After logging in to the campaign, you are taken to the HeadQuarters, the heart of the online campaign. The Headquarters consists of a Campaign map, a Command overview detailing all Units under your command & a list of possible orders & views
The Map shows an overview of the entire campaign area & is zoomable & scrollable. Each of your commands is represented on this map. A Command is basically a movement entity that contains up to 19 NTW2 units, the twentieth unit is always a General. Also, enemy commands are also shown, if they are visible to at least one of your commands. Each command has a viewing range of 1 campaign field, while Scouting commands can see up to 3 fields. Depending on the light cavalry ratio between yours & the enemy command, you will get a more detailed scouting report. Each field can contain up to 2 commands from the same side.
The Command Roster gives an overview of all commands under your control. Command name, current orders, remaining movement points, supply status, General's name, current Field & terrain type the command is on. If a command has a scouting order, it will also show which battle map it is on. This map is used if a battle is fought on that field.
Different orders are possible. These will allow you to manage your commands, give them orders, create an overview of all units in your army & end your turn.
The following will give an overview of all possible orders. Note that some orders will not always be available.
This order will create a new command in the HQ Field. Each side has 1 HQ field, where all new commands enter the campaign map. When you issue this order, you will be asked to name the Command (eg, Light Division, 5ième de Ligne etc) & select a commanding officer. The Command is then commissioned & shown in het HQ field on the map. As each field can only contain 2 Commands, only 2 commands can be created each turn. Note that commands will need units to be assigned to them to be able to move & won't be able to move till the next turn, when they will be assigned movement points accoriding to the units that are assigned to them. Commands get movement points each turn, depending on their type. Commands can be Light Cavalry (6 points), Heavy Cavalry (5 points), Regular ie Infantry only (4 points) or Combined Arms (Infantry & Artillery) (4 points as well).
If there are commands in the HQ field and you have money in your treasury, new units can be bought for these commands throught his order. You will be asked to select the command you will be buying the unit for & will have to state a unit name (if desired, you can leave this blank), unit type (from the list of units available to your faction) & state a commissioned strength. This strength will be the initial strength of your unit. In battle, units will lose men. By issuing a holding order to a command (see below), units will slowly recover their strength till 80% of the commissioned strength, representing returning stragglers & wounded. Commissioned strength is capped at 200 soldiers for NTW2 performance & playability.
This allows to (guess what) give orders to your commands. Only commands with movement points will be allowed to be given an order:
This order shows an overview of all your commands, the units that are in it & their trooptypes, commisioned strengths, current strength & experience
The turn is ended
If other players have not yet ended their turn, a message shows to tell exactly this.
If all players have ended their turn, battles are checked, battlescripts are created & shown for download in the Headquarters page & the game is halted until battles are resolved (for the moment this is still an admins job, after he receives the battle results from the players). If there are no battles or all have been resolved, the end of turn is resolved, Movement points are allocated & supply is consumed & deducted from the train (7% each day, each command starts with a full train, so 2 weeks supply). Units in cities at end of turn restock to 100%
When a command enters a field that is occupied by an enemy command, both engage in battle & can not move anymore during the current turn. The side that occupied the field first becomes the defender, the other side is considered to be attacking. Even if a command from the defending side is moved in, sides remain the same.
When both players have ended their turn, a battle script is generated for each field that contains commands from both sides. The defender gets to defend the central part of a 4vs4 battlefield, attackers arrive from their respective sides from which they entered the battle (north, south,west,east).
The battlescripts are to be downloaded & put in the historical battles folder (battle/custom).
At the end of the Battle, players decide who puts the results into the site. A losing side & withdraw direction have to be selected. Make sure there is room to withdraw your commands to!