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
<Alt>-Enter
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
sible terrain will be stopped immediately after 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.
Veteran units are usually much stronger than newly assem
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 <jensgr@gmx.net>
This software is covered by the GNU General Public License
(GPL).