The CAR System
·
What is the CAR
System?
This
module has undergone a lot of significant changes since its beginning. The most
complex of these being its Commands, Actions and Reporting features being
linked together (CAR). The purpose of the CAR system is to keep your opponent
informed of your actions without having to explain all the time what you are
doing or what your intentions are. In all cases the information is relayed
either to the Chat window or log file (if PBEM/recording game) keeping your
opponent informed.
This
guide has been put together for user reference and understanding so that they
can use the system or find specific things.
·
Main Window
Commands
Fairly self explanatory -activating this
button will inform the opponent a player has completed their turn
Ex: German player
declares end of turn
This button provides a submenu selection to
inform an opponent when a player is performing a basic attack, which group is
attacking and who they are attacking.
Ex: German A
attacks Grp B
This button allows declaration via sub menus
of the final Fire Strength of any attack that might be performed by a player
during their turn
Ex: German
Attack: Fire Strength 3
This button provides a selection of choices
where it is possible to play a concealment card and the player declines to do
so.
Ex: German
declares no concealment for Fire attack
Ex: German
declares no concealment for Infiltration resolution
Ex: German
declares no concealment for Close combat
Ex: German
declares no concealment for Ordnance To Hit attempt
Ex: German
declares no concealment for Artillery support check
Using this Icon allows a player to declare
which group is going to perform a Sniper check on a Sniper card recently
discarded as its action for that turn
Ex: German performs
a Sniper check with Group A
This Icon allows a player to declare if a
group is going to perform a Ford action if they do not have a playable ford
card, and the success or failure of that action
Ex: German
attempts to ford: Group B
Ex: German
attempts to ford: Failed
Ex: German
attempts to ford: Achieved
Selecting the appropriate group below this
selection declares that a Movement card is being player to remove Wire
Ex: German plays
a Movement card on Group C to remove Wire
This Icon allows a player to declare if a
group is going to perform a Entrenching action on the
selected group, and the success or failure of that action
Ex: German
attempts to entrench: Group B
Ex: German
attempts to entrench: Failed
Ex: German
attempts to entrench: Achieved
This button allows a player to declare which
group is flanking an opponents group if a Flanking card has been player or as a
result of Natural Flanking Fire
Ex: German B
flanks Grp C
For use in night scenarios, this button
allows a player to declare if a group is trying to spot an enemy group
Ex: German C
observes Grp B
This button provides a submenu selection to
inform an opponent when a player is performing ordnance to hit attempt, which
group is attempting and who they are attempting to hit.
Ex: German
attempts To Hit with Ordnance from Grp A against Grp B
If a
player has successfully scored a Hit with Ordnance, selecting this Icon will
announce a players intent to Fire the Ordnance from a
selected group at a selected target
Ex: German fires
Ordnance from Grp A against Grp
B
This
button will declare the success or failure of a To Hit attempt with Ordnance
Ex: German
Ordnance misses!
Ex: German
Ordnance hits!
Selecting this button allows a player to
declare if an eligible AFV intends to place smoke as an action and
where
Ex: German places
smoke from Grp B onto Grp A
This Icon announces if a player intends to
reject a Terrain card discarded on one of their groups
Ex: German
rejects terrain placed on Group C
·
Action card
commands and actions
Regardless
of face side showing or location within the game (except in decks), right
clicking an action card will pop up a selectable menu of actions. All are
fairly self explanatory. Only one requires special explanation here.
Send
to discard pile: if a card should ever be sent to a discard pile, using this
command is the preferred method if a player does not wish to reveal their
discards from their private hand. Other methods such as dragging the card to
the discard pile will result in your opponent receiving a report notifying them
what the card was.
·
Personality Cards
There
are several sub-menus on the personality cards accessed via the right click.
Below each picture a summary of each of its commands are provided
Actions sub-menu
Infiltrate:
reports card name, location and function
Pvt. Beck
in Group A attempts to infiltrate
Close
combat: reports card name, location and function
Pvt. Beck
in Group A attempts to enter Close combat
Repair
weapon: reports card name, location and function
Pvt. Beck
in Group A attempts to repair weapon
Acquire
weapon: reports card name, location and function
Pvt. Beck
in Group A attempts to acquire weapon
Radio
Artillery: reports card name, location and function
Pvt. Beck
in Group A attempts to radio artillery
Clear
Minefield: reports card name, location and function
Pvt. Beck
in Group A attempts to clear minefield
Demo
Charge: reports card name, location and function
Pvt. Beck
in Group A uses a demo charge
Anti
tank wpn: reports card name, location and function
Pvt. Beck
in Group A conducts an attack using an Anti tank wpn
2x
firepower: reports card name, location and function
Pvt. Beck
in Group A attacks using 2x firepower
Flamethrower:
reports card name, location and function
Pvt. Beck
in Group A attacks with flamethrower
Condition
sub-menu
KIA:
sends personality card to the graveyard map and generates a report
Pvt. Beck
is killed in action
Routed:
sends personality card to the routed map and generates a report
Pvt. Beck
routs
Wounded:
Places a wounded counter on the personality card automatically and reports
Pvt. Beck
is wounded
Surrender:
Places a surrender counter on the personality card automatically and reports
Pvt. Beck
surrenders
Berserk:
Places a berserk counter on the personality card automatically and reports
Pvt. Beck
goes berserk
Unarmed: Places a unarmed counter on the personality
card automatically and reports
Pvt. Beck
is unarmed
Infiltrator: Places a infiltrator counter on the
personality card automatically and reports
Pvt. Beck
gains infiltrator status
Guard: Places a guard counter on the personality
card automatically and reports
Pvt. Beck
assigned guard duty
Transfer: Places an individual transfer counter on the
personality card automatically and reports
Pvt. Beck
begins individual transfer
Crew: Places a crew counter on the personality card
automatically and reports
Pvt. Beck
is part of a crew
Weapon
status sub-menu
By
selecting the appropriate function in this sub menu a layer will be turned on
or off showing the status of the personality cards’ default printed weapon. All
relevant information regarding repairs / broken, morale and panic values are
also displayed both front and back side, in addition to sending a report to the
chat window when activated
Pvt.
Beck’s weapon malfunctions
Pvt. Beck’s
weapon is fixed
Pvt. Beck’s
weapon has broken
·
AFV personality
cards
In
general the AFV personality cards generates reports and place markers when
necessary, similar to the Individual personality cards outlined above except
the AFV card menu is tailored for their specific purposes instead.
·
Miscellaneous
Some
of the counters also will generate reports upon their removal to and from the
main board. Also when playing the Japanese players will notice a button within
the Japanese players’ hand for declaring Banzai attacks