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Order of Battle: World War II is a turn-based strategy game developed by The Aristocrats and published by Slitherine Games. Order of Battle: World War II features turn-based, hex-based tactical gameplay set in World War II. It has a 3D game map with detailed animations and effects, over 700 different units, unique commanders that can be attached to the player's units, and 20 different specializations to give a unique feel to the player's army. Order of Battle: World War II also includes multiplayer with up to 4 players using its PBEM++ system and an in-game scenario editor. The game was originally released as Order of Battle: Pacific on April 30, 2015 and included what are now the Rising Sun and U.S. Pacific DLCs. On June 14, 2016, the game was renamed to Order of Battle: World War II and became free to play, with the two original campaigns becoming DLC. Order of Battle: World War II includes the Boot Camp tutorial campaign and allows players to play the first scenario of any DLC campaign. In order for players to unlock the scenario editor and multiplayer with all of the factions, only a single DLC needs to be purchased.
Players can choose play the Boot Camp campaign and the first scenario of any other campaign for free. Each campaign has a series of linked scenarios that allow a player's core forces to carry over from one to the next. Players can also choose between 5 difficulty levels as listed below under scenario difficulty.
Players can play individual scenarios with no core force carryover. A number of additional options are provided for scenario play.
In hotseat multiplayer, up to 4 players can play in a game on the same device. Players must hand over the controls to the next player when their turn is over.
PBEM++ allows players to play against other players from anywhere in the world over the internet. It requires players to log in to a server in order to play. Play is asynchronous, meaning that both players do not need to be online at the same time; one player can log in, take their turn, and then upload the results to the master server; the server can then notify the other player that it is their turn and that player can take their turn when they are ready.
Campaign mode consists of decisions made on the campaign map, the management of a Core Force, choice of specializations, and scenario play.
The campaign map will display where the campaign is taking place, what territory is controlled by whom, and the next available mission(s) which are represented by pushpins. The campaign map will also allow the player to choose the difficulty level, review any specializations the player may have, and view the player's Core Force.
Units purchased during a campaign will be part of the player's Core Force and will be identified on the map by the gold outline of their strength plates. The Core Force will travel with the player throughout the campaign and with the experience they gain throughout the battles, will be the key to victory.
At certain points throughout a campaign, a player will be presented with a choice between two specializations. A player may only choose one of the two and will be forced to keep that selection for the remainder of the campaign. Specializations give a player's forces unique abilities and units.
Scenario play involves fighting battles and capturing objectives.
At the start of most scenarios there will be a briefing sequence which will take the player through the objectives and give the plater a background of the mission. Scenarios will contain two types of objectives, primary and secondary.
All scenarios will have a turn limit, all primary objectives need to be complete before that limit is over, otherwise the scenario will end in a defeat. Players should also keep in mind that it will not always be possible to complete all secondary objectives within a scenario.
Some hexes will contain flags which mark them as a victory or capture point. There are two types of victory points, primary and secondary, and they are linked to the primary and secondary obectives. Capture points simply represent important locations which can be captured for additional supply and deployment zones, in addition to victory points. When capturing a point, it will take 3 turns before the player will receive supply or before they can deploy from that point. Victory and capture points are represented by the star above the flag.
All hexes on the map are controlled by one of the players and can be captured by moving a land or naval unit through them. Air units are unable to capture hexes. The borders of a player's territory are shown by thick red lines which follow the hex edges along the boundary between opposing territories. Hexes with victory or capture points will show the flag of the faction that controls it and isolated hexes of one side containing no units or supply sources will be automatically captured by the enemy if they are completely surrounded.
Both land and air units require a certain amount of supply in order to remain at full efficiency. Without enough supply, units will lose efficiency until their efficiency level matches their supply level. Efficiency level affects how well a unit can defend and attack, their movement, and how quickly they can repair or reinforce. Naval units (excluding carriers) can provide supply by being adjacent to a land hex. Land units draw supply from any land-based supply source or from naval units that are adjacent to a land hex, provided that a player controls the hexes between the unit and the supply sources. Air units draw supply from any airfield on the map, and carrier-based aircraft can also draw supply from aircraft carriers.
All hexes have a terrain type, and every terrain type has a set of stats that determine its effects on combat. Players can check the stats of a hex by using the terrain information panel.
Resource points are used for purchasing, upgrading, or repairing units and for certain special abilities. In a scenario, a constant flow of resource points is provided every turn, in addition resource points can be obtained by completing certain objectives and if a scenario is completed before the turn limit is up then the resources that would have been obtained for those remaining turn are automatically obtained. In campaign mode, the resource points that remain at the end of a scenario will transfer over to the next.
Command points determine how many more units of a given type are able to be deployed during a given turn in a scenario. Each unit type uses a certain amount of CP when it is deployed and when there are not enough CP then that unit can not be deployed until more are obtained. CP can be gained through completing certain objectives or through the destruction of a unit and auxiliary units do not use CP and thus do not give CP when destroyed. There are 3 types of CP, one for each unit type, each represented by a specific icon.
Fog of War (FoW) represents areas of the battlefield that the player can not see, it is shown by a dark shroud over a hex. Any hex that is not within the Line of Sight (LoS) of a friendly unit is considered to be in Fog of War and any enemy unit within the FoW will not be visible. At the start of each turn, a player's units will reveal the FoW of any hex within their LoS and view distance, view distance is determined by the terrain types. When a unit is moved, it will reveal all hexes along their movement path and at the end of the turn, any hex no longer within LoS of a friendly unit will be covered by FoW. Enemy units that attack from within the FoW will automatically be revealed for the remainder of their turn. Some units, such as submarines and commandos, can be invisible to the enemy even when the hex they are in is not covered by FoW. Additionally, other units positioned in specific terrain can only be spotted when there is an adjacent ground or naval unit. Aircraft and Radar Stations are capable of seeing past their LoS range and thus able to reveal enemy ships or aircraft within the FoW. The hexes past their normal LoS are covered with a lighter shroud and enemy units detected will be identified with an icon rather than a unit model and will not show their unit type or strength.
Air units need fuel to continue flying and when they run low will need to be refueled at an airfield. Next to an air unit's strength will be a number showing the number of turns before the plane needs to be refueled, when this number reaches 0, the unit will begin losing strength each turn until it refuels. Refueling can be done by landing in an airfield for one turn, additional carrier-based aircraft can land on an aircraft carrier. Landing an aircraft can be done by moving the aircraft to a hex adjacent to an airfield and then clicking on the land button. On the next turn the unit can take off again by selecting the airfield, clicking on the unit, and then selecting a hex adjacent or on the airfield. Float Planes and Flying Boats do not need to be refueled which make them great for doing reconnaissance, but they have few armaments which make them an easy target for enemy aircraft.
There are three different unit categories, each category determines what hexes the unit is capable of moving on.
Unit categories are subdivided into unit classes which determine what roles are suitable to a unit type.
Each unit has a set of stats that determine how effective a unit is at a number of things.
The Battle of Britain Mod was released as a free update for Order of Battle: World War II on September 15, 2015 to celebrate the 75th anniversary of the Battle of Britain. The Battle of Britain mod feature two scenarios, Unit Demonstration and the Battle of Britain.
This scenario introduces the player to the new units that have been added as part of the Battle of Britain Mod.
This scenario is the main scenario of the mod, featuring the historical Battle of Britain, the map includes southern England and the northern French, Belgian and Dutch coasts. Players command the Royal Air Force and are given the objective to keep the British morale up while simultaneously diminishing the German morale. British morale is kept up by protecting the British supply ships which make their way through the English Channel and through the Thames River to London, and by protecting British cities from German air raids. German morale can be lowered by destroying German bombers and disrupting their plans for Operation Sea Lion. Secondary objectives include protecting the radar stations along the southern coast of England, destroying German Stuka bombers, and taking out a coastal gun battery.
Morning Sun is the first expansion pack for Order of Battle: World War II which takes place during the Second Sino-Japanese War and allows players to command the Japanese as they invade China in 11 new scenarios. It also includes new features such as the ability for players to construct small airstrips where they choose, horse transportation and cavalry units, new terrain types, and many new units.
U.S. Marines is the second expansion pack for Order of Battle: World War II. The expansion allows players to control the U.S. Marines in the island hopping campaign in the Pacific Theatre of World War II, between 1942-1945. It includes the following scenarios: Tulagi, Guadalcanal, Munda Point, Blissful & Goodtime, Bougainville, Gilbert Islands, Marshall Islands, Saipan, Guam, Palau, and Iwo Jima; as well as some new units.
Winter War is the third expansion pack which includes the Winter War (1939-1940), the Continuation War (1941-1944), and the Lapland War (1944-1945). Players get to take control of the Finnish Army with supporting troops from either Germany or the Soviet Union depending on the outcomes. The expansion also includes over 90 new units, and a new climate: winter, making movement across the terrain slow and difficult.
Rising Sun is one of two campaigns that were originally included in Order of Battle: Pacific and later released as an expansion pack when the game was renamed and became free. In Rising Sun, players command the forces of Imperial Japan starting at Pearl Harbor and continue on through both historic and theoretical scenarios in an attempt to change history and win the war as Japan.
U.S. Pacific is one of two campaigns that were originally included in Order of Battle: Pacific and later released as an expansion pack when the game was renamed and became free. In U.S. Pacific, players command the Allied forces led by the US starting at Pearl Harbor and continuing through the historical battles, ending with the Invasion of Japan.