crimson - a hex-based tactical game


SYNOPSIS

       crimson [options]


DESCRIPTION

       Crimson Fields is a tactical war game in the tradition of
       the popular Battle Isle (tm). Two players command a number
       of  units  on a map of hexagons, trying to accomplish mis­
       sion objectives ranging from defending important locations
       to  simply  destroying all enemy forces. Damaged units may
       be repaired or replaced by new recruits, while  victorious
       squadrons  will  improve  their  abilities so they will be
       even more difficult to beat next time.

       The game can be played against a human adversary  in  hot-
       seat mode or via e-mail, or against a computer player.

       The  level  editor  cfed(6) can be used to create your own
       levels.


OPTIONS

       --level level
              Skip the level selection window and load  the  mis­
              sion file level.  The file may be either a standard
              level file or a saved game.

       --width w
              Set screen width to w.   Minimum  screen  width  is
              640. Default is 800.

       --height h
              Set  screen  height to h.  Minimum screen height is
              480. Default is 600.

       --fullscreen 1|0
              Turn fullscreen mode  on/off.  The  default  is  to
              start in windowed mode.

       --sound 1|0
              Enable or disable playing of sound effects. Default
              is on.

       --help Print a usage message on standard output and  exit.

       --version
              Print  version  information  on standard output and
              exit.

       The display and sound options given to crimson on  startup
       will   be  saved  in  the  ~/.crimson/crimsonrc  file  and
       restored on the next program start.

       Main Map
       arrow keys/number pad
              move cursor
       SPACE  (de)select/move/attack/enter
       i      unit information
       c      enter building/transport
       n      select next unit
       m      overview map
       e      end turn
       g      game menu
       q      quit
       s      sweep mine (only when mine-sweeper is selected)
       F11    toggle sound effects
       F12    toggle fullscreen mode (if supported)

       Inside Building/Transport
       arrow keys
              choose unit
       SPACE  select/build unit
       x      exit building/transport
       t      transfer crystals
       r      repair unit
       b      enable/disable production mode


LEVEL PASSWORDS

       Some maps are protected by a password. These  are  usually
       part  of a campaign, and you can only access later maps if
       you successfully completed the earlier maps in the series.
       After  an  accessible map has been completed you are auto­
       matically taken to the next level and you  are  given  the
       access  code  for  the  new map so you can select that map
       directly in the future.


MOVEMENT

       Each unit may only move once each turn,  and  only  if  it
       hasn't initiated combat.  Artillery and anti-aircraft guns
       cannot attack if they have already been moved on the  same
       turn.  To  move  around  on the map, a unit needs movement
       points.  The number in the upper left corner of  the  unit
       information  dialog  (which  can  be brought up for one of
       your units by right-clicking it or positioning the  cursor
       over  it and pressing i) indicates how many hexes the unit
       can move under optimal circumstances. The actual range  is
       determined by several factors.
       For  ordinary  ground units the terrain can greatly reduce
       the range of action. The maximum can only ever be  reached
       on  roads,  everything  else  will slow the unit down, and
       mountains more so than  forest.   For  airborne  units  or
       ships, terrain is of no importance.
       Enemy  units  can be trapped in order to prevent them from
       using superior speed or to deny  them  access  to  certain
       areas  of  the  map.  A unit which attempts to cross a hex
       passing through.
       A unit cannot leave a  transport  or  building  and  enter
       another  one on the same turn. Enemy buildings can only be
       conquered by infantry units.


COMBAT

       Results
       Basically the probability to hit an enemy unit  in  combat
       is  the  same  for  all  unit types, although the attacker
       always gets a slight advantage. This  hit  probability  is
       then  modified  by effects such as experience, distance to
       the target, terrain, or wedging (see below).
       Similarly, each unit gets assigned a probability for evad­
       ing  an  attack which is then modified by experience, ter­
       rain effects and blocking.
       If a unit scores a hit it will increase its attack pool by
       an amount equal to its strength. A unit which successfully
       evades an attack will have its defence  pool  grow  by  an
       amount equal to its defence or armour value. Finally, each
       attack pool is compared to the enemy's defence  pool,  and
       the  resulting  ratio  determines  the  casualties on both
       sides.

       Terrain
       Terrain is an important factor in combat as it can heavily
       influence a unit's effectiveness. For example, fighting on
       a road or open  plains  will  greatly  increase  attacking
       strength  but  offers  relatively poor defensive capabili­
       ties, whereas a unit in the mountains will profit from the
       higher  position in both attack and defence. Terrain modi­
       fiers do not apply for aircraft.

       Wedging
       Friendly units can help increase the combat strength of an
       attacking  unit  without  attacking  themselves.  For each
       friendly unit which is adjacent to and capable of shooting
       at  the  defender,  the  attacker  will  get a 10 per cent
       bonus. If the unit is adjacent to the defender, but cannot
       attack  it  the bonus is reduced to 5 per cent. A friendly
       unit in the back of the defender will earn another  5  per
       cent  bonus,  or  10  if it could also attack. It does not
       matter  whether  a  wedging  unit  actually  attacks   the
       defender. Wedging does not work for long-range attacks.

       Blocking
       In  a  manner  similar  to  wedging,  defending  units may
       improve their position in combat. For each  friendly  unit
       adjacent  to  the attacker and the defender, the defending
       unit will have its combat strength  increased  by  10  per
       cent.  Just  like  wedging, blocking does not help against
       long-range attacks.

       bled  ones.   If you manage to wipe out an enemy unit your
       unit will receive three experience points. If the enemy is
       only  damaged  you  will  still get one point. Every three
       experience points a unit advances  to  a  new  rank  which
       improves  its  combat  skills.  Still, a seasoned infantry
       unit will have  a  very  hard  time  against  a  group  of
       recently  recruited heavy tanks. Destroying mines does not
       earn any experience points.

       Long-Range Attacks
       Units like artillery or anti-aircraft guns  can  fire  at
       enemy units across multiple hexes. The unit being attacked
       this way cannot return fire, even if it would normally  be
       able  to  do  such  a  long-range  attack itself. Each hex
       between the attacking unit  and  the  target  reduces  the
       chances to hit by 4 per cent, and the attacking unit won't
       benefit (or suffer) from terrain modifiers. Likewise, nei­
       ther  blocking  nor  wedging have any effect in long-range
       combat.

       Repairs
       Units which have been damaged in combat can be repaired in
       any  building equipped for this purpose (a workshop). In a
       workshop the repair icon will show up  in  the  icon  bar.
       Repairing  will  restore  a  unit to its full strength and
       requires an amount of 5 crystals, which does not depend on
       unit  type or damage. Apart from the crystal cost the unit
       loses one experience point for every two rookies  to  fill
       up empty slots.


PLAY-BY-E-MAIL

       If Crimson Fields is played in play-by-e-mail mode, the
       game will automatically be saved whenever  a  player  ends
       her turn. The resulting save file can then be sent to your
       opponent using your favourite mail client program.

       On your first turn you will be asked for a  password.  You
       will  be  prompted  for  this password at the beginning of
       each of your turns to prevent your opponent  from  spying.
       Note,  however,  that  the  password only offers very mild
       protection if you are playing against deliberate cheaters.
       Choose your enemies carefully!


SEE ALSO

       bi2cf(6)  cfed(6)


COPYRIGHT

       Copyright © 2000-2003 Jens Granseuer

       This software is covered by the GNU General Public License
       (GPL).

       Jens Granseuer <jensgr@gmx.net>