TIME OF DAY

All the following times of day display realistically. However, to enable play, the night scenes are a bit less than total darkness.
DAY TIME: Best visibility and long range contact.
DAWN & DUSK: Visibility is reduced and screen is duller to suggest low light conditions.
NIGHT TIME: Visibility low, and the chance of misidentifying your own troops increases. Screen darkens considerably.

WEATHER CONDITIONS

The sprinkling rain, fog and falling snow are truly realistic and certainly add mood to the game.
CLEAR: A typically clear day where airplanes can support the troops. Long range visibility.
OVERCAST: A sky full of dark, low-hanging clouds. Visibility is reduced somewhat.
FOG: A light mist covers the battlefield and visibility and noise are both reduced.
THICK FOG: Visibility reduced to a few meters, and sound contacts are low.
RAIN: Visibility is reduced substantially. Noise is muffled.
SNOW: Sprinkles down and lowers visibility and sound contacts.

GROUND CONDITIONS

The ground conditions affect the way trees and ground terrain display. Evergreens will have snow-covered branches when snow is chosen. Mud shows up after the terrain has been fought over for a few turns.
VERY DRY: Usually occuring only from June-August in Europe.
DRY: Typical ground conditions for a "normal" European summer.
DAMP: Early in the morning. Increases the chance of vehicles bogging down if off roads.
WET: After a rainshower. Chance of bogging down if off good roads.
MUD: Greatly reduces the speed of vehicles which do not stick to good paved roads.
DEEP MUD: Vehicles should stick to paved roads, and even infantry find it hard going.
LIGHT SNOW: A few inches of snow. Bogging is increased slightly, but going is usually good.
SNOW: Roughly 8 inches of snow. Both wheeled and tracked vehicles will find it hard going. Infantry slower too.
DEEP SNOW: 12 inches or more. Most vehicles get bogged down. Infantry find it hard slugging.

 
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TERRAIN


OPEN GROUND: Normal grassy landscape.
SCATTERED WOODS: Lightly wooded area, density can vary using the Shift-T command.
WOODS: More dense wooded area, density can vary using the Shift-T command.
TALL PINES: Typical pine trees, density can vary using the Shift-T command.
BURNING WOODS: A section of woods can be shown aflame.
BUILDINGS: A good selection of large and small buildings, plus burning buildings and destroyed structures.
BRUSH: Low cover like bushes and high grass. Slows vehicles down.
ROUGH GROUND: Rocky, rugged terrain, not accessible to vehicles.
MARSHY GROUND: Taboo to all vehicles, and tough for infantry to traverse.
HEDGES: Passable by tanks and some other vehicles.
STONE WALLS: Passable by tanks, and used as hulldown position.
BOCAGE: Only penetrable by Allied tanks (Culin Device).
RAILWAY TRACK: Typical railway.
DIRT ROAD: Most common road encountered in NW Europe.
PAVED ROAD: These are ideal for movement in bad weather, but rare.
PAVEMENT: To build courtyards, town squares, etc.
WATER: For creating rivers and lakes, etc.
FORDS: For infantry crossing, but not vehicles.
STONE BRIDGES: Strong stone bridges with arched support.
WOODEN BRIDGES: Lighter wooden bridges.
HILLS & VALLEYS: Created using the elevation feature.
GRAIN FIELDS: The grain fields are seasonal, spring, summer, fall and winter variants. A normal field of grain in summer, and snow-covered stubble in winter.

 
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