Battle condition

# Battle Conditions

From your very first landing into Omaha beach all the way to the Heart of Germany in Campaign Mode, you will always get **3 battle conditions for every patrol**. These battle conditions will affect the battlefield you fight on, may that be affecting your men, the Germans, or the field itself and what you'll be facing. Of course, these can be **beneficia**l to you, **disadvantegous**, or it can provide **new opportunities**. As an extra note, it is possible to get battle conditions that will **cancel each other**, or create a **unique synergy** that gives a whole new spectrum.

It's up to you to make the best of it and win the day, can be changed by the Flanking or Tactical Advantage Commander Skills when appropriate.

###  Violence of action

* On this day a decisive battle with be fought. Heroes on both sides of the battlefield will rise and fall as one of the most violent days of the war is about to unfold.
	+ All weapons do 2X damage
	+ But you get 3x Profile Exp for this map as a reward

###  Uphill battle

* Today we are fighting uphill against the Krauts. They can see us from their positions. -5% to allied movement speed and +5% to enemy vision range

###  High Ground

* You have the High ground. -5% to enemy movement speed and +5% to allied vision range

###  Rainy Day

* Jam Chances +10% and Vision range reduced by 10% for both sides

###  Open warfare

* Vehicles from both factions will cross the terrain

###  Barrage

* Map is sporadically shelled by both factions

###  Replacements

* The Division HQ had a new batch of replacements and they are eager to join the fight. First Soldier to die will automatically be replaced at the starting line

###  Dug In

* It seems we are walking into a fortified line. The enemy has reinforced the AO and is waiting for us. +10% to have additional fortifications

###  Pinch Maneuver

* Looks like we found a hole in the enemy's line. Lets capitalize on this to punch hard and fast into their flanks. -10% to have additional fortifications

###  Warm Meal

* Sometimes when the cooks put their hearts into it, the food gets really good on the front. +10% to the max health during this mission

###  K Rations

* Somehow, the field kitchen hasn't made it to our line. Meanwhile your men had to eat a meager amount of K-Rations -10% to max health during this mission

###  Cold Day

* As the troops were preparing this morning we knew it would be one of those. The air is cold and chills -5% to normal morale regeneration during this mission

###  Heavy Clouds

* The sky is dark and gray, filled with thick menacing clouds. Hopefully not an omen of what is yet to come. No air for both factions during this mission

###  Surprise Attack

* The enemy in our AO was not prepared to see us today. They are currently rushing to their defenses with some degree of confusion. The enemy will be reacting with a penalty of up to 10%.
	+ -10% to reaction times

###  Stray Cat

* A Stuart light tank from the armor support unit attached to the 116 has been assigned to your section. It will make sure you push off the line well covered

###  Day of Defeat

* The enemy has been defeated and many locations recently. Their men are being demoralized and have -5% to their max Morale (95 from 100)

###  Hail Mary

* It might be a stretch but command is imperative that we reach that point today. Keep in mind that the enemy will also be stretched thin. Exploit those gaps.
	+ Field +15% length.

###  Tactical Opportunity

* "A sudden breach in the enemy defenses has formed that can be exploited. Expect higher density engagements within a shorter map. Total field length reduced by -15%."
	+ Field length -15%

###  Eastern front Veterans

* The Axis troops we are facing today are hardened veterans from the eastern front. You can tell by how battered their uniforms are.
	+ +5% combat skill to all Germans

###  Failing Industry

* The strategic bombing is generating some tangible results. Axis troops have 10% less chance of having special equipment on this map

###  New Gear

* The weapons for this mission have been drawn from a brand new arrival from across the pond. Sometimes supply is not an entire disappointment. -20% Jam rate

###  Well Rested

* As a reward for our recent progress your men were dropped to the rear line for some showers, hot meals and new uniforms. +10% to current morale

###  Known Ground

* We have been fighting here for a little while. The maps are well detailed and ground knowledge is passed among by commanders. +5% movement speed

###  Hasty Prep

* The next assault has been hastily organized. there is much confusion and the tactical situation is less than ideal. Regardless we must push forward. -10% to reaction times
	+ 10% slower aim time

###  Reinforced Positions

* Looks like our advance will collide with a particularly thick defense line. From what we can observe, this position has been reinforced. +15% more enemies (+3 to 5 more Germans)

###  Scattered Positions

* It seems like this is our lucky day. Somehow the Germans thought we would show up somewhere else and they relocated men away from this position. -15% less enemies

###  Air Superiority

* The attrition from the battle of Britain and the might of our air force is severely impacting the Luftwaffe, Axis air has 20% chance to be cancelled

###  Last of the Luftwaffe

* Looks like the few birds still flying for Germany are over us today folks. Any air called by the Germans during this mission will have 20% to do another pass later on

###  On Site Acquisition

* Guys, the 254th engineering battalion found an enemy weapon cache while clearing mines. They were kind enough to drop us a crate. 1 spotted German weapon crate at the starting line.
	+ ***Does NOT apply to DDAY***

###  Pin Up

* Now would you just look at that, Hopefully we can be home by Christmas. +100 Exp to the Player. yup, just like that

###  Deadly Overwatch

* According to the updated maps at the company HQ, the Krauts have deployed a complement of 88s right in the middle of our arcs. We'll have to deal with them at one point or another

###  Motorized Infantry

* Some of the boys at the armored reccee wants to pitch in and see some fighting. We were kind enough to allow them on our lines. Get a jeep with a .50 cal at the start of the mission

###  Eyes in the sky

* This is a fairly rare occurrence. A spotter plane just did a pass and relayed updated information about what lies ahead. All enemies start the game spotted for 30 seconds (does not impact Point Man medal)

###  Iron Wall

* Intelligence reports that there is a Pak 38/40 platoon deployed in your AO. Expect to see these rats hidden in some bushes along the way

###  Rough Times

* You haven't been resupplied in a long time. Apparently trucks cant get to us fast enough and the boys are getting worried about ammo.
	+ -10% to burst length

###  Fresh Run

* Your Company has been refilled with ammo and the boys are itching to get rid of it. The next attack should be a display of generosity.
	+ +10% burst length

###  Industrialism

* Supply is being uncharacteristically efficient currently and all sorts of goodies are showing up at the front line.
	+ Ground allied crates will have 1-3 additional items. (doesn't apply to Commander skill crates)

###  Voluntold

* One of your soldiers were employed during their off time, they are not happy about it but they gained experience.
	+ -5% Max Morale, +1 XP

###  Standardization

* The brass is getting annoyed. Its been mentioned that our regiment is resembling a collection of marauders. If your soldiers don't have a Allied weapon, he will be issued a Garand Rifle
	+ the Intel class is immune to this BC
	+ in 0.4.2 The gunner will receive a BAR instead

###  Wirecutters

* Wire cutters have been distributed by supply for this run. All Soldiers will cut any wire they are in contact with

###  Good Coffee

* The boys had some time to brew some good java right at the line today. Often the smallest thing can make the difference.
	+ +5 starting Max Morale
	+ +5% Movement Speed

###  Forced March

* Your troops had to march for a few hours in order to get to this location. No one is in a good mood. -10% starting morale and -5% movement speed

###  No Mans Land

* The AO will be abundantly shelled before deployment by both factions. Expect a fair amount of UXOs. Be vigilant when walking by them and be mindful of chain detonations

###  Achtung Minen

* Looks like the Germans went hard on denial for this area. Based on the latest intel, this place is crawling with all sorts of Mines. Great.

###  Old Maps

* By the look of it, these maps are dated from WW1. Nothing to inspire confidence really. Artillery and airstrike spread is increased by 10%

###  New Maps

* The maps currently supplied are very accurate. Thanks to our boys doing all those aerial reconnaissance runs, artillery and airstrike spread is tighter by 10%

###  Sickness

* The trench hack as struck your section. The boys are sick and miserable. These boys surely don't look like they can stand up or even run today. -10hp for the squad. Get a medic ASAP

###  Panzer Grenadier

* Panzer Grenadiers are patrolling the area and acting as a quick reaction force. Keep in mind that a rapid flow of enemy is possible during the attack. Each enemy killed has a 1% chance to spawn a Halftrack

###  Gerhardt's Pressure

* The old man is on our case and wants us to push ahead no matter what. Finish the map within 20 mins to get twice the Profile Exp or get nothing (0 xp)

As a reward, you can get 2x the Profile Exp for success or 0 for failure

###  Earned Trust

* You have gained the trust of your men and they believe you can get them through this. finish this map with 6 men and earn double Profile Exp . Casualties will have 2x the Morale hit

As a reward, you get 3x the Profile Exp for that map

###  Hard Case

* These bastards are getting clever. The enemy has grouped all it's forces around our final objective. Expect the entire enemy force to be waiting for you at the end of this patrol.

You have pinned the last elements of a German Battalion

###  Master Sniper

* Intel is reporting that an elite Sniper has been seen in your AO. Be vigilant when crossing open grounds and if possible, attempt counter sniping with a scout and your own sniper.

A smart and deadly expert sniper
Normal +4000 Vision
Normal + creep + 25 CBT
+1 Iron cross (damage resist 15%, damage bonus 10%, skill bonus 5% and 3 veteran saves)

###  Drop Zone

* An active element of the Fallschirmjäger is operating in your AO and shown to be doing tactical drops on flashpoints. Each enemy killed has 1% to trigger a paradrop.

4-8 FJs will parachute down from a JU 52

* If there is a Drop Zone on the map, they will drop there for good or bad

###  Compromised Lines

* Recon elements of the 29th came under contact with Jager units today. It is highly probable that German light infantry has snuck behind our lines. 1% per kill to spawn Jagers.

4-12 Jagers will spawn behind you and press into your position. They can flank off the map to hit you later on

###  Night Raid

* Command wants us to do with the good ol' 29th night special again. Germans will have -10% to their reaction time. Both factions will have 50% detection range malus.

the Raider medal (+250 night vision range increase, +1 vet save) is possible with this BC

###  The Crucible

* A Branderburg hit squad is operating behind our lines. Gerhardt wants your section to take em out. Good news, there is only 6 of em. Bad news, they are the hardest men that Germany can field.

You fight 6 Germans that are carbon copies of your men. CBT for CBT, morale for morale, vet saves for vet saves etc. Bring the fight

###  H-Hour

* Forward elements of the 82nd Airborne have spotted a large amount of German infantry trying to maneuver around our main body. You will join the paras, meet the enemy head on and destroy them."

A section, (roughly 6,) of Paratroopers will drop *SOMEWHERE* on the map and its up to you to link up with them and finish the fight

###  Fight of the Titans

* *in 0.4.4*  Looks like there is a howitzer duel in your AO. Positioned between the hammer and the anvil, your unit faces the imperative to navigate the battlefield, banking on our gun's triumph to forge ahead

A pair of 155mm artillery and 17 cm Kanonen face off on both ends of the field. God save you if the germans win the duel

###  Tank Hunters

* *in 0.4.4*  Intel reports the Germans have been hiding Panzershrek crews along our axis of advance. Every allied tank shot has 2% to spawn a  Tank hunter crew.
	+ Can appear from the sides or front or rear
* the ammo bearer has 1-4 AT mines which he will place at random.

###  Gravy Train

* *in 0.4.4*  Uncharacteristically, Supply is quite efficient today and delivering goods directly to our frontlines. With each German casualty, there is a 3% chance of a M29 Weasel supplying your section
	+ A M29 will drive to your position and deliver some Loot (80%) or 20% for an Allied  Weapon

###  Secondary Duties

* *in 0.4.6* The 115th is cut off ahead and desperately needs meds and ammo. Supply says our AO is too hot and dropped the crate for us to carry. x2 xp if the crate makes it to the end. 0 xp if not."

###  No Brief

* *in 0.4.6* No Attack brief is forthcoming. Command occupied, reasons undisclosed. Advance to the opposite flank, anticipate the worst. The other two battle conditions are unknown.

###  Butter Bar

* *in 0.4.6* We received a new 2nd LT from the depot who needs to be escorted to his platoon for 2x XP. Unfortunately he is beyond tactically challenged. 0XP if he gets killed on your watch.