Game Instructions: Difference between revisions

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==Main Menu==
<div class="NavFrame">
<div class="NavFrame">
   <div class="NavHead">
   <div class="NavHead">
==Main Menu==</div>
sample text</div>


   <div class="NavContent">
   <div class="NavContent">
[[Image:COH_Screenshot_009.jpg|none|border|500px|frame|The main menu]]
[[Image:COH_Screenshot_009.jpg|none|border|500px|thumb|The main menu]]


* Play Game – There are several kinds of firefights from which to choose:
* Play Game – There are several kinds of firefights from which to choose:
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==Game Setup==
==Game Setup==


[[Image:COH_Screenshot_010.jpg|none|border|500px|frame|Setting up a game after selecting a scenario]]
[[Image:COH_Screenshot_010.jpg|none|border|500px|thumb|Setting up a game after selecting a scenario]]


* 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.
* 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.
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'''Artillery Strikes and Laying Down Smoke'''
'''Artillery Strikes and Laying Down Smoke'''


[[Image:COH_Screenshot_011.jpg|none|border|500px|frame|Assigning an artillery strike to a hex]]
[[Image:COH_Screenshot_011.jpg|none|border|500px|thumb|Assigning an artillery strike to a hex]]


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.
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.
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'''Reinforcements'''
'''Reinforcements'''


[[Image:COH_Screenshot_012.jpg|none|border|500px|frame|Placing reinforcements (available hexes are highlighted)]]
[[Image:COH_Screenshot_012.jpg|none|border|500px|thumb|Placing reinforcements (available hexes are highlighted)]]


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.
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.
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'''Fortifications and Obstacles'''
'''Fortifications and Obstacles'''


[[Image:COH_Screenshot_013.jpg|none|border|500px|frame|Placing a fortification/obstacle (barbed wire)]]
[[Image:COH_Screenshot_013.jpg|none|border|500px|thumb|Placing a fortification/obstacle (barbed wire)]]


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.
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.
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'''Point Buy Games'''
'''Point Buy Games'''


[[Image:COH_Screenshot_014.jpg|none|border|500px|frame|Buying units with points in a point buy firefight]]
[[Image:COH_Screenshot_014.jpg|none|border|500px|thumb|Buying units with points in a point buy firefight]]


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.
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.
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==Playing the Game==
==Playing the Game==


[[Image:COH_Screenshot_015.jpg|none|border|500px|frame|Main screen elements]]
[[Image:COH_Screenshot_015.jpg|none|border|500px|thumb|Main screen elements]]


====Main Screen Information====
====Main Screen Information====
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* '''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.
* '''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.


[[Image:COH_Screenshot_016.jpg|none|border|500px|frame|Selecting a unit]]
[[Image:COH_Screenshot_016.jpg|none|border|500px|thumb|Selecting a unit]]


* You can also select multiple units for a group-move. See [[#Group Movement|Group Movement]] for more information.
* You can also select multiple units for a group-move. See [[#Group Movement|Group Movement]] for more information.
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:* '''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.
:* '''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.


:[[Image:COH_Screenshot_05b.jpg|none|border|500px|frame|Selecting a friendly unit]]
:[[Image:COH_Screenshot_05b.jpg|none|border|500px|thumb|Selecting a friendly unit]]


:(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).
:(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).
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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.
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.


[[Image:COH_Screenshot_018.jpg|none|border|500px|frame|Targeting an enemy unit]]
[[Image:COH_Screenshot_018.jpg|none|border|500px|thumb|Targeting an enemy unit]]


:*'''Arc of Fire'''
:*'''Arc of Fire'''


:[[Image:COH_Screenshot_039.jpg|none|border|500px|frame|The standard arc of fire]]
:[[Image:COH_Screenshot_039.jpg|none|border|500px|thumb|The standard arc of fire]]


: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.)
: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.)
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: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).
: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).


:[[Image:COH_Screenshot_040b copy.jpg|none|border|500px|frame|Direct and indirect fire (e.g. for turreted units)]]
:[[Image:COH_Screenshot_040b copy.jpg|none|border|500px|thumb|Direct and indirect fire (e.g. for turreted units)]]


:*'''Line-of-Sight'''
:*'''Line-of-Sight'''
: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).
: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).


:[[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.]]
:[[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.]]


:*'''Mortar Units'''
:*'''Mortar Units'''
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: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).
: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).


:[[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.]]
:[[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.]]


: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.
: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.


:[[Image:COH_Screenshot_021.jpg|none|border|500px|frame|Mortar unit toolbar: direct attacks cost 3 AP; indirect attacks cost 4 AP.]]
:[[Image:COH_Screenshot_021.jpg|none|border|500px|thumb|Mortar unit toolbar: direct attacks cost 3 AP; indirect attacks cost 4 AP.]]


:Note that not all mortar units are capable of indirect fire.
:Note that not all mortar units are capable of indirect fire.
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:*Red vs. Blue Attack and Defense Values
:*Red vs. Blue Attack and Defense Values


:[[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.]]
:[[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.]]


: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.
: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.
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:Each unit has a separate forward and flank defense value.  
:Each unit has a separate forward and flank defense value.  


:[[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.]]
:[[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.]]


: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.
: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.


:[[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.]]
:[[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.]]


:Some units have one color for forward defense, and the other for flank defense.
:Some units have one color for forward defense, and the other for flank defense.


:[[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).]]
:[[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).]]


: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.   
: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.   
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====Hit Counters====
====Hit Counters====


:[[Image:COH_Screenshot_025.jpg|none|border|500px|frame|Hit counters for damaged/wounded units.]]
:[[Image:COH_Screenshot_025.jpg|none|border|500px|thumb|Hit counters for damaged/wounded units.]]


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.
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.
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A player’s own hidden units are shown marked with a symbol that looks like a tree.  
A player’s own hidden units are shown marked with a symbol that looks like a tree.  


:[[Image:COH_Screenshot_026.jpg|none|border|500px|frame|Unhidden units contrasted with hidden units.]]
:[[Image:COH_Screenshot_026.jpg|none|border|500px|thumb|Unhidden units contrasted with hidden units.]]


Hidden enemy units are not visible to you, only to the owner of the units.  
Hidden enemy units are not visible to you, only to the owner of the units.  
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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.
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.


:[[Image:COH_Screenshot_027.jpg|none|border|500px|frame|The unit buttons bar.]]
:[[Image:COH_Screenshot_027.jpg|none|border|500px|thumb|The unit buttons bar.]]


* '''Pass''' – Skips your turn. If both players skip their turn in sequence, the round ends.
* '''Pass''' – Skips your turn. If both players skip their turn in sequence, the round ends.
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* '''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.
* '''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.


:[[Image:COH_Screenshot_028.jpg|none|border|500px|frame|Units ready to be grouped]]
:[[Image:COH_Screenshot_028.jpg|none|border|500px|thumb|Units ready to be grouped]]


:[[Image:COH_Screenshot_029.jpg|none|border|500px|frame|Grouped units; the left-most unit is the current active unit.]]
:[[Image:COH_Screenshot_029.jpg|none|border|500px|thumb|Grouped units; the left-most unit is the current active unit.]]


* '''Disband groups''': Disband a group by left-clicking to select another unit outside the group without holding the <Shift> key, or by pressing the <Escape> 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.)  
* '''Disband groups''': Disband a group by left-clicking to select another unit outside the group without holding the <Shift> key, or by pressing the <Escape> 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.)  
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* '''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.
* '''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.


:[[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.]]
:[[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.]]


* Remember that all units in a group move together before the end of the turn.  
* Remember that all units in a group move together before the end of the turn.  
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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).
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).


:[[Image:COH_Screenshot_031.jpg|none|border|500px|frame|The CAPs buttons]]
:[[Image:COH_Screenshot_031.jpg|none|border|500px|thumb|The CAPs buttons]]


Use CAPs to get a roll bonus of up to +2 for attack rolls and rally rolls.
Use CAPs to get a roll bonus of up to +2 for attack rolls and rally rolls.
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Mouse over a hex to see the terrain type displayed at the bottom of the screen, along with any relevant modifiers.
Mouse over a hex to see the terrain type displayed at the bottom of the screen, along with any relevant modifiers.


:[[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.)]]
:[[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.)]]


<br>
<br>
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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.
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.


:[[Image:COH_Screenshot_033.jpg|none|border|500px|frame|Heights.]]
:[[Image:COH_Screenshot_033.jpg|none|border|500px|thumb|Heights.]]


======<big><big>Fortifications and Obstacles</big></big>======
======<big><big>Fortifications and Obstacles</big></big>======
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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.  
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.  


:[[Image:COH_Screenshot_034.jpg|none|border|500px|frame|Viewing fortification/obstacle modifiers and terrain info.]]
:[[Image:COH_Screenshot_034.jpg|none|border|500px|thumb|Viewing fortification/obstacle modifiers and terrain info.]]


* '''Bunkers''':  
* '''Bunkers''':  
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====Special Actions====
====Special Actions====


:[[Image:COH_Screenshot_035_actual.jpg|none|border|500px|frame|Special actions]]
:[[Image:COH_Screenshot_035_actual.jpg|none|border|500px|thumb|Special actions]]


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.
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.
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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.
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.


:[[Image:COH_Screenshot_036.jpg|none|border|500px|frame|Unit quality]]
:[[Image:COH_Screenshot_036.jpg|none|border|500px|thumb|Unit quality]]


{| class=wikitable
{| class=wikitable

Revision as of 16:37, 31 May 2012

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