| 
The following is a quick listing of some
of the major new features of CMBB, mainly meant for players familiar
with CMBO. It is a quick overview of the hundreds of edits and changes
incorporated in CMBB for those not wanting to read through the whole
manual before starting up their first game. The latter is strongly
recommended,
however, but since people never listen… Of course, more details
about these features can be found in the according sections of the game
manual. Please note that this is not a comprehensive list nor is meant
to be. There are so many new things in CMBB that we can’t condense
them all into a list and we still like to leave some surprises.
We have tried to organize them into logical
catagories but you may want to scan the whole list.
ARTILLERY CHANGES
Artillery Barrages plotted
on turn one can arrive immediately, or optionally you can delay the arrival
of such ‘planned’
strikes by adding one minute at a time. These barrages are also referred
to as "Prep Barrages". Artillery
Barrages planned on turn one (Prep Barrage) cannot be adjusted or canceled
later. They continue to fall even if the FO was eliminated in the meantime.
If the FO
can’t see
the target, two minutes are added to the strike delay (unlike previously
where the time ticked down at half speed). This does not apply to
pre-planned
strikes on game turn one.
Artillery
targets are shifted randomly if a spotting round is not used, which
occurs when the FO
is
incapacitated or cannot see the target, rockets are being used, or
the strike was planned on turn one (i.e. it’s a ‘preplanned
strike’). Note also that spotting rounds are not used when firing
on a TRP, but in this case the target is not randomly shifted nor is
it shifted for Prep Barrages.
Artillery
adjusting - If you have an artillery strike that’s coming in off-target (NOTE! If
a spotting round is used, which is typical, the strike will come in
ON target, so this is important only for strikes out of LOS and rockets,
which don’t use spotting rounds) and you want to correct its
aim, you should adjust fire onto the originally desired target. Further
aiming
error will often be reduced, but this is not guaranteed.
Artillery
fire may only be ‘walked’ if
the FO can see the new strike target location.
Artillery strikes will continue
beyond the incapacitation of the FO if:
1. The strike
was planned on turn one (i.e. a "preplanned strike"), or
2. The strike
had begun firing spotting rounds (or, if it’s not the type
to fire spotting rounds, then was within the time period where spotting
rounds would
otherwise
be fired).
Artillery time-on-target to
a TRP is never greater than 60 seconds, even for high-level Soviet artillery.
"Reset Target" order
is new and replaces the ‘R’ key during target selection
for FOs.
Forward observers
now show time to the next volley regarding reloading (as well as
aiming) rather
than simply saying "Firing" once the first volley lands.
Artillery spotters cannot
intentionally hide and have a target at the same time.
"Planned" artillery
strikes (the kind you set on turn 1 which can arrive immediately)
are
not allowed in meeting engagements.
Forward Observers (except
those using radios) may not be passengers on vehicles.
Back to Top
OPTICS
There are seven types. Note
that nations other than Germany exclusively use "standard" optics.
All six other types are German-only.
Standard: Mediocre quality
and magnification, normal field of view. Not listed in the data window.
Good: Typical good-quality
general-purpose German optics, mostly used by tanks. Crew must be green
or better to use without penalties.
Binocular: Same as "Good" but
allows use of two eyes for better depth perception. Used by early
Tigers and Panthers. Crew must be green or better to use without
penalties.
Long-range: High-magnification
German optics, with limited field of view, used by assault guns and
tank destroyers. Crew must be regular or better to use without penalties.
Very long-range: Extreme magnification
power. Used only by late-model Jagdpanther. Crew must be veteran or
better to use without penalties.
Dual-Magnification: Can switch
between two different magnification levels, to optimize both spotting
and tracking. Used by late-model Panthers. Crew must be veteran or better
to use without penalties.
Narrow: Cheaper (by German
standards) optics of generally good quality but limited field of view.
Often used by lightly-armored self-propelled guns. Crew must be regular
or better to use without penalties.
Good magnification allows
for better spotting and gunfire accuracy at long range, except in low-light
conditions where the greater need for light of high-magnification optics
becomes a hindrance, reducing their effectiveness relative to lower-power
lens.
Wider field of view allows
for quicker target acquisition and tracking, which allows the gun to
be aimed (and fired) faster. Limited field of view can cause difficulty
tracking moving targets at close range.
Hot temperature reduces optical
performance, especially for German equipment. The reduction is lesser
for more experienced crews.
Extremely cold temperature
reduces performance of ‘standard’ optics, especially
for inexperienced crews.
Extremely cold temperature
increases performance of German optics, especially for experienced crews.
Back to Top
TACAI IMPROVEMENTS
Vehicles
won’t move
"out of the way" of another vehicle passing through if the
other vehicle is substantially smaller or if the stationary vehicle
has a covered arc.
The TacAI
won’t change
an infantry unit’s area target when that unit is set to use its
demo charges. It’s "sticky" now (note: this can be
dangerous if enemy units are immediately nearby).
TacAI won’t
fire smoke with a unit which has been given a direct target unit
by the player,
except possibly if other ammo types are not appropriate (e.g. out
of
range, none left, etc.).
Sneaking and hiding units
are more likely only to target directly-threatening enemies.
Sneaking units can shoot (at
reduced effectiveness and ROF, and only out to 100m).
Units using
the "Move" command
are less likely to attempt to complete their movement when under
fire, opting instead to head for cover (and halt there) or if no
cover
is available, then halting where they are.
Pillboxes will bail out due
to morale effects only when they reach Broken (as opposed to Panic).
Pinned units now STOP moving
(except when in the open and their next waypoint is quite nearby and
in cover), and units pin down much sooner than before.
Soviets are equal to Germans
in order delay efficiency (for an equal experience level) starting in
January 1944. Before that, Soviets order delays are one experience level
lower than for a German unit of the same experience (ie. Soviet Regulars
have similar delays as German Greens)
Light AA
guns will "rapid
fire" at close-range enemies just like MGs do.
Tweak to
TacAI so it won’t
use tungsten shells simply because you’re running low on AP.
Units won’t fire small
arms at an area target they’re set to use demo charges against.
Units will fire rifle grenades
and panzerfausts at human-chosen targets without holding back out of
concerns that the weapon will not damage especially tough targets.
Infantry units under air attack
are likely to scurry for cover if necessary.
Ski troops. They begin the
game with skis but will lose them (permanently) if they attempt any
move other than: Move, Move to Contact, or Run.
Back to Top
AMMO CODE CHANGES
Changes to ammo "code
letters". The full set is:
- HE - High Explosive
- AP - Armor Piercing
- HC - Hollow Charge (HEAT)
- T - Tungsten
- C - Canister (anti-personel)
- S - Smoke
- F - Flame
Back to Top
CLOSE AIR SUPPORT
Plane data reworked with individual
data for weapons, speed, damage resistance, etc. Also, airplanes can
now be purchased by the computer and no longer have a 10% random chance
of scrubbing a mission.
Sighting an enemy airplane
will cancel Move to Contact orders only if the airplane is attacking
a location within 100m of the moving unit.
Back to Top
QUICK BATTLES and EDITOR ENHANCEMENTS
In Quick Battles, the parameters
used to set up the game are saved in the scenario briefing, which you
can access with Alt-B.
New Quick Battle parameter:
ammunition level.
Maps can be imported into
Quick Battles from scenario files.
Map generator
makes use of the ‘gentle’ slope (1.25m per level) when
appropriate.
In editor
unit purchase screen, the ‘popup’ info shows which artillery
FOs can fire smoke.
"Force Types" are
much more detailed (e.g. "Romanian Mechanized") and affect
which TO&Es may be purchased. In Quick Battles, mechanized forces
will be given more points to spend on vehicles than infantry-only forces
(even for the same type of battle, e.g. "Armor").
The code
can apply different rarity values for units depending on geographic
region or Force Type.
Example: the King Tiger is "extremely rare" in Finland
QBs have
an "unrestricted" troop
quality option.
QBs have "huge" map
size option.
QB Assault Defenders must
spend a certain portion of their points on fortifications.
Quick Battles
have "casualty" setting
that depletes your forces before the battle begins.
In QBs the month can be random
as well as the year, and when month is random, the temperature is set
automatically (with some randomization).
Battle maps may be up to 9
square kilometers (4km max in either dimension). Operation maps can
be up to 24 square kilometres (6km max in either dimension)
In QBs, 10%
of your troops will show up at one experience level lower than you
expected, and
10%
at one level higher. The random experience level variations in quick
battles are now (roughly) "balanced" so you get roughly
even amounts of raisings as lowerings, largely defeating any purpose
to cheating.
QBs apply
the experience setting (low/medium/high) appropriately to the various
forces available.
For
example, "high quality" Russian troops in 1941 will only
be Regular.
In main editor, all unit experience
levels are allowed for all force types (not the case in quick battles).
Craters can
be placed in map editor by Alt-1 through 5 key combination (1 – small
crater, 5- huge crater).
In QBs when
you have less than full ammunition, Forward Observers’ ammo load won’t
have the slight randomness that other units do, to prevent people
re-purchasing
FOs to get maximum ammo loads.
Maps imported
into Quick Battles can now include troops. This can also be used
to import the
final autosave
in a previous battle to "continue" the battle. Troops are
only imported if the FINAL autosave of a battle is used. (NOTE: The
feature provides no hand-holding or safety features, so you should
not
overload a small map with zillions of new troops on the next battle,
you should make sure you have adequate setup zones, etc.)
When loading a map into a
QB, importing its troops is optional.
Variable-end scenarios are
capped at a maximum of an extra 10 turns or 25% of the original length
of the scenario, whichever is less.
When global
morale falls below 25% it’s the equivalent of making a standing
cease fire offer (privately).
In the editor, if you place
two sibling half-squads near one another they automatically rejoin to
form the original squad.
Back to Top
WEATHER and TERRAIN
Wind direction and strength
can be set.
Blizzard (i.e. heavy snowfall,
limited visibility).
Weather graphics have an ‘extreme’ setting.
Soft ground does not remain
snowless if the snow is medium or deep (i.e. only when snow is "light").
You can have frozen rivers
on a snowless map, and snowy maps with unfrozen rivers.
Editor and QB screen allow
you to enter the Region and Temperature
Fires often start "small" and
have no effect on gameplay. But they can grow (and spread) to large
fires which cause all units to exit.
Trees are taller now, especially
pine trees. This may mean that you will want to use SHIFT-T to drop
your tree coverage setting in order to maintain a good frame rate.
Rural maps in central and
southern regions, when tree level is set to ‘open’ will
generate steppe.
Open ground tiles change in
hue (to more yellowed) if there is more than a trivial amount of steppe
terrain on the map. This better matches the real-world coloring of the
Russian steppes.
Units move through pine trees
faster than heavy woods (due to less underbrush) and LOS is a little
bit clearer through pine trees too.
Some terrain has visual "doodads"
for "height", e.g. grass, brush, rubble. These have no implications
on the game engine but are for visual depth only (i.e. the terrain
modifiers
do not change by presence of doodads)
New terrain types: Steppe,
Rocky, Cemetery, Wood Fence, Peasant Shack, Factory Building, Soft
Ground
(doubles as "snow free" area during light snow scenarios).
Night when the weather is
other than "clear" is considered "extra dark",
and the maximum visible range is 75m or even less depending on weather.
Fog and Rain weather can be
combined.
When a line of sight passes
through a good bit of concealing terrain, infantry units are harder
to spot than previously.
Minefields can be reduced
or eliminated by shellfire (though this will not be explicitly shown
- you just have to judge roughly by how many craters you see, and hope).
Warm temperature reduces fatigue-recovery
rate by 15%. Hot temperature by 40%.
Base chance for MG to jam
is reduced somewhat overall, but is then increased at the following
temperatures:
Hot: +200%
Warm: +50%
Freezing: +25%
Extreme Cold: +100%
Back to Top
BUILDINGS
Destroyed buildings kick up
smoke that lasts for a few minutes.
Buildings show damage graphically
when they reach the "lightly damaged" state. This is when
building is approx. 40% (or more) damaged.
Buildings have textured floors,
stone and wood.
When the camera is inside,
building sides are transparent so you can "see out".
Large stone and factory buildings
are harder to destroy.
Small-caliber guns are less
likely to cause significant damage to buildings.
Added "flat rubble" tile
(without knocked down building walls)
For internal LOS calculations,
rubble is considered taller than before.
Back to Top
VEHICLES
Wheeled and half-tracked
vehicles display "Off-Road Ability" of Good, Fair or Poor.
Tanks destroyed by close assault
are immediately known to be destroyed.
Standard grenade attacks versus
tanks are reduced in effectiveness.
Buttoned vehicles have a
blind spot for infantry (who’s not targeting the vehicle) within
15m provided the infantry is not in the front 60-degree arc centered
on
the turret facing.
Nearby artillery strikes cause
vehicle morale effects.
Crews bail out of soft-skin
vehicles much faster.
If vehicles reach "Broken" morale
state, they may retreat off the map if that provides a nearby escape
from a threat (similar to what infantry does).
Unbuttoned crew are more likely
to be hit by small arms fire.
Halted vehicles rotate their
hulls more slowly.
Vehicles in a poor morale
state are less likely to unbutton on their own.
Vehicles with crew casualties
can suffer 1- or 2-man turret penalties.
Vehicle hunt and move-to-contact
speeds have been slowed down by 33%.
Tanks will button up when
they receive gun hits.
Vehicle platoon sizes vary, depending on type and date.
Back to Top
ARMOR PENETRATION SYSTEM
Lethality
to vehicle crew of armor penetration has new, more sophisticated
system which newly
takes into account the mass of armor sent into the interior, the
likelihood
of the armor to fragment, and the size of the bursting charge of AP
ammo, if any (and the chance it might not function properly on penetrations
which don’t make it cleanly through). You’ll find that AP
"shot" (which has no explosive capacity) tends to to a better
job penetrating armor, but less damage once inside compared to AP "shells" which
have an explosive charge. With small guns it now often takes multiple
hits to knock out tanks, and often this will be from injuring or killing
the crew rather than significant physical damage to the tank itself.
In unit data
window, the muzzle velocity is printed in the penetration data per
ammo type
rather than
just once in the ‘main weapon’ line. Also, the subtype
of AP is indicated.
Armor penetration success
rates vary randomly to a greater extent.
Russians
will use uncapped AP ammo until April 1944 and ballistic-capped APBC
therafter (exceptions:
122mm switches over inAugust and 100mm never switches to APBC). The
APBC is generally more powerful partly because AP ammo was poorly
manufactured,
especially in 1941, and also because Russian APBC has a blunt nose
shape which ‘grips’ on contact and does reasonably well
against highly-sloped armor. NOTE: Russian 45mm AP ammo in 1941 is
especially
poorly made.
When you
draw a target or LOS line to an armored target, the "Kill" display
has more gradations: Excellent, Very Good, Good, OK, Fair, Low, Very
Low,
Rare,
None.
Tanks receive gun damage considerably
less often.
German hollow-charge
shell armor penetration performance increases through the war. (Internally,
the Hl.39/A is used in 1941-2, the ‘B’ type in 1943-9/1944,
and ‘C’ type thereafter. These dates are rough due to scant
information on when each type was actually used).
Small shells that penetrate
armor are now less likely to result in a knock-out. Small guns will
often have to achieve several penetrating hits to secure a knock-out
(though if the target has low-quality hard/brittle armor, as the Soviets
often do, then even small penetrations are more deadly due to armor
splinters hitting the crew).
Armor penetrations
that penetrate less than 15% "beyond" the armor resistance will be displayed
as "partial penetration" and often are less dangerous to the
crew of the tank which was hit. (Note: the reduced lethality is not
a hard cutoff at 15%, that’s just the cutoff to show the ‘partial’ message).
Armor penetration for bullets
(i.e. 12.7mm and under) reduced slightly.
Back to Top
ORDERS
Backspace/Delete will delete
a selected mid-waypoint provided it’s one that was planned
in the current orders phase (i.e. colored white).
Human-wavers start running
when within 80m of the destination, but not until they’ve moved
at least 10m first. Human-waving units may not adjust waypoint positions.
Sewer movement: Allowed by
scenario parameter. Movement takes place between large heavy buildings
only and is slow. Any sewer move has a 10% risk of "death in the
sewers". Units must be Veteran+ or in-command Regular. Heavy weapons
not allowed in sewer.
Covered Arc and Cover Armor
commands added. Holding CONTROL while setting a covered arc sets it
to 180 degrees.
Hiding units with covered
arcs will UNHIDE as soon as they know a spotted enemy enters their covered
arc. This is a handy way to trigger an ambush. HOWEVER, note that covered
arcs do not FORCE your units to fire on any and all enemies inside the
arc. Your units will not waste ammo on lousy shots.
Clicking on a movement path
will select that unit.
Withdraw order - beware,
it’s
about 50% likely to panic your troops, depending on their experience!
Added a Vehicle "Shoot
& Scoot" order.
Orders Delay depends on amount
of waypoints for a unit: more delay is allocated "up front" for
the first move, and less for each additional waypoint. Also, orders
delays will never exceed 3 minutes.
Follow Vehicle order added.
Infantry units (without heavy weapons) can "follow" enemy
vehicles with the intent to close assault them even if the vehicles
are moving. The interface is very similar to embarking on a friendly
vehicle. Just choose a movement order for your infantry unit, then
place
the cursor on the enemy vehicle and click. The vehicle must be within
50m. If at any point the enemy vehicle moves beyond 50m, the follow
vehicle order will be canceled. The follow vehicle status will be
KEPT
otherwise (unless you change the movement orders yourself), even after
your men have reached the vehicle, so if the enemy vehicle survives,
but several turns later tries to move away, your men will continue
to
follow it.
If a Move-to-contact unit
had "hide" planned as the last part of its move, it will
hide when it makes enemy contact.
Back to Top
UNIT
INFO
Graphically,
infantrymen in squads no longer have a "fixed" position relative to one
another. They move and rotate in a more "individual", natural-looking
manner.
Movement and rotation speeds
for ordnance drop in proportion to casualties taken.
Vehicles and infantry ordnance
units, which have neither moved nor fired, and are located in trees,
are harder to spot (camouflaging efforts are assumed here).
Weapons teams
have a "self
defense" small arms capability. They will often fire a few shots
at enemy infantry that gets within 100m. It’s intentionally not
that effective - just a minimum of self-defense ability so they’re
not totally helpless.
Germans sometimes carry captured
Russian smallarms..
Units with binoculars are
indicated as such in data window.
Units are (partly) sorted
when you go to the map.Fortifications
are cheaper than in CMBO
Daisy-chain mines slightly
larger now (12m x 12m)
New close-range
anti-armor weapons: Rifle grenade, Molotov cocktail, Panzerwurfmine,
and Soviet
RPG (available June ’43).
2-man "Tank Hunter" teams
added.
Squad types have different
ammo loads depending on their weapons. Generally the more SMGs the lower
the ammo load.
New fortification "unit":
Trench.
Infantry reinforcements will
arrive riding tanks when possible.
Units default to NOT being
able to exit for points.
Volkssturm and Partisans may
never have vehicles in a QB unless you set it to Unrestricted troop
type (they will be treated as though Infantry troop type was selected).
Back to Top
UNIT FATIGUE MODEL
Fatigue system has changed.
Exhausted units cannot assault
or advance.
Fatigue for running is increased.
Name changes: "Tired"
is now called "Tiring", "Weary" is now called "Tired".
Fatigue reduces ROF for infantry
somewhat.
Recovery
rate from fatigue is reduced by lower global morale. So when forces
are beaten up,
you’ll
find that your ability to conduct mobile operations is curtailed. Defensive
capability won’t be harmed much, but attacking gets progressively
harder to do. This helps lead to a "natural end" for a battle.
Exhausted units crawl especially
slowly.
Units rally more slowly when
fatigued, especially when exhausted.
Back to Top
DEFENSE
Defender Dug In Status (set
in editor parameters) can be of four types:
1. None - defenders do NOT
automatically dig foxholes.
2. Normal - the original
way, where defenders dig a foxhole in their location
3. Normal + Fallback Positions
- see below
4. Normal + Fallback Positions
+ Vehicles May Dig In - see below
"Fallback Positions"
may now be created in the setup phase by the owning player. Press ALT-F
to enter fallback foxhole placement mode. Click the map to place the
foxholes you like, and click a foxhole to remove it again if you make
a mistake. The total number of foxholes allowed is limited by the number
of non-heavy-ordnance infantry units you have. Note that these fallback
foxholes are IN ADDITION to the "automatic" foxhole each infantry
unit normally gets. In Quick Battles, Meeting Engagements and Probes
get "None", Attacks get "Normal" and Assaults get
"Normal + Fallback Positions".
During setup
(unless defenders are not allowed to dig in) defending infantry units
will be shown
with
their initial foxholes. As you move the units, the foxholes move along
with them. If you wish the unit NOT to dig a foxhole, use the "Dig
In" command, which toggles the intent to dig a foxhole on and
off.
Back to Top
BATTLES AND
OPERATIONS
All battles, even those in
the editor (i.e. not just QBs) are set as Assault / Attack / Probe /
Meeting Engagement. This allows for the Force Readiness feature (see
below).
Force Readiness. At a certain
point, when your troops run very low on ammunition, it has the same
effect as you offering a cease fire. This represents troops not necessarily
wanting to fire off their very last bullet because even if they eliminate
the current enemy, in real life another one might come along very soon
(beyond the scope of the game, but important to simulate in some way
nonetheless). The level to which troops will expend their ammo depends
on the battle type. Defenders generally will risk using up more than
attackers, except in Assaults where both sides are willing to use almost
everything. In Probes, the Attacker is more cautious and will trigger
this feature earlier, meaning battles will typically end sooner. Attacks
and Meeting Engagements are inbetween. Note that if only one side has
triggered this due to low ammo, the game will not end unless the other
side also triggers, or voluntarily offers cease fire. This feature is
NOT active during Operations.
Battles and operations can
have up to 30 reinforcement groups.
Operation Types
1. Advance
- Battle map is portion
of operational map, and "slides forward" between battles.
- Attacker wins by reaching
the end of the operational map (this may take several battles).
- Units in "no mans
land" are shifted between battles, back to their own front lines.
2. Assault
- Battle map is portion
of operational map, and "slides forward" between battles.
- Attacker wins by reaching
the end of the operational map (this may take several battles).
- Units in "no mans
land" are NOT shifted between battles. Some may be cut off and
will be ‘padlocked’ during the next battle’s setup
phase, and will not be resupplied.
3. Static
- Battle map covers the
entire operational map.
- Victory is judged by
causing casualties to the enemy and holding victory FLAGS.
- Units in "no mans
land" are NOT shifted between battles. Some may be cut off and
will be ‘padlocked’ during the next battle’s setup
phase, and will not be resupplied.
Operation battles may last
up to 60 turns, and can have variable end times like regular battles
now have.
Operations maps can be up
to 4 km "wide" or 6 km "long"
Fortifications are allowed
as reinforcements (scenario authors are urged to use discretion!)
When calculating the "new
front line" (N/A to Static Operations) infantry units are weighted
less if panicked or brittle, and not at all if broken or routed.
Units which remain in "no
man’s land" between battles end up in a limited setup zone
so their setup options for the next battle are limited (I’ll explain
this in more detail later). "No man’s land" can be up
to 800m across. NOTE: In CMBO people complained about no-man’s
land and wanted to reduce it to zero. This is allowed but NOT RECOMMENDED.
No man’s land is a COOL feature and ought not to be avoided,
especially now that 2 of 3 operation types do not shift units between
battles.
Guns of transport class 9
or higher (these are marked "no embark during battle" in
the data window) may not reposition during the setup phase beginning
each
operational battle, except the very first battle. However, they may
embark on a transport vehicle of sufficient towing capacity, and
immediately
debark into any other area of the same setup zone (i.e. this means
you need to have a transport vehicle on map or else such a gun cannot
move
after setting up in the very first battle).
Operation reinforcements
can be "scheduled" or "reserve" as in CMBO, or a new
type: "Linked to Map". This new type puts a reinforcement
marker on the (editor) map for the author to place as he wishes. Then
during the game, if and when the "battle window map" slides
to enclose this reinforcement marker (imagine as the attacker is progressing
forward from battle to battle) the reinforcements attached to that marker
will be "triggered" and appear on the map. Note: their placement
will be "normal", not directly on top of the marker itself.
The marker is just the "trigger". Reinforcements can only
be "Linked to Map" for advance and assault type operations.
Back to Top
MISCELANEOUS
COOL STUFF
New Camera
Shake option (SHIFT-K) that adds "bounce" when you’re
camera-locked to a moving unit.
You can have a unit padlocked
but still rotate the camera around it, even while it moves.
x16 camera zoom level added.
NOTE: You can not select units at this zoom level.
SHIFT-Q hides
play-aid graphics – great
for taking screenshots!
Axis base color is blue, Allied
is red (after setup phase is finished).
When you
drag a targeting/LOS line to an enemy near enough (20m) to a TRP
that your unit qualifies
for a boresight bonus, you’ll see "boresighted" indicated.
Note that your unit cannot have moved in order qualify for this bonus.
It is possible to save the
game from the AAR screen.
(Windows version) Press Alt-shift-;
(i.e. Alt-:) and this will reactivate the ESC key ability to switch
to the desktop (in case you prefer ESC to alt-tab for this purpose).
More slots (20 total) for
faces.
‘Tracers’ have
textures instead of solid color. 1 for Axis and 1 for Allies
Soldier heads and torsos have
better models.
Back to Top
|