Unit Information Screen



This is the screen that comes up when you select one of your units, and then hit the space bar.

At the top in green is the unit ID, formation letter (s) followed by the unit's number in that formation. Then the unit's actual name, you can click on this and change to whatever you want. (NB, the name is what is reported to the other player in PBEM games, e.g. when a hidden unit of yours fires, so creative use of this facility can provide misinformation!, hint: the reported firing weapon info stays the same, so rename to something with a similar weapon).

The '0' unit of a formation (platoon) is the commander, but in campaign cores, should the leader have been destroyed, a subordinate can take over, see the formation info screen and note the 'H' beside a unit for the HQ unit. A is the first formation, and A0 is the battle group commander, you!

Beside the name is a graphic representing his skill level, a set of 'corporals stripes' indicates that he is an average experience unit, sergeant stripes for veterans (80 experience) and USA type 'top sergeant' icon for elite units (100 experience).

In the columns below the unit name is some primary game information:
Status
Here shown as 'ready', can be retreating or routed or other nasties!
CHQ Link
Absolutely vital, so that superiors in the command chain can rally this unit, in addition to itself. Radio equipped units can operate anywhere, but the further from their leader unit they are (or if the leader has no radio, you need 2 to talk!) then there is a likelihood of not being in contact. Units without radios, (or whose radio is on the blink) which are over 5 hexes or so (250 yards) from a leader are usually out of contact, not good! Keep non radio units within 3-4 hexes of the unit commander.

Units not in command contact lose morale (and can gain suppression points), as well as losing the benefits of being rallied by higher formation leaders if required.

Suppression
How badly suppressed this unit is. Suppression reduces morale, and also operating ability (e.g. a suppressed unit finds it harder to spot and to hit targets, and it can reduce number of shots available). Suppression comes from enemy fire, being out of command control, or having routing friends nearby, friendly tanks exploding around you, and so on. Rallying can reduce suppression.
Weapon info
The weapons this unit has (damaged weapons will get a '-'), and the ammunition status for each. Note that only weapon slot 1 can have special ammunition like sabot. Range is the maximum range this weapon can reach in 50 metre hexes.

The weapon names are green, pressing a weapon name with the mouse toggles disabling (the name goes red) or re-enabling a particular weapon, should you want to hold ammo, say.

Smoke Ammo
Smoke ammo if available for the primary weapon, grenades for infantry types. If smoke dischargers are fitted, SD:NN is shown, with NN being the number of salvoes of smoke. If SD are fitted, pressing the green SD makes it red and vice versa. This allows you to instruct your vehicle not to fire its SD in reaction to incoming enemy fires, if you so desire!
Experience
This is one of the most vital variables in the entire game. It determines if you are 'green' cannon fodder, or an elite or veteran, who shoots more shots, and hits more often. 70 is about average.
Morale
Another key variable, this one affects rallying ability. 70 is about average.
Damage
For squads and crewed weapons, each point is 1 crew or squad member gone, for vehicles it is less related to crew size. Damage affects morale and therefore rally ability, can remove weapons, and damaged units tend to fire more slowly. Damage is not good news.
Speed
This is the unit's basic road speed in hexes, with any swim capacity shown as the second figure.
Men
Current crew size (after damage) or squad members left.
Radio
1 if you have one, 0 if not.
Fire Control
How good your optics etc. are, bigger is better. For comparision purposes in WinSPMBT values of 100 plus represent AA radars on AA type units, allowing engagement beyond visibility range at night or in smoke etc. so values that high are not used in a WW2 era game!
Size
Larger is easier to hit and to spot.
Cost
The value of this unit in game terms (buy and victory points)
Vision
If non-zero, the amount of hexes you can see in poor visibility. For comparision purposes in WinSPMBT values of 40 plus represent a thermal imager or a ground surveillance radar, these can see through smoke so values that high are not used in a WW2 era game!
Range Finder
This improves the units' chance to hit, bigger is better, but it is far more effective at the halt, i.e. you did not move in this turn or the last one. A value of 14 or more is a laser range finder.
Carry Cost
An indication how heavy this thing is, how difficult to transport.
Carry Capacity
An indication of how much this unit can carry. 1XX means it can carry a small crewed weapon, 2XX a larger weapon.
Passenger
List of any transported units.
Turret Picture
Lists the steel armour for the turret sides, top armour if this is a non turreted unit. If values are shown in red, this unit is open topped, hence quite vulnerable to artillery fires, and to close assaults by infantry. If a vehicle is open topped, even pistol shots can go through if a top hit is scored!
Hull Picture
Armour diagram for the vehicle hull, lower hull for non-turreted designs.
Armour Type
The label is active, it changes to yellow on selection with the mouse (see cursor in the above illustration). Press to cycle through the armour types, plain steel, anti HEAT (spaced etc.).
The unit leader's name is shown under the picture, pressing on this with the mouse lets you rename the leader, if desired. Also shown is his statistics:
Rally
An indicator as to how good this leader is at rallying unhappy subordinates, or himself. This number will reduce during a turn as rallies occur, and be set to zero for the rest of the turn if the rally attempt fails.
Inf Command
A reflection of how good this leader is at infantry related tasks.

If he is performing an infantry function, or is near a subordinate he can sometimes influence their or his actions depending on this value. If he successfully throws a 'skill roll' and has a higher value in some skill than the subordinate then the subordinate will use his higher value for that skill.

The other skills, armour, artillery etc, work in a similar fashion. Therefore, having skilled leaders very close by (within 3 to 5 hexes or so) is good in SP series games.

Low here, this guy is a tanker! (Note, in a mixed formation, if the leader is a tanker and the majority of the subordinates are infantry, he will not be able to help them much).

Art Command
How good this leader is at artillery related tasks, such as directing fires from a remote battery. A key variable for calling fires, naturally better for proper artillery units, or for artillery OP units. Again low as he is a tanker by trade.
Arm Command
This is high, as he is a armoured unit commander.
Kills
A tally of this unit's total kills, deleting an enemy unit is a kill, i.e. an entire squad, not 1 or 2 individuals.
If this unit is in a campaign core, these variables will tend to increase over time, or if the leader was destroyed, a new leader will be generated, or one of the subordinates will take over the formation command. Kills help experience to rise in a campaign, so it is worth 'blooding' even those units which normally live in the rear, if you find the opportunity in a campaign for them maybe to go forwards and sweep up a few stray crews etc. The first 5 kills are the most valuable at raising initial experience. NB, firing your weapons at a real enemy is a major help to experience increases, as is being shot at 'for real'. Campaign core units switched to a new specialty keep their old statistics, so a tank traded to an SPA 105mm indirect piece is less good at that job till it has tried it for some time.

Air unit height is shown for planes, you alter altitude for these items on this screen, for on map air units (helicopters) Changing altitude costs MP, so you may not have enough to climb.

Press continue to exit this screen.

Press information to go to the class information screen. This shows the generic information for units of this type, default ammunition loads, weapon data etc. as seen in the relevant encyclopaedia entry.

