Campaign Day

Once you initiate your combat day, you'll be presented with the Campaign Day layer, showcasing the Campaign Day map as the central feature.
== The Campaign Day Map ==
Within this layer, you lead your tank and squad across a terrain map composed of hex zones. Information regarding your tank is displayed in the upper left corner, and a variety of command tabs appear in the lower left corner. The upper right corner provides details about the current environmental and ground conditions, while campaign and day mission information is shown in the middle right. Hovering the mouse cursor over any map zone reveals information about it in the lower right corner. The top of the screen displays the current date and time, with a bar behind the time display indicating the remaining daylight and time left in the combat day, which fills up as the day progresses.
Each section of the campaign day map consists of 41 hex zones, each randomly generated as a particular terrain type based on the Region your campaign is set in. For example, campaigns set in North Africa will differ significantly from those in the Nordic region. Urban missions present distinct appearances as well. The terrain type of a hex zone determines both the travel time required to enter it and the potential terrain for units on the scenario layer if a battle occurs there.
Dark brown and light grey lines connecting hex zones represent roads, with travel along roads generally being faster than off-road travel. Dark brown lines represent dirt roads, while grey lines indicate improved/stone roads, which are slightly faster to traverse than dirt roads. Dark blue lines along hex zone edges denote rivers, which require additional time to cross unless a bridge or ford is available. A bridge or ford is indicated by a dark brown cell with three horizontal lines. Some hex zone terrains, such as oceans and mountains, are impassable.
In most missions, reaching the top or bottom hex row (indicated by arrows) generates a new map area, causing the view to shift accordingly. In some missions, moving off the current map area is prohibited.
Each hex zone is categorized as friendly-controlled, enemy-controlled, or neutral territory. The front line separating friendly and enemy-held or neutral zones is marked by a red dotted line.
== Enemy Resistance ==
A red number ranging from 1 to 10 in a zone signifies the level of enemy resistance present. Whenever you enter a zone with any level of enemy resistance, there's potential for a battle. The likelihood of a battle increases with higher enemy resistance levels. In desert and urban maps, enemy forces might be present even in friendly-held zones due to less clearly defined front lines in these scenarios.
== Zone Capturing and Control ==
Throughout the day, zones may be captured by either side. Advancing into an enemy-held zone and encountering no resistance or prevailing in a battle against resistance results in capturing the zone and earning Victory Points. Waiting in place while your zone is attacked triggers a battle. Neutral zones cannot be captured by either side.
Zone control significantly impacts your ability to resupply. If an unbroken path to the bottom map edge cannot be traced through neutral or friendly-controlled zones, resupply becomes unavailable.
== The Campaign Day Command Menu ==
The command menu comprises four tabs:
*Supply: In this tab, you can view your tank's main gun stats, manage the contents of the Ready Rack, and Request Resupply. If granted, Resupply replenishes main gun ammo, removes deceased crewmen, and allows your crew to rest and potentially reduce Fatigue.
*Crew: This tab displays the current crew members in your tank. From here, you can access the crew menu for any crew member, switch positions if necessary, and open/close hatches if available.
*Travel: In this menu, you can select a direction from your current location. You can request reconnaissance info about an adjacent enemy-held hex or move to an adjacent hex. Before moving, you can toggle advancing fire, air/artillery/unit support requests on/off. Advancing fire employs HE ammo, potentially pinning enemy units before combat starts. You can also Wait in place, though there's a chance enemy forces may attack your hex.
*Squad: This tab lists current members of your tank squadron. These tanks will fight alongside you on the scenario layer. You can also set their default combat orders from this tab.
The combat day concludes when you abandon your tank or reach the end of the combat day, indicated by the background of the time display in the top center of the screen.
== Radio Communications ==
Most armored vehicles in the game are equipped with a radio, but some early-war vehicles might lack this feature. In both the Campaign Day and Scenario layers, you can see whether you currently have a radio connection with your battlegroup (BG) and headquarters (HQ). Lack of a radio or a damaged/broken radio means no radio connection. Temporary disruptions may occur during the day, and your crew will attempt automatic reconnection.
Absence of a radio connection with your battlegroup might result in undelivered new orders to your squad. Lack of a radio connection with your headquarters could prolong resupply requests, possibly leading to intercepted requests.
== Air, Artillery, and Unit Support ==
Depending on the campaign and weekly definitions, you may possess air, artillery, and/or unit support for the day. These represent ground-attack aircraft, artillery batteries, and friendly combat units available through radio support requests. In the Travel tab, you can toggle air, artillery, and/or unit support, displayed as a percentage from 0-100%.
Upon requesting support and entering a neutral or enemy-held zone, a silent roll determines if the current support level is successful. If successful, that support becomes available, reducing your support level slightly. If enemy resistance isn't encountered, the support is lost.
Air support can't be requested during Overcast cloud cover, fog, or Sandstorm conditions. Unit support can be requested before waiting in place; if attacked in your zone, the support request will be resolved.
Requesting unit support presents a menu of possible unit support categories before you wait or move to a new zone. Units from the chosen category are randomly selected for support.
When air or artillery support is granted and enemy resistance is encountered, the supporting forces automatically attempt to attack at the start of the ensuing battle. These attacks can be highly effective, destroying enemy units before spotting, and often identifying enemy units. If unit support is granted, friendly units are spawned at battle start, chosen randomly from the selected category.
Category:Gameplay