The Troop – Gameplay Settings and Tile Info Icons Guide

Gameplay Settings and Tile Info Icons Overview

Gameplay Settings

  • Action camera – dictates how often and in what circumstances the action camera is triggered during an attack.
  • Auto-rotate camera – dictates whether the camera rotates automatically when under game control (e.g. during AI turn).
  • Show confirmation popups – turn on/off popups that warn player they might be taking an action they do not intend.
  • Unit radar always visible – Turn on to keep unit radar “tags” visible during enemy turn as well as player.
  • Unit Radar size – dictates size on screen of the UI “tags” above revealed units in game.
  • Experimental map camera – toggle on/off automatic camera tilt into low angle (zoom in max) and overhead (zoom out max).

Show fog of war toggle on/off hatching effect on ground indicating areas beyond friendly units’ normal spotting range. Turning this off is purely a cosmetic choice, it will not change the spotting rules.

  • Infantry size modifier – set an optional additional to-hit penalty for direct attacks vs infantry units.

Those who like their soldiers (on both sides) a little harder to kill can adjust to the left (negative) to their taste. Default 0 (right).

  • Tabletop bocage LOS rules – When turned “on”, LOS is permitted through tall bocage hedges in a narrow arc perpendicular to the hedge line direction for units in adjacent tiles to the hedge. LOS is mutual, but bocage hedges confer significant cover to the adjacent unit for incoming fire and prevents incoming spotting.
  • Zero steadiness ends unit’s turn – toggle “final action” mechanic no/off. Those who wish to play a more hectic game where attacks/actions are permitted even after long moves without restriction can se this to “off”. We recommend the default “on”.
  • Alternate infantry movement – When “on” this imposes heavier, but more realistic, penalties on infantry units for moving. Steadiness will be reduced to 0 on a move of more than 2 tiles.
  • Use morale – Turn morale system on/off completely. Recommended (default) “on”. Players may choose to turn off the morale system altogether and fight to the death/objective victory. Can have some odd side effects in certain missions so should ONLY be used when playing a mission casually.
  • Show enemy morale – Toggle on/off, default off. Show the player the enemy force morale level as it changes during a battle.
  • Morale Bonus, Enemy Morale Bonus – Default 0. These are blanket difficulty settings that reduce/ increase the player’s and AI’s starting Force morale levels on any given mission where morale is in use. Set to taste to provide a fun challenge.
  • Unit spotted info – dictates the extent to which the player is notified (yellow crossed eye icon in unit tag) when a friendly unit is hidden from the enemy (ie they do not know where it is… or even possibly that it exists).

Player can choose to:

  • Always be shown their units’ hidden/revealed status (right, default).
  • Never be shown their units’ hidden/revealed status (left, difficult!).
  • Be shown their units’ INITIAL hidden/revealed status (centre), this means a unit’s status will be shown to the player UNTIL it is revealed for the first time in a mission. After that, if the unit regains its hidden status, the player will not be notified.

Enemy Status detail – Dictates how much information the player is given about the status of revealed enemy units. This includes info like suppression level, MP/GP available, casualties, immobilised state…

Defaults to FULL (right), move left for more of a challenge. No info can make a BIG difference to difficulty.

  • Overwatch – Toggle on/off, default off. Enables/disables reaction/opportunity fire during enemy faction turn. When enabled, units that end their turn with 80% or more steadiness (and 2 GP if relevant) will be eligible to engage in overwatch fire.
  • Overwatch sliders – dictate the level of hit chance at which the game will offer the player overwatch fire opportunities against indicated target types. Each player overwatch eligible unit will only have ONE opportunity to fire at EACH enemy that presents itself by movement. Once a unit has fired in overwatch it may not fire again in the same turn (unless the first attack is via hull/pintle MG).

Tile Info Icons

Screen top centre, listed from left to right:

  • Trees – indicates scattered trees or orchards not reaching the density of proper woodland.
  • Woodland – dense trees and ground foliage.
  • Crops – crop fields or dense vegetation sufficient to conceal infantry, provides partial cover for infantry and AT gun units only.
  • Dug in – Provides cover and concealment equivalent to a building for infantry and AT guns only.
    • Does not block LOS. Grenades can be used against these positions at full range.
  • Bunker – As per building but provides significantly better protection from HE shells and other heavy weapons.
  • Building – Provides excellent cover and concealment to infantry units. Cover less effective against HE shell and other heavy weapons.
  • Breachable point – A point in a tall bocage hedge where specialist vehicles such as Churchill tanks can pass through.
    • Traversable by foot units.
    • Traversable by wheeled units.
    • Traversable by light (or half) tracked vehicles.
    • Traversable by fully tracked vehicles.
  • Road – half cost in movement points to traverse for vehicle units.
    • Rough ground – double cost for units to traverse.
    • Very rough ground – triple cost for units to traverse.
    • Half smoke – currently covered in partial smoke.
    • Full Smoke – currently covered in full smoke.
Egor Opleuha
About Egor Opleuha 6880 Articles
Egor Opleuha, also known as Juzzzie, is the Editor-in-Chief of Gameplay Tips. He is a writer with more than 12 years of experience in writing and editing online content. His favorite game was and still is the third part of the legendary Heroes of Might and Magic saga. He prefers to spend all his free time playing retro games and new indie games.

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