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
This Icon discards all RNC cards and RPC cards
on the map from the zones RNC and RPC.
· 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
· Miscellaneous
Adding zoom on the counters.
Adding Reduced Hand command.
· Miscellaneous
Adding new counter for
auto-counting terrain cards removed.