Parameter DataTime Parameters
- Dawn (or Daylight): The time of first light.
- Dusk (or Night): The time of sunset.
- Day Turn: The number of hours in a turn during daylight.
- Night Turn: The number of hours in a turn during night.
- Has Dawn and Dusk Turns: Determines if there are turns of reduced visibility at the beginning and end of the day. These turns are otherwise considered day turns, but visibility during these turns is half what it would be otherwise.
- Road: The maximum number of men, or equivalent in men, that can move using Road Movement.
- Maximum: The maximum number of men, or equivalent in men, that can stack in a single hex.
- Foot Speed: The speed at which motorized and mechanized infantry moves when moving by foot.
- Infantry Defense: The default defense value of motorized and mechanized infantry when not in Travel Mode.
- Digging-In: The percentage chance that a unit which is Digging-In will be successful in any given turn. The probability is times 4 when the unit is constructing an Improved Hex, times 3 when the unit is a non-bridge engineer, and normal when the unit is constructing a Trench Hex.
- Bunker Prob: When non-zero, the percentage chance that a non-bridge engineer unit which is Digging-In will be able to create a Bunker Hex from a Trench Hex.
- Mine Prob: The percentage chance that a mine-laying engineer unit will construct a mine field in the current hex.
- Fatigue Recovery: The average fatigue recovery for a unit per turn. The recovery value is times 2 during night turns.
- Night Move Disruption: The percentage chance that a unit moving at night not by Rail Mode and not by Travel Mode using Road Movement will become Disrupted.
- Air Availability: The percentage chance that an air unit that has conducted an air mission will become available on a given turn.
- Air Interdiction: The base percentage chance that a unit from the other side will attacked with an air interdiction attack while moving.
- Interdiction Effect: The percentage applied to the attack value of air interdiction attacks. This is used to take into account the size of the air and ground units in the game to balance interdiction losses relative to general air strikes.
- Air Interception: The percentage chance that an enemy air mission will be intercepted by the given side.
- SAM Interception: The percentage chance than an enemy air mission will be intercepted by SAM's of the given side.
- Electronic Warfare: The percentage chance that Electronic Warfare effects will apply to any one HQ unit within the required range of the enemy.
- Nuke Factor: The lethality factor per side applied to tactical nuclear weapon attacks.
- Rail Capacity: The total number of units from that side, regardless of the size of unit, that can be moving in Rail Movement in any one turn.
- Railroad Movement: The number of hexes a unit moving via Rail Movement can move in one turn. Infantry Strength Effectiveness: The effectiveness of infantry units is based on a calculation using the given values. Linear interpolation is used to calculate the effectiveness of infantry units from this value to 100% and from this value to 0%.
- Unit Recovery: The average percentage recovery a unit will have based on its losses during any turn that it is eligible for loss recovery.
- Rubble Fire Value: This value is used to determine the probability that Indirect Fire and bombing attacks against a Village, Town, City, or Industrial hex will result in Rubble. A file value against the hex of this value will have a 50% chance of creating Rubble in the hex.
- Refuel Percentage: The percent chance that a per-turn refuel test will have compared with a normal refuel test as described in the Supply section of the User Manual.
- Dust Spotting: When this value is nonzero, then units which have moved outside of normal visibility may be spotted as unknown units based on a probability modified by this value.
- Breakdown: When this value is nonzero, then units consisting of vehicles have a certain probability that they will lose strength while moving. The details of this are described in the Movement section of the User Manual.
- Air Drop Loss: This value is used to modify the nominal losses from a parachute or glider reinforcement placement.
- Congestion Side: This is the side that is affected by Congestion markers on the map. If the side is Unknown, then both sides are affected.
- Expiration: This is the number of turns any given Congestion marker will affect movement when it is occupied by a unit of the Congestion Side. If the value is 0, then the Congestion marker is never removed.
- Frozen Penalty: This is the penalty that is applied to the given side during Frozen turns as described in the Environment section of the User Manual.
- Invasion Side: This value is only used in scenarios with amphibious landings. It specifies a side that will suffer losses to units that arrive via amphibious reinforcements as described by the next two values.
- Invasion Percent: The percentage of units arriving by amphibious reinforcement that will suffer losses.
- Invasion Loss: The maximum loss of units arriving by amphibious reinforcement that suffer losses.
- Bridge Values: the percentage chance that an Engineer unit building a bridge will complete the bridge in any given turn. The chance is proportionally lower when the Engineer unit has less than 100 men.
- Pontoon Values: the minimum number of turns that building a Pontoon Bridge across a Water hex will take. If 0, then building Pontoon Bridges is not possible for that side. Light, Medium, and Heavy Bridge Strength: the defense values used for the corresponding bridges when an Engineer unit attempts bridge destruction.
- Wired Bridge Values: If present, then the Auto Wired Bridge feature is enabled. The side given is the side that the feature applies to. The small and large bridge values are the probabilities that small and full-hex wired bridges will automatically be destroyed when a unit of the given side moves adjacent to the bridge (for small) or onto the bridge (for large).
- Visibility: under the Low Visibility Air Effects Optional Rule, these are the percentage of air units that will be available under the corresponding visibility ranges.
- Air Strike Limit: if nonzero, then this value determines the maximum number of airplanes that can attack any one hex in a single player turn for that side.
- Counterbattery: the percentage modifier applied to the normal rules for counterbattery spotting when units from the other side fire Indirect Fire.
- Stockpiling: this is the percentage chance that an eligible artillery unit of the given side will become Stockpiled in any single turn.
- Stockpiled Fire: this percentage modifier is applied to the fire value of a Stockpiled unit from that side when it fires. A value of 100% indicates no change to the fire value.
- Artillery Set Up: this is the percentage chance that an indirect fire capable artillery unit of the given side will become Set Up and available for a fire mission after it has moved. This value only applies under the Artillery Set Up Optional Rule.
- Indirect Mod: this modifier is applied to the fire value of a unit conducting Indirect Fire during the opposing turn (or the Defensive Fire Phase).
- Fire Low and High Values: these values are used in determining combat losses from fire.
- Attacker Low and High Values: these values are used in determining combat losses to the attacker in an assault.
- Defender Low and High Values: these values are used in determining combat losses to the defender in an assault.
- Range: these values are used to determine the maximum range that Deception Units can be deployed.
- Effect: these values are used to determine the effectiveness of Deception units in disrupting the movement of units of the other side.
- Damage: these values are used to determine the effectiveness of Deception units in preventing Damage by the other side.
- Detect: these values are used to determine the probability of a Deception unit of the given side being detected per turn.
These are the elevations in meters assigned to various terrain types.
Movement Cost: by Unit Class
For each Unit Class, these values given the movement costs in points for each terrain type. The movement costs are divided into two groups: those for hex terrain and those for hexsides. When the movement cost for a particular hex terrain is given as 0, such as for Water, then it indicates that the unit cannot move into that terrain. The movement cost for a given hexside is the additional cost that hexside adds to the normal movement cost. When the movement cost for a particular hexside is given as –1, such as for Cliffs, then it indicates that the unit cannot move through that hexside.
Movement Modifier: by Unit Class
For each Unit Class, these values give the percentage modifier applied to movement by units of the given class under the given ground conditions.
- ZOC Movement Multiplier: this is used to multiply the normal movement cost when a unit moves from one enemy ZOC to another enemy ZOC. It reflects the increased cautiousness of the unit when making such a move.
- Movement Elevation Modifier: the additional movement cost applied when moving from one hex to a hex of higher elevation.
The percentage modifiers applied to fire values when fire is targeted into the given terrain, or through the given hexside.
- For fortifications, these are the percentage modifiers applied to fire against targets in the given fortification. In addition, for Pillboxes and Bunkers, the values given are the additional defense value applied to units defending in these fortifications.
- Elevation Modifier: the percentage modifier applied when the target unit of direct fire is at a higher elevation than the firing unit, given in terms of elevation increments, up to a maximum of 5 increments.
- Range Effect: this is the modifier applied to direct fire at a range of 2 hexes.
- Art Hard Target Mod: this is a modifier to the fire value of artillery and heavy artillery when firing at a hard target at a range of 1.