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Players
can reproduce the fighting actions of the fighting parties - the Soviet Union and
Germany. Each card in the game represents a real combat unit of those
years. It can be infantry or armored units, artillery or
Aviation. The game indicators of the units are selected in such a way as
most accurately reflect their real characteristics and tactical capabilities.
Economic capabilities of the parties to form troops and conduct combat
actions are displayed in the game by resource maps.
The main part
The goal of the game is to destroy the enemy deck.
They play together. Each player can fight for the Red Army or German troops
The game is played along the way. Each move is divided into phases.
During the game, the cards are in the player’s hand or placed on the playing field on
1 or 2 of the defense line.
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The beginning of the game each player receives 7 cards from their deck. They make up
The player’s “starting hand.” The player who walks first receives at the beginning of his
Move another map. In the beginning of their turn, each of the players receives
from the deck of two cards.
Turning and reversal of the map
Turn
cards – when the card is used,
attack, block, supports, it must turn. This means that
the card has already been used, and can not be played again in the current move. Turned
card cannot attack, block, support, use special
Properties and give resources. In the text of the map, the turn is denoted by a special
I mean.
Turn
cards – all rotated cards (including
resource maps) are deployed in a normal position at the beginning of the player's move,
to which they belong.
Types of maps
Maps are divided into resource maps, division maps and tactical maps
Maps of resources. In the game there are three types of "resources", which are spent on the introduction of combat into the game (construction)
units, wagering attacks and special properties:
- warehouses;
- factories;
- fuel.
The resources are resource maps.
Each move, the player can enter no more than two resource maps from the hand.
The resource icon in the map text means
that to achieve the effect described in the text, a certain amount of
resources must be spent.
If the player does not have any resource,
it can be replaced by spending two others. 1 warehouse = 2 plant or 2
fuel or 1 plant or 1 plant and 1 fuel, 1 factory = 2 warehouse or 2 fuel
or 1 warehouse and 1 fuel, 1 fuel = 2 warehouse or 2 factory or 1
factory.
Example: 1 warehouse, 2 plants and 1
fuel are required for the construction of the armored vehicle. So, it
can be built by spending, for example, 5 warehouses and 1 fuel, or 3
warehouses and 2 plants, or, say, 2 plants and 3 fuels, etc.
Maps
Units denote any
unit of one of the types of troops (cities) of troops: infantry, armored vehicles, artillery, aviation.
The type of unit can be determined by the color of the card background:
 | Infantry is green; |
 | Armored vehicles – gray; |
 | Artillery is dark red. |
 | Aviation – blue; |
Units
each family of troops is also divided by types. For example, armored vehicles
include such types of units as armored vehicles, medium tank,
Anti-tank self-propelled guns.
Tactical maps imitate various
tactical methods of combat. They can be played from hand into the phase
of the progress agreed in the text of the map, make it possible to
perform any game action and, unless otherwise stated, immediately placed
in losses.
Parameters of units maps
The unit has the following parameters:
- the cost (construction) is expressed in a certain number of warehouses, factories
or fuel to be spent to put the unit into the game.
- attack force / defense force
(characteristics of the unit)
damage that the unit causes when attacking / damage, which
necessary to destroy this unit. During the battle, the unit
the player inflicts damage to the enemy unit equal to their strength of attack.
If, according to the results of the battle, any unit receives damage, equal
or exceeding the value of its defense force, it is considered destroyed. When
the characteristics of the two fighting units are equal, that is, the force of the attack
the attacker is equal to the strength of the defense of the defender and vice versa, then both of these
Units are mutually destroyed. If the force of attack in both units
less than the enemy's defense force, both units remain alive.
Example:
Medium tank with attack/defense 3/3 attack armored vehicles with indicators
2/2 and destroy it. If he attacks a heavy tank with indicators of 5/5, then
will be destroyed by itself. In the attack of infantry with indicators of 3/2 will be killed
both infantry and medium tank.
Assumed,
that each card denotes not an individual infantry or tank, but an infantry company,
tank platoon, artillery battery. Accordingly, the destruction of an
does not mean that it has been completely destroyed, but it is believed that
the unit suffered serious losses and dismantled or directed at
reorganization. In any case, from this particular battle (game) is
The unit is eliminated.
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The bombing force is a parameter available to bombers. Determines
what damage the air unit of the player can cause to the attacked ground
unit of the enemy.
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Tactical Modifiers – Change
characteristics of units in battle with certain types of units
the enemy. Tactical modifiers are indicated on the map by special
icons and are described in the text of the map. For example, if it is said that
unit with characteristics of 4/3 "in battle with armored vehicles receives +1/1
this means that by attacking enemy armored vehicles or blocking it, it is
the unit has 5/4 characteristics. Tactical modifiers work
only if the unit fights (in battle) only with
the type (video) of enemy units, which is subject to data
Modifiers. For example, only with armored vehicles or only with infantry (see calculation
the results of the battle).
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Special Properties of Units
Now the following special properties are available in the game: mobility,
directed attack, artillery support and strike on the unit. More details all these properties
described in a special section of the rules of the game.
Construction of units
Build
units can only be in the appropriate phase of its course. The player can
build (introduce the game) the cards that he has in his hand. For this he
should spend the necessary amount of resources - pay for the construction.
If the player does not have any resource, it can be replaced by spending two
other. 1 warehouse = 2 plant or 2 fuel or 1 factory and 1 fuel, 1
factory = 2 warehouses or 2 fuels or 1 warehouse and 1 fuel, 1 fuel = 2
warehouses or 2 plants or 1 warehouse and 1 factory.
Example: for the construction of armored car required 1 warehouse, 2 factory and 1
fuel. So, it can be built by spending, for example, 5 warehouses and 1
fuel, or 3 warehouses and 2 plants, or, say, 2 plants and 3 fuels, and
t.D.
The built unit hits the reserve until the end of the course, i.e. cannot
attack and use special properties. Therefore, the constructed
the unit cannot attack the construction, but can already block and
Support the enemy.
Built
units are located on 1 () and 2nd () lines. What line is
unit, indicated on the map with a special badge.
First
line is the front line, the front line. The second line is
covered by the first line of the rear: positions of artillery batteries, airfields.
Attack
Attack
can the first line, as well as aviation.
Each
the unit can attack by course only once. You can attack everyone
units together, one or in groups. That is, the player has the right to conduct
attack by several waves. He has the right to determine the sequence of waves
attacks and the number of units involved in them.
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the general rule of the player can not attack a specific unit of the enemy -
The attack is announced on the entire first line of the opponent.
However,
some units, such as part of the tanks, as well as bombers, have the right to attack
A certain unit of the enemy. This is called the property of directed
Attacks. In this case, the attacking player can himself indicate which of the
enemy units will be attacked by a unit with a property
“Wheel directed attack.”
Attacked
Units are turning and cannot attack more in this process. They also
loses the ability during the enemy to block his attacks and
support.
Turned
units can be targeted, like any other
modifiers to their “protective force” act on a general basis.
Their “attack force” regardless of the current modifiers remains equal to “0”.
Thus, the turned units retain their “protective force”, but not
can use the “attack force”.
Defense (blocking)
After
how one of the players designated by what divisions he is going to
attack, another player has the right to decide how he will defend himself. Defensive
can determine which of its units will be blocked
enemy units attacking according to the general rules (the entire first line).
Each of the units of the defender can áëîêèðîâàòüblock, according to him
Desire, one of the advancing units of the enemy. Can be blocked
several units one, but block one by one
A few enemy units are not allowed.
Unit
a player attacked by an enemy unit with an attack, too
is considered blocking, but can not evade the fight, but it can be supported
other, unturned and unattended (directed), units.
So
The support situation means that the attacking unit
will block not only the unit that is directed
attacked, but also some other units at the request of the defender.
Blocking
The units are turning.
Units
the first line can attack the enemy, block his attacks on the first line
and support other units on the first line (but not on the second).
Units
the second line can not attack, and they are considered blocking only if themselves
attacked.
The clash
After
how the attacking player announced the attack by his units in the current wave
attacks, and the defender has appointed blockers and supporters, is determined,
Which of the units is in battle with each other. In other words, in each
The wave of attack takes place several separate battles (combat clashes).
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Units are involved in one battle:
-
attacking the same target in
one wave of attack;
-
Blocking the same unit
the enemy.
Data
units are called jointly fighting, and each clash
Single and/or Collaborating Forces of the Two Sides is called a Battle
(Combat collision).
Combat
Collision in one wave of attack
occur independently of each other; damage caused by
the unit in the current wave of attack is summed up. At the end of
attack waves all damage caused to the unit that did not
Destroyed, reset.
Calculation of combat results
After
determining which units are involved in a combat collision,
Their current characteristics are determined. A unit that has
tactical modifier, increasing its characteristics in the battle with
any type (video) of enemy units (infantry, armored vehicles and
e.D.), uses it only if against it in this combat
Only this type of enemy units fights the clash. Existing
the force of the attack of the units of each player in a collision is summed up
and distributed among the units of the enemy involved in the same combat
clash. After the damage was distributed to the units that received
total damage equal to or exceeding their current protection force,
are considered destroyed and placed in losses.
Breakthrough on the second line
Attackers
Ground forces can break through to the second line of defense. This is possible in that
if all the units of the first line were turned and could not
Blocking the Breakthrough. There may be no troops on the first line.
Also, the defender himself has the right to refuse to block the units,
attackers are not directed, and let them on the second line.
Any broken unit can attack
at its choice, both a deck and any resource or any unit
on the second line.
Broken units can jointly attack any of these targets.
Aviation for the attack of the second line does not make a breakthrough. She's just flying over the first line.
With
attack on a deck from it is placed in the loss of as many cards as the force of the attack
units.
Victory and defeat
Losers
the player who has exhausted strategic reserves is considered. If in
the beginning of the move, the player can not get from the deck the next two cards (in the deck is not
there are cards left or the last card remained) - so he lost. If he receives
two cards, but it turns out to be the last cards in the deck, then he has the right
Play your move. This is the last chance to win the battle. If in this move
he will have time to destroy the deck of the enemy, then will become the winner.
Features of the use of aviation
The force of the attack and the power of
the defense of the aviation unit is used only in combat with aviation.
The bombing force is used when the aircraft attack units on the first or
second line.
If the aviation unit (the crown of the
undeveloped fighter) is attacked on the second line by a ground unit or
bomber, it is considered a blocking, but when calculating the results of
the clash, its characteristics are 0/0.
Types of aviation units
The fighter cannot attack, but can
intercept the attack of an enemy bomber; the property of the directed
attack of the bomber is canceled, and it does not attack its target -
the so-called "interception". At the same time, the bomber enters
into a combat clash with a fighter, the results of which are calculated
according to the general rules.
The fighter can also accompany the attacking bomber of the player and intercept his intercepting enemy fighters - "counter interception". At the same time, the enemy fighter can no longer intercept the bomber and damage him. The enemy's intercepting fighter is in a combat clash with the player's accompanying fighter, the bomber attacks its target.
One accompanying fighter can counteract
only one enemy (intercept) fighter. At the same time, several
intercepting fighters can jointly intercept one escort. The calculation
of the results of the battle jointly fighting fighters is carried out
according to the general rules.
The fighter can intercept the attack of
the bomber against himself. In this case, the bomber cannot attack it,
even if the fighter is counter-interpreted.
Intercepting and accompanying fighters are turning. The escort fighter is assigned simultaneously with the attack of the bomber.
Bombers have the property of
directed aviation (air) attack. Bombers are not injured, participating
in a combat collision with ground unit
Example: Tactical bomber Ju-87 STUKA
(1/2, bombing force 5) flies accompanied by a fighter (3/3) in order to
destroy the "Katyusha" of the enemy (0/1). The defending side also has a
fighter (3/3), which immediately rushes to intercept. Between the
"Katyusha" and the bomber, as well as between the fighters of both
players there are military clashes. As a result, the bomber bombers
Katyusha, and the fighters destroy each other. Note that if the bomber
did not have an accompanying fighter, or the defender would have two
fighters, the bomber would be "intercepted" on the approach of the
fighter and could not destroy the "Katyusha".
Special properties of units
 | Directional attack |
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the choice of a player located on the first line unit with such a property can
in the phase of attack of the player to attack any unit on the first line of the enemy. Attacked
the unit cannot evade a clash, but it may not be
supported (for more details, see sections “Attack” and “Defense (blocking)”).
Several units with targeted attack can jointly attack one
enemy unit. The player may not use the property directed
attacks and attack by a unit that has such a property according to the general rules.
 | Mobility |
Some
Units are mobile. In the phase of construction, such
units do not fall into the reserve zone, and immediately withdrawn to 1 or 2
line (depending on the type of unit). Mobile units can
attack and use special properties already in the course of the building.
 | Strike on the unit |
"Katyusha" has the property of "blow to
the unit". This property can only be used in its phase of attack.
Applying such a blow is not a fight. To use it, you need to spend a
certain amount of resources (as in construction).
 | Art Support |
A unit with this property can provide
artillery support to any one attacking or blocking unit of the first
line. At the same time, the force of the unit attack in this wave of
attack increases. The unit providing “artillery support” and the
supported unit are not jointly fighting, therefore, on the enemy’s
artillery support unit cannot distribute the force of attack of its unit
in battle. The player must indicate to what specific unit it gives
artillery support, before the attack of this unit, or at the moment when
it becomes blocking. The unit that used the property of "art support"
turns. One unit of art support can be given to several units with this
property. The unit cannot use the property of “art support” in relation
to itself.
Move order (gates)
1.
Turn (beginning of course)
Maps
the player who was turned into his previous move or during the course
The enemy is turning.
2.
Obtaining maps
Player
receives 2 cards from his deck. The player who starts the game, in his first move gets
Only one card.
3.
Withdrawal of resources
Player
can bring one or two resource maps into the game if they have them in his hand.
Resources can be used immediately in the current direction.
4.
Construction of units
Player
can introduce new units into the game. The built units are in
reserve (except mobile units).
5. Attack
The attack can be carried out in several waves.
Initially, tactical cards played out, played "at the beginning of the attack phase."
The order of attack of each wave is as follows:
- the attacker appoints "art support";
- Assigned targets and units for targeted attacks on the first line,
if the player has the opportunity and wants to carry out such. At the
same time, units are assigned to attack in the general order on the
entire first line. Attacking units are turning;
- the enemy appoints blocking, supporting units, "art support" and
fighters using the properties of "interception". Blocking and supporting
units are rotating;
- Tactical cards played "before calculating the results of the fighting collision"
- determine which units are jointly fighting, and between what units
there are clashes. The results of the clashes are counted, the
destroyed units are placed in losses;
- unblocked units attack the second line and deck. The destroyed
units are placed in losses; from the deck of the enemy, as many maps are
placed in the losses as the force of the attacking its units;
- The next wave of attack begins.
6. Introducing reserves (end of move)
Player Rating
Each player of "War-Online" participates in the single rating of players. Each
The game played affects the player's rating. When winning, the rating increases, with the defeat
decreases. At the same time, the rating of the opponent in the party is of great importance. The greater the difference
between the ratings of the fighting players, the more the result of the game will affect the rating. Victory
over the opponent with a high rating will significantly raise the rating of the player.
| The rating is calculated by the formula: |
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| where: |
 | - rating on the beginning of the party |
 | - rating of the opponent at the beginning of the party |
 | - the result of the party: 1 - victory, 0 - defeat |
 | - coefficient: for games k = 2, for matches k = 3 |
| The initial rating of each player is 1600. |
Depending on the rating, the players are assigned military ranks:
Private -1400,
ml. sergeant - 1435,
sergeant - 1465,
st. sergeant - 1500,
Petty Officer - 1535,
ml. lieutenant - 1565,
Lieutenant - 1600,
Lieutenant - 1640,
Captain - 1680,
Major - 1720,
Lieutenant Colonel - 1760,
Colonel - 1800,
Major-General - 1840,
General - Lieutenant -1880,
General - Colonel - 1920,
General of the Army - 1980,
Marshal - 2000
Generalissimo - 2100
Matches
In addition to ordinary games, it is possible to hold matches that consist of several
parties with the same opponent, up to 2 or up to 3 wins of one of one
Players. During the match, each commander uses one deck and
additional set of cards, the so-called "sideboard". Between the games of the match
the commander can, if desired, change the composition of his deck, using the cards
from the sideboard. The coefficient of calculating the rating in matches - "3". Rating
It is counted by the end of the match, not the game.
The application for another game of the
match is created in the arena automatically immediately after the end of
the previous game. The timeout of this application is 5 minutes. During
this time, the rivals must confirm their readiness for the beginning of
this party. If one of the opponents does not confirm his readiness
before the expiration of the timeout, then he is credited with losing in
the match. If both opponents during the time of the time of the time of
the time of the time do not confirm their readiness, the match is
interrupted, while the ratings of rivals do not change, i.e. remain the
same as before the start of the match.
Editor of the deck
Experienced players (those who have held
more than 10 battles) have the ability to create their own decks from
the set of cards available to them. An additional set of cards can be
added to the deck, the so-called “sideboard”, which is used to change
the composition of the deck between the games in matches or in
tournaments.
Tournaments
Regulations of the CONSTRUCTED tournament
The tournament consists of 3-4 rounds
depending on the number of participants. After them, TOP tours are held,
in which the players who scored the most points in the previous rounds
participate.
- 8-20 participants - 3 rounds, TOP-4;
- 21-40 participants - 4 rounds, TOP-4;
- 41 or more participants - 4 rounds, TOP-8.
The minimum number of participants in the
tournament is 8. If a smaller number of participants participated, the
tournament passes without prizes.
At the beginning of the first round, all
players are randomly distributed to tournament pairs. Each pair plays up
to two wins by one of the players (match up to 2 wins). The time of
each tour is limited and is 50 minutes. Break between tours 10 minutes.
If at the time of the end of the tour the game remained unplayed, the
result of this game is not taken into account. According to the results
of the tour, players are awarded points:
- For the victory in the tour (with a score of 2:0 or 2:1) - 4 points
- For the victory in the tour with a score of 1:0 - 3 points
- Draw on tour (account 0:0 or 1:1) - 2 points
- The defeat in the tour with a score of 2:1 - 2 points
- Defeat in the tour (with a score of 0:1 or 0:2) - 1 point
The application for the next batch of the tour is created in the
arena automatically immediately after the end of the previous batch. The
timeout of this application is 5 minutes. During this time, the rivals
must confirm their readiness for the beginning of this party. If one of
the opponents does not confirm his readiness before the expiration of
the timeout, then he withdraws from the tournament, and his opponent
receives an automatic victory in the tour and 4 points.
With an odd number of players, one of the
players (does not have an opponent) receives an automatic victory in the
tour and 4 points. In the first round, the player receiving an
automatic victory is determined randomly. In subsequent rounds, an
automatic victory is awarded to a player with the least number of points
(accidentally, if there are several such players).
Tournament pairs of each next round are
compiled taking into account the points scored by the player in previous
rounds. The pairs are made in such a way that players who scored the
same (or almost the same) number of points and at the same time did not
fight each other in previous rounds.
At the end of all rounds, the best players
of the tournament (who scored the most points) continue to fight each
other in the TOP tours of the tournament. The TOP is played according to
the Olympic system with the elimination of the loser (quarterfinals,
semi-finals, finals). The rule that players who have previously fought
this tournament cannot play each other, are not used in the TOP tours.
Time for the TOP tours is not limited, the
TOP tour ends when all participants finish their battles. The break
between the TOP tours is 5 - 10 minutes and is multiples of 5 minutes.
For example, if the last fight of the tour ended at 14:34, the next
round will begin at 14:40; if the last fight ended at 14:36, the next
round will begin at 14:45.
If several players have the same number of points, then the priority for participation in TOP tours is the player:
- Who has no automatic victory
- The winner if the players who scored the same number of points played with each other in this tournament
- More often won in the tours of this tournament
- Better played in the last round of this tournament
- Having a higher rating at the start of the tournament (by overall rating)
The points obtained at the tournament are
not taken into account in the rating, but depending on the level of the
tournament, the rating calculation coefficient (4", "8", "16")
increases, in contrast to the standard "2". The rating is calculated as a
result of the tour, not the party.
- 8-20 participants - the calculating coefficient of the rating "4";
- 21-40 participants - the calculation coefficient of the rating "8";
- 41 or more participants - the coefficient of calculating the rating "16".
When participating in the tournament, players can not hold other games, even if the tour is completed ahead of schedule.
Decks used in the tournament
Each player collects his own deck and
declares it to the tournament. During the tournament, the player can
change the composition of his deck using cards from the deck sideboard.
But these changes can be made only before the second batch in the tour.
Therefore, in each round, the first game the player plays the deck that
he stated at the beginning of the tournament.
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