Before you start
The FOW effects are controlled by extra preferences which appear at the end of the "General" preferences and are marked as OCS. These preferences are only read when starting a new game using a defined scenario. At other times the preferences in use are saved from when the game started and you can't change your mind about them.
The default state of the preferences is to implement the 4.9 FOW rules which is done by only revealing the top attack capable unit in a stack to opponents and any observers. Any mode markers above this unit are also revealed. Any other units are masked and all other mode markers are invisible. Supply markers are treated specially with one being masked and the rest invisible.
Boxes which hold the contents of a hex are treated specially with all the pieces in the box and the pieces in the hex itself being treated as a single stack in the hex. The pieces in the hex top the stack followed by the pieces in the box from top to bottom and left to right within a line.
The preferences are:
Disable all Fog Of War - ticking this turns off the FOW effects and everything is visible and accessible to everyone.
Display of pieces in off-map boxes - this determines how pieces in an off map box or the setup and reinforcement are seen by an opponent or an observer. The choice is visible, masked or invisible
Enable range based extra Fog Of War - ticking this enables the range preferences which appear below it. The ranges are in hexes ( but are computed as perfect circles not large hexagons which leads to counting hexes not giving the same result unless along a hex row) If one effect is applied then the effects below it are also applied (ie if air units are invisible then land/sea units will be regardless of the range preference). Starting from the bottom.
Range at which stacks are shown as single counters - This is the range at which counters which are masked in the normal FOW effects become totally invisible (ie you will only see the top combat unit plus any DG etc for it and active aircraft, hedgehogs and airbases with no indication how big the stack is)
Range at which units become masked -This is the range at which the stack display is replaced by single masked piece other than active aircraft
Range at which land/sea units become invisible - This is the range at which all land/sea units become invisible so only active aircraft and airbase are visible.
Range at which air units become invisible - This is the range at which everything becomes invisible.
Getting Started in a Scenario
After you have loaded the scenario you want to play, you
will need to "take command" of a side before you will be able to manipulate any
pieces. To do this you bring up the You can read any special instructions or designer notes about the chosen
scenario by pressing the button "Scenario Notes". These have been copied
verbatim from the rule book.
The initial map view shown is a zoomed out display of the area that the
scenario is played in. There are other views available which can be selected
from the You can create your own views by holding down the shift key and clicking on
the map. This will flip you a new view centred on hex clicked at a low zoom
(normally 1.0 unless the scenario designer has decided otherwise). The view is
labeled with the map id of the hex clicked and can in future be selected from
the menu. Any views you create will be saved with the game and available to
you again when you reload. You can choose to close any of the views which you
have created if they are no longer useful. These views which you create are
private to you and will not appear on any other player's view menu.
You can also drag pieces between views. Just drag a piece to the "Views..."
button and a list of all the available views appears. As you drag over this list
the visible view in the window will change allowing the pieces to be dragged
onto the new view.
As an aid to play, when you drag one or more aircraft from a location on the
map, the range in hexes from their base will be displayed underneath the image
of the aircraft being dragged. This will work even if the aircraft are dragged
between different views, from a box which represents a single hex or an off map
box with an airbase in it. This saves trying to count hexes whilst scrolling
the map which I find troublesome.
Now you are ready to start playing. The first thing to do is to complete the
setup for the side you have chosen. If you press the button
"Setup/Reinforcement" you will get a menu of four items each of which brings
up a window. These are the setup and reinforcement windows for each side. The
setup window contains the pieces and instructions needed to complete the setup.
The reinforcement window contains all the instructions and pieces needed for
all the reinforcement phases of this scenario.
The reinforcement windows are divided up into views where each view
normally holds the reinforcements for a single month
Resolving Combat
Since you can't affect your opponent's piece resolving combat would be difficult but there is a mechanism to do so. At the end of the misc counters there is an "Attack Marker" which looks like a red KTX. Placing this on a stack makes the stack totally visible to you and makes all the pieces therein accessible to you. Therefore to resolve a barrage or combat the attacker can drop this marker on the hex and do what is necessary. Of course if you are playing on line you can do things just like face to face.
The Command Menu
This has other options besides choosing your side.
If you are a commander of a
side then you will be given the option of resigning from that side. If a side
has one or more commanders there will be a menu item which will display all
the commanders of a side.
If another player commands a side, there will be an option to join that side.
If you do so a request will be saved for you to do so. It will have to be
approved by some one who already plays that side before it will take place.
If you command a side and one or more players have requested to join it then
you will able to choose to approve or reject each requesting player individually.
A player may join both sides. This allows a third party to act as an umpire
if required.