&lt;br /&gt;
:Hexes are highlighted in light green if they are within the arc of fire of the current active unit (direct fire). Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_040b copy.jpg|none|border|500px|thumb|Direct and indirect fire (e.g. for turreted units)]]&lt;br /&gt;
&lt;br /&gt;
:*'''Line-of-Sight'''&lt;br /&gt;
:Units must have line-of-sight (LOS) to an enemy unit in order to attack it. (Exception: mortars - see the following sub-section.) LOS can be blocked by terrain and by smoke. A unit in a hex with an enemy unit has no LOS beyond that hex.  Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_019_alt.jpg|none|border|500px|thumb|Line-of-sight (LOS): light green hexes are in LOS, as are the three adjacent forward hexes (flashing blue in-game).  Dark green hexes are in LOS for at least one other friendly unit; shadowed hexes are in Fog-of-war, i.e. out of LOS for all friendly units.]]&lt;br /&gt;
&lt;br /&gt;
:*'''Mortar Units'''&lt;br /&gt;
&lt;br /&gt;
:Like infantry units, mortars may make direct attacks on units in their forward arc LOS. In addition, some mortar units can fire at targets they cannot see by firing indirectly using spotters. A mortar’s spotters are abstractly considered to be located in any hex within two hexes of the mortar unit, so long as it has LOS to the mortar unit. A mortar can make an indirect attack on any enemy in its forward arc that can’t be seen by the mortar but can be seen from one of its spotter hexes. (However, mortars also have minimum firing ranges; see [[#Range|Range]] below).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_020.jpg|none|border|500px|thumb|Firing with mortars: spotter hexes marked with white spots.  Light green and light crimson hexes in firing arc for mortar unit itself: light green in LOS to mortar unit itself and are direct attacks; light crimson in LOS to at least one spotter hex and are indirect attacks.]]&lt;br /&gt;
&lt;br /&gt;
:An indirect attack is made like a normal attack but costs additional APs, as indicated in parentheses below the normal attack cost on the mortar unit.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_021.jpg|none|border|500px|thumb|Mortar unit toolbar: direct attacks cost 3 AP; indirect attacks cost 4 AP.]]&lt;br /&gt;
&lt;br /&gt;
:Note that not all mortar units are capable of indirect fire.&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click on Enemy to Attack'''&lt;br /&gt;
&lt;br /&gt;
:*Attacks are made against every unit in the target hex, both friend and foe alike. The exception is units in close-combat (that is, in the same hex as their target enemy; see [[#Range|Range]]), which are not forced to attack friendly units in their hex.&lt;br /&gt;
&lt;br /&gt;
:*Stats and the Combat Roll: The strength of the attacker, i.e. the attack value, is  determined by the roll of two virtual six-sided dice [2D6] (or two real ones if using the Dice Camera). This die roll result is added to the firepower of the attacking unit, plus any relevant attack modifiers. The attack value is then compared to the strength of the targeted unit, i.e. the defense value. A unit’s defense value is the sum of its defense rating, plus any terrain modifiers present in the hex it occupies.&lt;br /&gt;
&lt;br /&gt;
:If the attack result equals or exceeds the defense result, the target is wounded, and takes on a randomly-determined “wounded condition” (see [[#Wounded Conditions|Wounded Conditions]]). If the attack result equals or exceeds the defense result by four or more, the target is destroyed outright. A unit that already has a wound condition that receives an additional wound is destroyed.&lt;br /&gt;
&lt;br /&gt;
:*Red vs. Blue Attack and Defense Values&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_022.jpg|none|border|500px|thumb|Attack values: red for rifles, explosives, and hand-to-hand, blue for shells, anti-tank, and armor-piercing rounds.]]&lt;br /&gt;
&lt;br /&gt;
:Each unit has a red and blue firepower. Red firepower is used against targets with red defense ratings and blue firepower is used against targets with blue defense ratings. Red firepower represents anti-personnel attacks or high-explosive munitions. Blue firepower represents anti-tank or armor-piercing rounds. Units with blue defense ratings are armored, whereas units with red defense ratings are unarmored.&lt;br /&gt;
&lt;br /&gt;
:Some field and anti-tank guns have a blue front defense rating and a red flank defense rating to model the large forward facing gun shield  (see the following sub-section).&lt;br /&gt;
&lt;br /&gt;
:*Flanking&lt;br /&gt;
&lt;br /&gt;
:Each unit has a separate forward and flank defense value. &lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_023.jpg|none|border|500px|thumb|Defense values: red for infantry personnel, blue for armor (large guns, tanks, etc.). Upper value is for flank defense, lower value is for forward defense.]]&lt;br /&gt;
&lt;br /&gt;
:Units that are attacked from a hex that is inside of their forward arc use their front defense rating to determine their defense value. Units that are attacked from a hex outside their forward arc use their flank defense rating to determine their defense value.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024.jpg|none|border|500px|thumb|If an attack comes from the defending unit's forward arc, use the forward defense value. If an attack comes from anywhere else, use the flank defense value.]]&lt;br /&gt;
&lt;br /&gt;
:Some units have one color for forward defense, and the other for flank defense.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024b.jpg|none|border|500px|thumb|Some units, like large guns, use a blue defense value for attacks from the forward arc (forward attacks), and a red defense value for attacks from the flank (flank attacks).]]&lt;br /&gt;
&lt;br /&gt;
:Units attacking a mixed unit from its forward arc use the attack value whose color matches the mixed unit’s forward defense color. Units attacking a mixed unit outside its forward arc use the attack value whose color matches the mixed unit’s flank defense color.  &lt;br /&gt;
&lt;br /&gt;
:Just remember always to use the matching color: red attack always matches red defense; blue attack always matches blue defense.&lt;br /&gt;
&lt;br /&gt;
:*'''Terrain''': Terrain modifies a target’s defense value (see [[#Terrain|Terrain]]).&lt;br /&gt;
&lt;br /&gt;
:*'''Vehicles as Cover''': Any infantry squad (rifles, pioneers, SMGs) in the same hex as a friendly vehicle (wheeled or tracked) receives a +1 bonus to their defense values. This does not apply to loaded units (see [[#Rallying, Loading, and Other Actions|Rallying, Loading, and Other Actions]]). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Range'''&lt;br /&gt;
&lt;br /&gt;
:* Each unit that can attack has a base attack range.&lt;br /&gt;
&lt;br /&gt;
:* Units can attack with no penalty up to their base attack range. Units can fire  out to twice their attack range, but then receive a -2 attack penalty to their attack value. Units cannot attack beyond twice their attack range.&lt;br /&gt;
&lt;br /&gt;
:* Some units, like mortars, also have a minimum attack range, which precedes their base attack range on their stats. For example, for a unit with a range of “3-18” 3 is the minimum attack range, 18 is the base attack range.&lt;br /&gt;
&lt;br /&gt;
:* For units with a minimum range, enemy units that are within this minimum range cannot be fired upon except in close combat.&lt;br /&gt;
&lt;br /&gt;
:* +3  for Close Range: Units receive a +3 attack bonus when firing at units in adjacent hexes.&lt;br /&gt;
&lt;br /&gt;
:* +4 or -2 for Close Combat: rifles, pioneers, SMGs, tanks, armored cars, and APCs receive a +4 attack bonus when firing at units in the same hex as themselves. MGs, guns, mortars, wagons, and trucks receive a -2 attack penalty in close combat.&lt;br /&gt;
&lt;br /&gt;
====Unit Tooltip Values====&lt;br /&gt;
The essential movement and combat values and costs are shown on the unit tooltip, in the following order:&lt;br /&gt;
&lt;br /&gt;
* AP remaining&lt;br /&gt;
* Firepower: soft (added to die roll)&lt;br /&gt;
* Firepower: armor (added to die roll)&lt;br /&gt;
* AP cost to fire&lt;br /&gt;
* Range&lt;br /&gt;
* Forward defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* Flank defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* AP cost to move&lt;br /&gt;
* Number of bonus moves&lt;br /&gt;
&lt;br /&gt;
A grey box behind the attack values indicates the unit receives the Close Combat -2 attack penalty.&lt;br /&gt;
&lt;br /&gt;
If a unit is wounded, you’ll see a hit counter at the end of the tooltip.&lt;br /&gt;
&lt;br /&gt;
====Hit Counters====&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_025.jpg|none|border|500px|thumb|Hit counters for damaged/wounded units.]]&lt;br /&gt;
&lt;br /&gt;
A unit that is damaged during an attack (but not destroyed outright) receives a hit counter. There are a variety of hit counters for foot and for vehicle type units. The hit counter is displayed over any damaged unit. The details of your hit counter are shown on the unit tooltip display of a damaged unit, including any modifiers to unit values, and the die roll needed to rally the unit. Hit counters can affect movement, attack, and defense.&lt;br /&gt;
&lt;br /&gt;
Note that the details of enemy hit counters will remain hidden to you, until the enemy unit takes an action involving a unit statistic that is modified by its hit counter. Before this occurs, you will be able to see that an enemy unit is damaged, but you will not be able to see the particular effects of its hit counter in the unit’s tooltip display.&lt;br /&gt;
&lt;br /&gt;
====Rallying, Hiding, and Other Unit Actions====&lt;br /&gt;
&lt;br /&gt;
'''Rallying'''&lt;br /&gt;
&lt;br /&gt;
Wounded units can be rallied using the “Rally” button (see [[#Unit Buttons|Unit Buttons]]). Rallying costs 5AP for all units. A successful rally attempt removes the wound condition from the unit. Not all wound conditions can be removed, and the difficulty of removing a wound condition varies with the type of condition. Units receive a bonus to their rally rolls when they are in terrain with a defense bonus, and/or when they are in the same hex as other friendly unwounded units. Units cannot rally when in the same hex as an enemy unit. Some wound conditions do not permit rallying.&lt;br /&gt;
&lt;br /&gt;
'''Hiding'''&lt;br /&gt;
&lt;br /&gt;
Units can hide using the “Hide” button (see [[#Unit Buttons|Unit Buttons]]). Units can only hide when they are out of line-of-sight (LOS) of all enemy units. A hidden unit in clear terrain is revealed only when an enemy unit that has LOS into the hidden unit’s hex moves within two hexes of it. A hidden unit in terrain that either has a defense bonus or provides cover is not revealed unless an enemy unit enters its hex. Some units enter the game hidden. Hidden units cannot be targeted; players may use the “Attack” button on the unit buttons bar to attack hexes where they suspect hidden units may be hiding.&lt;br /&gt;
&lt;br /&gt;
Hidden units may move while remaining hidden. It costs +3 APs to “hidden move” into a hex with terrain that provides cover. It costs +5 APs to “hidden move” into a hex with terrain that does not provide cover.&lt;br /&gt;
&lt;br /&gt;
A player’s own hidden units are shown marked with a symbol that looks like a tree. &lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_026.jpg|none|border|500px|thumb|Unhidden units contrasted with hidden units.]]&lt;br /&gt;
&lt;br /&gt;
Hidden enemy units are not visible to you, only to the owner of the units. &lt;br /&gt;
Ex: A German rifle squad moves back behind heavy woods, is out of the LOS of all enemy units, and disappears from the enemy’s view on the map. The German “Hides” the unit during his next turn. He then “hidden moves” this unit forward into the enemy’s LOS range, but still remains hidden from enemy view. &lt;br /&gt;
&lt;br /&gt;
'''Loading'''&lt;br /&gt;
&lt;br /&gt;
Units can be loaded (includes transporting foot units and towing guns) onto most vehicles such as tanks, trucks and wagons by using the “Load” button. They can be unloaded using the same button. (See [[#Unit Buttons|Unit Buttons]].) When a unit is loaded onto a vehicle, the two units are considered to be in group action together: if the units have different AP totals at the end of the turn the lower figure will be applied to both, and this will continue in each subsequent turn. (See [[#Group Actions|Group Actions]].) The AP cost to load and unload a unit is equal to the base movement cost of that unit, and is deducted from the group at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Guns and immobilized vehicles can also be loaded, in which case they are considered to be towed. Vehicles can generally carry one infantry squad, or they can tow one gun or immobilized friendly vehicle. Towed units remain in the same hex as the vehicle carrying them during movement.&lt;br /&gt;
&lt;br /&gt;
'''Other Actions'''&lt;br /&gt;
&lt;br /&gt;
Units can perform a few other actions as well, like attacking fortifications, laying smoke, digging hasty defenses, and entering and exiting buildings. See [[#Unit Buttons|Unit Buttons]]s for more details.&lt;br /&gt;
Unit Buttons&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit buttons bar. Unit buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
====Unit Action Buttons====&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit action buttons bar. Unit action buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_027.jpg|none|border|500px|thumb|The unit buttons bar.]]&lt;br /&gt;
&lt;br /&gt;
* '''Pass''' – Skips your turn. If both players skip their turn in sequence, the round ends.&lt;br /&gt;
* '''Pass Entire Turn''' – Skips all of your turns until the end of the round.&lt;br /&gt;
* '''Attack a Hex''' – Prompts you to choose a hex to attack. Use this button when you want to try and destroy military fortifications (like land mines or barbed wire) or to attack hexes in which you suspect a hidden enemy unit may be located.&lt;br /&gt;
* '''Smoke a Hex''' – Prompts you to choose a hex in which to place a smoke screen. Some units have the ability to place smoke at various ranges according to the firefight. (See '''Smoke Screen''' under [[#Fortifications and Obstacles|Fortifications and Obstacles]].)&lt;br /&gt;
* '''Rally''' – Spends 5 APs to attempt to rally a unit with a wound condition.&lt;br /&gt;
* '''Hide/Unhide''' – Hides and unhides the current active unit.&lt;br /&gt;
* '''Enter/Exit Structure''' – Use these buttons to enter structures located in the same hex as the current active unit, such as a bunker, trench, or house (see [[#Terrain|Terrain]] for more information on structures). Only certain types of units can enter a given type of structure. If a unit is inside a structure, the relevant Enter Structure button becomes an Exit Structure button. It typically costs 1 AP to enter or exit a structure.&lt;br /&gt;
* '''Hasty Defense''' – Non-vehicle units may construct a hasty defense, at the cost of 7 APs. This provides a +1 defense modifier to the unit. The defense lasts until the unit moves or pivots. Wounded units cannot build a hasty defense.&lt;br /&gt;
* '''Load/Unload Vehicle''' – Loads the current active unit onto a friendly vehicle that is in its hex. If there is more than one eligible vehicle, the user is prompted to choose a vehicle. The units are considered to be in group action together. If a vehicle is loaded, the Load button becomes the Unload button and takes a loaded unit off of the vehicle that is transporting or towing it.&lt;br /&gt;
&lt;br /&gt;
====Group Actions====&lt;br /&gt;
&lt;br /&gt;
Players can form a group of units for attack and movement purposes, lasting until the end of the round. Units formed into a group can perform actions together that cannot be interrupted by the enemy player. For instance, four units may be formed into a group and each of these units may be moved during a single turn; and, once grouped, they must move during the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Creating groups''': SHIFT + left-click to add to group. It costs no AP to do this.&lt;br /&gt;
&lt;br /&gt;
* '''Contiguous units''': Only contiguous collections of units may be formed into a group – that is, a unit may be added to a group only if it is in the same hex as a member of the group, or an adjacent one. All units in a group then move together before the end of a turn.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_028.jpg|none|border|500px|thumb|Units ready to be grouped]]&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_029.jpg|none|border|500px|thumb|Grouped units; the left-most unit is the current active unit.]]&lt;br /&gt;
&lt;br /&gt;
* '''Disband groups''': Disband a group by left-clicking to select another unit outside the group without holding the &amp;lt;Shift&amp;gt; key, or by pressing the &amp;lt;Escape&amp;gt; key. It costs no AP to disband a group. Groups disband at the end of each round. Loaded units remain loaded until they are unloaded, however.) &lt;br /&gt;
&lt;br /&gt;
* '''Group firing''': The current active unit is considered the “fire-leader” and the target of the attack must be a unit on which the fire-leader can make an attack. All units in the group contiguous with the fire-leader with line of sight to the target and enough APs to fire will contribute +1 to the attack.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_030.jpg|none|border|500px|thumb|Grouped units; the middle unit highlighted in grey has finished moving, but is still part of the group. The second from left highlighted in yellow is the current active unit, and hence is the fire-leader. The group may only fire on units in LOS of the fire-leader, and direct and indirect attacks are based on the fire-leader's position.]]&lt;br /&gt;
&lt;br /&gt;
* Remember that all units in a group move together before the end of the turn. &lt;br /&gt;
&lt;br /&gt;
* CAPs can be added to groups to increase the APs of every member of the group. Important: these APs will be lost if the group is disbanded.&lt;br /&gt;
&lt;br /&gt;
* Groups may also perform other actions together, such as group-rallying or group-hasty entrenchment. Every member that has sufficient APs remaining to perform the indicated action will attempt to do so. Note that once a group moves, none of the units in the group may rally.&lt;br /&gt;
&lt;br /&gt;
* At the end of a turn, all units in a group move have APs reduced  to the lowest AP value of any unit in the group (i.e., the weakest link). A group travels only as far as its slowest member. Ex: A HMG team with 2 APs remaining after a group move is grouped with a Rifle team with 4 APs remaining.  The Rifle team’s APs are reduced to 2 APs at the end of the move to match the lowest remaining APs in the group.&lt;br /&gt;
&lt;br /&gt;
====Command Action Points (CAPs)====&lt;br /&gt;
&lt;br /&gt;
Command Action Points represent the influence of commanders on the battlefield action. Each player has a pool of CAPs independent of any particular unit. These CAPs can be transferred to units and converted into APs for the current active unit. They can also be used for increasing the odds of performing some attack or other action (up to +2 to attack rolls and rally rolls).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_031.jpg|none|border|500px|thumb|The CAPs buttons]]&lt;br /&gt;
&lt;br /&gt;
Use CAPs to get a roll bonus of up to +2 for attack rolls and rally rolls.&lt;br /&gt;
&lt;br /&gt;
Players receive a certain number of CAPs each round according to the specifications of the firefight. CAPs are replenished at the beginning of the next round. CAPs cannot be saved from one round to the next. A player’s CAP allotment decreases by 1 from the base amount for every unit on that is destroyed in a firefight. (For example, if you have had two of your units destroyed, then you receive two fewer CAPs at the start of each round.)&lt;br /&gt;
&lt;br /&gt;
====Terrain====&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Basic Terrain&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
The width of a hex represents roughly 40-50 meters of ground. Each hex has a basic terrain type, which modifies movement AP costs for different types of movement, and adds defense modifiers for units in that hex. Some hexes also act as cover and units may stay hidden or be allowed to hidein these hexes (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a hex to see the terrain type displayed at the bottom of the screen, along with any relevant modifiers.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_032.jpg|none|border|500px|thumb|Viewing terrain info and modifiers. The +1 defense is added to the defense value of units in the hex. (Or, subtracting it from the attack value of a unit attacking that hex would provide the same result.)]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Terrain Movement Cost (in APs) and Defense Modifiers'''&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Terrain||Infantry Cost||Wheel Cost||Track Cost||Defense Modifier||Cover for Hiding&lt;br /&gt;
|-&lt;br /&gt;
|'''Clear'''*||0||0||0||0||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Water'''||+4||N/A||N/A||-1||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Marsh'''||+2||N/A||+2**||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Woods'''||+1||N/A||+2||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Light Woods'''||0||2||+1||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Wood)'''||+1||N/A||+2||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Stone)'''||+1||N/A||+3**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Wood)'''||+2||N/A||+3||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Stone)'''||+2||N/A||+4**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Wheat'''||0||0||0||0||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Corn'''||+1||0||0||0||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Includes all low-level, solid-ground terrain types such as Dirt, Sand, Grass, etc.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;**Units of the indicated type have a chance to become immobilized upon entering a hex with this terrain type.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Roads'''&lt;br /&gt;
&lt;br /&gt;
Roads permit more rapid movement. Terrain movement costs are ignored when moving along roads.&lt;br /&gt;
&lt;br /&gt;
'''Walls'''&lt;br /&gt;
&lt;br /&gt;
Walls protect units. Units in the same hex as a wall receive a +1 defense bonus from attacks crossing over the wall hex side. Wheeled units may not cross walls; tracked units may cross them but at a +1 cost to movement.&lt;br /&gt;
&lt;br /&gt;
'''Height'''&lt;br /&gt;
&lt;br /&gt;
Some hexes have different elevation, or height. Moving up each level of height costs +1AP; vehicles may only move up one level of height per turn. It costs nothing to move down levels of height.&lt;br /&gt;
&lt;br /&gt;
Units at a higher elevation attacked by the enemy units at a lower elevation receive a +1 defense bonus. Units at a higher elevation firing at enemy units on a lower elevation receive a +1 Firepower bonus. Multiple levels of elevation do not improve these modifiers; they are always +1. &lt;br /&gt;
&lt;br /&gt;
Height also causes a plateau effect, cutting the LOS of units that are not close to the  height edge. The further from the edge of a height level, the less the unit can see to lower levels and vice versa. This plateau effect can be improved or worsened depending on the height level, the covering terrain, and the distance of attacking and defending units from the height edge.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_033.jpg|none|border|500px|thumb|Heights.]]&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Fortifications and Obstacles&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
Fortifications and obstacles represent man-made modifications to a location. Hexes may have one or more terrain features in them. Some of these features are directional, while others have the same effect regardless of the direction of movement or attack.&lt;br /&gt;
&lt;br /&gt;
You can attempt to destroy fortifications and obstacles by using the “Attack” button on the unit buttons bar (see [[#Unit Buttons|Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a fortification or obstacle to see its type displayed at the bottom of the screen, along with any relevant modifiers, just as with basic terrain. &lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_034.jpg|none|border|500px|thumb|Viewing fortification/obstacle modifiers and terrain info.]]&lt;br /&gt;
&lt;br /&gt;
* '''Bunkers''': &lt;br /&gt;
&lt;br /&gt;
:* Wood Bunker&lt;br /&gt;
:*(Regular) Bunker&lt;br /&gt;
:* Heavy Bunker&lt;br /&gt;
&lt;br /&gt;
Wood, regular, and heavy bunkers all share the same rules but provide different defensive bonuses. Infantry squads and guns may enter a bunker. A unit in the bunker can only assume the facing of the bunker unit.&lt;br /&gt;
&lt;br /&gt;
: '''Wood Bunker''': +4 defense front, +1 defense flank&lt;br /&gt;
: '''Bunker''': +5 defense front, +2 defense flank&lt;br /&gt;
: '''Heavy Bunker''': +6 defense front, +3 defense flank&lt;br /&gt;
&lt;br /&gt;
* '''Gun Pits'''&lt;br /&gt;
&lt;br /&gt;
Only guns may enter a gun pit structure. The pit provides units inside of it with a +3 defense modifier against attacks that come from the pit’s forward arc, regardless of the direction the units are facing.&lt;br /&gt;
&lt;br /&gt;
* '''Barbed Wire'''&lt;br /&gt;
&lt;br /&gt;
Barbed wire costs 4 additional APs for infantry units to enter, and 2 additional APs for tracked units. Wheeled units cannot enter a barbed wire hex. Barbed wire is destroyed when a tracked unit enters it.&lt;br /&gt;
&lt;br /&gt;
* '''Trenches'''&lt;br /&gt;
&lt;br /&gt;
Only infantry squads can enter trenches. Units in a trench receive a +2 defense modifier.&lt;br /&gt;
&lt;br /&gt;
* '''Roadblocks'''&lt;br /&gt;
&lt;br /&gt;
Wheeled vehicles cannot enter a hex with a roadblock. Tracked vehicles pay an additional 4 APs to enter a roadblock hex. Roadblocks do not affect foot movement.&lt;br /&gt;
&lt;br /&gt;
* '''Land Mines'''&lt;br /&gt;
&lt;br /&gt;
There are three types of land mines: foot mines, vehicle mines, and mixed foot-vehicle mines. A mine makes an attack against the flank of any unit of the appropriate type that enters the hex containing the mine. Mines laid by enemies are generally hidden until you discover them.&lt;br /&gt;
&lt;br /&gt;
* '''Smoke Screen''' &lt;br /&gt;
&lt;br /&gt;
Smoke has levels: newly laid smoke is Level 2 smoke. Level 2 smoke blocks LOS through the smoke-hex, and provides a +2 defensive bonus for targeted units within the smoke hex and to those units targeted by fire originating from the smoke hex . At the end of the round, Level 2 smoke becomes Level 1 smoke.&lt;br /&gt;
&lt;br /&gt;
Level 1 smoke allows LOS to pass through it, and provides a +1 defense bonus for all attacks on the unit into, out of, and through the smoke.&lt;br /&gt;
&lt;br /&gt;
The effects of multiple smoke screens in the same hex are cumulative.&lt;br /&gt;
&lt;br /&gt;
====Special Actions====&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_035_actual.jpg|none|border|500px|thumb|Special actions]]&lt;br /&gt;
&lt;br /&gt;
Special Actions represent the influence of battlefield commanders, additional battlefield resources, or simply bad luck. Players play a Special Action as their only action for a turn, instead of selecting and using a unit.&lt;br /&gt;
&lt;br /&gt;
Some special actions have an additional CAP or AP cost. Most special actions are performed as a single action, and thus cannot be combined with another action, such as moving a unit or firing, on the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Command Action''' – Allows any unit to take one action at no cost.&lt;br /&gt;
* '''Defuse Land Mine''' – Remove one visible land mine, in a hex adjacent to a unit you control.&lt;br /&gt;
* '''Plus 1D6 APs''' – Current moving unit gains 1-6 random APs.&lt;br /&gt;
* '''Hasty Defense''' – Select a unit to gain a hasty defense.&lt;br /&gt;
* '''Rally Attempt''' – Allows the selected wounded unit to make a free rally attempt.&lt;br /&gt;
* '''Sniper''' – Causes the enemy to lose a random amount of Command Action Points.&lt;br /&gt;
* '''Reveal Hidden''' – Discloses hidden enemy units, within two hexes of a selected friendly unit.&lt;br /&gt;
* '''Stop Vehicle''' – Prevents a selected enemy vehicle from taking move actions this turn.&lt;br /&gt;
* '''Lay Land Mine''' – Adds a land mine adjacent to a selected friendly unit that is not in close combat with the enemy.&lt;br /&gt;
* '''Dual Attack''' – Forces the enemy player to skip the next two turns.&lt;br /&gt;
* '''Mark as Used''' – Removes all Action Points from a selected enemy unit.&lt;br /&gt;
* '''Auto-Rally''' – Automatically rallies a selected wounded unit.&lt;br /&gt;
&lt;br /&gt;
====Unit Quality====&lt;br /&gt;
&lt;br /&gt;
Units in Conflict of Heroes have a Quality rating that modifies the base attributes of the unit. The effects of a quality rating differ among infantry and vehicle type units. The quality of a unit is shown in the unit information area in the bottom left part of the screen when a unit is selected.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_036.jpg|none|border|500px|thumb|Unit quality]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Infantry Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Green'''||-1||-1||-1||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+1||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Vehicle Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||-2||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+2||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*No unit can have its attack cost modified below 2.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that there is no Green quality modifier for vehicles.&lt;br /&gt;
&lt;br /&gt;
====Keyboard Shortcuts====&lt;br /&gt;
&lt;br /&gt;
Spacebar    Pass turn / end bonus move&lt;br /&gt;
PrintScreen    Save copy of current screen to:&lt;br /&gt;
&lt;br /&gt;
(My)Documents/Western Civilization Software/Conflict of Heroes Awakening the Bear/Screenshot&lt;br /&gt;
&lt;br /&gt;
Shift-PrtScrn    Save higher quality screenshot to same location as above&lt;br /&gt;
&lt;br /&gt;
Escape            Deselect all units&lt;br /&gt;
Enter               Enter/exit chat mode in TCP/IP games&lt;br /&gt;
Tab                 Move camera to view currently moving unit&lt;br /&gt;
+ / -                Cycle between units with APs remaining&lt;br /&gt;
V                    Toggle view units&lt;br /&gt;
T                    Toggles terrain&lt;br /&gt;
C                    Converts CAPs to APs&lt;br /&gt;
B                    Converts CAPs to Roll Bonus&lt;br /&gt;
F                    Enter Fire (Attack Hex) Mode&lt;br /&gt;
N                   Toggle display of unit abbreviations over unit icons&lt;br /&gt;
I                    Toggle display of interface&lt;br /&gt;
A-W-D-S     These four keys move the camera left, forward, right, and backward.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=376</id>
		<title>Game Instructions</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=376"/>
		<updated>2012-05-31T16:38:38Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: /* Main Menu */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Main Menu==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_009.jpg|none|border|500px|thumb|The main menu]]&lt;br /&gt;
&lt;br /&gt;
* Play Game – There are several kinds of firefights from which to choose:&lt;br /&gt;
&lt;br /&gt;
:* Awakening the Bear Firefights – Firefights from the board game version of Conflict of Heroes – Awakening the Bear&lt;br /&gt;
&lt;br /&gt;
:* Frontier Firefights – Firefights set in Ukraine during Operation Barbarossa&lt;br /&gt;
&lt;br /&gt;
:* The Commanding Heights – A series of related firefights set in the Crimean Peninsula, each of which uses a different portion of one large map&lt;br /&gt;
&lt;br /&gt;
:* Point Buy Firefights – A collection of maps for quick pick-up games or skirmish-style firefights&lt;br /&gt;
&lt;br /&gt;
:* Additional Firefights – A list of firefights stored in your (My)Documents\Western Civilization Software\Conflict of Heroes -Awakening the Bear\Data\Scenarios folder. Put fan-created and modded firefights here and play them with this option.&lt;br /&gt;
&lt;br /&gt;
* Load Game – Loads a save game from a file. By default, saved games are loaded from the directory (My) Documents\Western Civilization Software\Conflict of Heroes – Awakening the Bear\Save.&lt;br /&gt;
&lt;br /&gt;
* Multiplayer Lobby Game – Allows you to enter the Multiplayer Lobby and Forum to meet other players, issue and accept challenges, discuss scheduling and host and join multiplayer games. See the [[Multiplayer Lobby Games]] section below for more information.&lt;br /&gt;
&lt;br /&gt;
* Local Network Game – Allows you to join a game on your local network, without connecting to the multiplayer forum or lobby. A game must first be setup and hosted before you can join it. Please see the [[#Local Network Games|Local Network Games]] section for more information.&lt;br /&gt;
&lt;br /&gt;
* Rule Options – Rule Options affect the way the game is played. Options cannot be changed during a game. This includes saved games: if you save a game with a certain set of options, change your options for another game, then load the saved game later, your options will revert to the set from the saved game. Click the option to change the setting: “Yes” for on, “No” for off.&lt;br /&gt;
&lt;br /&gt;
:* Fog of War – If fog-of-war is turned on, players cannot see hexes that are outside of the line-of-sight of their units.&lt;br /&gt;
&lt;br /&gt;
:* Variable Action Points – Instead of receiving the standard 7 APs per unit at the beginning of a round, a player may receive variable action points instead. The player may choose from two variable action point options:&lt;br /&gt;
&lt;br /&gt;
::+ 2D6: the sum of two (virtual) six-sided die rolls, or&lt;br /&gt;
::+ 3D6 High-Low: the sum of the highest and lowest die rolls on three (virtual) six-sided dice. This gives less volatile results.&lt;br /&gt;
&lt;br /&gt;
If the Dice Camera is turned on, the player makes these rolls himself. (See the Dice Camera document for details.)&lt;br /&gt;
&lt;br /&gt;
:* Difficulty Level – To increase the challenge of playing against computer-controlled opponents, increase the difficulty level. At higher difficulty levels, the computer opponent receives a variety of material advantages. See the FAQ document for details.&lt;br /&gt;
&lt;br /&gt;
:* Foot Unit Cautious Movement – If foot unit cautious movement is turned on, any infantry squad unit that makes a normal move into a hex that lacks a defense bonus suffers a -1 defense modifier, during the opponent’s turn. To avoid this penalty, units can spend extra AP to move cautiously. To move cautiously, hold down the CTRL key while right-clicking when issuing a move order. This adds +1 to the AP cost for each move. (See below for rules on [[#Selecting and Moving Units|movement]] and [[#Attacking|combat]].)&lt;br /&gt;
&lt;br /&gt;
:* Random Quality – If this option is turned on, units that would otherwise start with Regular quality level instead have their quality level randomized. (See [[#Unit Quality|Unit Quality]] for more information.)&lt;br /&gt;
&lt;br /&gt;
* System Preferences – Used to control video, gameplay, and audio options. Preferences can also be changed in-game and unlike rule options are not part of the game file. Some video preferences will not take effect until the game is restarted.&lt;br /&gt;
&lt;br /&gt;
* Game News – Find out about what’s going on with Conflict of Heroes updates, expansions, new firefights, and related products. (You can also receive information about game news by visiting www.matrixgames.com/forums/tt.asp?forumid=1040.)&lt;br /&gt;
&lt;br /&gt;
* Upload Game Results – Help Western Civilization Software balance and improve the difficulty of Conflict of Heroes firefights by uploading the results of the games you have completed so far (or since the last time you uploaded game results). When you select this menu option, the results of games you played against the AI are uploaded to our FTP. No personal information is transmitted.&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_010.jpg|none|border|500px|thumb|Setting up a game after selecting a scenario]]&lt;br /&gt;
&lt;br /&gt;
* Human / Computer Player Buttons – Use these buttons to determine whether the Germans or Russians will be controlled by the human player, or by the computer. You can set both players to “human” in order to play a hot-seat game.&lt;br /&gt;
&lt;br /&gt;
* Human-Preferred Side – Some firefights have a “human-preferred” side, indicating that the firefight has been designed and balanced with the intention that the human player should play the indicated side. You are allowed to play the non-human-preferred side in a firefight if you choose, but you might then find the firefight somewhat unchallenging.&lt;br /&gt;
&lt;br /&gt;
* Server Setup – Use this to open the Server Setup Screen in order to host this game over TCP/IP or LAN. (See the [[#Local Network Games|Local Network Games]] section.)&lt;br /&gt;
&lt;br /&gt;
==Planning Phase==&lt;br /&gt;
&lt;br /&gt;
When you start a new game, before most of the movement and firing begins, you may be asked to do some game setup or round-planning, such as planning artillery strikes, placing objects like barbed wire or land mines, or positioning reinforcements for the turn. This can sometimes take place before the first round of combat.&lt;br /&gt;
&lt;br /&gt;
'''Artillery Strikes and Laying Down Smoke'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_011.jpg|none|border|500px|thumb|Assigning an artillery strike to a hex]]&lt;br /&gt;
&lt;br /&gt;
To plan an artillery strike, click on a highlighted area on the map with the right mouse button during the planning phase. Sometimes you may be prompted to plan more than one artillery strike at a time. Artillery strikes affect the hex on which you click and all six adjacent hexes, attacking friend and foe alike. Usually artillery strike planning is for a strike that will occur at the beginning of the following turn, but sometimes you will be prompted to plan for strikes in even later turns.&lt;br /&gt;
&lt;br /&gt;
Right-click on a hex in the area indicated by the blinking blue highlight to place an artillery strike. Click the “Done” button when you are finished. Sometimes you will be able to place artillery strikes anywhere on the map, but other times will be limited as to where strikes may be placed.&lt;br /&gt;
&lt;br /&gt;
In certain firefights, some artillery strikes have a chance of delay. If a delay occurs, the strike will not happen during the round for which it was planned, but will be delayed one or more rounds.&lt;br /&gt;
&lt;br /&gt;
In some firefights, some artillery strikes deliver smoke instead of high explosive (HE) attacks, and for some strikes you will have the option of deciding whether the strike will deliver smoke or an attack.&lt;br /&gt;
&lt;br /&gt;
You can undo an artillery strike (whether HE or smoke) you have placed by clicking on the hex of a planned strike.&lt;br /&gt;
&lt;br /&gt;
'''Reinforcements'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_012.jpg|none|border|500px|thumb|Placing reinforcements (available hexes are highlighted)]]&lt;br /&gt;
&lt;br /&gt;
Reinforcements enter the game before the start of a round. These rounds vary from firefight to firefight. The zone in which a reinforcement may enter is indicated by a blinking blue highlight. Right-click on a hex in the highlighted zone to place a unit for reinforcements, keeping an eye on the mouse cursor arrow to control the facing of the new unit. You can choose which reinforcing unit is to be placed next by clicking on the unit’s button to the left.&lt;br /&gt;
&lt;br /&gt;
Reinforcements may enter the game loaded onto a vehicle. When placing a reinforcement, left-click on a vehicle located in the reinforcement zone to load the reinforcement onto the vehicle. This will not work if the rules do not allow the unit to be loaded onto the vehicle. (See [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]] for details on loading.)&lt;br /&gt;
&lt;br /&gt;
'''Fortifications and Obstacles'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_013.jpg|none|border|500px|thumb|Placing a fortification/obstacle (barbed wire)]]&lt;br /&gt;
&lt;br /&gt;
Right-click to place military fortifications and obstacles, such as barbed wire, mine fields and bunkers, on the map. Information about your placement appears at the upper left of the screen. You may undo placements with the “Undo” button. Press “Done” when you are finished placing terrain features.&lt;br /&gt;
&lt;br /&gt;
'''Hiding Units'''&lt;br /&gt;
&lt;br /&gt;
Some firefights also ask you to place hidden units, which then enter the game hidden (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]). If Fog of War is enabled, units that are not within the line of sight of any friendly units will not be seen, but they do not gain Hidden status simply by being out of sight.&lt;br /&gt;
&lt;br /&gt;
'''Point Buy Games'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_014.jpg|none|border|500px|thumb|Buying units with points in a point buy firefight]]&lt;br /&gt;
&lt;br /&gt;
Some firefights allow one or both of the players to requisition units at the start of the firefight. Players are given a certain number of points to spend requisitioning units. The types and numbers of units available for requisition are determined by the firefight. Units that are requisitioned enter the firefight as reinforcements on the first turn.&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_015.jpg|none|border|500px|thumb|Main screen elements]]&lt;br /&gt;
&lt;br /&gt;
====Main Screen Information====&lt;br /&gt;
&lt;br /&gt;
* '''Game Menu'''&lt;br /&gt;
&lt;br /&gt;
Mouse over each button for its label and settings.&lt;br /&gt;
&lt;br /&gt;
:* '''Hide Game Menu''' – Hides the Game Menu.&lt;br /&gt;
:* '''Game History''' – A display of the last several hundred lines from the game report.&lt;br /&gt;
:* '''Combat Statistics''' – A report on unit destruction.&lt;br /&gt;
:* '''Save Game''' – Saves the game.&lt;br /&gt;
:* '''Open Game''' – Opens a saved game.&lt;br /&gt;
:* '''Preferences''' – Opens a display allowing you to adjust video, audio, and gameplay preferences.&lt;br /&gt;
:* '''Camera Control''' – Switches the game camera between normal and top-down modes. Note that the camera maintains its position in each mode independently of the other.&lt;br /&gt;
:* '''Dice Camera''' – Toggles use of the Dice Camera, allowing you to use a webcam and a pair of six-sided dice to roll your own combat results (see the Dice Camera document).&lt;br /&gt;
:* '''2D Chit / 3D Unit View''' – Switches the game between displaying units as 2D Chits and animated 3D Units.&lt;br /&gt;
:* '''Briefing Map''' – Shows the briefing map for this firefight, including deployment areas, objectives and reinforcements.&lt;br /&gt;
:* '''Help''' – Opens in-game help files.&lt;br /&gt;
:* '''Exit''' – Exits back to the main menu.&lt;br /&gt;
&lt;br /&gt;
* '''Score''' – Shows the current Russian and German score.&lt;br /&gt;
&lt;br /&gt;
* '''Commander and Firefight Orders''' – Click on the commander mug shot to open a description of your orders for this firefight.&lt;br /&gt;
&lt;br /&gt;
* '''Turn Clock(s)''' – The clocks show how many rounds are in the firefight altogether, and how many rounds have passed so far. Reinforcement arrivals and artillery support are shown on each turn clock, with an icon that shows the side which receives them.&lt;br /&gt;
&lt;br /&gt;
* '''Active player icon''' – Displays the icon of the active human player. If the active player is computer-controlled, the icon is shown grayed-out.&lt;br /&gt;
&lt;br /&gt;
* '''CAPs Remaining''' – Shows CAPs (Command Action Points) remaining for the current human player (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''CAP Conversions''' – These buttons allow you to convert CAPs to APs, and to raise or lower roll bonuses (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''Special Actions''' – Images to the left show the special actions you can take on your turn. Mouse over each for more information; left-click to select one (see [[#Special Actions|Special Actions]]).&lt;br /&gt;
&lt;br /&gt;
* '''Unit Buttons''' – Use these buttons to allow the selected unit to perform more detailed commands (see [[#Unit Buttons|Unit Buttons]]).&lt;br /&gt;
&lt;br /&gt;
* '''Game Report''' – Displays a summary of the last few actions that happened in the game. Use the toggle button above the report area to hide this display. You can open and close the Game Report using the toggle button in the lower left-hand corner of the screen.&lt;br /&gt;
&lt;br /&gt;
Moving the cursor around will show you the following:&lt;br /&gt;
&lt;br /&gt;
* '''Unit Tooltip''' – Shows basic information about either the unit last selected or the unit under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
* '''Terrain Information''' – Shows information about the terrain in the hex under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
====Camera Controls====&lt;br /&gt;
&lt;br /&gt;
* '''To scroll across the map''':&lt;br /&gt;
&lt;br /&gt;
:* Move the mouse cursor to the edge of the screen, or:&lt;br /&gt;
:* Left-click on the map surface and drag.&lt;br /&gt;
&lt;br /&gt;
* '''To change the camera angle''':&lt;br /&gt;
&lt;br /&gt;
:* Right-click on the map surface and drag the mouse.  Dragging the mouse left-right rotates the camera.  Dragging the mouse up-down tilts the camera.&lt;br /&gt;
:* CTRL + mouse wheel rotates the camera.&lt;br /&gt;
:* ALT + mouse wheel tilts the camera.&lt;br /&gt;
:* SHIFT + mouse wheel changes the camera height.&lt;br /&gt;
:* Note that using the mouse wheel without CTRL / ALT / SHIFT will reset the camera to the default height/angle setup.&lt;br /&gt;
:* You can also use the &amp;lt;Page Up&amp;gt; and &amp;lt;Page Down&amp;gt; keys to adjust the camera: these two keys work with CTRL, ALT, and SHIFT in the same manner as described for the mouse wheel.&lt;br /&gt;
&lt;br /&gt;
* '''To zoom in and out''':&lt;br /&gt;
&lt;br /&gt;
:* Use the scroll wheel on your mouse.&lt;br /&gt;
&lt;br /&gt;
====Selecting and Moving Units====&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click a unit to select it''' – You can switch among your units freely during your turn. The dotted indicator in the image below indicates the current active unit, which is the last unit selected by the active player. The arrow is the selection arrow. The number is the unit’s remaining AP.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_016.jpg|none|border|500px|thumb|Selecting a unit]]&lt;br /&gt;
&lt;br /&gt;
* You can also select multiple units for a group-move. See [[#Group Movement|Group Movement]] for more information.&lt;br /&gt;
&lt;br /&gt;
* '''Right-Click to Move''' – Right-click on the blue blinking area to move the current active unit to the hex on which you clicked.&lt;br /&gt;
&lt;br /&gt;
:* '''Facing''': Move the cursor toward the edge of a hex to face the unit in that direction after it moves into the hex. The mouse cursor arrow shows you the facing the unit will have after it enters the hex you click on.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_05b.jpg|none|border|500px|thumb|Selecting a friendly unit]]&lt;br /&gt;
&lt;br /&gt;
:(Note that the movement facing arrow supersedes the unit selection arrow: left-clicking on a unit will still select it, if it is eligible to be selected).&lt;br /&gt;
&lt;br /&gt;
:* '''Cost to Move''': Each unit has a base AP cost to move. Terrain in the destination hex may increase the AP cost of the move. Moving backward imposes an additional +1 AP cost.&lt;br /&gt;
:* '''Bonus Moves''': Some fast units (vehicles) get one or more bonus moves after they take a move action. The word “BONUS” appears over a unit when it is taking a bonus move. You cannot fire or take other actions during a bonus move. Bonus moves for treaded vehicles may only be made into clear terrain that does not change height. Bonus moves for wheeled vehicles may only be made along roads. (See [[#Terrain|Terrain]]). If you need to, you can end a bonus move with the “Pass” button on the unit buttons bar (see [[#Unit Buttons|Unit Buttons]]), or by hitting &amp;lt;spacebar&amp;gt;.&lt;br /&gt;
:* '''No Stacking Limits''': There are no stacking limits in Conflict of Heroes – any number of units may share the same hex. However, note that a combat attack will affect every unit in the hex if it is targeted for attack. This should discourage players from stacking too many units in a hex.&lt;br /&gt;
&lt;br /&gt;
* Right-Click to Pivot – Right-click on the map outside of a blinking blue movement area to pivot the current active unit toward the hex on which you clicked. A pivot like this ends your turn and costs 1 AP.&lt;br /&gt;
&lt;br /&gt;
* '''Click “Pass” to Skip Turn''' – You can skip your turn instead of moving, firing, or taking other actions by passing.  If both players pass in sequence, the round ends.&lt;br /&gt;
&lt;br /&gt;
* '''Cycle Through Units with APs''' – Any side buttons on your mouse cycle through units with APs Remaining. The + and – keys will do this as well.&lt;br /&gt;
&lt;br /&gt;
====Attacking====&lt;br /&gt;
&lt;br /&gt;
*'''Hover Over Enemy to Target'''&lt;br /&gt;
&lt;br /&gt;
Move the mouse cursor over an enemy unit to get information about an attack against that unit. Crosshairs and dots indicate that the current active unit is able to attack the target: white dots indicate the attack is within short range; gray dots indicate that the attack would be made at long range, with a penalty.&lt;br /&gt;
&lt;br /&gt;
If you are unable to attack, the reason is shown at the top of the screen. If you are able to attack, the roll needed to hit (on two six-sided dice [2D6]) is shown at the top of the screen. Note: You may modify the roll needed to hit with up to 2 CAPs.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_018.jpg|none|border|500px|thumb|Targeting an enemy unit]]&lt;br /&gt;
&lt;br /&gt;
:*'''Arc of Fire'''&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_039.jpg|none|border|500px|thumb|The standard arc of fire]]&lt;br /&gt;
&lt;br /&gt;
:Some units, such as guns and infantry squads, may only fire in the direction they face i.e. their forward arc. Other units, such as tanks, can fire in any direction, though they pay an additional +1 AP cost to fire outside of their forward arc. (The forward arc is the arc of fire for each unit, even though for tanks it is really only their forward firing arc.)&lt;br /&gt;
&lt;br /&gt;
:Hexes are highlighted in light green if they are within the arc of fire of the current active unit (direct fire). Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_040b copy.jpg|none|border|500px|thumb|Direct and indirect fire (e.g. for turreted units)]]&lt;br /&gt;
&lt;br /&gt;
:*'''Line-of-Sight'''&lt;br /&gt;
:Units must have line-of-sight (LOS) to an enemy unit in order to attack it. (Exception: mortars - see the following sub-section.) LOS can be blocked by terrain and by smoke. A unit in a hex with an enemy unit has no LOS beyond that hex.  Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_019_alt.jpg|none|border|500px|thumb|Line-of-sight (LOS): light green hexes are in LOS, as are the three adjacent forward hexes (flashing blue in-game).  Dark green hexes are in LOS for at least one other friendly unit; shadowed hexes are in Fog-of-war, i.e. out of LOS for all friendly units.]]&lt;br /&gt;
&lt;br /&gt;
:*'''Mortar Units'''&lt;br /&gt;
&lt;br /&gt;
:Like infantry units, mortars may make direct attacks on units in their forward arc LOS. In addition, some mortar units can fire at targets they cannot see by firing indirectly using spotters. A mortar’s spotters are abstractly considered to be located in any hex within two hexes of the mortar unit, so long as it has LOS to the mortar unit. A mortar can make an indirect attack on any enemy in its forward arc that can’t be seen by the mortar but can be seen from one of its spotter hexes. (However, mortars also have minimum firing ranges; see [[#Range|Range]] below).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_020.jpg|none|border|500px|thumb|Firing with mortars: spotter hexes marked with white spots.  Light green and light crimson hexes in firing arc for mortar unit itself: light green in LOS to mortar unit itself and are direct attacks; light crimson in LOS to at least one spotter hex and are indirect attacks.]]&lt;br /&gt;
&lt;br /&gt;
:An indirect attack is made like a normal attack but costs additional APs, as indicated in parentheses below the normal attack cost on the mortar unit.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_021.jpg|none|border|500px|thumb|Mortar unit toolbar: direct attacks cost 3 AP; indirect attacks cost 4 AP.]]&lt;br /&gt;
&lt;br /&gt;
:Note that not all mortar units are capable of indirect fire.&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click on Enemy to Attack'''&lt;br /&gt;
&lt;br /&gt;
:*Attacks are made against every unit in the target hex, both friend and foe alike. The exception is units in close-combat (that is, in the same hex as their target enemy; see [[#Range|Range]]), which are not forced to attack friendly units in their hex.&lt;br /&gt;
&lt;br /&gt;
:*Stats and the Combat Roll: The strength of the attacker, i.e. the attack value, is  determined by the roll of two virtual six-sided dice [2D6] (or two real ones if using the Dice Camera). This die roll result is added to the firepower of the attacking unit, plus any relevant attack modifiers. The attack value is then compared to the strength of the targeted unit, i.e. the defense value. A unit’s defense value is the sum of its defense rating, plus any terrain modifiers present in the hex it occupies.&lt;br /&gt;
&lt;br /&gt;
:If the attack result equals or exceeds the defense result, the target is wounded, and takes on a randomly-determined “wounded condition” (see [[#Wounded Conditions|Wounded Conditions]]). If the attack result equals or exceeds the defense result by four or more, the target is destroyed outright. A unit that already has a wound condition that receives an additional wound is destroyed.&lt;br /&gt;
&lt;br /&gt;
:*Red vs. Blue Attack and Defense Values&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_022.jpg|none|border|500px|thumb|Attack values: red for rifles, explosives, and hand-to-hand, blue for shells, anti-tank, and armor-piercing rounds.]]&lt;br /&gt;
&lt;br /&gt;
:Each unit has a red and blue firepower. Red firepower is used against targets with red defense ratings and blue firepower is used against targets with blue defense ratings. Red firepower represents anti-personnel attacks or high-explosive munitions. Blue firepower represents anti-tank or armor-piercing rounds. Units with blue defense ratings are armored, whereas units with red defense ratings are unarmored.&lt;br /&gt;
&lt;br /&gt;
:Some field and anti-tank guns have a blue front defense rating and a red flank defense rating to model the large forward facing gun shield  (see the following sub-section).&lt;br /&gt;
&lt;br /&gt;
:*Flanking&lt;br /&gt;
&lt;br /&gt;
:Each unit has a separate forward and flank defense value. &lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_023.jpg|none|border|500px|thumb|Defense values: red for infantry personnel, blue for armor (large guns, tanks, etc.). Upper value is for flank defense, lower value is for forward defense.]]&lt;br /&gt;
&lt;br /&gt;
:Units that are attacked from a hex that is inside of their forward arc use their front defense rating to determine their defense value. Units that are attacked from a hex outside their forward arc use their flank defense rating to determine their defense value.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024.jpg|none|border|500px|thumb|If an attack comes from the defending unit's forward arc, use the forward defense value. If an attack comes from anywhere else, use the flank defense value.]]&lt;br /&gt;
&lt;br /&gt;
:Some units have one color for forward defense, and the other for flank defense.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024b.jpg|none|border|500px|thumb|Some units, like large guns, use a blue defense value for attacks from the forward arc (forward attacks), and a red defense value for attacks from the flank (flank attacks).]]&lt;br /&gt;
&lt;br /&gt;
:Units attacking a mixed unit from its forward arc use the attack value whose color matches the mixed unit’s forward defense color. Units attacking a mixed unit outside its forward arc use the attack value whose color matches the mixed unit’s flank defense color.  &lt;br /&gt;
&lt;br /&gt;
:Just remember always to use the matching color: red attack always matches red defense; blue attack always matches blue defense.&lt;br /&gt;
&lt;br /&gt;
:*'''Terrain''': Terrain modifies a target’s defense value (see [[#Terrain|Terrain]]).&lt;br /&gt;
&lt;br /&gt;
:*'''Vehicles as Cover''': Any infantry squad (rifles, pioneers, SMGs) in the same hex as a friendly vehicle (wheeled or tracked) receives a +1 bonus to their defense values. This does not apply to loaded units (see [[#Rallying, Loading, and Other Actions|Rallying, Loading, and Other Actions]]). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Range'''&lt;br /&gt;
&lt;br /&gt;
:* Each unit that can attack has a base attack range.&lt;br /&gt;
&lt;br /&gt;
:* Units can attack with no penalty up to their base attack range. Units can fire  out to twice their attack range, but then receive a -2 attack penalty to their attack value. Units cannot attack beyond twice their attack range.&lt;br /&gt;
&lt;br /&gt;
:* Some units, like mortars, also have a minimum attack range, which precedes their base attack range on their stats. For example, for a unit with a range of “3-18” 3 is the minimum attack range, 18 is the base attack range.&lt;br /&gt;
&lt;br /&gt;
:* For units with a minimum range, enemy units that are within this minimum range cannot be fired upon except in close combat.&lt;br /&gt;
&lt;br /&gt;
:* +3  for Close Range: Units receive a +3 attack bonus when firing at units in adjacent hexes.&lt;br /&gt;
&lt;br /&gt;
:* +4 or -2 for Close Combat: rifles, pioneers, SMGs, tanks, armored cars, and APCs receive a +4 attack bonus when firing at units in the same hex as themselves. MGs, guns, mortars, wagons, and trucks receive a -2 attack penalty in close combat.&lt;br /&gt;
&lt;br /&gt;
====Unit Tooltip Values====&lt;br /&gt;
The essential movement and combat values and costs are shown on the unit tooltip, in the following order:&lt;br /&gt;
&lt;br /&gt;
* AP remaining&lt;br /&gt;
* Firepower: soft (added to die roll)&lt;br /&gt;
* Firepower: armor (added to die roll)&lt;br /&gt;
* AP cost to fire&lt;br /&gt;
* Range&lt;br /&gt;
* Forward defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* Flank defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* AP cost to move&lt;br /&gt;
* Number of bonus moves&lt;br /&gt;
&lt;br /&gt;
A grey box behind the attack values indicates the unit receives the Close Combat -2 attack penalty.&lt;br /&gt;
&lt;br /&gt;
If a unit is wounded, you’ll see a hit counter at the end of the tooltip.&lt;br /&gt;
&lt;br /&gt;
====Hit Counters====&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_025.jpg|none|border|500px|thumb|Hit counters for damaged/wounded units.]]&lt;br /&gt;
&lt;br /&gt;
A unit that is damaged during an attack (but not destroyed outright) receives a hit counter. There are a variety of hit counters for foot and for vehicle type units. The hit counter is displayed over any damaged unit. The details of your hit counter are shown on the unit tooltip display of a damaged unit, including any modifiers to unit values, and the die roll needed to rally the unit. Hit counters can affect movement, attack, and defense.&lt;br /&gt;
&lt;br /&gt;
Note that the details of enemy hit counters will remain hidden to you, until the enemy unit takes an action involving a unit statistic that is modified by its hit counter. Before this occurs, you will be able to see that an enemy unit is damaged, but you will not be able to see the particular effects of its hit counter in the unit’s tooltip display.&lt;br /&gt;
&lt;br /&gt;
====Rallying, Hiding, and Other Unit Actions====&lt;br /&gt;
&lt;br /&gt;
'''Rallying'''&lt;br /&gt;
&lt;br /&gt;
Wounded units can be rallied using the “Rally” button (see [[#Unit Buttons|Unit Buttons]]). Rallying costs 5AP for all units. A successful rally attempt removes the wound condition from the unit. Not all wound conditions can be removed, and the difficulty of removing a wound condition varies with the type of condition. Units receive a bonus to their rally rolls when they are in terrain with a defense bonus, and/or when they are in the same hex as other friendly unwounded units. Units cannot rally when in the same hex as an enemy unit. Some wound conditions do not permit rallying.&lt;br /&gt;
&lt;br /&gt;
'''Hiding'''&lt;br /&gt;
&lt;br /&gt;
Units can hide using the “Hide” button (see [[#Unit Buttons|Unit Buttons]]). Units can only hide when they are out of line-of-sight (LOS) of all enemy units. A hidden unit in clear terrain is revealed only when an enemy unit that has LOS into the hidden unit’s hex moves within two hexes of it. A hidden unit in terrain that either has a defense bonus or provides cover is not revealed unless an enemy unit enters its hex. Some units enter the game hidden. Hidden units cannot be targeted; players may use the “Attack” button on the unit buttons bar to attack hexes where they suspect hidden units may be hiding.&lt;br /&gt;
&lt;br /&gt;
Hidden units may move while remaining hidden. It costs +3 APs to “hidden move” into a hex with terrain that provides cover. It costs +5 APs to “hidden move” into a hex with terrain that does not provide cover.&lt;br /&gt;
&lt;br /&gt;
A player’s own hidden units are shown marked with a symbol that looks like a tree. &lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_026.jpg|none|border|500px|thumb|Unhidden units contrasted with hidden units.]]&lt;br /&gt;
&lt;br /&gt;
Hidden enemy units are not visible to you, only to the owner of the units. &lt;br /&gt;
Ex: A German rifle squad moves back behind heavy woods, is out of the LOS of all enemy units, and disappears from the enemy’s view on the map. The German “Hides” the unit during his next turn. He then “hidden moves” this unit forward into the enemy’s LOS range, but still remains hidden from enemy view. &lt;br /&gt;
&lt;br /&gt;
'''Loading'''&lt;br /&gt;
&lt;br /&gt;
Units can be loaded (includes transporting foot units and towing guns) onto most vehicles such as tanks, trucks and wagons by using the “Load” button. They can be unloaded using the same button. (See [[#Unit Buttons|Unit Buttons]].) When a unit is loaded onto a vehicle, the two units are considered to be in group action together: if the units have different AP totals at the end of the turn the lower figure will be applied to both, and this will continue in each subsequent turn. (See [[#Group Actions|Group Actions]].) The AP cost to load and unload a unit is equal to the base movement cost of that unit, and is deducted from the group at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Guns and immobilized vehicles can also be loaded, in which case they are considered to be towed. Vehicles can generally carry one infantry squad, or they can tow one gun or immobilized friendly vehicle. Towed units remain in the same hex as the vehicle carrying them during movement.&lt;br /&gt;
&lt;br /&gt;
'''Other Actions'''&lt;br /&gt;
&lt;br /&gt;
Units can perform a few other actions as well, like attacking fortifications, laying smoke, digging hasty defenses, and entering and exiting buildings. See [[#Unit Buttons|Unit Buttons]]s for more details.&lt;br /&gt;
Unit Buttons&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit buttons bar. Unit buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
====Unit Action Buttons====&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit action buttons bar. Unit action buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_027.jpg|none|border|500px|thumb|The unit buttons bar.]]&lt;br /&gt;
&lt;br /&gt;
* '''Pass''' – Skips your turn. If both players skip their turn in sequence, the round ends.&lt;br /&gt;
* '''Pass Entire Turn''' – Skips all of your turns until the end of the round.&lt;br /&gt;
* '''Attack a Hex''' – Prompts you to choose a hex to attack. Use this button when you want to try and destroy military fortifications (like land mines or barbed wire) or to attack hexes in which you suspect a hidden enemy unit may be located.&lt;br /&gt;
* '''Smoke a Hex''' – Prompts you to choose a hex in which to place a smoke screen. Some units have the ability to place smoke at various ranges according to the firefight. (See '''Smoke Screen''' under [[#Fortifications and Obstacles|Fortifications and Obstacles]].)&lt;br /&gt;
* '''Rally''' – Spends 5 APs to attempt to rally a unit with a wound condition.&lt;br /&gt;
* '''Hide/Unhide''' – Hides and unhides the current active unit.&lt;br /&gt;
* '''Enter/Exit Structure''' – Use these buttons to enter structures located in the same hex as the current active unit, such as a bunker, trench, or house (see [[#Terrain|Terrain]] for more information on structures). Only certain types of units can enter a given type of structure. If a unit is inside a structure, the relevant Enter Structure button becomes an Exit Structure button. It typically costs 1 AP to enter or exit a structure.&lt;br /&gt;
* '''Hasty Defense''' – Non-vehicle units may construct a hasty defense, at the cost of 7 APs. This provides a +1 defense modifier to the unit. The defense lasts until the unit moves or pivots. Wounded units cannot build a hasty defense.&lt;br /&gt;
* '''Load/Unload Vehicle''' – Loads the current active unit onto a friendly vehicle that is in its hex. If there is more than one eligible vehicle, the user is prompted to choose a vehicle. The units are considered to be in group action together. If a vehicle is loaded, the Load button becomes the Unload button and takes a loaded unit off of the vehicle that is transporting or towing it.&lt;br /&gt;
&lt;br /&gt;
====Group Actions====&lt;br /&gt;
&lt;br /&gt;
Players can form a group of units for attack and movement purposes, lasting until the end of the round. Units formed into a group can perform actions together that cannot be interrupted by the enemy player. For instance, four units may be formed into a group and each of these units may be moved during a single turn; and, once grouped, they must move during the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Creating groups''': SHIFT + left-click to add to group. It costs no AP to do this.&lt;br /&gt;
&lt;br /&gt;
* '''Contiguous units''': Only contiguous collections of units may be formed into a group – that is, a unit may be added to a group only if it is in the same hex as a member of the group, or an adjacent one. All units in a group then move together before the end of a turn.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_028.jpg|none|border|500px|thumb|Units ready to be grouped]]&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_029.jpg|none|border|500px|thumb|Grouped units; the left-most unit is the current active unit.]]&lt;br /&gt;
&lt;br /&gt;
* '''Disband groups''': Disband a group by left-clicking to select another unit outside the group without holding the &amp;lt;Shift&amp;gt; key, or by pressing the &amp;lt;Escape&amp;gt; key. It costs no AP to disband a group. Groups disband at the end of each round. Loaded units remain loaded until they are unloaded, however.) &lt;br /&gt;
&lt;br /&gt;
* '''Group firing''': The current active unit is considered the “fire-leader” and the target of the attack must be a unit on which the fire-leader can make an attack. All units in the group contiguous with the fire-leader with line of sight to the target and enough APs to fire will contribute +1 to the attack.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_030.jpg|none|border|500px|thumb|Grouped units; the middle unit highlighted in grey has finished moving, but is still part of the group. The second from left highlighted in yellow is the current active unit, and hence is the fire-leader. The group may only fire on units in LOS of the fire-leader, and direct and indirect attacks are based on the fire-leader's position.]]&lt;br /&gt;
&lt;br /&gt;
* Remember that all units in a group move together before the end of the turn. &lt;br /&gt;
&lt;br /&gt;
* CAPs can be added to groups to increase the APs of every member of the group. Important: these APs will be lost if the group is disbanded.&lt;br /&gt;
&lt;br /&gt;
* Groups may also perform other actions together, such as group-rallying or group-hasty entrenchment. Every member that has sufficient APs remaining to perform the indicated action will attempt to do so. Note that once a group moves, none of the units in the group may rally.&lt;br /&gt;
&lt;br /&gt;
* At the end of a turn, all units in a group move have APs reduced  to the lowest AP value of any unit in the group (i.e., the weakest link). A group travels only as far as its slowest member. Ex: A HMG team with 2 APs remaining after a group move is grouped with a Rifle team with 4 APs remaining.  The Rifle team’s APs are reduced to 2 APs at the end of the move to match the lowest remaining APs in the group.&lt;br /&gt;
&lt;br /&gt;
====Command Action Points (CAPs)====&lt;br /&gt;
&lt;br /&gt;
Command Action Points represent the influence of commanders on the battlefield action. Each player has a pool of CAPs independent of any particular unit. These CAPs can be transferred to units and converted into APs for the current active unit. They can also be used for increasing the odds of performing some attack or other action (up to +2 to attack rolls and rally rolls).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_031.jpg|none|border|500px|thumb|The CAPs buttons]]&lt;br /&gt;
&lt;br /&gt;
Use CAPs to get a roll bonus of up to +2 for attack rolls and rally rolls.&lt;br /&gt;
&lt;br /&gt;
Players receive a certain number of CAPs each round according to the specifications of the firefight. CAPs are replenished at the beginning of the next round. CAPs cannot be saved from one round to the next. A player’s CAP allotment decreases by 1 from the base amount for every unit on that is destroyed in a firefight. (For example, if you have had two of your units destroyed, then you receive two fewer CAPs at the start of each round.)&lt;br /&gt;
&lt;br /&gt;
====Terrain====&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Basic Terrain&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
The width of a hex represents roughly 40-50 meters of ground. Each hex has a basic terrain type, which modifies movement AP costs for different types of movement, and adds defense modifiers for units in that hex. Some hexes also act as cover and units may stay hidden or be allowed to hidein these hexes (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a hex to see the terrain type displayed at the bottom of the screen, along with any relevant modifiers.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_032.jpg|none|border|500px|thumb|Viewing terrain info and modifiers. The +1 defense is added to the defense value of units in the hex. (Or, subtracting it from the attack value of a unit attacking that hex would provide the same result.)]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Terrain Movement Cost (in APs) and Defense Modifiers'''&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Terrain||Infantry Cost||Wheel Cost||Track Cost||Defense Modifier||Cover for Hiding&lt;br /&gt;
|-&lt;br /&gt;
|'''Clear'''*||0||0||0||0||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Water'''||+4||N/A||N/A||-1||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Marsh'''||+2||N/A||+2**||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Woods'''||+1||N/A||+2||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Light Woods'''||0||2||+1||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Wood)'''||+1||N/A||+2||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Stone)'''||+1||N/A||+3**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Wood)'''||+2||N/A||+3||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Stone)'''||+2||N/A||+4**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Wheat'''||0||0||0||0||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Corn'''||+1||0||0||0||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Includes all low-level, solid-ground terrain types such as Dirt, Sand, Grass, etc.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;**Units of the indicated type have a chance to become immobilized upon entering a hex with this terrain type.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Roads'''&lt;br /&gt;
&lt;br /&gt;
Roads permit more rapid movement. Terrain movement costs are ignored when moving along roads.&lt;br /&gt;
&lt;br /&gt;
'''Walls'''&lt;br /&gt;
&lt;br /&gt;
Walls protect units. Units in the same hex as a wall receive a +1 defense bonus from attacks crossing over the wall hex side. Wheeled units may not cross walls; tracked units may cross them but at a +1 cost to movement.&lt;br /&gt;
&lt;br /&gt;
'''Height'''&lt;br /&gt;
&lt;br /&gt;
Some hexes have different elevation, or height. Moving up each level of height costs +1AP; vehicles may only move up one level of height per turn. It costs nothing to move down levels of height.&lt;br /&gt;
&lt;br /&gt;
Units at a higher elevation attacked by the enemy units at a lower elevation receive a +1 defense bonus. Units at a higher elevation firing at enemy units on a lower elevation receive a +1 Firepower bonus. Multiple levels of elevation do not improve these modifiers; they are always +1. &lt;br /&gt;
&lt;br /&gt;
Height also causes a plateau effect, cutting the LOS of units that are not close to the  height edge. The further from the edge of a height level, the less the unit can see to lower levels and vice versa. This plateau effect can be improved or worsened depending on the height level, the covering terrain, and the distance of attacking and defending units from the height edge.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_033.jpg|none|border|500px|thumb|Heights.]]&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Fortifications and Obstacles&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
Fortifications and obstacles represent man-made modifications to a location. Hexes may have one or more terrain features in them. Some of these features are directional, while others have the same effect regardless of the direction of movement or attack.&lt;br /&gt;
&lt;br /&gt;
You can attempt to destroy fortifications and obstacles by using the “Attack” button on the unit buttons bar (see [[#Unit Buttons|Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a fortification or obstacle to see its type displayed at the bottom of the screen, along with any relevant modifiers, just as with basic terrain. &lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_034.jpg|none|border|500px|thumb|Viewing fortification/obstacle modifiers and terrain info.]]&lt;br /&gt;
&lt;br /&gt;
* '''Bunkers''': &lt;br /&gt;
&lt;br /&gt;
:* Wood Bunker&lt;br /&gt;
:*(Regular) Bunker&lt;br /&gt;
:* Heavy Bunker&lt;br /&gt;
&lt;br /&gt;
Wood, regular, and heavy bunkers all share the same rules but provide different defensive bonuses. Infantry squads and guns may enter a bunker. A unit in the bunker can only assume the facing of the bunker unit.&lt;br /&gt;
&lt;br /&gt;
: '''Wood Bunker''': +4 defense front, +1 defense flank&lt;br /&gt;
: '''Bunker''': +5 defense front, +2 defense flank&lt;br /&gt;
: '''Heavy Bunker''': +6 defense front, +3 defense flank&lt;br /&gt;
&lt;br /&gt;
* '''Gun Pits'''&lt;br /&gt;
&lt;br /&gt;
Only guns may enter a gun pit structure. The pit provides units inside of it with a +3 defense modifier against attacks that come from the pit’s forward arc, regardless of the direction the units are facing.&lt;br /&gt;
&lt;br /&gt;
* '''Barbed Wire'''&lt;br /&gt;
&lt;br /&gt;
Barbed wire costs 4 additional APs for infantry units to enter, and 2 additional APs for tracked units. Wheeled units cannot enter a barbed wire hex. Barbed wire is destroyed when a tracked unit enters it.&lt;br /&gt;
&lt;br /&gt;
* '''Trenches'''&lt;br /&gt;
&lt;br /&gt;
Only infantry squads can enter trenches. Units in a trench receive a +2 defense modifier.&lt;br /&gt;
&lt;br /&gt;
* '''Roadblocks'''&lt;br /&gt;
&lt;br /&gt;
Wheeled vehicles cannot enter a hex with a roadblock. Tracked vehicles pay an additional 4 APs to enter a roadblock hex. Roadblocks do not affect foot movement.&lt;br /&gt;
&lt;br /&gt;
* '''Land Mines'''&lt;br /&gt;
&lt;br /&gt;
There are three types of land mines: foot mines, vehicle mines, and mixed foot-vehicle mines. A mine makes an attack against the flank of any unit of the appropriate type that enters the hex containing the mine. Mines laid by enemies are generally hidden until you discover them.&lt;br /&gt;
&lt;br /&gt;
* '''Smoke Screen''' &lt;br /&gt;
&lt;br /&gt;
Smoke has levels: newly laid smoke is Level 2 smoke. Level 2 smoke blocks LOS through the smoke-hex, and provides a +2 defensive bonus for targeted units within the smoke hex and to those units targeted by fire originating from the smoke hex . At the end of the round, Level 2 smoke becomes Level 1 smoke.&lt;br /&gt;
&lt;br /&gt;
Level 1 smoke allows LOS to pass through it, and provides a +1 defense bonus for all attacks on the unit into, out of, and through the smoke.&lt;br /&gt;
&lt;br /&gt;
The effects of multiple smoke screens in the same hex are cumulative.&lt;br /&gt;
&lt;br /&gt;
====Special Actions====&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_035_actual.jpg|none|border|500px|thumb|Special actions]]&lt;br /&gt;
&lt;br /&gt;
Special Actions represent the influence of battlefield commanders, additional battlefield resources, or simply bad luck. Players play a Special Action as their only action for a turn, instead of selecting and using a unit.&lt;br /&gt;
&lt;br /&gt;
Some special actions have an additional CAP or AP cost. Most special actions are performed as a single action, and thus cannot be combined with another action, such as moving a unit or firing, on the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Command Action''' – Allows any unit to take one action at no cost.&lt;br /&gt;
* '''Defuse Land Mine''' – Remove one visible land mine, in a hex adjacent to a unit you control.&lt;br /&gt;
* '''Plus 1D6 APs''' – Current moving unit gains 1-6 random APs.&lt;br /&gt;
* '''Hasty Defense''' – Select a unit to gain a hasty defense.&lt;br /&gt;
* '''Rally Attempt''' – Allows the selected wounded unit to make a free rally attempt.&lt;br /&gt;
* '''Sniper''' – Causes the enemy to lose a random amount of Command Action Points.&lt;br /&gt;
* '''Reveal Hidden''' – Discloses hidden enemy units, within two hexes of a selected friendly unit.&lt;br /&gt;
* '''Stop Vehicle''' – Prevents a selected enemy vehicle from taking move actions this turn.&lt;br /&gt;
* '''Lay Land Mine''' – Adds a land mine adjacent to a selected friendly unit that is not in close combat with the enemy.&lt;br /&gt;
* '''Dual Attack''' – Forces the enemy player to skip the next two turns.&lt;br /&gt;
* '''Mark as Used''' – Removes all Action Points from a selected enemy unit.&lt;br /&gt;
* '''Auto-Rally''' – Automatically rallies a selected wounded unit.&lt;br /&gt;
&lt;br /&gt;
====Unit Quality====&lt;br /&gt;
&lt;br /&gt;
Units in Conflict of Heroes have a Quality rating that modifies the base attributes of the unit. The effects of a quality rating differ among infantry and vehicle type units. The quality of a unit is shown in the unit information area in the bottom left part of the screen when a unit is selected.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_036.jpg|none|border|500px|thumb|Unit quality]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Infantry Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Green'''||-1||-1||-1||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+1||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Vehicle Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||-2||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+2||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*No unit can have its attack cost modified below 2.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that there is no Green quality modifier for vehicles.&lt;br /&gt;
&lt;br /&gt;
====Keyboard Shortcuts====&lt;br /&gt;
&lt;br /&gt;
Spacebar    Pass turn / end bonus move&lt;br /&gt;
PrintScreen    Save copy of current screen to:&lt;br /&gt;
&lt;br /&gt;
(My)Documents/Western Civilization Software/Conflict of Heroes Awakening the Bear/Screenshot&lt;br /&gt;
&lt;br /&gt;
Shift-PrtScrn    Save higher quality screenshot to same location as above&lt;br /&gt;
&lt;br /&gt;
Escape            Deselect all units&lt;br /&gt;
Enter               Enter/exit chat mode in TCP/IP games&lt;br /&gt;
Tab                 Move camera to view currently moving unit&lt;br /&gt;
+ / -                Cycle between units with APs remaining&lt;br /&gt;
V                    Toggle view units&lt;br /&gt;
T                    Toggles terrain&lt;br /&gt;
C                    Converts CAPs to APs&lt;br /&gt;
B                    Converts CAPs to Roll Bonus&lt;br /&gt;
F                    Enter Fire (Attack Hex) Mode&lt;br /&gt;
N                   Toggle display of unit abbreviations over unit icons&lt;br /&gt;
I                    Toggle display of interface&lt;br /&gt;
A-W-D-S     These four keys move the camera left, forward, right, and backward.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=375</id>
		<title>Game Instructions</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=375"/>
		<updated>2012-05-31T16:37:47Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Main Menu==&lt;br /&gt;
&amp;lt;div class=&amp;quot;NavFrame&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;NavHead&amp;quot;&amp;gt;&lt;br /&gt;
sample text&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;div class=&amp;quot;NavContent&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:COH_Screenshot_009.jpg|none|border|500px|thumb|The main menu]]&lt;br /&gt;
&lt;br /&gt;
* Play Game – There are several kinds of firefights from which to choose:&lt;br /&gt;
&lt;br /&gt;
:* Awakening the Bear Firefights – Firefights from the board game version of Conflict of Heroes – Awakening the Bear&lt;br /&gt;
&lt;br /&gt;
:* Frontier Firefights – Firefights set in Ukraine during Operation Barbarossa&lt;br /&gt;
&lt;br /&gt;
:* The Commanding Heights – A series of related firefights set in the Crimean Peninsula, each of which uses a different portion of one large map&lt;br /&gt;
&lt;br /&gt;
:* Point Buy Firefights – A collection of maps for quick pick-up games or skirmish-style firefights&lt;br /&gt;
&lt;br /&gt;
:* Additional Firefights – A list of firefights stored in your (My)Documents\Western Civilization Software\Conflict of Heroes -Awakening the Bear\Data\Scenarios folder. Put fan-created and modded firefights here and play them with this option.&lt;br /&gt;
&lt;br /&gt;
* Load Game – Loads a save game from a file. By default, saved games are loaded from the directory (My) Documents\Western Civilization Software\Conflict of Heroes – Awakening the Bear\Save.&lt;br /&gt;
&lt;br /&gt;
* Multiplayer Lobby Game – Allows you to enter the Multiplayer Lobby and Forum to meet other players, issue and accept challenges, discuss scheduling and host and join multiplayer games. See the [[Multiplayer Lobby Games]] section below for more information.&lt;br /&gt;
&lt;br /&gt;
* Local Network Game – Allows you to join a game on your local network, without connecting to the multiplayer forum or lobby. A game must first be setup and hosted before you can join it. Please see the [[#Local Network Games|Local Network Games]] section for more information.&lt;br /&gt;
&lt;br /&gt;
* Rule Options – Rule Options affect the way the game is played. Options cannot be changed during a game. This includes saved games: if you save a game with a certain set of options, change your options for another game, then load the saved game later, your options will revert to the set from the saved game. Click the option to change the setting: “Yes” for on, “No” for off.&lt;br /&gt;
&lt;br /&gt;
:* Fog of War – If fog-of-war is turned on, players cannot see hexes that are outside of the line-of-sight of their units.&lt;br /&gt;
&lt;br /&gt;
:* Variable Action Points – Instead of receiving the standard 7 APs per unit at the beginning of a round, a player may receive variable action points instead. The player may choose from two variable action point options:&lt;br /&gt;
&lt;br /&gt;
::+ 2D6: the sum of two (virtual) six-sided die rolls, or&lt;br /&gt;
::+ 3D6 High-Low: the sum of the highest and lowest die rolls on three (virtual) six-sided dice. This gives less volatile results.&lt;br /&gt;
&lt;br /&gt;
If the Dice Camera is turned on, the player makes these rolls himself. (See the Dice Camera document for details.)&lt;br /&gt;
&lt;br /&gt;
:* Difficulty Level – To increase the challenge of playing against computer-controlled opponents, increase the difficulty level. At higher difficulty levels, the computer opponent receives a variety of material advantages. See the FAQ document for details.&lt;br /&gt;
&lt;br /&gt;
:* Foot Unit Cautious Movement – If foot unit cautious movement is turned on, any infantry squad unit that makes a normal move into a hex that lacks a defense bonus suffers a -1 defense modifier, during the opponent’s turn. To avoid this penalty, units can spend extra AP to move cautiously. To move cautiously, hold down the CTRL key while right-clicking when issuing a move order. This adds +1 to the AP cost for each move. (See below for rules on [[#Selecting and Moving Units|movement]] and [[#Attacking|combat]].)&lt;br /&gt;
&lt;br /&gt;
:* Random Quality – If this option is turned on, units that would otherwise start with Regular quality level instead have their quality level randomized. (See [[#Unit Quality|Unit Quality]] for more information.)&lt;br /&gt;
&lt;br /&gt;
* System Preferences – Used to control video, gameplay, and audio options. Preferences can also be changed in-game and unlike rule options are not part of the game file. Some video preferences will not take effect until the game is restarted.&lt;br /&gt;
&lt;br /&gt;
* Game News – Find out about what’s going on with Conflict of Heroes updates, expansions, new firefights, and related products. (You can also receive information about game news by visiting www.matrixgames.com/forums/tt.asp?forumid=1040.)&lt;br /&gt;
&lt;br /&gt;
* Upload Game Results – Help Western Civilization Software balance and improve the difficulty of Conflict of Heroes firefights by uploading the results of the games you have completed so far (or since the last time you uploaded game results). When you select this menu option, the results of games you played against the AI are uploaded to our FTP. No personal information is transmitted.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_010.jpg|none|border|500px|thumb|Setting up a game after selecting a scenario]]&lt;br /&gt;
&lt;br /&gt;
* Human / Computer Player Buttons – Use these buttons to determine whether the Germans or Russians will be controlled by the human player, or by the computer. You can set both players to “human” in order to play a hot-seat game.&lt;br /&gt;
&lt;br /&gt;
* Human-Preferred Side – Some firefights have a “human-preferred” side, indicating that the firefight has been designed and balanced with the intention that the human player should play the indicated side. You are allowed to play the non-human-preferred side in a firefight if you choose, but you might then find the firefight somewhat unchallenging.&lt;br /&gt;
&lt;br /&gt;
* Server Setup – Use this to open the Server Setup Screen in order to host this game over TCP/IP or LAN. (See the [[#Local Network Games|Local Network Games]] section.)&lt;br /&gt;
&lt;br /&gt;
==Planning Phase==&lt;br /&gt;
&lt;br /&gt;
When you start a new game, before most of the movement and firing begins, you may be asked to do some game setup or round-planning, such as planning artillery strikes, placing objects like barbed wire or land mines, or positioning reinforcements for the turn. This can sometimes take place before the first round of combat.&lt;br /&gt;
&lt;br /&gt;
'''Artillery Strikes and Laying Down Smoke'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_011.jpg|none|border|500px|thumb|Assigning an artillery strike to a hex]]&lt;br /&gt;
&lt;br /&gt;
To plan an artillery strike, click on a highlighted area on the map with the right mouse button during the planning phase. Sometimes you may be prompted to plan more than one artillery strike at a time. Artillery strikes affect the hex on which you click and all six adjacent hexes, attacking friend and foe alike. Usually artillery strike planning is for a strike that will occur at the beginning of the following turn, but sometimes you will be prompted to plan for strikes in even later turns.&lt;br /&gt;
&lt;br /&gt;
Right-click on a hex in the area indicated by the blinking blue highlight to place an artillery strike. Click the “Done” button when you are finished. Sometimes you will be able to place artillery strikes anywhere on the map, but other times will be limited as to where strikes may be placed.&lt;br /&gt;
&lt;br /&gt;
In certain firefights, some artillery strikes have a chance of delay. If a delay occurs, the strike will not happen during the round for which it was planned, but will be delayed one or more rounds.&lt;br /&gt;
&lt;br /&gt;
In some firefights, some artillery strikes deliver smoke instead of high explosive (HE) attacks, and for some strikes you will have the option of deciding whether the strike will deliver smoke or an attack.&lt;br /&gt;
&lt;br /&gt;
You can undo an artillery strike (whether HE or smoke) you have placed by clicking on the hex of a planned strike.&lt;br /&gt;
&lt;br /&gt;
'''Reinforcements'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_012.jpg|none|border|500px|thumb|Placing reinforcements (available hexes are highlighted)]]&lt;br /&gt;
&lt;br /&gt;
Reinforcements enter the game before the start of a round. These rounds vary from firefight to firefight. The zone in which a reinforcement may enter is indicated by a blinking blue highlight. Right-click on a hex in the highlighted zone to place a unit for reinforcements, keeping an eye on the mouse cursor arrow to control the facing of the new unit. You can choose which reinforcing unit is to be placed next by clicking on the unit’s button to the left.&lt;br /&gt;
&lt;br /&gt;
Reinforcements may enter the game loaded onto a vehicle. When placing a reinforcement, left-click on a vehicle located in the reinforcement zone to load the reinforcement onto the vehicle. This will not work if the rules do not allow the unit to be loaded onto the vehicle. (See [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]] for details on loading.)&lt;br /&gt;
&lt;br /&gt;
'''Fortifications and Obstacles'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_013.jpg|none|border|500px|thumb|Placing a fortification/obstacle (barbed wire)]]&lt;br /&gt;
&lt;br /&gt;
Right-click to place military fortifications and obstacles, such as barbed wire, mine fields and bunkers, on the map. Information about your placement appears at the upper left of the screen. You may undo placements with the “Undo” button. Press “Done” when you are finished placing terrain features.&lt;br /&gt;
&lt;br /&gt;
'''Hiding Units'''&lt;br /&gt;
&lt;br /&gt;
Some firefights also ask you to place hidden units, which then enter the game hidden (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]). If Fog of War is enabled, units that are not within the line of sight of any friendly units will not be seen, but they do not gain Hidden status simply by being out of sight.&lt;br /&gt;
&lt;br /&gt;
'''Point Buy Games'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_014.jpg|none|border|500px|thumb|Buying units with points in a point buy firefight]]&lt;br /&gt;
&lt;br /&gt;
Some firefights allow one or both of the players to requisition units at the start of the firefight. Players are given a certain number of points to spend requisitioning units. The types and numbers of units available for requisition are determined by the firefight. Units that are requisitioned enter the firefight as reinforcements on the first turn.&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_015.jpg|none|border|500px|thumb|Main screen elements]]&lt;br /&gt;
&lt;br /&gt;
====Main Screen Information====&lt;br /&gt;
&lt;br /&gt;
* '''Game Menu'''&lt;br /&gt;
&lt;br /&gt;
Mouse over each button for its label and settings.&lt;br /&gt;
&lt;br /&gt;
:* '''Hide Game Menu''' – Hides the Game Menu.&lt;br /&gt;
:* '''Game History''' – A display of the last several hundred lines from the game report.&lt;br /&gt;
:* '''Combat Statistics''' – A report on unit destruction.&lt;br /&gt;
:* '''Save Game''' – Saves the game.&lt;br /&gt;
:* '''Open Game''' – Opens a saved game.&lt;br /&gt;
:* '''Preferences''' – Opens a display allowing you to adjust video, audio, and gameplay preferences.&lt;br /&gt;
:* '''Camera Control''' – Switches the game camera between normal and top-down modes. Note that the camera maintains its position in each mode independently of the other.&lt;br /&gt;
:* '''Dice Camera''' – Toggles use of the Dice Camera, allowing you to use a webcam and a pair of six-sided dice to roll your own combat results (see the Dice Camera document).&lt;br /&gt;
:* '''2D Chit / 3D Unit View''' – Switches the game between displaying units as 2D Chits and animated 3D Units.&lt;br /&gt;
:* '''Briefing Map''' – Shows the briefing map for this firefight, including deployment areas, objectives and reinforcements.&lt;br /&gt;
:* '''Help''' – Opens in-game help files.&lt;br /&gt;
:* '''Exit''' – Exits back to the main menu.&lt;br /&gt;
&lt;br /&gt;
* '''Score''' – Shows the current Russian and German score.&lt;br /&gt;
&lt;br /&gt;
* '''Commander and Firefight Orders''' – Click on the commander mug shot to open a description of your orders for this firefight.&lt;br /&gt;
&lt;br /&gt;
* '''Turn Clock(s)''' – The clocks show how many rounds are in the firefight altogether, and how many rounds have passed so far. Reinforcement arrivals and artillery support are shown on each turn clock, with an icon that shows the side which receives them.&lt;br /&gt;
&lt;br /&gt;
* '''Active player icon''' – Displays the icon of the active human player. If the active player is computer-controlled, the icon is shown grayed-out.&lt;br /&gt;
&lt;br /&gt;
* '''CAPs Remaining''' – Shows CAPs (Command Action Points) remaining for the current human player (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''CAP Conversions''' – These buttons allow you to convert CAPs to APs, and to raise or lower roll bonuses (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''Special Actions''' – Images to the left show the special actions you can take on your turn. Mouse over each for more information; left-click to select one (see [[#Special Actions|Special Actions]]).&lt;br /&gt;
&lt;br /&gt;
* '''Unit Buttons''' – Use these buttons to allow the selected unit to perform more detailed commands (see [[#Unit Buttons|Unit Buttons]]).&lt;br /&gt;
&lt;br /&gt;
* '''Game Report''' – Displays a summary of the last few actions that happened in the game. Use the toggle button above the report area to hide this display. You can open and close the Game Report using the toggle button in the lower left-hand corner of the screen.&lt;br /&gt;
&lt;br /&gt;
Moving the cursor around will show you the following:&lt;br /&gt;
&lt;br /&gt;
* '''Unit Tooltip''' – Shows basic information about either the unit last selected or the unit under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
* '''Terrain Information''' – Shows information about the terrain in the hex under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
====Camera Controls====&lt;br /&gt;
&lt;br /&gt;
* '''To scroll across the map''':&lt;br /&gt;
&lt;br /&gt;
:* Move the mouse cursor to the edge of the screen, or:&lt;br /&gt;
:* Left-click on the map surface and drag.&lt;br /&gt;
&lt;br /&gt;
* '''To change the camera angle''':&lt;br /&gt;
&lt;br /&gt;
:* Right-click on the map surface and drag the mouse.  Dragging the mouse left-right rotates the camera.  Dragging the mouse up-down tilts the camera.&lt;br /&gt;
:* CTRL + mouse wheel rotates the camera.&lt;br /&gt;
:* ALT + mouse wheel tilts the camera.&lt;br /&gt;
:* SHIFT + mouse wheel changes the camera height.&lt;br /&gt;
:* Note that using the mouse wheel without CTRL / ALT / SHIFT will reset the camera to the default height/angle setup.&lt;br /&gt;
:* You can also use the &amp;lt;Page Up&amp;gt; and &amp;lt;Page Down&amp;gt; keys to adjust the camera: these two keys work with CTRL, ALT, and SHIFT in the same manner as described for the mouse wheel.&lt;br /&gt;
&lt;br /&gt;
* '''To zoom in and out''':&lt;br /&gt;
&lt;br /&gt;
:* Use the scroll wheel on your mouse.&lt;br /&gt;
&lt;br /&gt;
====Selecting and Moving Units====&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click a unit to select it''' – You can switch among your units freely during your turn. The dotted indicator in the image below indicates the current active unit, which is the last unit selected by the active player. The arrow is the selection arrow. The number is the unit’s remaining AP.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_016.jpg|none|border|500px|thumb|Selecting a unit]]&lt;br /&gt;
&lt;br /&gt;
* You can also select multiple units for a group-move. See [[#Group Movement|Group Movement]] for more information.&lt;br /&gt;
&lt;br /&gt;
* '''Right-Click to Move''' – Right-click on the blue blinking area to move the current active unit to the hex on which you clicked.&lt;br /&gt;
&lt;br /&gt;
:* '''Facing''': Move the cursor toward the edge of a hex to face the unit in that direction after it moves into the hex. The mouse cursor arrow shows you the facing the unit will have after it enters the hex you click on.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_05b.jpg|none|border|500px|thumb|Selecting a friendly unit]]&lt;br /&gt;
&lt;br /&gt;
:(Note that the movement facing arrow supersedes the unit selection arrow: left-clicking on a unit will still select it, if it is eligible to be selected).&lt;br /&gt;
&lt;br /&gt;
:* '''Cost to Move''': Each unit has a base AP cost to move. Terrain in the destination hex may increase the AP cost of the move. Moving backward imposes an additional +1 AP cost.&lt;br /&gt;
:* '''Bonus Moves''': Some fast units (vehicles) get one or more bonus moves after they take a move action. The word “BONUS” appears over a unit when it is taking a bonus move. You cannot fire or take other actions during a bonus move. Bonus moves for treaded vehicles may only be made into clear terrain that does not change height. Bonus moves for wheeled vehicles may only be made along roads. (See [[#Terrain|Terrain]]). If you need to, you can end a bonus move with the “Pass” button on the unit buttons bar (see [[#Unit Buttons|Unit Buttons]]), or by hitting &amp;lt;spacebar&amp;gt;.&lt;br /&gt;
:* '''No Stacking Limits''': There are no stacking limits in Conflict of Heroes – any number of units may share the same hex. However, note that a combat attack will affect every unit in the hex if it is targeted for attack. This should discourage players from stacking too many units in a hex.&lt;br /&gt;
&lt;br /&gt;
* Right-Click to Pivot – Right-click on the map outside of a blinking blue movement area to pivot the current active unit toward the hex on which you clicked. A pivot like this ends your turn and costs 1 AP.&lt;br /&gt;
&lt;br /&gt;
* '''Click “Pass” to Skip Turn''' – You can skip your turn instead of moving, firing, or taking other actions by passing.  If both players pass in sequence, the round ends.&lt;br /&gt;
&lt;br /&gt;
* '''Cycle Through Units with APs''' – Any side buttons on your mouse cycle through units with APs Remaining. The + and – keys will do this as well.&lt;br /&gt;
&lt;br /&gt;
====Attacking====&lt;br /&gt;
&lt;br /&gt;
*'''Hover Over Enemy to Target'''&lt;br /&gt;
&lt;br /&gt;
Move the mouse cursor over an enemy unit to get information about an attack against that unit. Crosshairs and dots indicate that the current active unit is able to attack the target: white dots indicate the attack is within short range; gray dots indicate that the attack would be made at long range, with a penalty.&lt;br /&gt;
&lt;br /&gt;
If you are unable to attack, the reason is shown at the top of the screen. If you are able to attack, the roll needed to hit (on two six-sided dice [2D6]) is shown at the top of the screen. Note: You may modify the roll needed to hit with up to 2 CAPs.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_018.jpg|none|border|500px|thumb|Targeting an enemy unit]]&lt;br /&gt;
&lt;br /&gt;
:*'''Arc of Fire'''&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_039.jpg|none|border|500px|thumb|The standard arc of fire]]&lt;br /&gt;
&lt;br /&gt;
:Some units, such as guns and infantry squads, may only fire in the direction they face i.e. their forward arc. Other units, such as tanks, can fire in any direction, though they pay an additional +1 AP cost to fire outside of their forward arc. (The forward arc is the arc of fire for each unit, even though for tanks it is really only their forward firing arc.)&lt;br /&gt;
&lt;br /&gt;
:Hexes are highlighted in light green if they are within the arc of fire of the current active unit (direct fire). Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_040b copy.jpg|none|border|500px|thumb|Direct and indirect fire (e.g. for turreted units)]]&lt;br /&gt;
&lt;br /&gt;
:*'''Line-of-Sight'''&lt;br /&gt;
:Units must have line-of-sight (LOS) to an enemy unit in order to attack it. (Exception: mortars - see the following sub-section.) LOS can be blocked by terrain and by smoke. A unit in a hex with an enemy unit has no LOS beyond that hex.  Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_019_alt.jpg|none|border|500px|thumb|Line-of-sight (LOS): light green hexes are in LOS, as are the three adjacent forward hexes (flashing blue in-game).  Dark green hexes are in LOS for at least one other friendly unit; shadowed hexes are in Fog-of-war, i.e. out of LOS for all friendly units.]]&lt;br /&gt;
&lt;br /&gt;
:*'''Mortar Units'''&lt;br /&gt;
&lt;br /&gt;
:Like infantry units, mortars may make direct attacks on units in their forward arc LOS. In addition, some mortar units can fire at targets they cannot see by firing indirectly using spotters. A mortar’s spotters are abstractly considered to be located in any hex within two hexes of the mortar unit, so long as it has LOS to the mortar unit. A mortar can make an indirect attack on any enemy in its forward arc that can’t be seen by the mortar but can be seen from one of its spotter hexes. (However, mortars also have minimum firing ranges; see [[#Range|Range]] below).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_020.jpg|none|border|500px|thumb|Firing with mortars: spotter hexes marked with white spots.  Light green and light crimson hexes in firing arc for mortar unit itself: light green in LOS to mortar unit itself and are direct attacks; light crimson in LOS to at least one spotter hex and are indirect attacks.]]&lt;br /&gt;
&lt;br /&gt;
:An indirect attack is made like a normal attack but costs additional APs, as indicated in parentheses below the normal attack cost on the mortar unit.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_021.jpg|none|border|500px|thumb|Mortar unit toolbar: direct attacks cost 3 AP; indirect attacks cost 4 AP.]]&lt;br /&gt;
&lt;br /&gt;
:Note that not all mortar units are capable of indirect fire.&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click on Enemy to Attack'''&lt;br /&gt;
&lt;br /&gt;
:*Attacks are made against every unit in the target hex, both friend and foe alike. The exception is units in close-combat (that is, in the same hex as their target enemy; see [[#Range|Range]]), which are not forced to attack friendly units in their hex.&lt;br /&gt;
&lt;br /&gt;
:*Stats and the Combat Roll: The strength of the attacker, i.e. the attack value, is  determined by the roll of two virtual six-sided dice [2D6] (or two real ones if using the Dice Camera). This die roll result is added to the firepower of the attacking unit, plus any relevant attack modifiers. The attack value is then compared to the strength of the targeted unit, i.e. the defense value. A unit’s defense value is the sum of its defense rating, plus any terrain modifiers present in the hex it occupies.&lt;br /&gt;
&lt;br /&gt;
:If the attack result equals or exceeds the defense result, the target is wounded, and takes on a randomly-determined “wounded condition” (see [[#Wounded Conditions|Wounded Conditions]]). If the attack result equals or exceeds the defense result by four or more, the target is destroyed outright. A unit that already has a wound condition that receives an additional wound is destroyed.&lt;br /&gt;
&lt;br /&gt;
:*Red vs. Blue Attack and Defense Values&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_022.jpg|none|border|500px|thumb|Attack values: red for rifles, explosives, and hand-to-hand, blue for shells, anti-tank, and armor-piercing rounds.]]&lt;br /&gt;
&lt;br /&gt;
:Each unit has a red and blue firepower. Red firepower is used against targets with red defense ratings and blue firepower is used against targets with blue defense ratings. Red firepower represents anti-personnel attacks or high-explosive munitions. Blue firepower represents anti-tank or armor-piercing rounds. Units with blue defense ratings are armored, whereas units with red defense ratings are unarmored.&lt;br /&gt;
&lt;br /&gt;
:Some field and anti-tank guns have a blue front defense rating and a red flank defense rating to model the large forward facing gun shield  (see the following sub-section).&lt;br /&gt;
&lt;br /&gt;
:*Flanking&lt;br /&gt;
&lt;br /&gt;
:Each unit has a separate forward and flank defense value. &lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_023.jpg|none|border|500px|thumb|Defense values: red for infantry personnel, blue for armor (large guns, tanks, etc.). Upper value is for flank defense, lower value is for forward defense.]]&lt;br /&gt;
&lt;br /&gt;
:Units that are attacked from a hex that is inside of their forward arc use their front defense rating to determine their defense value. Units that are attacked from a hex outside their forward arc use their flank defense rating to determine their defense value.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024.jpg|none|border|500px|thumb|If an attack comes from the defending unit's forward arc, use the forward defense value. If an attack comes from anywhere else, use the flank defense value.]]&lt;br /&gt;
&lt;br /&gt;
:Some units have one color for forward defense, and the other for flank defense.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024b.jpg|none|border|500px|thumb|Some units, like large guns, use a blue defense value for attacks from the forward arc (forward attacks), and a red defense value for attacks from the flank (flank attacks).]]&lt;br /&gt;
&lt;br /&gt;
:Units attacking a mixed unit from its forward arc use the attack value whose color matches the mixed unit’s forward defense color. Units attacking a mixed unit outside its forward arc use the attack value whose color matches the mixed unit’s flank defense color.  &lt;br /&gt;
&lt;br /&gt;
:Just remember always to use the matching color: red attack always matches red defense; blue attack always matches blue defense.&lt;br /&gt;
&lt;br /&gt;
:*'''Terrain''': Terrain modifies a target’s defense value (see [[#Terrain|Terrain]]).&lt;br /&gt;
&lt;br /&gt;
:*'''Vehicles as Cover''': Any infantry squad (rifles, pioneers, SMGs) in the same hex as a friendly vehicle (wheeled or tracked) receives a +1 bonus to their defense values. This does not apply to loaded units (see [[#Rallying, Loading, and Other Actions|Rallying, Loading, and Other Actions]]). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Range'''&lt;br /&gt;
&lt;br /&gt;
:* Each unit that can attack has a base attack range.&lt;br /&gt;
&lt;br /&gt;
:* Units can attack with no penalty up to their base attack range. Units can fire  out to twice their attack range, but then receive a -2 attack penalty to their attack value. Units cannot attack beyond twice their attack range.&lt;br /&gt;
&lt;br /&gt;
:* Some units, like mortars, also have a minimum attack range, which precedes their base attack range on their stats. For example, for a unit with a range of “3-18” 3 is the minimum attack range, 18 is the base attack range.&lt;br /&gt;
&lt;br /&gt;
:* For units with a minimum range, enemy units that are within this minimum range cannot be fired upon except in close combat.&lt;br /&gt;
&lt;br /&gt;
:* +3  for Close Range: Units receive a +3 attack bonus when firing at units in adjacent hexes.&lt;br /&gt;
&lt;br /&gt;
:* +4 or -2 for Close Combat: rifles, pioneers, SMGs, tanks, armored cars, and APCs receive a +4 attack bonus when firing at units in the same hex as themselves. MGs, guns, mortars, wagons, and trucks receive a -2 attack penalty in close combat.&lt;br /&gt;
&lt;br /&gt;
====Unit Tooltip Values====&lt;br /&gt;
The essential movement and combat values and costs are shown on the unit tooltip, in the following order:&lt;br /&gt;
&lt;br /&gt;
* AP remaining&lt;br /&gt;
* Firepower: soft (added to die roll)&lt;br /&gt;
* Firepower: armor (added to die roll)&lt;br /&gt;
* AP cost to fire&lt;br /&gt;
* Range&lt;br /&gt;
* Forward defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* Flank defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* AP cost to move&lt;br /&gt;
* Number of bonus moves&lt;br /&gt;
&lt;br /&gt;
A grey box behind the attack values indicates the unit receives the Close Combat -2 attack penalty.&lt;br /&gt;
&lt;br /&gt;
If a unit is wounded, you’ll see a hit counter at the end of the tooltip.&lt;br /&gt;
&lt;br /&gt;
====Hit Counters====&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_025.jpg|none|border|500px|thumb|Hit counters for damaged/wounded units.]]&lt;br /&gt;
&lt;br /&gt;
A unit that is damaged during an attack (but not destroyed outright) receives a hit counter. There are a variety of hit counters for foot and for vehicle type units. The hit counter is displayed over any damaged unit. The details of your hit counter are shown on the unit tooltip display of a damaged unit, including any modifiers to unit values, and the die roll needed to rally the unit. Hit counters can affect movement, attack, and defense.&lt;br /&gt;
&lt;br /&gt;
Note that the details of enemy hit counters will remain hidden to you, until the enemy unit takes an action involving a unit statistic that is modified by its hit counter. Before this occurs, you will be able to see that an enemy unit is damaged, but you will not be able to see the particular effects of its hit counter in the unit’s tooltip display.&lt;br /&gt;
&lt;br /&gt;
====Rallying, Hiding, and Other Unit Actions====&lt;br /&gt;
&lt;br /&gt;
'''Rallying'''&lt;br /&gt;
&lt;br /&gt;
Wounded units can be rallied using the “Rally” button (see [[#Unit Buttons|Unit Buttons]]). Rallying costs 5AP for all units. A successful rally attempt removes the wound condition from the unit. Not all wound conditions can be removed, and the difficulty of removing a wound condition varies with the type of condition. Units receive a bonus to their rally rolls when they are in terrain with a defense bonus, and/or when they are in the same hex as other friendly unwounded units. Units cannot rally when in the same hex as an enemy unit. Some wound conditions do not permit rallying.&lt;br /&gt;
&lt;br /&gt;
'''Hiding'''&lt;br /&gt;
&lt;br /&gt;
Units can hide using the “Hide” button (see [[#Unit Buttons|Unit Buttons]]). Units can only hide when they are out of line-of-sight (LOS) of all enemy units. A hidden unit in clear terrain is revealed only when an enemy unit that has LOS into the hidden unit’s hex moves within two hexes of it. A hidden unit in terrain that either has a defense bonus or provides cover is not revealed unless an enemy unit enters its hex. Some units enter the game hidden. Hidden units cannot be targeted; players may use the “Attack” button on the unit buttons bar to attack hexes where they suspect hidden units may be hiding.&lt;br /&gt;
&lt;br /&gt;
Hidden units may move while remaining hidden. It costs +3 APs to “hidden move” into a hex with terrain that provides cover. It costs +5 APs to “hidden move” into a hex with terrain that does not provide cover.&lt;br /&gt;
&lt;br /&gt;
A player’s own hidden units are shown marked with a symbol that looks like a tree. &lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_026.jpg|none|border|500px|thumb|Unhidden units contrasted with hidden units.]]&lt;br /&gt;
&lt;br /&gt;
Hidden enemy units are not visible to you, only to the owner of the units. &lt;br /&gt;
Ex: A German rifle squad moves back behind heavy woods, is out of the LOS of all enemy units, and disappears from the enemy’s view on the map. The German “Hides” the unit during his next turn. He then “hidden moves” this unit forward into the enemy’s LOS range, but still remains hidden from enemy view. &lt;br /&gt;
&lt;br /&gt;
'''Loading'''&lt;br /&gt;
&lt;br /&gt;
Units can be loaded (includes transporting foot units and towing guns) onto most vehicles such as tanks, trucks and wagons by using the “Load” button. They can be unloaded using the same button. (See [[#Unit Buttons|Unit Buttons]].) When a unit is loaded onto a vehicle, the two units are considered to be in group action together: if the units have different AP totals at the end of the turn the lower figure will be applied to both, and this will continue in each subsequent turn. (See [[#Group Actions|Group Actions]].) The AP cost to load and unload a unit is equal to the base movement cost of that unit, and is deducted from the group at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Guns and immobilized vehicles can also be loaded, in which case they are considered to be towed. Vehicles can generally carry one infantry squad, or they can tow one gun or immobilized friendly vehicle. Towed units remain in the same hex as the vehicle carrying them during movement.&lt;br /&gt;
&lt;br /&gt;
'''Other Actions'''&lt;br /&gt;
&lt;br /&gt;
Units can perform a few other actions as well, like attacking fortifications, laying smoke, digging hasty defenses, and entering and exiting buildings. See [[#Unit Buttons|Unit Buttons]]s for more details.&lt;br /&gt;
Unit Buttons&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit buttons bar. Unit buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
====Unit Action Buttons====&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit action buttons bar. Unit action buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_027.jpg|none|border|500px|thumb|The unit buttons bar.]]&lt;br /&gt;
&lt;br /&gt;
* '''Pass''' – Skips your turn. If both players skip their turn in sequence, the round ends.&lt;br /&gt;
* '''Pass Entire Turn''' – Skips all of your turns until the end of the round.&lt;br /&gt;
* '''Attack a Hex''' – Prompts you to choose a hex to attack. Use this button when you want to try and destroy military fortifications (like land mines or barbed wire) or to attack hexes in which you suspect a hidden enemy unit may be located.&lt;br /&gt;
* '''Smoke a Hex''' – Prompts you to choose a hex in which to place a smoke screen. Some units have the ability to place smoke at various ranges according to the firefight. (See '''Smoke Screen''' under [[#Fortifications and Obstacles|Fortifications and Obstacles]].)&lt;br /&gt;
* '''Rally''' – Spends 5 APs to attempt to rally a unit with a wound condition.&lt;br /&gt;
* '''Hide/Unhide''' – Hides and unhides the current active unit.&lt;br /&gt;
* '''Enter/Exit Structure''' – Use these buttons to enter structures located in the same hex as the current active unit, such as a bunker, trench, or house (see [[#Terrain|Terrain]] for more information on structures). Only certain types of units can enter a given type of structure. If a unit is inside a structure, the relevant Enter Structure button becomes an Exit Structure button. It typically costs 1 AP to enter or exit a structure.&lt;br /&gt;
* '''Hasty Defense''' – Non-vehicle units may construct a hasty defense, at the cost of 7 APs. This provides a +1 defense modifier to the unit. The defense lasts until the unit moves or pivots. Wounded units cannot build a hasty defense.&lt;br /&gt;
* '''Load/Unload Vehicle''' – Loads the current active unit onto a friendly vehicle that is in its hex. If there is more than one eligible vehicle, the user is prompted to choose a vehicle. The units are considered to be in group action together. If a vehicle is loaded, the Load button becomes the Unload button and takes a loaded unit off of the vehicle that is transporting or towing it.&lt;br /&gt;
&lt;br /&gt;
====Group Actions====&lt;br /&gt;
&lt;br /&gt;
Players can form a group of units for attack and movement purposes, lasting until the end of the round. Units formed into a group can perform actions together that cannot be interrupted by the enemy player. For instance, four units may be formed into a group and each of these units may be moved during a single turn; and, once grouped, they must move during the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Creating groups''': SHIFT + left-click to add to group. It costs no AP to do this.&lt;br /&gt;
&lt;br /&gt;
* '''Contiguous units''': Only contiguous collections of units may be formed into a group – that is, a unit may be added to a group only if it is in the same hex as a member of the group, or an adjacent one. All units in a group then move together before the end of a turn.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_028.jpg|none|border|500px|thumb|Units ready to be grouped]]&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_029.jpg|none|border|500px|thumb|Grouped units; the left-most unit is the current active unit.]]&lt;br /&gt;
&lt;br /&gt;
* '''Disband groups''': Disband a group by left-clicking to select another unit outside the group without holding the &amp;lt;Shift&amp;gt; key, or by pressing the &amp;lt;Escape&amp;gt; key. It costs no AP to disband a group. Groups disband at the end of each round. Loaded units remain loaded until they are unloaded, however.) &lt;br /&gt;
&lt;br /&gt;
* '''Group firing''': The current active unit is considered the “fire-leader” and the target of the attack must be a unit on which the fire-leader can make an attack. All units in the group contiguous with the fire-leader with line of sight to the target and enough APs to fire will contribute +1 to the attack.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_030.jpg|none|border|500px|thumb|Grouped units; the middle unit highlighted in grey has finished moving, but is still part of the group. The second from left highlighted in yellow is the current active unit, and hence is the fire-leader. The group may only fire on units in LOS of the fire-leader, and direct and indirect attacks are based on the fire-leader's position.]]&lt;br /&gt;
&lt;br /&gt;
* Remember that all units in a group move together before the end of the turn. &lt;br /&gt;
&lt;br /&gt;
* CAPs can be added to groups to increase the APs of every member of the group. Important: these APs will be lost if the group is disbanded.&lt;br /&gt;
&lt;br /&gt;
* Groups may also perform other actions together, such as group-rallying or group-hasty entrenchment. Every member that has sufficient APs remaining to perform the indicated action will attempt to do so. Note that once a group moves, none of the units in the group may rally.&lt;br /&gt;
&lt;br /&gt;
* At the end of a turn, all units in a group move have APs reduced  to the lowest AP value of any unit in the group (i.e., the weakest link). A group travels only as far as its slowest member. Ex: A HMG team with 2 APs remaining after a group move is grouped with a Rifle team with 4 APs remaining.  The Rifle team’s APs are reduced to 2 APs at the end of the move to match the lowest remaining APs in the group.&lt;br /&gt;
&lt;br /&gt;
====Command Action Points (CAPs)====&lt;br /&gt;
&lt;br /&gt;
Command Action Points represent the influence of commanders on the battlefield action. Each player has a pool of CAPs independent of any particular unit. These CAPs can be transferred to units and converted into APs for the current active unit. They can also be used for increasing the odds of performing some attack or other action (up to +2 to attack rolls and rally rolls).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_031.jpg|none|border|500px|thumb|The CAPs buttons]]&lt;br /&gt;
&lt;br /&gt;
Use CAPs to get a roll bonus of up to +2 for attack rolls and rally rolls.&lt;br /&gt;
&lt;br /&gt;
Players receive a certain number of CAPs each round according to the specifications of the firefight. CAPs are replenished at the beginning of the next round. CAPs cannot be saved from one round to the next. A player’s CAP allotment decreases by 1 from the base amount for every unit on that is destroyed in a firefight. (For example, if you have had two of your units destroyed, then you receive two fewer CAPs at the start of each round.)&lt;br /&gt;
&lt;br /&gt;
====Terrain====&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Basic Terrain&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
The width of a hex represents roughly 40-50 meters of ground. Each hex has a basic terrain type, which modifies movement AP costs for different types of movement, and adds defense modifiers for units in that hex. Some hexes also act as cover and units may stay hidden or be allowed to hidein these hexes (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a hex to see the terrain type displayed at the bottom of the screen, along with any relevant modifiers.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_032.jpg|none|border|500px|thumb|Viewing terrain info and modifiers. The +1 defense is added to the defense value of units in the hex. (Or, subtracting it from the attack value of a unit attacking that hex would provide the same result.)]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Terrain Movement Cost (in APs) and Defense Modifiers'''&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Terrain||Infantry Cost||Wheel Cost||Track Cost||Defense Modifier||Cover for Hiding&lt;br /&gt;
|-&lt;br /&gt;
|'''Clear'''*||0||0||0||0||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Water'''||+4||N/A||N/A||-1||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Marsh'''||+2||N/A||+2**||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Woods'''||+1||N/A||+2||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Light Woods'''||0||2||+1||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Wood)'''||+1||N/A||+2||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Stone)'''||+1||N/A||+3**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Wood)'''||+2||N/A||+3||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Stone)'''||+2||N/A||+4**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Wheat'''||0||0||0||0||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Corn'''||+1||0||0||0||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Includes all low-level, solid-ground terrain types such as Dirt, Sand, Grass, etc.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;**Units of the indicated type have a chance to become immobilized upon entering a hex with this terrain type.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Roads'''&lt;br /&gt;
&lt;br /&gt;
Roads permit more rapid movement. Terrain movement costs are ignored when moving along roads.&lt;br /&gt;
&lt;br /&gt;
'''Walls'''&lt;br /&gt;
&lt;br /&gt;
Walls protect units. Units in the same hex as a wall receive a +1 defense bonus from attacks crossing over the wall hex side. Wheeled units may not cross walls; tracked units may cross them but at a +1 cost to movement.&lt;br /&gt;
&lt;br /&gt;
'''Height'''&lt;br /&gt;
&lt;br /&gt;
Some hexes have different elevation, or height. Moving up each level of height costs +1AP; vehicles may only move up one level of height per turn. It costs nothing to move down levels of height.&lt;br /&gt;
&lt;br /&gt;
Units at a higher elevation attacked by the enemy units at a lower elevation receive a +1 defense bonus. Units at a higher elevation firing at enemy units on a lower elevation receive a +1 Firepower bonus. Multiple levels of elevation do not improve these modifiers; they are always +1. &lt;br /&gt;
&lt;br /&gt;
Height also causes a plateau effect, cutting the LOS of units that are not close to the  height edge. The further from the edge of a height level, the less the unit can see to lower levels and vice versa. This plateau effect can be improved or worsened depending on the height level, the covering terrain, and the distance of attacking and defending units from the height edge.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_033.jpg|none|border|500px|thumb|Heights.]]&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Fortifications and Obstacles&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
Fortifications and obstacles represent man-made modifications to a location. Hexes may have one or more terrain features in them. Some of these features are directional, while others have the same effect regardless of the direction of movement or attack.&lt;br /&gt;
&lt;br /&gt;
You can attempt to destroy fortifications and obstacles by using the “Attack” button on the unit buttons bar (see [[#Unit Buttons|Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a fortification or obstacle to see its type displayed at the bottom of the screen, along with any relevant modifiers, just as with basic terrain. &lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_034.jpg|none|border|500px|thumb|Viewing fortification/obstacle modifiers and terrain info.]]&lt;br /&gt;
&lt;br /&gt;
* '''Bunkers''': &lt;br /&gt;
&lt;br /&gt;
:* Wood Bunker&lt;br /&gt;
:*(Regular) Bunker&lt;br /&gt;
:* Heavy Bunker&lt;br /&gt;
&lt;br /&gt;
Wood, regular, and heavy bunkers all share the same rules but provide different defensive bonuses. Infantry squads and guns may enter a bunker. A unit in the bunker can only assume the facing of the bunker unit.&lt;br /&gt;
&lt;br /&gt;
: '''Wood Bunker''': +4 defense front, +1 defense flank&lt;br /&gt;
: '''Bunker''': +5 defense front, +2 defense flank&lt;br /&gt;
: '''Heavy Bunker''': +6 defense front, +3 defense flank&lt;br /&gt;
&lt;br /&gt;
* '''Gun Pits'''&lt;br /&gt;
&lt;br /&gt;
Only guns may enter a gun pit structure. The pit provides units inside of it with a +3 defense modifier against attacks that come from the pit’s forward arc, regardless of the direction the units are facing.&lt;br /&gt;
&lt;br /&gt;
* '''Barbed Wire'''&lt;br /&gt;
&lt;br /&gt;
Barbed wire costs 4 additional APs for infantry units to enter, and 2 additional APs for tracked units. Wheeled units cannot enter a barbed wire hex. Barbed wire is destroyed when a tracked unit enters it.&lt;br /&gt;
&lt;br /&gt;
* '''Trenches'''&lt;br /&gt;
&lt;br /&gt;
Only infantry squads can enter trenches. Units in a trench receive a +2 defense modifier.&lt;br /&gt;
&lt;br /&gt;
* '''Roadblocks'''&lt;br /&gt;
&lt;br /&gt;
Wheeled vehicles cannot enter a hex with a roadblock. Tracked vehicles pay an additional 4 APs to enter a roadblock hex. Roadblocks do not affect foot movement.&lt;br /&gt;
&lt;br /&gt;
* '''Land Mines'''&lt;br /&gt;
&lt;br /&gt;
There are three types of land mines: foot mines, vehicle mines, and mixed foot-vehicle mines. A mine makes an attack against the flank of any unit of the appropriate type that enters the hex containing the mine. Mines laid by enemies are generally hidden until you discover them.&lt;br /&gt;
&lt;br /&gt;
* '''Smoke Screen''' &lt;br /&gt;
&lt;br /&gt;
Smoke has levels: newly laid smoke is Level 2 smoke. Level 2 smoke blocks LOS through the smoke-hex, and provides a +2 defensive bonus for targeted units within the smoke hex and to those units targeted by fire originating from the smoke hex . At the end of the round, Level 2 smoke becomes Level 1 smoke.&lt;br /&gt;
&lt;br /&gt;
Level 1 smoke allows LOS to pass through it, and provides a +1 defense bonus for all attacks on the unit into, out of, and through the smoke.&lt;br /&gt;
&lt;br /&gt;
The effects of multiple smoke screens in the same hex are cumulative.&lt;br /&gt;
&lt;br /&gt;
====Special Actions====&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_035_actual.jpg|none|border|500px|thumb|Special actions]]&lt;br /&gt;
&lt;br /&gt;
Special Actions represent the influence of battlefield commanders, additional battlefield resources, or simply bad luck. Players play a Special Action as their only action for a turn, instead of selecting and using a unit.&lt;br /&gt;
&lt;br /&gt;
Some special actions have an additional CAP or AP cost. Most special actions are performed as a single action, and thus cannot be combined with another action, such as moving a unit or firing, on the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Command Action''' – Allows any unit to take one action at no cost.&lt;br /&gt;
* '''Defuse Land Mine''' – Remove one visible land mine, in a hex adjacent to a unit you control.&lt;br /&gt;
* '''Plus 1D6 APs''' – Current moving unit gains 1-6 random APs.&lt;br /&gt;
* '''Hasty Defense''' – Select a unit to gain a hasty defense.&lt;br /&gt;
* '''Rally Attempt''' – Allows the selected wounded unit to make a free rally attempt.&lt;br /&gt;
* '''Sniper''' – Causes the enemy to lose a random amount of Command Action Points.&lt;br /&gt;
* '''Reveal Hidden''' – Discloses hidden enemy units, within two hexes of a selected friendly unit.&lt;br /&gt;
* '''Stop Vehicle''' – Prevents a selected enemy vehicle from taking move actions this turn.&lt;br /&gt;
* '''Lay Land Mine''' – Adds a land mine adjacent to a selected friendly unit that is not in close combat with the enemy.&lt;br /&gt;
* '''Dual Attack''' – Forces the enemy player to skip the next two turns.&lt;br /&gt;
* '''Mark as Used''' – Removes all Action Points from a selected enemy unit.&lt;br /&gt;
* '''Auto-Rally''' – Automatically rallies a selected wounded unit.&lt;br /&gt;
&lt;br /&gt;
====Unit Quality====&lt;br /&gt;
&lt;br /&gt;
Units in Conflict of Heroes have a Quality rating that modifies the base attributes of the unit. The effects of a quality rating differ among infantry and vehicle type units. The quality of a unit is shown in the unit information area in the bottom left part of the screen when a unit is selected.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_036.jpg|none|border|500px|thumb|Unit quality]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Infantry Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Green'''||-1||-1||-1||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+1||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Vehicle Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||-2||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+2||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*No unit can have its attack cost modified below 2.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that there is no Green quality modifier for vehicles.&lt;br /&gt;
&lt;br /&gt;
====Keyboard Shortcuts====&lt;br /&gt;
&lt;br /&gt;
Spacebar    Pass turn / end bonus move&lt;br /&gt;
PrintScreen    Save copy of current screen to:&lt;br /&gt;
&lt;br /&gt;
(My)Documents/Western Civilization Software/Conflict of Heroes Awakening the Bear/Screenshot&lt;br /&gt;
&lt;br /&gt;
Shift-PrtScrn    Save higher quality screenshot to same location as above&lt;br /&gt;
&lt;br /&gt;
Escape            Deselect all units&lt;br /&gt;
Enter               Enter/exit chat mode in TCP/IP games&lt;br /&gt;
Tab                 Move camera to view currently moving unit&lt;br /&gt;
+ / -                Cycle between units with APs remaining&lt;br /&gt;
V                    Toggle view units&lt;br /&gt;
T                    Toggles terrain&lt;br /&gt;
C                    Converts CAPs to APs&lt;br /&gt;
B                    Converts CAPs to Roll Bonus&lt;br /&gt;
F                    Enter Fire (Attack Hex) Mode&lt;br /&gt;
N                   Toggle display of unit abbreviations over unit icons&lt;br /&gt;
I                    Toggle display of interface&lt;br /&gt;
A-W-D-S     These four keys move the camera left, forward, right, and backward.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=374</id>
		<title>Game Instructions</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Game_Instructions&amp;diff=374"/>
		<updated>2012-05-31T16:34:47Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;NavFrame&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;NavHead&amp;quot;&amp;gt;&lt;br /&gt;
==Main Menu==&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;div class=&amp;quot;NavContent&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:COH_Screenshot_009.jpg|none|border|500px|frame|The main menu]]&lt;br /&gt;
&lt;br /&gt;
* Play Game – There are several kinds of firefights from which to choose:&lt;br /&gt;
&lt;br /&gt;
:* Awakening the Bear Firefights – Firefights from the board game version of Conflict of Heroes – Awakening the Bear&lt;br /&gt;
&lt;br /&gt;
:* Frontier Firefights – Firefights set in Ukraine during Operation Barbarossa&lt;br /&gt;
&lt;br /&gt;
:* The Commanding Heights – A series of related firefights set in the Crimean Peninsula, each of which uses a different portion of one large map&lt;br /&gt;
&lt;br /&gt;
:* Point Buy Firefights – A collection of maps for quick pick-up games or skirmish-style firefights&lt;br /&gt;
&lt;br /&gt;
:* Additional Firefights – A list of firefights stored in your (My)Documents\Western Civilization Software\Conflict of Heroes -Awakening the Bear\Data\Scenarios folder. Put fan-created and modded firefights here and play them with this option.&lt;br /&gt;
&lt;br /&gt;
* Load Game – Loads a save game from a file. By default, saved games are loaded from the directory (My) Documents\Western Civilization Software\Conflict of Heroes – Awakening the Bear\Save.&lt;br /&gt;
&lt;br /&gt;
* Multiplayer Lobby Game – Allows you to enter the Multiplayer Lobby and Forum to meet other players, issue and accept challenges, discuss scheduling and host and join multiplayer games. See the [[Multiplayer Lobby Games]] section below for more information.&lt;br /&gt;
&lt;br /&gt;
* Local Network Game – Allows you to join a game on your local network, without connecting to the multiplayer forum or lobby. A game must first be setup and hosted before you can join it. Please see the [[#Local Network Games|Local Network Games]] section for more information.&lt;br /&gt;
&lt;br /&gt;
* Rule Options – Rule Options affect the way the game is played. Options cannot be changed during a game. This includes saved games: if you save a game with a certain set of options, change your options for another game, then load the saved game later, your options will revert to the set from the saved game. Click the option to change the setting: “Yes” for on, “No” for off.&lt;br /&gt;
&lt;br /&gt;
:* Fog of War – If fog-of-war is turned on, players cannot see hexes that are outside of the line-of-sight of their units.&lt;br /&gt;
&lt;br /&gt;
:* Variable Action Points – Instead of receiving the standard 7 APs per unit at the beginning of a round, a player may receive variable action points instead. The player may choose from two variable action point options:&lt;br /&gt;
&lt;br /&gt;
::+ 2D6: the sum of two (virtual) six-sided die rolls, or&lt;br /&gt;
::+ 3D6 High-Low: the sum of the highest and lowest die rolls on three (virtual) six-sided dice. This gives less volatile results.&lt;br /&gt;
&lt;br /&gt;
If the Dice Camera is turned on, the player makes these rolls himself. (See the Dice Camera document for details.)&lt;br /&gt;
&lt;br /&gt;
:* Difficulty Level – To increase the challenge of playing against computer-controlled opponents, increase the difficulty level. At higher difficulty levels, the computer opponent receives a variety of material advantages. See the FAQ document for details.&lt;br /&gt;
&lt;br /&gt;
:* Foot Unit Cautious Movement – If foot unit cautious movement is turned on, any infantry squad unit that makes a normal move into a hex that lacks a defense bonus suffers a -1 defense modifier, during the opponent’s turn. To avoid this penalty, units can spend extra AP to move cautiously. To move cautiously, hold down the CTRL key while right-clicking when issuing a move order. This adds +1 to the AP cost for each move. (See below for rules on [[#Selecting and Moving Units|movement]] and [[#Attacking|combat]].)&lt;br /&gt;
&lt;br /&gt;
:* Random Quality – If this option is turned on, units that would otherwise start with Regular quality level instead have their quality level randomized. (See [[#Unit Quality|Unit Quality]] for more information.)&lt;br /&gt;
&lt;br /&gt;
* System Preferences – Used to control video, gameplay, and audio options. Preferences can also be changed in-game and unlike rule options are not part of the game file. Some video preferences will not take effect until the game is restarted.&lt;br /&gt;
&lt;br /&gt;
* Game News – Find out about what’s going on with Conflict of Heroes updates, expansions, new firefights, and related products. (You can also receive information about game news by visiting www.matrixgames.com/forums/tt.asp?forumid=1040.)&lt;br /&gt;
&lt;br /&gt;
* Upload Game Results – Help Western Civilization Software balance and improve the difficulty of Conflict of Heroes firefights by uploading the results of the games you have completed so far (or since the last time you uploaded game results). When you select this menu option, the results of games you played against the AI are uploaded to our FTP. No personal information is transmitted.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_010.jpg|none|border|500px|frame|Setting up a game after selecting a scenario]]&lt;br /&gt;
&lt;br /&gt;
* Human / Computer Player Buttons – Use these buttons to determine whether the Germans or Russians will be controlled by the human player, or by the computer. You can set both players to “human” in order to play a hot-seat game.&lt;br /&gt;
&lt;br /&gt;
* Human-Preferred Side – Some firefights have a “human-preferred” side, indicating that the firefight has been designed and balanced with the intention that the human player should play the indicated side. You are allowed to play the non-human-preferred side in a firefight if you choose, but you might then find the firefight somewhat unchallenging.&lt;br /&gt;
&lt;br /&gt;
* Server Setup – Use this to open the Server Setup Screen in order to host this game over TCP/IP or LAN. (See the [[#Local Network Games|Local Network Games]] section.)&lt;br /&gt;
&lt;br /&gt;
==Planning Phase==&lt;br /&gt;
&lt;br /&gt;
When you start a new game, before most of the movement and firing begins, you may be asked to do some game setup or round-planning, such as planning artillery strikes, placing objects like barbed wire or land mines, or positioning reinforcements for the turn. This can sometimes take place before the first round of combat.&lt;br /&gt;
&lt;br /&gt;
'''Artillery Strikes and Laying Down Smoke'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_011.jpg|none|border|500px|frame|Assigning an artillery strike to a hex]]&lt;br /&gt;
&lt;br /&gt;
To plan an artillery strike, click on a highlighted area on the map with the right mouse button during the planning phase. Sometimes you may be prompted to plan more than one artillery strike at a time. Artillery strikes affect the hex on which you click and all six adjacent hexes, attacking friend and foe alike. Usually artillery strike planning is for a strike that will occur at the beginning of the following turn, but sometimes you will be prompted to plan for strikes in even later turns.&lt;br /&gt;
&lt;br /&gt;
Right-click on a hex in the area indicated by the blinking blue highlight to place an artillery strike. Click the “Done” button when you are finished. Sometimes you will be able to place artillery strikes anywhere on the map, but other times will be limited as to where strikes may be placed.&lt;br /&gt;
&lt;br /&gt;
In certain firefights, some artillery strikes have a chance of delay. If a delay occurs, the strike will not happen during the round for which it was planned, but will be delayed one or more rounds.&lt;br /&gt;
&lt;br /&gt;
In some firefights, some artillery strikes deliver smoke instead of high explosive (HE) attacks, and for some strikes you will have the option of deciding whether the strike will deliver smoke or an attack.&lt;br /&gt;
&lt;br /&gt;
You can undo an artillery strike (whether HE or smoke) you have placed by clicking on the hex of a planned strike.&lt;br /&gt;
&lt;br /&gt;
'''Reinforcements'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_012.jpg|none|border|500px|frame|Placing reinforcements (available hexes are highlighted)]]&lt;br /&gt;
&lt;br /&gt;
Reinforcements enter the game before the start of a round. These rounds vary from firefight to firefight. The zone in which a reinforcement may enter is indicated by a blinking blue highlight. Right-click on a hex in the highlighted zone to place a unit for reinforcements, keeping an eye on the mouse cursor arrow to control the facing of the new unit. You can choose which reinforcing unit is to be placed next by clicking on the unit’s button to the left.&lt;br /&gt;
&lt;br /&gt;
Reinforcements may enter the game loaded onto a vehicle. When placing a reinforcement, left-click on a vehicle located in the reinforcement zone to load the reinforcement onto the vehicle. This will not work if the rules do not allow the unit to be loaded onto the vehicle. (See [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]] for details on loading.)&lt;br /&gt;
&lt;br /&gt;
'''Fortifications and Obstacles'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_013.jpg|none|border|500px|frame|Placing a fortification/obstacle (barbed wire)]]&lt;br /&gt;
&lt;br /&gt;
Right-click to place military fortifications and obstacles, such as barbed wire, mine fields and bunkers, on the map. Information about your placement appears at the upper left of the screen. You may undo placements with the “Undo” button. Press “Done” when you are finished placing terrain features.&lt;br /&gt;
&lt;br /&gt;
'''Hiding Units'''&lt;br /&gt;
&lt;br /&gt;
Some firefights also ask you to place hidden units, which then enter the game hidden (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]). If Fog of War is enabled, units that are not within the line of sight of any friendly units will not be seen, but they do not gain Hidden status simply by being out of sight.&lt;br /&gt;
&lt;br /&gt;
'''Point Buy Games'''&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_014.jpg|none|border|500px|frame|Buying units with points in a point buy firefight]]&lt;br /&gt;
&lt;br /&gt;
Some firefights allow one or both of the players to requisition units at the start of the firefight. Players are given a certain number of points to spend requisitioning units. The types and numbers of units available for requisition are determined by the firefight. Units that are requisitioned enter the firefight as reinforcements on the first turn.&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_015.jpg|none|border|500px|frame|Main screen elements]]&lt;br /&gt;
&lt;br /&gt;
====Main Screen Information====&lt;br /&gt;
&lt;br /&gt;
* '''Game Menu'''&lt;br /&gt;
&lt;br /&gt;
Mouse over each button for its label and settings.&lt;br /&gt;
&lt;br /&gt;
:* '''Hide Game Menu''' – Hides the Game Menu.&lt;br /&gt;
:* '''Game History''' – A display of the last several hundred lines from the game report.&lt;br /&gt;
:* '''Combat Statistics''' – A report on unit destruction.&lt;br /&gt;
:* '''Save Game''' – Saves the game.&lt;br /&gt;
:* '''Open Game''' – Opens a saved game.&lt;br /&gt;
:* '''Preferences''' – Opens a display allowing you to adjust video, audio, and gameplay preferences.&lt;br /&gt;
:* '''Camera Control''' – Switches the game camera between normal and top-down modes. Note that the camera maintains its position in each mode independently of the other.&lt;br /&gt;
:* '''Dice Camera''' – Toggles use of the Dice Camera, allowing you to use a webcam and a pair of six-sided dice to roll your own combat results (see the Dice Camera document).&lt;br /&gt;
:* '''2D Chit / 3D Unit View''' – Switches the game between displaying units as 2D Chits and animated 3D Units.&lt;br /&gt;
:* '''Briefing Map''' – Shows the briefing map for this firefight, including deployment areas, objectives and reinforcements.&lt;br /&gt;
:* '''Help''' – Opens in-game help files.&lt;br /&gt;
:* '''Exit''' – Exits back to the main menu.&lt;br /&gt;
&lt;br /&gt;
* '''Score''' – Shows the current Russian and German score.&lt;br /&gt;
&lt;br /&gt;
* '''Commander and Firefight Orders''' – Click on the commander mug shot to open a description of your orders for this firefight.&lt;br /&gt;
&lt;br /&gt;
* '''Turn Clock(s)''' – The clocks show how many rounds are in the firefight altogether, and how many rounds have passed so far. Reinforcement arrivals and artillery support are shown on each turn clock, with an icon that shows the side which receives them.&lt;br /&gt;
&lt;br /&gt;
* '''Active player icon''' – Displays the icon of the active human player. If the active player is computer-controlled, the icon is shown grayed-out.&lt;br /&gt;
&lt;br /&gt;
* '''CAPs Remaining''' – Shows CAPs (Command Action Points) remaining for the current human player (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''CAP Conversions''' – These buttons allow you to convert CAPs to APs, and to raise or lower roll bonuses (see [[#Command Action Points|Command Action Points]]).&lt;br /&gt;
&lt;br /&gt;
* '''Special Actions''' – Images to the left show the special actions you can take on your turn. Mouse over each for more information; left-click to select one (see [[#Special Actions|Special Actions]]).&lt;br /&gt;
&lt;br /&gt;
* '''Unit Buttons''' – Use these buttons to allow the selected unit to perform more detailed commands (see [[#Unit Buttons|Unit Buttons]]).&lt;br /&gt;
&lt;br /&gt;
* '''Game Report''' – Displays a summary of the last few actions that happened in the game. Use the toggle button above the report area to hide this display. You can open and close the Game Report using the toggle button in the lower left-hand corner of the screen.&lt;br /&gt;
&lt;br /&gt;
Moving the cursor around will show you the following:&lt;br /&gt;
&lt;br /&gt;
* '''Unit Tooltip''' – Shows basic information about either the unit last selected or the unit under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
* '''Terrain Information''' – Shows information about the terrain in the hex under the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
====Camera Controls====&lt;br /&gt;
&lt;br /&gt;
* '''To scroll across the map''':&lt;br /&gt;
&lt;br /&gt;
:* Move the mouse cursor to the edge of the screen, or:&lt;br /&gt;
:* Left-click on the map surface and drag.&lt;br /&gt;
&lt;br /&gt;
* '''To change the camera angle''':&lt;br /&gt;
&lt;br /&gt;
:* Right-click on the map surface and drag the mouse.  Dragging the mouse left-right rotates the camera.  Dragging the mouse up-down tilts the camera.&lt;br /&gt;
:* CTRL + mouse wheel rotates the camera.&lt;br /&gt;
:* ALT + mouse wheel tilts the camera.&lt;br /&gt;
:* SHIFT + mouse wheel changes the camera height.&lt;br /&gt;
:* Note that using the mouse wheel without CTRL / ALT / SHIFT will reset the camera to the default height/angle setup.&lt;br /&gt;
:* You can also use the &amp;lt;Page Up&amp;gt; and &amp;lt;Page Down&amp;gt; keys to adjust the camera: these two keys work with CTRL, ALT, and SHIFT in the same manner as described for the mouse wheel.&lt;br /&gt;
&lt;br /&gt;
* '''To zoom in and out''':&lt;br /&gt;
&lt;br /&gt;
:* Use the scroll wheel on your mouse.&lt;br /&gt;
&lt;br /&gt;
====Selecting and Moving Units====&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click a unit to select it''' – You can switch among your units freely during your turn. The dotted indicator in the image below indicates the current active unit, which is the last unit selected by the active player. The arrow is the selection arrow. The number is the unit’s remaining AP.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_016.jpg|none|border|500px|frame|Selecting a unit]]&lt;br /&gt;
&lt;br /&gt;
* You can also select multiple units for a group-move. See [[#Group Movement|Group Movement]] for more information.&lt;br /&gt;
&lt;br /&gt;
* '''Right-Click to Move''' – Right-click on the blue blinking area to move the current active unit to the hex on which you clicked.&lt;br /&gt;
&lt;br /&gt;
:* '''Facing''': Move the cursor toward the edge of a hex to face the unit in that direction after it moves into the hex. The mouse cursor arrow shows you the facing the unit will have after it enters the hex you click on.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_05b.jpg|none|border|500px|frame|Selecting a friendly unit]]&lt;br /&gt;
&lt;br /&gt;
:(Note that the movement facing arrow supersedes the unit selection arrow: left-clicking on a unit will still select it, if it is eligible to be selected).&lt;br /&gt;
&lt;br /&gt;
:* '''Cost to Move''': Each unit has a base AP cost to move. Terrain in the destination hex may increase the AP cost of the move. Moving backward imposes an additional +1 AP cost.&lt;br /&gt;
:* '''Bonus Moves''': Some fast units (vehicles) get one or more bonus moves after they take a move action. The word “BONUS” appears over a unit when it is taking a bonus move. You cannot fire or take other actions during a bonus move. Bonus moves for treaded vehicles may only be made into clear terrain that does not change height. Bonus moves for wheeled vehicles may only be made along roads. (See [[#Terrain|Terrain]]). If you need to, you can end a bonus move with the “Pass” button on the unit buttons bar (see [[#Unit Buttons|Unit Buttons]]), or by hitting &amp;lt;spacebar&amp;gt;.&lt;br /&gt;
:* '''No Stacking Limits''': There are no stacking limits in Conflict of Heroes – any number of units may share the same hex. However, note that a combat attack will affect every unit in the hex if it is targeted for attack. This should discourage players from stacking too many units in a hex.&lt;br /&gt;
&lt;br /&gt;
* Right-Click to Pivot – Right-click on the map outside of a blinking blue movement area to pivot the current active unit toward the hex on which you clicked. A pivot like this ends your turn and costs 1 AP.&lt;br /&gt;
&lt;br /&gt;
* '''Click “Pass” to Skip Turn''' – You can skip your turn instead of moving, firing, or taking other actions by passing.  If both players pass in sequence, the round ends.&lt;br /&gt;
&lt;br /&gt;
* '''Cycle Through Units with APs''' – Any side buttons on your mouse cycle through units with APs Remaining. The + and – keys will do this as well.&lt;br /&gt;
&lt;br /&gt;
====Attacking====&lt;br /&gt;
&lt;br /&gt;
*'''Hover Over Enemy to Target'''&lt;br /&gt;
&lt;br /&gt;
Move the mouse cursor over an enemy unit to get information about an attack against that unit. Crosshairs and dots indicate that the current active unit is able to attack the target: white dots indicate the attack is within short range; gray dots indicate that the attack would be made at long range, with a penalty.&lt;br /&gt;
&lt;br /&gt;
If you are unable to attack, the reason is shown at the top of the screen. If you are able to attack, the roll needed to hit (on two six-sided dice [2D6]) is shown at the top of the screen. Note: You may modify the roll needed to hit with up to 2 CAPs.&lt;br /&gt;
&lt;br /&gt;
[[Image:COH_Screenshot_018.jpg|none|border|500px|frame|Targeting an enemy unit]]&lt;br /&gt;
&lt;br /&gt;
:*'''Arc of Fire'''&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_039.jpg|none|border|500px|frame|The standard arc of fire]]&lt;br /&gt;
&lt;br /&gt;
:Some units, such as guns and infantry squads, may only fire in the direction they face i.e. their forward arc. Other units, such as tanks, can fire in any direction, though they pay an additional +1 AP cost to fire outside of their forward arc. (The forward arc is the arc of fire for each unit, even though for tanks it is really only their forward firing arc.)&lt;br /&gt;
&lt;br /&gt;
:Hexes are highlighted in light green if they are within the arc of fire of the current active unit (direct fire). Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_040b copy.jpg|none|border|500px|frame|Direct and indirect fire (e.g. for turreted units)]]&lt;br /&gt;
&lt;br /&gt;
:*'''Line-of-Sight'''&lt;br /&gt;
:Units must have line-of-sight (LOS) to an enemy unit in order to attack it. (Exception: mortars - see the following sub-section.) LOS can be blocked by terrain and by smoke. A unit in a hex with an enemy unit has no LOS beyond that hex.  Hexes are highlighted in light crimson if they are outside the arc of fire of the current active unit, but can still be attacked by that unit (indirect fire).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_019_alt.jpg|none|border|500px|frame|Line-of-sight (LOS): light green hexes are in LOS, as are the three adjacent forward hexes (flashing blue in-game).  Dark green hexes are in LOS for at least one other friendly unit; shadowed hexes are in Fog-of-war, i.e. out of LOS for all friendly units.]]&lt;br /&gt;
&lt;br /&gt;
:*'''Mortar Units'''&lt;br /&gt;
&lt;br /&gt;
:Like infantry units, mortars may make direct attacks on units in their forward arc LOS. In addition, some mortar units can fire at targets they cannot see by firing indirectly using spotters. A mortar’s spotters are abstractly considered to be located in any hex within two hexes of the mortar unit, so long as it has LOS to the mortar unit. A mortar can make an indirect attack on any enemy in its forward arc that can’t be seen by the mortar but can be seen from one of its spotter hexes. (However, mortars also have minimum firing ranges; see [[#Range|Range]] below).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_020.jpg|none|border|500px|frame|Firing with mortars: spotter hexes marked with white spots.  Light green and light crimson hexes in firing arc for mortar unit itself: light green in LOS to mortar unit itself and are direct attacks; light crimson in LOS to at least one spotter hex and are indirect attacks.]]&lt;br /&gt;
&lt;br /&gt;
:An indirect attack is made like a normal attack but costs additional APs, as indicated in parentheses below the normal attack cost on the mortar unit.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_021.jpg|none|border|500px|frame|Mortar unit toolbar: direct attacks cost 3 AP; indirect attacks cost 4 AP.]]&lt;br /&gt;
&lt;br /&gt;
:Note that not all mortar units are capable of indirect fire.&lt;br /&gt;
&lt;br /&gt;
* '''Left-Click on Enemy to Attack'''&lt;br /&gt;
&lt;br /&gt;
:*Attacks are made against every unit in the target hex, both friend and foe alike. The exception is units in close-combat (that is, in the same hex as their target enemy; see [[#Range|Range]]), which are not forced to attack friendly units in their hex.&lt;br /&gt;
&lt;br /&gt;
:*Stats and the Combat Roll: The strength of the attacker, i.e. the attack value, is  determined by the roll of two virtual six-sided dice [2D6] (or two real ones if using the Dice Camera). This die roll result is added to the firepower of the attacking unit, plus any relevant attack modifiers. The attack value is then compared to the strength of the targeted unit, i.e. the defense value. A unit’s defense value is the sum of its defense rating, plus any terrain modifiers present in the hex it occupies.&lt;br /&gt;
&lt;br /&gt;
:If the attack result equals or exceeds the defense result, the target is wounded, and takes on a randomly-determined “wounded condition” (see [[#Wounded Conditions|Wounded Conditions]]). If the attack result equals or exceeds the defense result by four or more, the target is destroyed outright. A unit that already has a wound condition that receives an additional wound is destroyed.&lt;br /&gt;
&lt;br /&gt;
:*Red vs. Blue Attack and Defense Values&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_022.jpg|none|border|500px|frame|Attack values: red for rifles, explosives, and hand-to-hand, blue for shells, anti-tank, and armor-piercing rounds.]]&lt;br /&gt;
&lt;br /&gt;
:Each unit has a red and blue firepower. Red firepower is used against targets with red defense ratings and blue firepower is used against targets with blue defense ratings. Red firepower represents anti-personnel attacks or high-explosive munitions. Blue firepower represents anti-tank or armor-piercing rounds. Units with blue defense ratings are armored, whereas units with red defense ratings are unarmored.&lt;br /&gt;
&lt;br /&gt;
:Some field and anti-tank guns have a blue front defense rating and a red flank defense rating to model the large forward facing gun shield  (see the following sub-section).&lt;br /&gt;
&lt;br /&gt;
:*Flanking&lt;br /&gt;
&lt;br /&gt;
:Each unit has a separate forward and flank defense value. &lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_023.jpg|none|border|500px|frame|Defense values: red for infantry personnel, blue for armor (large guns, tanks, etc.). Upper value is for flank defense, lower value is for forward defense.]]&lt;br /&gt;
&lt;br /&gt;
:Units that are attacked from a hex that is inside of their forward arc use their front defense rating to determine their defense value. Units that are attacked from a hex outside their forward arc use their flank defense rating to determine their defense value.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024.jpg|none|border|500px|frame|If an attack comes from the defending unit's forward arc, use the forward defense value. If an attack comes from anywhere else, use the flank defense value.]]&lt;br /&gt;
&lt;br /&gt;
:Some units have one color for forward defense, and the other for flank defense.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_024b.jpg|none|border|500px|frame|Some units, like large guns, use a blue defense value for attacks from the forward arc (forward attacks), and a red defense value for attacks from the flank (flank attacks).]]&lt;br /&gt;
&lt;br /&gt;
:Units attacking a mixed unit from its forward arc use the attack value whose color matches the mixed unit’s forward defense color. Units attacking a mixed unit outside its forward arc use the attack value whose color matches the mixed unit’s flank defense color.  &lt;br /&gt;
&lt;br /&gt;
:Just remember always to use the matching color: red attack always matches red defense; blue attack always matches blue defense.&lt;br /&gt;
&lt;br /&gt;
:*'''Terrain''': Terrain modifies a target’s defense value (see [[#Terrain|Terrain]]).&lt;br /&gt;
&lt;br /&gt;
:*'''Vehicles as Cover''': Any infantry squad (rifles, pioneers, SMGs) in the same hex as a friendly vehicle (wheeled or tracked) receives a +1 bonus to their defense values. This does not apply to loaded units (see [[#Rallying, Loading, and Other Actions|Rallying, Loading, and Other Actions]]). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Range'''&lt;br /&gt;
&lt;br /&gt;
:* Each unit that can attack has a base attack range.&lt;br /&gt;
&lt;br /&gt;
:* Units can attack with no penalty up to their base attack range. Units can fire  out to twice their attack range, but then receive a -2 attack penalty to their attack value. Units cannot attack beyond twice their attack range.&lt;br /&gt;
&lt;br /&gt;
:* Some units, like mortars, also have a minimum attack range, which precedes their base attack range on their stats. For example, for a unit with a range of “3-18” 3 is the minimum attack range, 18 is the base attack range.&lt;br /&gt;
&lt;br /&gt;
:* For units with a minimum range, enemy units that are within this minimum range cannot be fired upon except in close combat.&lt;br /&gt;
&lt;br /&gt;
:* +3  for Close Range: Units receive a +3 attack bonus when firing at units in adjacent hexes.&lt;br /&gt;
&lt;br /&gt;
:* +4 or -2 for Close Combat: rifles, pioneers, SMGs, tanks, armored cars, and APCs receive a +4 attack bonus when firing at units in the same hex as themselves. MGs, guns, mortars, wagons, and trucks receive a -2 attack penalty in close combat.&lt;br /&gt;
&lt;br /&gt;
====Unit Tooltip Values====&lt;br /&gt;
The essential movement and combat values and costs are shown on the unit tooltip, in the following order:&lt;br /&gt;
&lt;br /&gt;
* AP remaining&lt;br /&gt;
* Firepower: soft (added to die roll)&lt;br /&gt;
* Firepower: armor (added to die roll)&lt;br /&gt;
* AP cost to fire&lt;br /&gt;
* Range&lt;br /&gt;
* Forward defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* Flank defense rating, either blue (armored) or red (soft)&lt;br /&gt;
* AP cost to move&lt;br /&gt;
* Number of bonus moves&lt;br /&gt;
&lt;br /&gt;
A grey box behind the attack values indicates the unit receives the Close Combat -2 attack penalty.&lt;br /&gt;
&lt;br /&gt;
If a unit is wounded, you’ll see a hit counter at the end of the tooltip.&lt;br /&gt;
&lt;br /&gt;
====Hit Counters====&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_025.jpg|none|border|500px|frame|Hit counters for damaged/wounded units.]]&lt;br /&gt;
&lt;br /&gt;
A unit that is damaged during an attack (but not destroyed outright) receives a hit counter. There are a variety of hit counters for foot and for vehicle type units. The hit counter is displayed over any damaged unit. The details of your hit counter are shown on the unit tooltip display of a damaged unit, including any modifiers to unit values, and the die roll needed to rally the unit. Hit counters can affect movement, attack, and defense.&lt;br /&gt;
&lt;br /&gt;
Note that the details of enemy hit counters will remain hidden to you, until the enemy unit takes an action involving a unit statistic that is modified by its hit counter. Before this occurs, you will be able to see that an enemy unit is damaged, but you will not be able to see the particular effects of its hit counter in the unit’s tooltip display.&lt;br /&gt;
&lt;br /&gt;
====Rallying, Hiding, and Other Unit Actions====&lt;br /&gt;
&lt;br /&gt;
'''Rallying'''&lt;br /&gt;
&lt;br /&gt;
Wounded units can be rallied using the “Rally” button (see [[#Unit Buttons|Unit Buttons]]). Rallying costs 5AP for all units. A successful rally attempt removes the wound condition from the unit. Not all wound conditions can be removed, and the difficulty of removing a wound condition varies with the type of condition. Units receive a bonus to their rally rolls when they are in terrain with a defense bonus, and/or when they are in the same hex as other friendly unwounded units. Units cannot rally when in the same hex as an enemy unit. Some wound conditions do not permit rallying.&lt;br /&gt;
&lt;br /&gt;
'''Hiding'''&lt;br /&gt;
&lt;br /&gt;
Units can hide using the “Hide” button (see [[#Unit Buttons|Unit Buttons]]). Units can only hide when they are out of line-of-sight (LOS) of all enemy units. A hidden unit in clear terrain is revealed only when an enemy unit that has LOS into the hidden unit’s hex moves within two hexes of it. A hidden unit in terrain that either has a defense bonus or provides cover is not revealed unless an enemy unit enters its hex. Some units enter the game hidden. Hidden units cannot be targeted; players may use the “Attack” button on the unit buttons bar to attack hexes where they suspect hidden units may be hiding.&lt;br /&gt;
&lt;br /&gt;
Hidden units may move while remaining hidden. It costs +3 APs to “hidden move” into a hex with terrain that provides cover. It costs +5 APs to “hidden move” into a hex with terrain that does not provide cover.&lt;br /&gt;
&lt;br /&gt;
A player’s own hidden units are shown marked with a symbol that looks like a tree. &lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_026.jpg|none|border|500px|frame|Unhidden units contrasted with hidden units.]]&lt;br /&gt;
&lt;br /&gt;
Hidden enemy units are not visible to you, only to the owner of the units. &lt;br /&gt;
Ex: A German rifle squad moves back behind heavy woods, is out of the LOS of all enemy units, and disappears from the enemy’s view on the map. The German “Hides” the unit during his next turn. He then “hidden moves” this unit forward into the enemy’s LOS range, but still remains hidden from enemy view. &lt;br /&gt;
&lt;br /&gt;
'''Loading'''&lt;br /&gt;
&lt;br /&gt;
Units can be loaded (includes transporting foot units and towing guns) onto most vehicles such as tanks, trucks and wagons by using the “Load” button. They can be unloaded using the same button. (See [[#Unit Buttons|Unit Buttons]].) When a unit is loaded onto a vehicle, the two units are considered to be in group action together: if the units have different AP totals at the end of the turn the lower figure will be applied to both, and this will continue in each subsequent turn. (See [[#Group Actions|Group Actions]].) The AP cost to load and unload a unit is equal to the base movement cost of that unit, and is deducted from the group at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Guns and immobilized vehicles can also be loaded, in which case they are considered to be towed. Vehicles can generally carry one infantry squad, or they can tow one gun or immobilized friendly vehicle. Towed units remain in the same hex as the vehicle carrying them during movement.&lt;br /&gt;
&lt;br /&gt;
'''Other Actions'''&lt;br /&gt;
&lt;br /&gt;
Units can perform a few other actions as well, like attacking fortifications, laying smoke, digging hasty defenses, and entering and exiting buildings. See [[#Unit Buttons|Unit Buttons]]s for more details.&lt;br /&gt;
Unit Buttons&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit buttons bar. Unit buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
====Unit Action Buttons====&lt;br /&gt;
&lt;br /&gt;
Towards the bottom of the screen is the unit action buttons bar. Unit action buttons will be grayed-out if they are unavailable. Mouse over available buttons to see their label.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_027.jpg|none|border|500px|frame|The unit buttons bar.]]&lt;br /&gt;
&lt;br /&gt;
* '''Pass''' – Skips your turn. If both players skip their turn in sequence, the round ends.&lt;br /&gt;
* '''Pass Entire Turn''' – Skips all of your turns until the end of the round.&lt;br /&gt;
* '''Attack a Hex''' – Prompts you to choose a hex to attack. Use this button when you want to try and destroy military fortifications (like land mines or barbed wire) or to attack hexes in which you suspect a hidden enemy unit may be located.&lt;br /&gt;
* '''Smoke a Hex''' – Prompts you to choose a hex in which to place a smoke screen. Some units have the ability to place smoke at various ranges according to the firefight. (See '''Smoke Screen''' under [[#Fortifications and Obstacles|Fortifications and Obstacles]].)&lt;br /&gt;
* '''Rally''' – Spends 5 APs to attempt to rally a unit with a wound condition.&lt;br /&gt;
* '''Hide/Unhide''' – Hides and unhides the current active unit.&lt;br /&gt;
* '''Enter/Exit Structure''' – Use these buttons to enter structures located in the same hex as the current active unit, such as a bunker, trench, or house (see [[#Terrain|Terrain]] for more information on structures). Only certain types of units can enter a given type of structure. If a unit is inside a structure, the relevant Enter Structure button becomes an Exit Structure button. It typically costs 1 AP to enter or exit a structure.&lt;br /&gt;
* '''Hasty Defense''' – Non-vehicle units may construct a hasty defense, at the cost of 7 APs. This provides a +1 defense modifier to the unit. The defense lasts until the unit moves or pivots. Wounded units cannot build a hasty defense.&lt;br /&gt;
* '''Load/Unload Vehicle''' – Loads the current active unit onto a friendly vehicle that is in its hex. If there is more than one eligible vehicle, the user is prompted to choose a vehicle. The units are considered to be in group action together. If a vehicle is loaded, the Load button becomes the Unload button and takes a loaded unit off of the vehicle that is transporting or towing it.&lt;br /&gt;
&lt;br /&gt;
====Group Actions====&lt;br /&gt;
&lt;br /&gt;
Players can form a group of units for attack and movement purposes, lasting until the end of the round. Units formed into a group can perform actions together that cannot be interrupted by the enemy player. For instance, four units may be formed into a group and each of these units may be moved during a single turn; and, once grouped, they must move during the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Creating groups''': SHIFT + left-click to add to group. It costs no AP to do this.&lt;br /&gt;
&lt;br /&gt;
* '''Contiguous units''': Only contiguous collections of units may be formed into a group – that is, a unit may be added to a group only if it is in the same hex as a member of the group, or an adjacent one. All units in a group then move together before the end of a turn.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_028.jpg|none|border|500px|frame|Units ready to be grouped]]&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_029.jpg|none|border|500px|frame|Grouped units; the left-most unit is the current active unit.]]&lt;br /&gt;
&lt;br /&gt;
* '''Disband groups''': Disband a group by left-clicking to select another unit outside the group without holding the &amp;lt;Shift&amp;gt; key, or by pressing the &amp;lt;Escape&amp;gt; key. It costs no AP to disband a group. Groups disband at the end of each round. Loaded units remain loaded until they are unloaded, however.) &lt;br /&gt;
&lt;br /&gt;
* '''Group firing''': The current active unit is considered the “fire-leader” and the target of the attack must be a unit on which the fire-leader can make an attack. All units in the group contiguous with the fire-leader with line of sight to the target and enough APs to fire will contribute +1 to the attack.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_030.jpg|none|border|500px|frame|Grouped units; the middle unit highlighted in grey has finished moving, but is still part of the group. The second from left highlighted in yellow is the current active unit, and hence is the fire-leader. The group may only fire on units in LOS of the fire-leader, and direct and indirect attacks are based on the fire-leader's position.]]&lt;br /&gt;
&lt;br /&gt;
* Remember that all units in a group move together before the end of the turn. &lt;br /&gt;
&lt;br /&gt;
* CAPs can be added to groups to increase the APs of every member of the group. Important: these APs will be lost if the group is disbanded.&lt;br /&gt;
&lt;br /&gt;
* Groups may also perform other actions together, such as group-rallying or group-hasty entrenchment. Every member that has sufficient APs remaining to perform the indicated action will attempt to do so. Note that once a group moves, none of the units in the group may rally.&lt;br /&gt;
&lt;br /&gt;
* At the end of a turn, all units in a group move have APs reduced  to the lowest AP value of any unit in the group (i.e., the weakest link). A group travels only as far as its slowest member. Ex: A HMG team with 2 APs remaining after a group move is grouped with a Rifle team with 4 APs remaining.  The Rifle team’s APs are reduced to 2 APs at the end of the move to match the lowest remaining APs in the group.&lt;br /&gt;
&lt;br /&gt;
====Command Action Points (CAPs)====&lt;br /&gt;
&lt;br /&gt;
Command Action Points represent the influence of commanders on the battlefield action. Each player has a pool of CAPs independent of any particular unit. These CAPs can be transferred to units and converted into APs for the current active unit. They can also be used for increasing the odds of performing some attack or other action (up to +2 to attack rolls and rally rolls).&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_031.jpg|none|border|500px|frame|The CAPs buttons]]&lt;br /&gt;
&lt;br /&gt;
Use CAPs to get a roll bonus of up to +2 for attack rolls and rally rolls.&lt;br /&gt;
&lt;br /&gt;
Players receive a certain number of CAPs each round according to the specifications of the firefight. CAPs are replenished at the beginning of the next round. CAPs cannot be saved from one round to the next. A player’s CAP allotment decreases by 1 from the base amount for every unit on that is destroyed in a firefight. (For example, if you have had two of your units destroyed, then you receive two fewer CAPs at the start of each round.)&lt;br /&gt;
&lt;br /&gt;
====Terrain====&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Basic Terrain&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
The width of a hex represents roughly 40-50 meters of ground. Each hex has a basic terrain type, which modifies movement AP costs for different types of movement, and adds defense modifiers for units in that hex. Some hexes also act as cover and units may stay hidden or be allowed to hidein these hexes (see [[#Rallying, Hiding, and Other Unit Actions|Rallying, Hiding, and Other Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a hex to see the terrain type displayed at the bottom of the screen, along with any relevant modifiers.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_032.jpg|none|border|500px|frame|Viewing terrain info and modifiers. The +1 defense is added to the defense value of units in the hex. (Or, subtracting it from the attack value of a unit attacking that hex would provide the same result.)]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Terrain Movement Cost (in APs) and Defense Modifiers'''&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Terrain||Infantry Cost||Wheel Cost||Track Cost||Defense Modifier||Cover for Hiding&lt;br /&gt;
|-&lt;br /&gt;
|'''Clear'''*||0||0||0||0||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Water'''||+4||N/A||N/A||-1||No&lt;br /&gt;
|-&lt;br /&gt;
|'''Marsh'''||+2||N/A||+2**||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Woods'''||+1||N/A||+2||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Light Woods'''||0||2||+1||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Wood)'''||+1||N/A||+2||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Building (Stone)'''||+1||N/A||+3**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Wood)'''||+2||N/A||+3||+1||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruins (Stone)'''||+2||N/A||+4**||+2||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Wheat'''||0||0||0||0||Yes&lt;br /&gt;
|-&lt;br /&gt;
|'''Corn'''||+1||0||0||0||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Includes all low-level, solid-ground terrain types such as Dirt, Sand, Grass, etc.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;**Units of the indicated type have a chance to become immobilized upon entering a hex with this terrain type.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Roads'''&lt;br /&gt;
&lt;br /&gt;
Roads permit more rapid movement. Terrain movement costs are ignored when moving along roads.&lt;br /&gt;
&lt;br /&gt;
'''Walls'''&lt;br /&gt;
&lt;br /&gt;
Walls protect units. Units in the same hex as a wall receive a +1 defense bonus from attacks crossing over the wall hex side. Wheeled units may not cross walls; tracked units may cross them but at a +1 cost to movement.&lt;br /&gt;
&lt;br /&gt;
'''Height'''&lt;br /&gt;
&lt;br /&gt;
Some hexes have different elevation, or height. Moving up each level of height costs +1AP; vehicles may only move up one level of height per turn. It costs nothing to move down levels of height.&lt;br /&gt;
&lt;br /&gt;
Units at a higher elevation attacked by the enemy units at a lower elevation receive a +1 defense bonus. Units at a higher elevation firing at enemy units on a lower elevation receive a +1 Firepower bonus. Multiple levels of elevation do not improve these modifiers; they are always +1. &lt;br /&gt;
&lt;br /&gt;
Height also causes a plateau effect, cutting the LOS of units that are not close to the  height edge. The further from the edge of a height level, the less the unit can see to lower levels and vice versa. This plateau effect can be improved or worsened depending on the height level, the covering terrain, and the distance of attacking and defending units from the height edge.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_033.jpg|none|border|500px|frame|Heights.]]&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Fortifications and Obstacles&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
Fortifications and obstacles represent man-made modifications to a location. Hexes may have one or more terrain features in them. Some of these features are directional, while others have the same effect regardless of the direction of movement or attack.&lt;br /&gt;
&lt;br /&gt;
You can attempt to destroy fortifications and obstacles by using the “Attack” button on the unit buttons bar (see [[#Unit Buttons|Unit Actions]]).&lt;br /&gt;
&lt;br /&gt;
Mouse over a fortification or obstacle to see its type displayed at the bottom of the screen, along with any relevant modifiers, just as with basic terrain. &lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_034.jpg|none|border|500px|frame|Viewing fortification/obstacle modifiers and terrain info.]]&lt;br /&gt;
&lt;br /&gt;
* '''Bunkers''': &lt;br /&gt;
&lt;br /&gt;
:* Wood Bunker&lt;br /&gt;
:*(Regular) Bunker&lt;br /&gt;
:* Heavy Bunker&lt;br /&gt;
&lt;br /&gt;
Wood, regular, and heavy bunkers all share the same rules but provide different defensive bonuses. Infantry squads and guns may enter a bunker. A unit in the bunker can only assume the facing of the bunker unit.&lt;br /&gt;
&lt;br /&gt;
: '''Wood Bunker''': +4 defense front, +1 defense flank&lt;br /&gt;
: '''Bunker''': +5 defense front, +2 defense flank&lt;br /&gt;
: '''Heavy Bunker''': +6 defense front, +3 defense flank&lt;br /&gt;
&lt;br /&gt;
* '''Gun Pits'''&lt;br /&gt;
&lt;br /&gt;
Only guns may enter a gun pit structure. The pit provides units inside of it with a +3 defense modifier against attacks that come from the pit’s forward arc, regardless of the direction the units are facing.&lt;br /&gt;
&lt;br /&gt;
* '''Barbed Wire'''&lt;br /&gt;
&lt;br /&gt;
Barbed wire costs 4 additional APs for infantry units to enter, and 2 additional APs for tracked units. Wheeled units cannot enter a barbed wire hex. Barbed wire is destroyed when a tracked unit enters it.&lt;br /&gt;
&lt;br /&gt;
* '''Trenches'''&lt;br /&gt;
&lt;br /&gt;
Only infantry squads can enter trenches. Units in a trench receive a +2 defense modifier.&lt;br /&gt;
&lt;br /&gt;
* '''Roadblocks'''&lt;br /&gt;
&lt;br /&gt;
Wheeled vehicles cannot enter a hex with a roadblock. Tracked vehicles pay an additional 4 APs to enter a roadblock hex. Roadblocks do not affect foot movement.&lt;br /&gt;
&lt;br /&gt;
* '''Land Mines'''&lt;br /&gt;
&lt;br /&gt;
There are three types of land mines: foot mines, vehicle mines, and mixed foot-vehicle mines. A mine makes an attack against the flank of any unit of the appropriate type that enters the hex containing the mine. Mines laid by enemies are generally hidden until you discover them.&lt;br /&gt;
&lt;br /&gt;
* '''Smoke Screen''' &lt;br /&gt;
&lt;br /&gt;
Smoke has levels: newly laid smoke is Level 2 smoke. Level 2 smoke blocks LOS through the smoke-hex, and provides a +2 defensive bonus for targeted units within the smoke hex and to those units targeted by fire originating from the smoke hex . At the end of the round, Level 2 smoke becomes Level 1 smoke.&lt;br /&gt;
&lt;br /&gt;
Level 1 smoke allows LOS to pass through it, and provides a +1 defense bonus for all attacks on the unit into, out of, and through the smoke.&lt;br /&gt;
&lt;br /&gt;
The effects of multiple smoke screens in the same hex are cumulative.&lt;br /&gt;
&lt;br /&gt;
====Special Actions====&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_035_actual.jpg|none|border|500px|frame|Special actions]]&lt;br /&gt;
&lt;br /&gt;
Special Actions represent the influence of battlefield commanders, additional battlefield resources, or simply bad luck. Players play a Special Action as their only action for a turn, instead of selecting and using a unit.&lt;br /&gt;
&lt;br /&gt;
Some special actions have an additional CAP or AP cost. Most special actions are performed as a single action, and thus cannot be combined with another action, such as moving a unit or firing, on the same turn.&lt;br /&gt;
&lt;br /&gt;
* '''Command Action''' – Allows any unit to take one action at no cost.&lt;br /&gt;
* '''Defuse Land Mine''' – Remove one visible land mine, in a hex adjacent to a unit you control.&lt;br /&gt;
* '''Plus 1D6 APs''' – Current moving unit gains 1-6 random APs.&lt;br /&gt;
* '''Hasty Defense''' – Select a unit to gain a hasty defense.&lt;br /&gt;
* '''Rally Attempt''' – Allows the selected wounded unit to make a free rally attempt.&lt;br /&gt;
* '''Sniper''' – Causes the enemy to lose a random amount of Command Action Points.&lt;br /&gt;
* '''Reveal Hidden''' – Discloses hidden enemy units, within two hexes of a selected friendly unit.&lt;br /&gt;
* '''Stop Vehicle''' – Prevents a selected enemy vehicle from taking move actions this turn.&lt;br /&gt;
* '''Lay Land Mine''' – Adds a land mine adjacent to a selected friendly unit that is not in close combat with the enemy.&lt;br /&gt;
* '''Dual Attack''' – Forces the enemy player to skip the next two turns.&lt;br /&gt;
* '''Mark as Used''' – Removes all Action Points from a selected enemy unit.&lt;br /&gt;
* '''Auto-Rally''' – Automatically rallies a selected wounded unit.&lt;br /&gt;
&lt;br /&gt;
====Unit Quality====&lt;br /&gt;
&lt;br /&gt;
Units in Conflict of Heroes have a Quality rating that modifies the base attributes of the unit. The effects of a quality rating differ among infantry and vehicle type units. The quality of a unit is shown in the unit information area in the bottom left part of the screen when a unit is selected.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_036.jpg|none|border|500px|frame|Unit quality]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Infantry Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Green'''||-1||-1||-1||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+1||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+'''Vehicle Quality Modifiers'''&lt;br /&gt;
|-&lt;br /&gt;
!||Attack||Defense||Range||AP Attack Cost||Rally&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained'''||||||-2||+1||&lt;br /&gt;
|-&lt;br /&gt;
|'''Regular'''||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Experienced'''||||+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran'''||+1||+1||||||+1&lt;br /&gt;
|-&lt;br /&gt;
|'''Elite'''||+1||+1||+2||-1*||+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*No unit can have its attack cost modified below 2.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that there is no Green quality modifier for vehicles.&lt;br /&gt;
&lt;br /&gt;
====Keyboard Shortcuts====&lt;br /&gt;
&lt;br /&gt;
Spacebar    Pass turn / end bonus move&lt;br /&gt;
PrintScreen    Save copy of current screen to:&lt;br /&gt;
&lt;br /&gt;
(My)Documents/Western Civilization Software/Conflict of Heroes Awakening the Bear/Screenshot&lt;br /&gt;
&lt;br /&gt;
Shift-PrtScrn    Save higher quality screenshot to same location as above&lt;br /&gt;
&lt;br /&gt;
Escape            Deselect all units&lt;br /&gt;
Enter               Enter/exit chat mode in TCP/IP games&lt;br /&gt;
Tab                 Move camera to view currently moving unit&lt;br /&gt;
+ / -                Cycle between units with APs remaining&lt;br /&gt;
V                    Toggle view units&lt;br /&gt;
T                    Toggles terrain&lt;br /&gt;
C                    Converts CAPs to APs&lt;br /&gt;
B                    Converts CAPs to Roll Bonus&lt;br /&gt;
F                    Enter Fire (Attack Hex) Mode&lt;br /&gt;
N                   Toggle display of unit abbreviations over unit icons&lt;br /&gt;
I                    Toggle display of interface&lt;br /&gt;
A-W-D-S     These four keys move the camera left, forward, right, and backward.&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Quick_Start&amp;diff=373</id>
		<title>Quick Start</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Quick_Start&amp;diff=373"/>
		<updated>2012-05-31T16:32:17Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are the kind of player who likes to jump in without reading the manual, here are a few quick tips to help get you started:&lt;br /&gt;
&lt;br /&gt;
* Right-click to place units and to move. Watch the mouse cursor arrow to control the unit’s facing when you place and move a unit.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_05b.jpg|none|border|frame|Moving a unit]]&lt;br /&gt;
&lt;br /&gt;
* Left-click to select units, and to select an enemy unit to fire at.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_016.jpg|none|border|frame|Selecting a unit]] [[Image:COH_Screenshot_018b.jpg|none|border|thumb|250px|Targeting a unit]]&lt;br /&gt;
&lt;br /&gt;
* Players exchange placing, moving, and firing units in quick succession until both pass and the round ends.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_006.jpg|none|border|frame|The pass button]]&lt;br /&gt;
&lt;br /&gt;
* Units have Action Points (APs) that they spend to move, fire, and do other actions.&lt;br /&gt;
&lt;br /&gt;
:[[Image:APs.jpg|none|border|frame|Unit APs]]&lt;br /&gt;
&lt;br /&gt;
* You have a pool of Command Action Points (CAPs) that you can spend to give your units extra APs, distributing them as you see fit. Use the “CAPs to APs” button or the &amp;quot;C&amp;quot; key to do this. You can also spend CAPs to modify your die roll up to two points. Use the CAPs to Roll Bonus button or the &amp;quot;B&amp;quot; key to do this.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_007.jpg|none|border|frame|Moving CAPs to APs]]&lt;br /&gt;
&lt;br /&gt;
:* Click on the image of your commanding officer to see a report containing your firefight orders. This will tell you what you need to do to win the firefight you are playing.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_004.jpg|none|border|frame|The commanding officer]]&lt;br /&gt;
:[[Image:COH_Screenshot_005.jpg|none|border|thumb|300px|Your firefight orders]]&lt;br /&gt;
&lt;br /&gt;
* Try to rally wounded units with the “rally” button at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_008.jpg|none|border|frame|A wounded unit--the rally button is just below (not shown)]]&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Quick_Start&amp;diff=372</id>
		<title>Quick Start</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Quick_Start&amp;diff=372"/>
		<updated>2012-05-31T16:31:36Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are the kind of player who likes to jump in without reading the manual, here are a few quick tips to help get you started:&lt;br /&gt;
&lt;br /&gt;
* Right-click to place units and to move. Watch the mouse cursor arrow to control the unit’s facing when you place and move a unit.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_05b.jpg|none|border|frame|Moving a unit]]&lt;br /&gt;
&lt;br /&gt;
* Left-click to select units, and to select an enemy unit to fire at.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_016.jpg|none|border|frame|Selecting a unit]] [[Image:COH_Screenshot_018b.jpg|none|border|thumb|250px|Targeting a unit]]&lt;br /&gt;
&lt;br /&gt;
* Players exchange placing, moving, and firing units in quick succession until both pass and the round ends.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_006.jpg|none|border|frame|The pass button]]&lt;br /&gt;
&lt;br /&gt;
* Units have Action Points (APs) that they spend to move, fire, and do other actions.&lt;br /&gt;
&lt;br /&gt;
:[[Image:APs.jpg|none|border|frame|Unit APs]]&lt;br /&gt;
&lt;br /&gt;
* You have a pool of Command Action Points (CAPs) that you can spend to give your units extra APs, distributing them as you see fit. Use the “CAPs to APs” button or the &amp;quot;C&amp;quot; key to do this. You can also spend CAPs to modify your die roll up to two points. Use the CAPs to Roll Bonus button or the &amp;quot;B&amp;quot; key to do this.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_007.jpg|none|border|frame|Moving CAPs to APs]]&lt;br /&gt;
&lt;br /&gt;
:* Click on the image of your commanding officer to see a report containing your firefight orders. This will tell you what you need to do to win the firefight you are playing.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_004.jpg|none|border|frame|The commanding officer]]&lt;br /&gt;
:[[Image:COH_Screenshot_005.jpg|none|border|thumb|Your firefight orders]]&lt;br /&gt;
&lt;br /&gt;
* Try to rally wounded units with the “rally” button at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_008.jpg|none|border|frame|A wounded unit--the rally button is just below (not shown)]]&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Quick_Start&amp;diff=371</id>
		<title>Quick Start</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Quick_Start&amp;diff=371"/>
		<updated>2012-05-31T16:31:14Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are the kind of player who likes to jump in without reading the manual, here are a few quick tips to help get you started:&lt;br /&gt;
&lt;br /&gt;
* Right-click to place units and to move. Watch the mouse cursor arrow to control the unit’s facing when you place and move a unit.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_05b.jpg|none|border|frame|Moving a unit]]&lt;br /&gt;
&lt;br /&gt;
* Left-click to select units, and to select an enemy unit to fire at.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_016.jpg|none|border|frame|Selecting a unit]] [[Image:COH_Screenshot_018b.jpg|none|border|thumb|250px|Targeting a unit]]&lt;br /&gt;
&lt;br /&gt;
* Players exchange placing, moving, and firing units in quick succession until both pass and the round ends.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_006.jpg|none|border|frame|The pass button]]&lt;br /&gt;
&lt;br /&gt;
* Units have Action Points (APs) that they spend to move, fire, and do other actions.&lt;br /&gt;
&lt;br /&gt;
:[[Image:APs.jpg|none|border|frame|Unit APs]]&lt;br /&gt;
&lt;br /&gt;
* You have a pool of Command Action Points (CAPs) that you can spend to give your units extra APs, distributing them as you see fit. Use the “CAPs to APs” button or the &amp;quot;C&amp;quot; key to do this. You can also spend CAPs to modify your die roll up to two points. Use the CAPs to Roll Bonus button or the &amp;quot;B&amp;quot; key to do this.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_007.jpg|none|border|frame|Moving CAPs to APs]]&lt;br /&gt;
&lt;br /&gt;
:* Click on the image of your commanding officer to see a report containing your firefight orders. This will tell you what you need to do to win the firefight you are playing.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_004.jpg|none|border|frame|The commanding officer]]&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_005.jpg|none|border|frame|The commanding officer]]&lt;br /&gt;
&lt;br /&gt;
* Try to rally wounded units with the “rally” button at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_008.jpg|none|border|frame|A wounded unit--the rally button is just below (not shown)]]&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Quick_Start&amp;diff=370</id>
		<title>Quick Start</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Quick_Start&amp;diff=370"/>
		<updated>2012-05-31T16:31:03Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are the kind of player who likes to jump in without reading the manual, here are a few quick tips to help get you started:&lt;br /&gt;
&lt;br /&gt;
* Right-click to place units and to move. Watch the mouse cursor arrow to control the unit’s facing when you place and move a unit.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_05b.jpg|none|border|frame|Moving a unit]]&lt;br /&gt;
&lt;br /&gt;
* Left-click to select units, and to select an enemy unit to fire at.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_016.jpg|none|border|frame|Selecting a unit]] [[Image:COH_Screenshot_018b.jpg|none|border|thumb|250px|Targeting a unit]]&lt;br /&gt;
&lt;br /&gt;
* Players exchange placing, moving, and firing units in quick succession until both pass and the round ends.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_006.jpg|none|border|frame|The pass button]]&lt;br /&gt;
&lt;br /&gt;
* Units have Action Points (APs) that they spend to move, fire, and do other actions.&lt;br /&gt;
&lt;br /&gt;
:[[Image:APs.jpg|none|border|frame|Unit APs]]&lt;br /&gt;
&lt;br /&gt;
* You have a pool of Command Action Points (CAPs) that you can spend to give your units extra APs, distributing them as you see fit. Use the “CAPs to APs” button or the &amp;quot;C&amp;quot; key to do this. You can also spend CAPs to modify your die roll up to two points. Use the CAPs to Roll Bonus button or the &amp;quot;B&amp;quot; key to do this.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_007.jpg|none|border|frame|Moving CAPs to APs]]&lt;br /&gt;
&lt;br /&gt;
:* Click on the image of your commanding officer to see a report containing your firefight orders. This will tell you what you need to do to win the firefight you are playing.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_004.jpg|none|border|frame|The commanding officer]]&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_003.jpg|none|border|frame|The commanding officer]]&lt;br /&gt;
&lt;br /&gt;
* Try to rally wounded units with the “rally” button at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_008.jpg|none|border|frame|A wounded unit--the rally button is just below (not shown)]]&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Quick_Start&amp;diff=369</id>
		<title>Quick Start</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Quick_Start&amp;diff=369"/>
		<updated>2012-05-31T16:29:50Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are the kind of player who likes to jump in without reading the manual, here are a few quick tips to help get you started:&lt;br /&gt;
&lt;br /&gt;
* Right-click to place units and to move. Watch the mouse cursor arrow to control the unit’s facing when you place and move a unit.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_05b.jpg|none|border|frame|Moving a unit]]&lt;br /&gt;
&lt;br /&gt;
* Left-click to select units, and to select an enemy unit to fire at.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_016.jpg|none|border|frame|Selecting a unit]] [[Image:COH_Screenshot_018b.jpg|none|border|thumb|250px|Targeting a unit]]&lt;br /&gt;
&lt;br /&gt;
* Players exchange placing, moving, and firing units in quick succession until both pass and the round ends.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_006.jpg|none|border|frame|The pass button]]&lt;br /&gt;
&lt;br /&gt;
* Units have Action Points (APs) that they spend to move, fire, and do other actions.&lt;br /&gt;
&lt;br /&gt;
:[[Image:APs.jpg|none|border|frame|Unit APs]]&lt;br /&gt;
&lt;br /&gt;
* You have a pool of Command Action Points (CAPs) that you can spend to give your units extra APs, distributing them as you see fit. Use the “CAPs to APs” button or the &amp;quot;C&amp;quot; key to do this. You can also spend CAPs to modify your die roll up to two points. Use the CAPs to Roll Bonus button or the &amp;quot;B&amp;quot; key to do this.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_007.jpg|none|border|frame|Moving CAPs to APs]]&lt;br /&gt;
&lt;br /&gt;
:* Click on the image of your commanding officer to see a report containing your firefight orders. This will tell you what you need to do to win the firefight you are playing.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_004.jpg|none|border|frame|The commanding officer]]&lt;br /&gt;
&lt;br /&gt;
* Try to rally wounded units with the “rally” button at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_008.jpg|none|border|frame|A wounded unit--the rally button is just below (not shown)]]&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Quick_Start&amp;diff=368</id>
		<title>Quick Start</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Quick_Start&amp;diff=368"/>
		<updated>2012-05-31T16:29:28Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are the kind of player who likes to jump in without reading the manual, here are a few quick tips to help get you started:&lt;br /&gt;
&lt;br /&gt;
* Right-click to place units and to move. Watch the mouse cursor arrow to control the unit’s facing when you place and move a unit.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_05b.jpg|none|border|frame|Moving a unit]]&lt;br /&gt;
&lt;br /&gt;
* Left-click to select units, and to select an enemy unit to fire at.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_016.jpg|none|border|frame|Selecting a unit]] [[Image:COH_Screenshot_018b.jpg|none|border|thumb|250px|Targeting a unit]]&lt;br /&gt;
&lt;br /&gt;
* Players exchange placing, moving, and firing units in quick succession until both pass and the round ends.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_006.jpg|none|border|frame|The pass button]]&lt;br /&gt;
&lt;br /&gt;
* Units have Action Points (APs) that they spend to move, fire, and do other actions.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_007.jpg|none|border|frame|Unit APs]]&lt;br /&gt;
&lt;br /&gt;
* You have a pool of Command Action Points (CAPs) that you can spend to give your units extra APs, distributing them as you see fit. Use the “CAPs to APs” button or the &amp;quot;C&amp;quot; key to do this. You can also spend CAPs to modify your die roll up to two points. Use the CAPs to Roll Bonus button or the &amp;quot;B&amp;quot; key to do this.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_007.jpg|none|border|frame|Moving CAPs to APs]]&lt;br /&gt;
&lt;br /&gt;
:* Click on the image of your commanding officer to see a report containing your firefight orders. This will tell you what you need to do to win the firefight you are playing.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_004.jpg|none|border|frame|The commanding officer]]&lt;br /&gt;
&lt;br /&gt;
* Try to rally wounded units with the “rally” button at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_008.jpg|none|border|frame|A wounded unit--the rally button is just below (not shown)]]&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=File:APs.jpg&amp;diff=367</id>
		<title>File:APs.jpg</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=File:APs.jpg&amp;diff=367"/>
		<updated>2012-05-31T16:28:56Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Quick_Start&amp;diff=366</id>
		<title>Quick Start</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Quick_Start&amp;diff=366"/>
		<updated>2012-05-31T16:26:28Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are the kind of player who likes to jump in without reading the manual, here are a few quick tips to help get you started:&lt;br /&gt;
&lt;br /&gt;
* Right-click to place units and to move. Watch the mouse cursor arrow to control the unit’s facing when you place and move a unit.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_05b.jpg|none|border|frame|Moving a unit]]&lt;br /&gt;
&lt;br /&gt;
* Left-click to select units, and to select an enemy unit to fire at.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_016.jpg|none|border|frame|Selecting a unit]] [[Image:COH_Screenshot_018b.jpg|none|border|thumb|250px|Targeting a unit]]&lt;br /&gt;
&lt;br /&gt;
* Players exchange placing, moving, and firing units in quick succession until both pass and the round ends.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_006.jpg|none|border|frame|The pass button]]&lt;br /&gt;
&lt;br /&gt;
* Units have Action Points (APs) that they spend to move, fire, and do other actions.&lt;br /&gt;
&lt;br /&gt;
* You have a pool of Command Action Points (CAPs) that you can spend to give your units extra APs, distributing them as you see fit. Use the “CAPs to APs” button or the &amp;quot;C&amp;quot; key to do this. You can also spend CAPs to modify your die roll up to two points. Use the CAPs to Roll Bonus button or the &amp;quot;B&amp;quot; key to do this.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_007.jpg|none|border|frame|Moving CAPs to APs]]&lt;br /&gt;
&lt;br /&gt;
:* Click on the image of your commanding officer to see a report containing your firefight orders. This will tell you what you need to do to win the firefight you are playing.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_004.jpg|none|border|frame|The commanding officer]]&lt;br /&gt;
&lt;br /&gt;
* Try to rally wounded units with the “rally” button at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_008.jpg|none|border|frame|A wounded unit--the rally button is just below (not shown)]]&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Quick_Start&amp;diff=365</id>
		<title>Quick Start</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Quick_Start&amp;diff=365"/>
		<updated>2012-05-31T16:25:51Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are the kind of player who likes to jump in without reading the manual, here are a few quick tips to help get you started:&lt;br /&gt;
&lt;br /&gt;
* Right-click to place units and to move. Watch the mouse cursor arrow to control the unit’s facing when you place and move a unit.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_05b.jpg|none|border|frame|Moving a unit]]&lt;br /&gt;
&lt;br /&gt;
* Left-click to select units, and to select an enemy unit to fire at.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_016.jpg|none|border|frame|Selecting a unit]] [[Image:COH_Screenshot_018b.jpg|none|border|thumb|250px|Moving a unit]]&lt;br /&gt;
&lt;br /&gt;
* Players exchange placing, moving, and firing units in quick succession until both pass and the round ends.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_006.jpg|none|border|frame|The pass button]]&lt;br /&gt;
&lt;br /&gt;
* Units have Action Points (APs) that they spend to move, fire, and do other actions.&lt;br /&gt;
&lt;br /&gt;
* You have a pool of Command Action Points (CAPs) that you can spend to give your units extra APs, distributing them as you see fit. Use the “CAPs to APs” button or the &amp;quot;C&amp;quot; key to do this. You can also spend CAPs to modify your die roll up to two points. Use the CAPs to Roll Bonus button or the &amp;quot;B&amp;quot; key to do this.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_007.jpg|none|border|frame|Moving CAPs to APs]]&lt;br /&gt;
&lt;br /&gt;
:* Click on the image of your commanding officer to see a report containing your firefight orders. This will tell you what you need to do to win the firefight you are playing.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_004.jpg|none|border|frame|The commanding officer]]&lt;br /&gt;
&lt;br /&gt;
* Try to rally wounded units with the “rally” button at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_008.jpg|none|border|frame|A wounded unit--the rally button is just below (not shown)]]&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Quick_Start&amp;diff=364</id>
		<title>Quick Start</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Quick_Start&amp;diff=364"/>
		<updated>2012-05-31T16:25:28Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are the kind of player who likes to jump in without reading the manual, here are a few quick tips to help get you started:&lt;br /&gt;
&lt;br /&gt;
* Right-click to place units and to move. Watch the mouse cursor arrow to control the unit’s facing when you place and move a unit.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_05b.jpg|none|border|frame|Moving a unit]]&lt;br /&gt;
&lt;br /&gt;
* Left-click to select units, and to select an enemy unit to fire at.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_016.jpg|none|border|frame|Selecting a unit]] [[Image:COH_Screenshot_018b.jpg|none|border|thumb|100px|Moving a unit]]&lt;br /&gt;
&lt;br /&gt;
* Players exchange placing, moving, and firing units in quick succession until both pass and the round ends.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_006.jpg|none|border|frame|The pass button]]&lt;br /&gt;
&lt;br /&gt;
* Units have Action Points (APs) that they spend to move, fire, and do other actions.&lt;br /&gt;
&lt;br /&gt;
* You have a pool of Command Action Points (CAPs) that you can spend to give your units extra APs, distributing them as you see fit. Use the “CAPs to APs” button or the &amp;quot;C&amp;quot; key to do this. You can also spend CAPs to modify your die roll up to two points. Use the CAPs to Roll Bonus button or the &amp;quot;B&amp;quot; key to do this.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_007.jpg|none|border|frame|Moving CAPs to APs]]&lt;br /&gt;
&lt;br /&gt;
:* Click on the image of your commanding officer to see a report containing your firefight orders. This will tell you what you need to do to win the firefight you are playing.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_004.jpg|none|border|frame|The commanding officer]]&lt;br /&gt;
&lt;br /&gt;
* Try to rally wounded units with the “rally” button at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_008.jpg|none|border|frame|A wounded unit--the rally button is just below (not shown)]]&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=Quick_Start&amp;diff=363</id>
		<title>Quick Start</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=Quick_Start&amp;diff=363"/>
		<updated>2012-05-31T16:25:00Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are the kind of player who likes to jump in without reading the manual, here are a few quick tips to help get you started:&lt;br /&gt;
&lt;br /&gt;
* Right-click to place units and to move. Watch the mouse cursor arrow to control the unit’s facing when you place and move a unit.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_05b.jpg|none|border|frame|Moving a unit]]&lt;br /&gt;
&lt;br /&gt;
* Left-click to select units, and to select an enemy unit to fire at.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_016.jpg|none|border|frame|Selecting a unit]] [[Image:COH_Screenshot_018b.jpg|none|border|frame|Moving a unit]]&lt;br /&gt;
&lt;br /&gt;
* Players exchange placing, moving, and firing units in quick succession until both pass and the round ends.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_006.jpg|none|border|frame|The pass button]]&lt;br /&gt;
&lt;br /&gt;
* Units have Action Points (APs) that they spend to move, fire, and do other actions.&lt;br /&gt;
&lt;br /&gt;
* You have a pool of Command Action Points (CAPs) that you can spend to give your units extra APs, distributing them as you see fit. Use the “CAPs to APs” button or the &amp;quot;C&amp;quot; key to do this. You can also spend CAPs to modify your die roll up to two points. Use the CAPs to Roll Bonus button or the &amp;quot;B&amp;quot; key to do this.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_007.jpg|none|border|frame|Moving CAPs to APs]]&lt;br /&gt;
&lt;br /&gt;
:* Click on the image of your commanding officer to see a report containing your firefight orders. This will tell you what you need to do to win the firefight you are playing.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_004.jpg|none|border|frame|The commanding officer]]&lt;br /&gt;
&lt;br /&gt;
* Try to rally wounded units with the “rally” button at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
:[[Image:COH_Screenshot_008.jpg|none|border|frame|A wounded unit--the rally button is just below (not shown)]]&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
	<entry>
		<id>https://cohwiki.slitherine.com/index.php?title=File:COH_Screenshot_018b.jpg&amp;diff=362</id>
		<title>File:COH Screenshot 018b.jpg</title>
		<link rel="alternate" type="text/html" href="https://cohwiki.slitherine.com/index.php?title=File:COH_Screenshot_018b.jpg&amp;diff=362"/>
		<updated>2012-05-31T16:24:25Z</updated>

		<summary type="html">&lt;p&gt;Michaelz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Michaelz</name></author>
	</entry>
</feed>