Issue Commands

The **Issue Commands** phase is the time before battle where you give orders to all of your units. It is the last phase before the battle starts.

## **How It Works**

You can select your units by dragging out a box around them, add more units to your selection by clicking while pressing shift and remove units from your selection by pressing ctrl while clicking. After selecting all of the units that you want, select a command from the tab on the right and pick a destination by clicking the location that you wish to send them to on the map.

### **Infantry Commands**

All Infantry units have 5 available commands that you can issue: Attack, Defend, Flank Left, Flank Right, and Take Cover.

#### **Attack**

The attack order will prompt the units to move toward the destination and kill any enemy units there once they all arrived. (Note: The units will not be able to defend against any enemy units while en route to the destination) After which they will behave like normal AI units.

#### **Defend**

The defend order will prompt the units to defend the area that they are currently in for either 30, 60, or 90 seconds based on your choice, during that time they will attack any enemy unit that enters that area. After which they will behave like normal AI units.

#### **Flank Left**

The Flanking strategy allows your units to attack an enemy force on their side, where defenses are weaker, thus allowing you to inflict more damage upon the enemy and take less casualties. Units will take a detour and come into the destination at a 45 degree angle on the left relative to the direct path there. They will kill any enemy units there once they all arrived, after which they will behave like normal AI units.

#### **Flank Right**

The Flanking strategy allows your units to attack an enemy force on their side, where defenses are weaker, thus allowing you to inflict more damage upon the enemy and take less casualties. Units will take a detour and come into the destination at a 45 degree angle on the right relative to the direct path there. They will kill any enemy units there once they all arrived, after which they will behave like normal AI units.

#### **Take Cover**

The take cover order is exclusive to infantry units and will prompt the troops into gathering inside buildings which make make them less vulnerable to attacks.

### **Mobile Vehicles Commands**

All other mobile units have 4 available commands that you can issue: Attack, Defend, Flank Left, and Flank Right.

#### **Attack**

The attack order will prompt the units to move toward the destination and kill any enemy units there once they all arrived. (Note: The units will not be able to defend against any enemy units while en route to the destination) After which they will behave like normal AI units.

#### **Defend**

The defend order will prompt the units to defend the area that they are currently in for either 30, 60, or 90 seconds based on your choice, during that time they will attack any enemy unit that enters that area. After which they will behave like normal AI units.

#### **Flank Left**

The Flanking strategy allows your units to attack an enemy force on their side, where defenses are weaker, thus allowing you to inflict more damage upon the enemy and take less casualties. Units will take a detour and come into the destination at a 45 degree angle on the left relative to the direct path there. They will kill any enemy units there once they all arrived, after which they will behave like normal AI units.

#### **Flank Right**

The Flanking strategy allows your units to attack an enemy force on their side, where defenses are weaker, thus allowing you to inflict more damage upon the enemy and take less casualties. Units will take a detour and come into the destination at a 45 degree angle on the right relative to the direct path there. They will kill any enemy units there once they all arrived, after which they will behave like normal AI units.

### **Artillery Commands**

All towed artillery only have one command available: Artillery Attack

#### **Artillery Attack**

The Artillery attack order will prompt the artillery to attack any units in the marked area until they are destroyed. After which they will behave like normal AI units.

### **Bomber Commands**

All bombers only have one command available: Air to Ground

#### **Air to Ground**

The Air to Ground order will prompt the planes to attack any units within the marked area until they are destroyed. After which they will behave like normal AI units.

### **Transport Aircraft Commands**

All transport aircraft (transport planes and flying tanks) have 4 available commands that you can issue: Attack, Defend, Flank Left, and Flank Right.

#### **Attack**

The attack order will prompt the units to fly toward the destination and drop the payload there once they all arrived. (Note: The units will not be able to defend against any enemy units while en route to the destination) After which they will behave like normal AI units and crash.

#### **Flank Left**

The Flanking strategy allows your units to attack an enemy force on their side, where defenses are weaker, thus allowing you to inflict more damage upon the enemy and take less casualties. Units will take a detour and come into the destination at a 45 degree angle on the left relative to the direct path there. They will kill any enemy units there once they all dropped down, after which they will behave like normal AI units. (Flanking orders are less effective since transports have a very large turning circle)

#### **Flank Right**

The Flanking strategy allows your units to attack an enemy force on their side, where defenses are weaker, thus allowing you to inflict more damage upon the enemy and take less casualties. Units will take a detour and come into the destination at a 45 degree angle on the right relative to the direct path there. They will kill any enemy units there once they all dropped down, after which they will behave like normal AI units. (Flanking orders are less effective since transports have a very large turning circle)