WWII ONLINE GUIDE

The Ground War: How the Game Works

Revised March 20, 2003 (v1.81)

 

 

Introduction - Learning the War

 

Players achieve victories and suffer defeats as individuals and groups based on their fighting skills. However the success or failure of a player's country or side will be based on the strategic impact of those actions. In military terms, the strategic layer (cities, resources, supplies, etc.) is directly influenced by the tactical (individual soldiers and vehicles) role that players participate in on a general basis.

 

Essentially World War II Online’s current theater map is split into a web of Choke Points (CPs) layered over a geographic backdrop of northwestern Europe and England. CPs themselves are the fundamental unit of the strategic system and are typically areas of production, of military importance, or are geographic vital areas. The CPs are vital to the war effort in their own way, so in essence each side will try to keep their own CPs while capturing the enemy’s CPs.

 

A web of supply links all of the CPs together in one form or another. The supply system gives the player the ability to use the local resources for the war effort – spawning troops, vehicles, aircraft, etc. Once supply is disrupted by attempts to capture the CP or is cut off from nearby supply sources, then what is currently available becomes reduced until nothing is available altogether.

 

Between CPs that are not relatively close together are Fire Bases (FBs), military revetments that provide for more timely chances for combat between two opposing CPs. Only one FB may exist between two CPs, and frequently they belong to those who are on the offensive – if an FB is destroyed then an FB will soon appear for the side that destroyed it.

 

The ability of players to directly influence the general chaos of the war effort is reflected in World War II Online’s mission and ranking system. All players have a specific rank for each nation’s branch of service, which is typically at the lowest level (the Private). As the player progresses in rank, the player can begin posting missions that take on increasingly greater importance. Players can accept missions (whether created by players or generated by the game itself) and, once completed, gain promotion points towards their next rank.  The missions themselves feature offensive (attack) or defensive missions, and will offer players of all ranks the ability to utilize vehicles and aircraft that may not be commonly available.

 

Choke Points (CPs)

 

 

The fundamental unit of the strategic system is the Choke Point (CP).  A choke point is a group of civilian and military facilities.  These vary greatly in the number and arrangement of facilities.  Some CPs may have the minimum of one army base and one depot.  Others are much more complex with multiple army bases, an air field, factories, several depots, and a city, itself made of multiple civilian buildings.

 

Most choke points are centers of production, such as cities, towns and villages.  Others are vital areas that are necessary for a country's resource network to function, such as bridges and ports. 

 

Facilities are usually groups of buildings, though some are single buildings.  The buildings that make up a facility often vary in appearance and in number.  For example, an Army Base is usually made of three buildings: a barracks, a garage and an office, but it can also have supply crates or civilian buildings.

 

Every facility type has a different function within the strategic system:

 

·         Staging Points (also known as spawn facilities) allow players to enter the game world.  The type of vehicles that a player may use is determined by the type of staging facility they enter.  There are four basic staging point facilities: Army Bases, Air Fields, Navy Bases and Fire Bases.

 

·         Cities generate resource points for the side that owns them.  Destroying the buildings of a city decreases the amount of resources that city can generate.  Cities are usually several different buildings of almost any type, like long apartment buildings, churches, houses, etc.

 

·         Factories intensify the production of cities by multiplying the amount of resources that a city generates.  Factories also use multiple building types.

 

·         Depots are warehouses for resources and serve as the home for the supply link to an adjoining CP.  While a depot can be physically destroyed in the game, this does not represent the elimination of the supply link, only the resources that are stored there. There are three main types of depots: road, rail and sea.  Depots usually have a slant-roofed green garage building.

 

·         Every Facility has a Control Building associated with it.  These can be identified by flagpoles outside their entrances, which fly the flag of the country that owns the facility.  Capturing a Control Building gives a side command of that individual facility. 

 
Resource Points

 

The World War II Online strategic system uses Resource Points (RPs) to represent all the different types of resources and materials that real militaries would use in fighting a war.  Primarily, resource points are used to repair damaged buildings and structures, such as bridges, ports, factories, and army bases.  Through an interconnected network of supply links, these resource points are shared so that they go where needed.

 

Resource points are initially generated within cities (basically Choke Points).  The amount of RPs that each city creates is different and is based upon the size of the city.

 

Once generated, resource points may be consumed by facilities that need them, or they may be processed through a Factory.  A Factory multiplies the RPs sent into it, which makes more RPs available for the country that controls the factory and the city.

 

What is Supply?

 

Every CP has city and depot facilities in it. The city facilities create resource points which can either be stored or shipped. Resource points can repair damaged facilities. When any facility within a CP is damaged, resource points are sent to the damaged facilities and repairs take place. If no resource points are left, a request is sent for resource points to the next CP using a supply link. The state of supply also determines what may be spawned at that particular CP.

All CPs are connected by a network of supply links that run from the depot of one CP to the depot of the CP that is down the road, rail, or river from it. If there is no road, rail, or river connecting two CPs you can assume they are not linked.  However, because there is a road, rail, or river connecting the two CPs it does not necessarily mean that there a supply link.

Damaging any facility in a CP will put the supply system in motion, and requests will go down the links from damaged CPs to their neighboring CPs. These requests are either filled (if the CP requested from has enough resource points to send) or denied (if the requested CP is trying to repair its own facilities).

A CP remains in supply if it retains at least one supply link – that is, one link to another friendly CP. If the CP loses its last supply link, the CP will then out of supply. What this means for the player is explained below in the Spawn Limits section.

Breaking Supply Links (Capturing CPs)

 

When an attacker captures a single facility within a CP, it stops that CP's ability to send or receive resources from any link.  The attacker has broken that CP's link to the defender's resources network.  The choke point is now Contested.

 

A facility can be Captured by entering a flag building that sports the flag of the country that currently owns it. If the facility can be captured, the building will contain a table with a radio sitting on it. Running into the table will activate a capture timer – a timer bar will appear and will decrease with time. The player must stay at the radio table to complete capture. When the timer runs out the radio table will disappear, signifying that the building has been successfully captured.

 

If there is only a table and no radio then the facility cannot be currently captured. If there is no table or radio then the facility has just recently been captured, or is not available for capture yet.

 

Friendly forces will receive automatic warnings via the HQ (and the map) when enemy units near a CP.

 

Army bases by default do not have radios, only tables. Radios will appear ten minutes (the Military Facility Capture Time) after the first facility is captured in the CP (in other words, ten minutes after the CP goes into Contention). If the CP becomes uncontested before this time expires, then the timer is immediately reset. If the CP is cut off and out of supply then all of the radio tables will immediately appear.

 

In addition to losing its supply links, when a choke point becomes contested all facilities close, except for army bases.  This means that even Air Fields and Navy Ports will close.   These facilities are closed to reflect the fact that the ordinary activities of a city cannot go on as normal when there is combat in the streets.  Air fields and navy bases are not front-line military installations and are particularly vulnerable to close attacks.  The same is true for all civilian facilities.  It is as if the civilians go into hiding and the military support personnel evacuate fire positions with their equipment before they are overrun by advancing enemy forces. 

 

Contested CPs also suffer in that players can only spawn using the General Spawn Limit and spawn limitations (see the section on spawn limits below), penalizing the defenders for losing facilities within a CP they own.  Hold all the facilities at your CP, and you will be able to spawn a full compliment of ground units there.

 

A CP’s facilities may only be captured when at least one link is connected to an enemy CP or it is in contention. However, no radio tables will appear until ten minutes after the first nearby link is established as being owned by an enemy. This is known as the Supply Link Capture Time. So, for instance, if Givet was French (with all of its surrounding links identified as friendly) and a linked CP was captured by the Germans, then it would be ten minutes before a facility could be captured in Givet.

 

When an attacker captures all of the Army Bases within a CP, it has gained Control of that CP.  This means that players on the capturing side may now use the army bases of that choke point.  However, until all of the other facilities are captured, the new controllers will only be able to spawn Garrison units (see Spawn Limits below). To have access to any army vehicles at an army base, the CP must be controlled and owned.

 

When each and every facility in a CP is captured (all flags are friendly), the attacker Owns it and adds the CP to that side's resource network.  A CP with no links is restricted to limited spawning rules, and will not be able to send or receive resource points until a link is established.  Note that the term "ownership" can be used in relation to individual facilities or entire CPs.  When you capture a facility, you do own it, but, until the CP is fully owned, it is contested and its depots will not send or receive resource points.

 

Example:  Givet, France, is a choke point that contains one army base, one city, two depots and one air field.  It is owned by the Allies.  If the Axis captures one depot, Givet becomes Contested.  Because the CP is now contested, Givet is cut off from the Allied resource network and the Air Field closes.  The Allies still have the army base, so they have Control of Givet and Allied players may still enter the game world there, albeit under contested spawn limits.

 

Suppose the Axis continue the attack and capture the Army Base (ten minutes after the first facility in Givet was captured), gaining Control because Givet has only one army base.  Axis infantry units can now enter the game world through Givet Army Base, even though the Allies still own Givet.  And again, the controlling army is under contested spawning limits.

 

If the Axis finally achieves ownership of Givet by capturing the remaining depot, the city and the closed air field in the CP, then Givet becomes part of the Axis resource network.  This allows the Axis tanks and planes to enter the game at Givet.

 

Spawn Limits and Attrition

 

Each Base that can spawn vehicles has two pools of vehicles or infantry types to draw from: the general pool, and the mission pool.

The general pool is available to any player, but vehicles or infantry types in it are restricted according to two forms of spawn limits, General and Full.

 

The General Limit is a standard set of vehicles that a player can spawn from practically any spawn point, including all infantry types, light anti-tank weapons, and some transport vehicles.

 

The Full Spawn Limit is the entire set of vehicles and infantry types, which includes heavy tanks, aircraft, heavy anti-tank weapons, and so forth. This set is specifically determined by a player’s rank, vehicle availability, and mission pool definitions as well as the General Spawn Limit at that particular spawn point.

 

A third pool, the Garrison, is available for a country that Controls a CP but doesn’t Own it. The Garrison features a number of infantry types, as well as light AT guns and a single plane type.

 

In basic terms a player can spawn whatever the Full Spawn Limit is for that location – some vehicles may be available while others are not. A specific list is provided, including exactly how many are available at each facility.

 

In the mission pool what a player can spawn is limited by rank. There are three rank limits, set at the Private, Corporal, and Lieutenant levels.

 

Each type of pool, general and mission, has a set number of each vehicle or infantry type which can be operating from it at the same time. This number ranges from none of a particular type of vehicle (you wouldn’t see any tanks at an airbase, for instance) to a large amount of other types (like basic infantry types). There are also a few CP-dependent spawn items, which cannot be spawned anywhere else currently (Spitfires can only be spawned from England, Heinkels from the towns of Koln and Dusseldorf for instance).

 

Anything spawnable is also subject to supply limitations. When that vehicle, airplane, or infantryman is taken into battle by a player, it is removed from the pool it was created from (general or mission). A one-hour timer starts, the Resupply Time, at the end of which the vehicle is now back available from the pool it was spawned from. This is called a Reinforcement. If the player in the vehicle should return to base (the result indicates an RTB or Return To Base), the Reinforcement will occur if the vehicle is in returnable condition (the vehicle is effectively its own Reinforcement).

 

Any other mission result (Killed in Action, Missing in Action, or rescued) indicates that the vehicle has been lost. If the CP is out of supply (either through being Contested or having no supply links) then Reinforcements are no longer possible. This means that any vehicle spawned out of the CP and does not end in a RTB result will no longer appear at that CP until such a time that Reinforcements will be available again (when it is again back in supply or Ownership is returned). This use and replenishment (or lack thereof, indicating excessive losses) is called attrition.

 

A player that gets an RTB result has this vehicle reserved at that local friendly facility, even if it is a different facility than the one the player originally spawned from. This vehicle is reserved for six minutes for the player, or until the player visits another facility or selects another vehicle. The vehicle is automatically reserved, meaning all the player has to do is spawn again with it – no selection of the vehicle is required.     

 

It is important to note that this does not refer to the type of vehicle, only that specific vehicle. If a CP has four Panzer II’s available from the general pool, and a player spawned with one, three would be left while the reinforcement for the fourth Panzer II would appear in thirty minutes time. If that player in the fourth vehicle returned to base (RTB), then that fourth Panzer II would immediately be entered back into the pool.

 

If the CP is not in supply or is contested then only the General Limit applies. If the CP is cut off from supply, it can sustain Full Spawn Limits for an additional of thirty minutes.  If supply is not restored after those thirty minutes then the CP will only support General Spawn Limits.

Fire Bases

 

The terrain in World War II Online is very large.  Even scaled down, the travel times between choke points can be significant.  Where this is the case, a system of fire bases is used to decrease the time it takes for a player to reach the front. 

 

A fire base contains two revetments, one for vehicles and one for infantry.

 

Fire Bases are linked in pairs between choke points that are too far apart for timely combat; otherwise, players might spend an hour getting to a battle that lasts thirty seconds.  For each pair, only one fire base is open at a time.  When one end of a fire base pair is destroyed by enemy force, the other base opens.

 

When a pair of fire bases is active, one of the bases is open and one is closed.  When a pair of bases is Inactive, neither fire base is open.  Some CPs are close enough that no pair of fire bases is required between them, such as Anhee and Dinant.  They are separated by only about four kilometers, which is nearly within the range of some weapons.

 

Each fire base is associated with a 'parent' choke point.  This CP's army base determines what units are available at the fire base, including any and all spawn limits the parent CP may be under.    The fire bases are located relatively close to the hostile CP.  For example, between Spontin and Dinant, the fire base associated with Spontin is actually closer to Dinant.  Likewise, the fire base associated with Dinant is closer to Spontin.

 

Fire base pairs can be activated or deactivated by changes in the control of the choke points they are associated with.  For example, if the Allies gain control of Spontin, the fire base pair between Spontin and Dinant will deactivate while the pair between Anhee and Spontin would activate.  The Anhee-to-Dinant fire base will open for the Axis.

 

Individual fire bases can be closed only with direct military force by destroying the vehicle and infantry revetments.  Destroying the fire base of the enemy side opens the friendly base of that pair.  This process allows a side to gain ground while keeping the time to battle for players relatively short.

 

Fire bases can only be destroyed by infantry sappers (engineers) only.

 

Using the example above, Dinant and Spontin are controlled by different sides so the fire base pair between them is active.  Because it is active, one of the bases is open and the other is closed.  For this illustration, assume the Spontin-to-Dinant fire base is open.  This fire base is associated with the Axis-controlled Spontin.  If the Allies at Dinant attack and destroy that fire base, the Dinant-to-Spontin fire base will then open for the Allies.  Because it is closer to Spontin than to Dinant, it gives the Allies the opportunity to continue their advance and attack Spontin directly.

 

Missions and Ranks

 

Players have the opportunity to take part in missions that are created by other players or automatically generated by the strategic system.  Players of Sergeant rank or above can create both offensive and defensive missions from any valid base (army missions from army bases, air force missions from air fields, etc.).  Missions encompass a variety of activities and will vary widely in their targets, their methods and their values.  Successfully completing missions is the only way to advance in rank, by accumulating promotion points.

 

There are several mission types available for players in World War II Online.  Briefly summarized, the possible basic mission types are:

 

·         Point Attack: The objective is to damage or destroy a specific enemy facility target.  The facility may be an enemy army base, a factory, a bridge or a wide variety of things.  The mission is a success when the specified target is damaged, the player destroys enemy defenders, and exits the mission at least 10 minutes after starting.

 

·         Area Attack: The goal of the player accepting this mission is to damage or destroy any enemy strategic facilities within a targeted area.  The mission is a success when enemy buildings are damaged in the target area, the player destroys enemy defenders, and exits the mission at least 10 minutes after starting.

 

·         Point Defense: The player's objective is to damage and destroy incoming enemy attackers near a targeted facility.  The mission is a success when the defended target is undamaged, the player destroys enemy defenders, and exits the mission at least 10 minutes after starting.

 

·         Area Defense: This mission is similar to the Point Defense mission but it encompasses a larger area.  The player's objective is to damage and destroy incoming enemy attackers within the targeted area.  Enemy facilities can be “Area Defense” targeted to keep enemy units away from a particular place. For example, an Area Defense mission for Spitfires might be posted to keep enemy air units away while other missions to capture the facility are planned simultaneously. The mission is a success when buildings within the defended target area are undamaged, the player destroys enemy defenders and exits the mission at least 10 minutes after starting.

 

Each officer capable of creating missions has a number of points that he spends to create missions and assign them priority levels. The highest priority that an officer can give to a mission is limited by his rank and the mission creation points he has available to spend.  Thus, a low-ranking officer may not be able to create medium or high priority missions.  That doesn't mean that the missions themselves are less important to the overall strategy.  It may be that no high-ranking officers are online at the time. Priority can run from low (a priority of 3) to high (a priority of 1).

 

Example: Mission priorities cost 1 point for Low, 3 for Medium and 5 for High.  If Major Bloo has 5 points to create missions with, he could create five Low priority missions, one Medium and two Low, or one High.  How he chooses to spend those will depend greatly on what the current state of the war is and how many other officers are online at the time for Major Bloo to work cooperatively with.

 

Missions that are posted expire over time if they are not accepted by players so they aren't always available.  There are additional restrictions on the priorities that may be given to missions.   Mission Priority impacts the Promotion Points that a player can receive for successful completion of a mission.  The greatest reward will come from high priority missions against high value targets, which will often have the greatest risk.

 

World War II Online allows squadron commanders (who have high enough rank) to post special “squadron’s eyes only” missions. These will be visible to your squad mates only, and not be available for public completion. However, squadron missions do not pay rank points, so while they are good for getting your squad together, they may not be used as a way of padding your squadrons rank levels.

 

Taking a Mission

 

To take a mission you can select the Missions button at the Theater screen. This will give you the entire list of missions that are available for your side of the conflict, identified by target CP, origin, who posted the mission, country of the mission, priority, and class. Choose the mission you want and you will be brought to the mission briefing room where you can pick your infantry type or vehicle to spawn with. After this selection is made you can then spawn via the Launch button if the Launch Timer has reached 0.

 

You may also select a mission by visiting a spawnable facility at a CP. You will then see a list of the missions available at that facility. Select the mission and you will go to the mission briefing room to select your infantry type or vehicle. Click Launch to spawn if the Launch Timer has reached 0.

 

Once you spawn you can use the in-game map (M) to determine where you need to go if you forget – arrows on the map will show you the direction. The blue arrow indicates the direction of your target, while the red arrow indicates the direction of origin.

 

Creating a Mission

 

 

Select the facility you would like the mission to sortie out from once you’ve gotten to the City Map. When at the facility screen you will see Create Mission button sandwiched between the general interface buttons on the left and the mission list on the right. Click on the green button to create a mission.

 

At the Map screen select a target for the mission. Clicking on the CP’s icon will generate an area attack/defense mission, while clicking on a specific facility will create a point attack/defense mission. Next, click on the Mission Folder button to set the specifics for the mission. The mission folder shows your current mission points and target/origin CPs. The player can set the time to launch (0 to 30 minutes), as well as the priority (as allowed by rank), and what kind of recommended vehicle for the mission (click on the triangle to choose).

 

By setting the time to launch, the player can gather other players tied to a specific mission, and allow them to launch together, generating more organization and cooperation simply through the virtue of being together. Missions created generally stay on the list for about 30 minutes.

 

The player can also change the target for the mission by clicking on the Tactical Map button, and all of the mission parameters can be reset by clicking on the Reset Mission button.

 

Finally you can edit the mission notes to fit your needs.

 

Once all the above have been completed click the big Post Mission button to post the mission. You will be advised of the cost in mission points and after confirmation, the mission will be then be available for users to choose.

 

Careers

 

Players can participate in every branch of every military in the game.  A player’s persona or identity will always be the same, but he has a different career in each of these military branches.  These careers are treated separately for the purposes of missions and rank.  Thus, a player can simultaneously be a Private in the French Army and a Captain in the Luftwaffe (German Air Force); these are separate careers.

 

Players are awarded Promotion Points upon successful completion of a mission.  Promotion Points are awarded for completing missions, and are applied to the country, and branch of service that the mission was taken in. For example, if you want to gain rank in the British RAF, you must complete missions in British aircraft to gain Promotion Points that will apply to the RAF. Completing missions for any other service in any other country will only award Promotion Points in those services, and not apply to the RAF. These ranks points can be spent on higher levels of rank within the country and service they were accumulated in.  Once you gain a rank in a service for a country, you can never lose it. You can never lose Promotion Points either.

Every player account has a character in each branch of service for each country. With the initial country and branch set it means that each player has 9 separate career paths to choose from. These career paths do not overlap and rank gained in one does not carry over to another.

 

Gaining rank requires Promotion Points. These Promotion Points are earned by taking missions and successfully completing them (mentioned above). Each rank requires a certain number of Promotion Points to gain a promotion to the next rank. When a player has accumulated enough Promotion Points he is automatically moved up in rank and his Promotion Point pool is cleared.

 

Each rank is a marker in the player’s career indicating they are gaining more abilities to influence the outcome of battles. Certain ranks are milestones and generally have privileges associated with them such as new vehicles and mission posting permissions. After the rank of Lieutenant mission-posting points are increased with each successive rank. Below is a table of ranks and the milestone privileges associated with them:

 

·         Private: This is what you start out as.

·         Private, First Class: Can spawn most vehicles without a mission.

·         Corporal

·         Sergeant: Can post missions of Low Priority.

·         Lieutenant

·         Captain

·         Major: Can post missions of Medium Priority.

·         Lt. Colonel: Can post only missions of Medium Priority

·         Colonel: Can post High Priority missions.

·         Brigadier General: Can post only missions of High Priority.

·         Major General

·         Lieutenant General

·         General

 

Player Services

 

At any point in time a player can check up on his statistics and pathway to promotion by visiting the Player Services page (http://services.wwiionline.org). To login, simply use your Playnet login name and password.

 

On the left are several statistics accumulated throughout your career so far:

 

·         Mission Effectiveness: The ratio of successful missions to missions attempted as a percentage.

·         Missions Succeeded: The number of missions successfully completed.

·         Mission Kills: Kills accomplished while on mission.

·         Morale: The ratio of return-to-base (RTB) and Rescued results to killed in action (KIA) or missing in action (MIA) sortie results for all careers within the last few days.

·         Combat Rating: The average rating of all careers in all units.

·         Total Kills: The number of kills achieved in all personas.

 

Viewing your statistics for each branch of the service is easy; simply choose which country you want to look at on the pull-down menu (under Select a Career), choose the branch of service (Army, Navy, Air Force), and then click on Get Career. Your current rank for that branch of service as well as promotion progress bar is displayed along with the kill/death stats for that persona.

 

Victory Conditions

 

The overall conditions that determine whether or not the war is won or lost are dependent on three arbitrary factors, which are based on the capture and control of CPs and their facilities. These factors – strategic, tactical, and logistic values – are used to determine who won and who lost. As one side gains control of CPs that are of importance to one part of the war effort, the slider shifts in that side’s favor (towards the opposing side). A fourth rating, called users, mainly shows the ratio of Allied to Axis forces.

 

A green bar means a certain amount of normalcy, while yellow represents a high level of concern that the war effort isn’t going well. A red bar basically means that side is in serious trouble. Once all three bars reach the red, the war is won for the opposing side.

 

You can find the victory conditions box from the Allied or Axis start pages on the World War II Online web site.

 

REVISION HISTORY

 

·          March 20, 2003 (v1.81) – Spawn limits and attrition section revised to reflect RTB vehicle reservation and new mission rank limit rules.

·          November 26, 2002 (v1.71) – Spawn limits section revised to reflect new changes with attrition, reinforcement time.

·          November 7, 2002 (v1.70) – Capture table timer info added, as well as a mention of the CP threat warning system. Also added: Firebases can be destroyed by sappers (engineers) only.

·          November 5, 2002 (v1.70) – The missing Captain has been added. Recurring image/logo fix.

·          June 27, 2002 (v1.65) – New capture (ability and availability to capture) rules and supply (spawn limitations/reinforcements and garrison) rules have been added. One screen shot revised. Versioning corrected.

·          June 6, 2002 (v1.64) – New section added.