Regiments - Operations Guide
Regiments - Operations Guide
is added.
Operations are split into a number of Phases, each representing several hours of real time.
Operations happen over several Stages, each representing a set of objectives in a given
geographical area.
You're tasked with taking or holding key objectives while adhering to the set time limits.
Operations are persistent and use a Save Slot system. Each slot can have a single active
Operation. When the operation is concluded, you can review the final stats, re-run it from any
phase save, or clear it and start a new operation.
The briefing provides key information: the current situation in and around the operational area,
the key objectives of each Stage of operation, and the Time limits you’ll have to adhere to.
During the pre-battle segment, you can spend Operational Authority to ready your regiment for
the coming fight. You then select the Phase Event and proceed to the battle.
The Phase battle itself lasts for 20 minutes. The key difference from Skirmish is that all zones
are connected, forming a network - you can only capture a node if you already possess an
adjacent node.
Nodes may have a Victory Points value assigned to them. Holding and taking such nodes is
crucial to the success of the Operation. Consult with the Mission Task panel to see whether you
need to take or hold such a node. “Take” nodes will provide their VP value when you advance to
the next stage. “Hold” nodes will provide a set amount of VPs each phase you’re controlling
them.
Other nodes will grant Operational Authority - they are secondary objectives. Not required, but
very beneficial. Typically, during the offensive stages of the Operation, all such nodes are “Take”
type - and “Hold” during defensive ones.
The third type of node is the Exit node. Some Stages will require you to capture an exit to the
next one. As soon as you control at least one Exit Node, you can use the pre-battle Stage Map
to advance to the next stage.
An Exit Node
At the start of the battle, you may get an opportunity to deploy your platoons in forward
positions. If any nodes are eligible for deployment, you’ll see a blue overlay around them,
designating the valid deployment area.
Typically, in offensive situations, you can't deploy around the border nodes - i.e. nodes that are
connected to an enemy or neutral node.
In defensive stages, border nodes are valid deployment zones. Also, your deployed platoons
will start entrenched - even the platoons that don’t normally entrench themselves, like tanks.
When you’re satisfied with the positioning, click the Confirm button.
Rear-area troops will also deploy token forces to the nodes you control at the start of the phase.
In addition to deploying your core troops, you can spend Engineer Support points (more on that
below) to place mobility obstacles and strongpoints.
UX for strong points is very work-in-progress. Both placement and removal of elements is done
by Left Mouse Button. During the placement of obstacles, you define the starting point and then
drag out the line. To place strong point, you designate the position with the first click, strong
point will then rotate toward the cursor - when it’s facing correctly, you confirm the rotation with
LMB.
Mobility obstacles will block the passage of the opposite side’s troops through them.
Any platoon can eventually breach the obstacles, though dismounted infantry and engineers do
it much faster. Having several platoons working on the same segment also speeds up the
process.
Strongpoints are static & entrenched specialized unit sections: recon listening posts, infantry
strongpoints, anti-tank, anti-air and mortar emplacements.
A destroyed strongpoint has a 50% chance to be restored at the start of the next phase. All
surviving strongpoints will be fully refunded when you advance to the next stage.
The fight eventually concludes and a number of events happen automatically. Nodes in the
process of capture will have their capture finished. Platoons will pull back to the allied nodes,
and receive repairs & resupply. Supplies from the rear depot will be pushed forward to the
supply platoons in the field.
Currently, the enemy will always fully restore his static garrison forces on the nodes it holds. In
the future, these garrisons may be limited in strength and it will be possible to deplete them.
Mobile groups behave the same as player platoons: they will pull back, refit and prepare to fight
on the next phase.
Each phase is assumed to take several hours of real time. Time of day advances accordingly,
and eventually, you'll have a single night-long phase. Night vision equipment plays a bigger role
during it and you automatically get an Illumination TacAid for its duration.
Between the phases, you'll manage the state of your force via the Regiment Management
screen. It allows you to review the current situation and spend Operational Authority to reinforce
your Regiment.
2.) Order new Task Forces. You have 3 Task Force slots available - click on them to move to the
Task Force selection screen. You can hover over the TFs there to see their upgrade paths.
3.) Upgrade an existing Task Force. Upgrades provide access to more and better units and new
TacAid options. Remember that the upgraded platoons
will be undeployed from the map, as they receive new
equipment.
All platoons have a fixed Deployment price, based only on their base type: Armored,
Mechanized, Motorized, etc. Upgrades don't change base type, so you won't suddenly find
yourself unable to field the same force you had before the upgrade.
OA can also be exchanged for other resources.
Deployment Points increase the maximum amount of platoons you can deploy during the battle.
DPs are never permanently lost under any circumstances and will be always restored to the
current maximum value.
Supply Points are used to refit your platoons during battle. Keep in mind that artillery and
helicopters use up Supplies at a much higher rate than other units.
Platoons that retreat off-map also use up Supplies to restore ammunition levels. Even if you run
out of supplies completely, emergency resupply will restore 25% ammo for core combat units -
still, it's a critical situation and severely limits the time platoons can fight effectively. Avoid it and
try to keep at least a small reserve of supplies.
TacAid Points work as usual and allow you to call TacAids. Request more TA points if you plan
to use a lot of off-map support during the phase.
Unlike Skirmish, the TA point cap in Operations is at 200 points.
Engineering Support allows you to place obstacles and a variety of strongpoints. You can do it
during the pre-phase deployment stage. Engineers can work only inside your deployment areas.
A destroyed strongpoint has a 50% chance to be restored at the start of the next phase. All
surviving strongpoints will be fully refunded when you advance to the next stage.
If you change your mind, you can use the 'Discard Changes' button to revert all the changes and
re-distribute Operational Authority.
After you're satisfied with the condition of your Regiment, it is time to determine the Phase
Event. Phase Events represent various contingencies that happen outside of your direct control
as a Regimental commander.
Events come in a hand of 4. The next hand is dealt only if the current one is empty.
In the Chaos event mode, the next event will be selected randomly. Chaos mode is not currently
available but will be added as an optional rule later.
In the Narration event mode, you get to select the next event yourself.
You can review the Phase Event in combat. Move the cursor over the card icon near the Mission
Task panel. Some events have delayed execution: a timer will show when the event will take
place.
Victory is determined by the number of Victory Points you possess at the end of the Operation.
Post-Operation results screen allows you to review the final stats, the butcher’s list and the
performance of each company in your Regiment.
This screen can be accessed through the Phase Save List screen.