Campaign Calendar

In the Campaign Calendar layer, you have the opportunity to prepare for the upcoming combat day, a view you also return to after the day's battle. The Command Menu, located in the lower left corner, comprises four tabs. Pressing a number key from 1 to 4 activates the respective tab, altering the display in the main panel to the right.
*Tab 1: This is the Proceed menu, offering the choice to initiate a combat day or proceed to the next day in the combat calendar if the current day is completed.
*Tab 2: This is the "Crew and Tank" command menu. Here, you can examine each crew member, view your tank's statistics, and assign crew and tank nicknames if they haven't been assigned yet.
*Tab 3: This tab displays a journal that you can review at the end of the combat day.
*Tab 4: This tab shows the Field Hospital, where severely injured crew members can recover after a combat day.
To commence the game, press 1 to activate the Proceed menu tab, and then press Enter to initiate the combat day. Upon surviving the combat day, you'll return to this layer, allowing you to proceed to the next combat day.
== 5.01 Campaign Day Missions==
During each combat day, you will receive one of five potential missions for the day. These missions determine the initial layout of the Campaign Day map, the level of enemy resistance, the likelihood of capturing zones by both friendly and enemy forces, and the Victory Point rewards for capturing zones:
*Advance: Features low enemy resistance, a high chance of friendly forces capturing zones, high VP value for captured zones, and an increased chance of ambush.
*Battle: Involves stronger enemy resistance, with an equal chance of both friendly and enemy forces capturing zones.
*Counterattack: Presents moderate enemy resistance and a high chance of enemy forces capturing zones.
*Fighting Withdrawal: Imposes stronger enemy resistance and an exceptionally high chance of enemy forces capturing zones.
*Spearhead: Entails normal enemy resistance, a very low chance of capturing any zone (by both sides), increasing VP value for captured zones as you advance on the map, and a higher chance of ambush.
*Hold the Line: Requires holding a line of objectives until the combat day concludes.
*Patrol: Features very light enemy resistance and an extremely low chance of capturing any zone (by both sides).
*Urban Assault or Urban Defense: Exclusive to urban areas, these missions involve unique terrain conditions and heightened danger.
In Counterattack and Fighting Withdrawal missions, progression forward into a new map area isn't possible (beyond the top row of the map); you can only withdraw backward (past the bottom row of the map). In Hold the Line and both Urban missions, you're restricted from moving into a new map area altogether.
== 5.02 Ammo Load Menu==
At the outset of each combat day, you're required to load (or reload) all guns on your tank with ammunition. Depending on your tank, you may have one or more guns, each capable of firing multiple types of ammo. You can exceed the safe ammo limit in your tank, but be cautious, as a knocked-out tank with extra ammo can pose a greater danger to your crew due to the risk of rounds igniting with potentially fatal consequences.
Various ammo types serve distinct purposes:
*HE (High Explosive): Creates an explosion upon impact and is effective against infantry, guns, and unarmoured vehicles.
*AP (Armour Piercing): Effective solely against vehicles, especially armoured targets.
*APCR (Armour Piercing Composite Rigid): Highly effective against armoured targets.
*APDS (Armour Piercing Discarding Sabot): Highly effective against armoured targets.
*C (Canister or Shrapnel): Very effective against soft targets.
*HEAT (High-Explosive Anti-Tank): Extremely effective against armoured targets, with potential damage to other targets due to its explosive blast.
*WP (White Phosphorous): Produces smoke and harms soft targets.
*Smoke: Creates concealing smoke upon impact, hindering enemy units' ability to fire at you and allies.
Most guns have a Ready Rack situated close to the gun, allowing for swift loading. Reloading from the ready rack during combat increases the likelihood of firing multiple times per turn. While you can load ammo into the Ready Rack now, your Gunner or Loader can also transfer shells between the General Stores and the Ready Rack during the day. Information on the ready rack is provided in the Scenario section below.
Availability of some ammo types is limited, with only a few being accessible each day. Certain ammo types were issued to combat units after specific calendar dates, thus becoming available in your campaign from that date onward.
For uncertain situations, you can press 'X' to implement a recommended loadout. Ensure you load each gun on your tank. Machine Guns (MGs) don't require loading; it's assumed that you're carrying sufficient ammo for them throughout the day. If your tank is solely equipped with Machine Guns, this menu is bypassed entirely.
Category:Gameplay