PBeM
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Scenarios
The Panama Gambit
The Finland Excursion
The Mexican Adventure
Battle of the Bulge
Stalingrad
Antietam
The Alaskan Retribution
The Battle of Crete
The Banana Republics
The 30 Year War
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Introduction
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Reading the Map
Terrain and Infrastructure
  Roads and Railroads
  Moving Units
  The Fog of War
  Terrain Ownership
  Economy
  Command and Supply
  Victory Conditions
  Doing Battle
  Air- and Sea-Lifts
  Long-Range Weapons
  Creating Orders
  Submitting Orders
  Updating Intelligence
  Trouble-Shooting
  Beta-Test Results
Learning by Example
Introduction
  Fire and Shell
Attack
Move
  Airlift
  Sealift

 

Terrain

Every game map is rectangular and is composed of a number of terrain squares. Although there is no limit to the size of a map (i.e. the number of squares), maps will typically range between 100 and 400 squares in width and height.

 

Terrain squares do not have many properties but do greatly impact the type of infrastructure they may contain and the way units move across these squares.

 

Terrain Properties

 

 

Address: Each square has an address consisting of an X and Y value with the square in the top left of the map having the address (1,1). Although most maps will also contain latitude and longitude values for orientation, all orders and settings use these simple grid numbers.

 

Type: The type of terrain square is depicted by the color. Which type of squares are used in a specific scenario will change but a number of square types will almost always be present. Squares such as "Water" (blue) or "Grassland" (light green) will be used in most scenarios but others might be used only for very specific terrain types. The "Mexican Adventure" for example contains a terrain type named "Volcano" and the "Finland" scenario includes a terrain type "Tundra". 

 

 

 

 

 

Elevation: Each terrain type has an elevation value attached. This can also change from one scenario to the next but will usually be somewhere between -3 (deep water) and +5 (mountain peak. Elevation impacts the game in a number of ways, including the speed units are able to travel across this terrain and the fire and sight ranges which will be increased on higher ground.

 

Movement cost (speed cost): Each terrain type also has an associated movement cost value, defining how fast a unit will be able to move through this type of terrain. Grassland and Prairie squares will have low values of 2 or 3 while swamps, marshes of jungle squares will have a very high cost thus slowing down units moving across these squares. 

 

 

 

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