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	<id>https://wiki.wwiionline.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Calwood</id>
	<title>WWII Online Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.wwiionline.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Calwood"/>
	<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/view/Special:Contributions/Calwood"/>
	<updated>2026-05-29T16:08:12Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=White_Flag_Surrender&amp;diff=6579</id>
		<title>White Flag Surrender</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=White_Flag_Surrender&amp;diff=6579"/>
		<updated>2025-12-31T05:13:15Z</updated>

		<summary type="html">&lt;p&gt;Calwood: /* Town Cutoff with White Flag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=City Cutoff with White Flag=&lt;br /&gt;
Pocket/Surrender Rules&lt;br /&gt;
&lt;br /&gt;
A pocket is defined as a town or a group of towns that can no longer trace a route of supply to their sides RDP factories through the depot to depot link network.&lt;br /&gt;
&lt;br /&gt;
When a pocket is created, the following takes effect:&lt;br /&gt;
&lt;br /&gt;
When a FRONTLINE town becomes cut off in this manner, a white surrender flag will appear above the town in&lt;br /&gt;
the map UI and a 12 hour timer will begin.&lt;br /&gt;
If in 12 hours the FRONTLINE town is and has been cut off the whole time, it will switch ownership to the other&lt;br /&gt;
side and any brigade stationed at that town will retreat away from it (and be routed if appropriate)&lt;br /&gt;
If at any time before the 12 hours is up, the&lt;br /&gt;
town is reconnected with its RDP factory links or made non frontline, the surrender will end and a new one has&lt;br /&gt;
to start if and when that becomes appropriate, i.e.: it becomes frontline and cut off again.&lt;br /&gt;
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[[Category:GameMechanics]]&lt;br /&gt;
[[Category:NeedsWork]]&lt;/div&gt;</summary>
		<author><name>Calwood</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Glossary&amp;diff=6578</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Glossary&amp;diff=6578"/>
		<updated>2025-12-31T02:07:00Z</updated>

		<summary type="html">&lt;p&gt;Calwood: /* Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a list of terms used in World War II Online. [http://wwiionline.com WWIIOnline Home.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game Acronyms, Terms, Jargon etc.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
===Aircraft and Vehicle Units===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abbreviation / Term!! Full Name!! Description&lt;br /&gt;
|-&lt;br /&gt;
|52, Ju52||Junkers Ju 52/3M||Shorthand for the German built Junkers Ju 52/3M transport aircraft. Aka: Tante Ju (Aunt Ju) or Iron Annie. Used by German and French Forces. Sometimes used as a warning for an impending paradrop.&lt;br /&gt;
|-&lt;br /&gt;
|Blen||Bristol Blenheim||Shorthand for the British built Blenheim variants. Used by British and French forces.&lt;br /&gt;
|-&lt;br /&gt;
|DB7, Havoc|| ||Shorthand for variants of the American built Douglas Bomber 7 - Light Attack Bomber. Used by British (Havoc) and French (DB-7 BR-3) Forces.&lt;br /&gt;
|-&lt;br /&gt;
|110||BF-110 ||Shorthand for the Messerschmitt Bf 110 Fighter and Fighter-Bomber variants.&lt;br /&gt;
|-&lt;br /&gt;
|111||Heinkel He 111 H-2||Shorthand for the Heinkel He 111 H-2 Medium Bomber.&lt;br /&gt;
|-&lt;br /&gt;
|109, 9|| ||Shorthand for any of the German Messerschmitt Bf 109 Fighter variants.&lt;br /&gt;
|-&lt;br /&gt;
|190, FW||Focke-Wulf Fw 190 A-4||Shorthand for the German Focke-Wulf Fw 190 A-4 Fighter.&lt;br /&gt;
|-&lt;br /&gt;
|87, Ju87||Junkers Ju 87 B “Stuka”||Shorthand for the German Junkers Ju 87 B “Stuka” Dive Bomber.&lt;br /&gt;
|-&lt;br /&gt;
|Ju||Junkers||Shorthand for any of the Junkers manufactured aircraft. Currently only the Ju 87 B Dive Bomber (Germany) and the Ju 52/3m Troop Transport (Germany and France).&lt;br /&gt;
|-&lt;br /&gt;
|Bell||Bell Model 14a||Shorthand for the American built Bell Model 14a (P-400 Airacobra) Fighter-Bomber. Used by French Forces.&lt;br /&gt;
|-&lt;br /&gt;
|Dewo, 520||Dewoitine D.520||Shorthand for the French Dewoitine D.520 Fighter.&lt;br /&gt;
|-&lt;br /&gt;
|Hawk||Hawk||Shorthand for any of the American built Hawk Fighter variants. Used by French Forces.&lt;br /&gt;
|-&lt;br /&gt;
|C47, Douglas||Douglas DC3, Dakota, C47 Skytrain||various names for the American, Douglas Aircraft Company built, twin engine transport aircraft. Currently only used by British Paratroops (DC3 “Dakota”). Aka: Goonie Bird. Sometimes used as a warning for an impending paradrop.&lt;br /&gt;
|-&lt;br /&gt;
|Hurri||Hawker Hurricane||Shorthand for the British Hurricane Fighter and Fighter-Bomber variants.&lt;br /&gt;
|-&lt;br /&gt;
|Spit||Supermarine Spitfire||Shorthand for any of the British Spitfire Fighter variants.&lt;br /&gt;
|-&lt;br /&gt;
|232||Sd.Kfz 232||Shorthand for the German Sd.Kfz 232, Armoured Scout Car.&lt;br /&gt;
|-&lt;br /&gt;
|Pz2, PzII||PzKpfw.II Ausf. C||Shorthand for the German PzKpfw.II Ausf. C Light Tank.&lt;br /&gt;
|-&lt;br /&gt;
|Pz3, PzIII||PzKpfw.III||Shorthand for the German PzKpfw III Medium Tank series. Currently includes: PzKpfw.III Ausf. F (37mm/L46.5), PzKpfw.III Ausf. H (50mm/L42).&lt;br /&gt;
|-&lt;br /&gt;
|Pz38, 38t||PzKpfw.38(t) ||Shorthand for the Czech built German PzKfw. 38(t) Light Tank.&lt;br /&gt;
|-&lt;br /&gt;
|Pz4||PzKpfw.IV||Shorthand for the German PzKpfw IV Medium Tank series. Currently includes: PzKpfw.IV Ausf.D (75mm/L24), PzKpfw.IV Ausf.G (75mm/L48).&lt;br /&gt;
|-&lt;br /&gt;
|StuG||Sturmgeschütz III||Shorthand for any of the Axis Sturmgeschütz Assault Gun vehicles.  A turretless, self propelled gun (Armoured Fighting Vehicle) that is used for Infantry and/or Anti-tank support. Currently includes: StuG III Ausf. B (75mm/L24) and StuG III Ausf. G (75mm/L48).&lt;br /&gt;
|-&lt;br /&gt;
|Tiger||PzKpfw.VI Ausf. E “Tiger”||Shorthand name given to the illustrious German PzKpfw.VI Ausf. E “Tiger” Heavy Tank.&lt;br /&gt;
|-&lt;br /&gt;
|Char||Renault char B1 bis||Shorthand for the French Renault char B1 bis Heavy Tank. Well armed and armoured but slow.&lt;br /&gt;
|-&lt;br /&gt;
|H39||Hotchkiss H39 (char léger mle 1935 H M39)||Shorthand for the French Hotchkiss H39 (char léger mle 1935 H M39) Light/Medium Tank.&lt;br /&gt;
|-&lt;br /&gt;
|Pan, Panny, Panni||Panhard 178 (automitrailleuse de découverte mle 1935)||Shorthand for the the French Panhard 178 (automitrailleuse de découverte mle 1935), Armored Scout Car.&lt;br /&gt;
|-&lt;br /&gt;
|R35||Renault R35 (char léger mle 1935 R)||Shorthand for the French Renault R35 (char léger mle 1935 R) Light Tank.&lt;br /&gt;
|-&lt;br /&gt;
|S35||Souma S35||Shorthand for the French Souma S35 (char mle 1935 S) Medium Tank.&lt;br /&gt;
|-&lt;br /&gt;
|Wacky Laffly||Laffly W-15 TCC||Shorthand for the Laffly W15-TCC self propelled (truck) gun.&lt;br /&gt;
|-&lt;br /&gt;
|A13||Cruiser Tank Mk IV (A13 Mk II)||Shorthand for the British Cruiser Tank Mk IV (A13 Mk II) Light Tank. Well armed, lightly armoured but fast. Aka A13.&lt;br /&gt;
|-&lt;br /&gt;
|Church, Ch3, Ch7, A22||Churchill||Shorthand for the British Churchill series Heavy Tank. Well armed and armoured but slow. Aka A22. Currently Includes: Churchill Mk III (ROQF 6 pdr), Churchill Mk VII (ROQF 75 mm).&lt;br /&gt;
|-&lt;br /&gt;
|CRU, Cru, A15||Crusader||Shorthand for the British Crusader II and III Medium Tank series. Aka A15. Currently includes: Crusader Mk II (ROQF 2 pdr), Crusader Mk III (ROQF 6 pdr).&lt;br /&gt;
|-&lt;br /&gt;
|DAC||Daimler Armoured Car||Shorthand for the British built Daimler, Armoured Scout Car. Used by British and US Forces.&lt;br /&gt;
|-&lt;br /&gt;
|Matty||Infantry Tank Mk II (A12) “Matilda II”||Shorthand for the British Infantry Tank Mk II (A12) “Matilda II” Heavy Tank. Well armed and armoured but slow. Aka A12.&lt;br /&gt;
|-&lt;br /&gt;
|Vickie, Vicky||Vickers Mk.VI||Shorthand for the British built Vickers Mk.VI Light Tank. Used by British and US Forces.&lt;br /&gt;
|-&lt;br /&gt;
|Baby Sherm, Baby Sherman||M4A2 “Sherman”||Shorthand for the American built M4A2 “Sherman” Medium Tank. Used by French and US Forces.&lt;br /&gt;
|-&lt;br /&gt;
|M10||M10 “Wolverine”||Shorthand for the American built M10 “Wolverine”, Tank Destroyer. Used by French and US Forces.&lt;br /&gt;
|-&lt;br /&gt;
|Sherm||Sherman||Shorthand for the American built M4 “Sherman” Medium Tank series. Currently Includes: M4A2 “Sherman” (75mm/L40), M4A3 (76)w “Sherman 76” (76.2mm/L55). Used by French and US Forces.&lt;br /&gt;
|-&lt;br /&gt;
|Sherm76, S76||M4A3 (76) “Sherman”||Shorthand for the American built M4A3 (76)w “Sherman 76” Medium Tank. Used by French and US Forces.&lt;br /&gt;
|-&lt;br /&gt;
|Stu||M3A3 “Stuart”||Shorthand for the American built M3A3 “Stuart” Light Tank. Used by French and US Forces.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Naval Units===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abbreviation / Term!! Full Name!! Description&lt;br /&gt;
|-&lt;br /&gt;
|DD||Destroyer||Shorthand for either the Z1934 Destroyer (DE), J-K Destroyer (UK), Aigle Destroyer (FR). Will often be used as 'EDD' to indicate 'Enemy DD' or 'Friendly DD' to indicate a non-enemy Destroyer.&lt;br /&gt;
|-&lt;br /&gt;
|FMB||Fairmile B, Coastal Patrol Boat||Shorthand for British built Fairmile B, Coastal Patrol Boat. Used by Germany (Captured), Britain and France.&lt;br /&gt;
|-&lt;br /&gt;
|TT||Troop Transport||also; Naval Transport. Used by Germany, Britain and France.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Transport Units===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abbreviation / Term!! Full Name!! Description&lt;br /&gt;
|-&lt;br /&gt;
|251||Sd.Kfz 251 Ausf. C||Shorthand for the Sd.Kfz 251 Ausf. C. The German Armoured Half-tracked troop transport. Aka Hanomag.&lt;br /&gt;
|-&lt;br /&gt;
|L37|| Lorraine 37L||Shorthand for the French Lorraine 37L.&lt;br /&gt;
|-&lt;br /&gt;
|HT||Halftrack||Shorthand for the both the German Sd.Kfz 7 or Sd.Kfz 251 halftracks.  Or the American M3 Halftrack.&lt;br /&gt;
|-&lt;br /&gt;
|UC|| Universal Carrier|| Shorthand for British Universal Carrier.&lt;br /&gt;
|-&lt;br /&gt;
|Laffy||Laffly S-20 TL||Shorthand for the French Laffy S-20 truck.&lt;br /&gt;
|-&lt;br /&gt;
|Morris||Morris CDSW||Shorthand for the British built Morris CDSW tractor. &lt;br /&gt;
|-&lt;br /&gt;
|Beddy||Bedford OYD||Shorthand for the British built Bedford OYD truck. &lt;br /&gt;
|-&lt;br /&gt;
|Opel||Opel Blitz||Shorthand for the German Opel Blitz truck.&lt;br /&gt;
|-&lt;br /&gt;
|Deuce||GMC CCKW||Shorthand for the American GMC CCKW truck.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Enemy Units===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abbreviation / Term!! Full Name!! Description&lt;br /&gt;
|-&lt;br /&gt;
|EA||Enemy Aircraft||&lt;br /&gt;
|-&lt;br /&gt;
|EAF||Enemy Airfield||&lt;br /&gt;
|-&lt;br /&gt;
|EATG||Enemy Anti-tank Gun||&lt;br /&gt;
|-&lt;br /&gt;
|EDD||Enemy Destroyer||&lt;br /&gt;
|-&lt;br /&gt;
|EFMB||Enemy Fairmile||&lt;br /&gt;
|-&lt;br /&gt;
|EFMS||Enemy Fortified Mobile Spawn||&lt;br /&gt;
|-&lt;br /&gt;
|EFRU||Enemy Forward Re-supply Unit||an enemy FRU take it out with grenades or “suppress it” if you can't get HE onto it. Replaced by the Fortified Mobile Spawn (FMS) or Urban Mobile Spawn (UMS) Player Placed Objects.&lt;br /&gt;
|-&lt;br /&gt;
|EI||Enemy Infantry||those pesky little fellows that shoot at you!&lt;br /&gt;
|-&lt;br /&gt;
|ELMG||Enemy LMG||&lt;br /&gt;
|-&lt;br /&gt;
|EPara||Enemy Paratrooper||usually as a warning about the imminent arrival of Enemy Paratroops, usually by Air Drop.&lt;br /&gt;
|-&lt;br /&gt;
|ET||Enemy Tank||those chunky metal beasts that have MG and a main gun to ruin your infantryman’s day. Call in air support, friendly armour, ATG's or Infantry Anti-tank teams to take these out if you can't yourself.&lt;br /&gt;
|-&lt;br /&gt;
|ETT||Enemy Troop Transport||also; Enemy Naval Transport.&lt;br /&gt;
|-&lt;br /&gt;
|EUMS||Enemy Urban Mobile Spawn||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abbreviation / Term!! Full Name!! Description&lt;br /&gt;
|-&lt;br /&gt;
|88||FlaK. 36||Shorthand for the German FlaK. 36 Anti-aircraft / Anti-tank gun.&lt;br /&gt;
|-&lt;br /&gt;
|AA, AAA, AAG||Anti-aircraft, Anti-aircraft Artillery/Guns. ||field artillery whose main goal is to destroy enemy aircraft. Although the unit’s main use is against aircraft it has a secondary anti-personal/light vehicle role. It usually fires HE ammunition. Additionally anything on the ground which tries to destroy enemy aircraft. This includes Infantry Small Arms.&lt;br /&gt;
|-&lt;br /&gt;
|AT, ATG||Anti-tank Gun||field artillery whose main goal is to destroy enemy armour.&lt;br /&gt;
|-&lt;br /&gt;
|Flak 88s||FlaK. 36||the name, often given wrongly, to the German FlaK. 36 Anti-aircraft / Anti-tank gun.&lt;br /&gt;
|-&lt;br /&gt;
|HATG||Heavy Anti-tank Gun||heavy class field artillery whose main goal is to destroy enemy armour. Currently includes: PaK. 40 (75mm - DE) FlaK. 36 (88mm - DE), ROQF 17 pdr (76.2mm - UK), M5 3 inch (76.2mm - FR and US). Towing Vehicle: Sd.Kfz7 (DE), Morris CDSW (UK and US), Laffy S-20 (FR).&lt;br /&gt;
|-&lt;br /&gt;
|LAA||Light Anti-aircraft Gun||light class field artillery whose main goal is to destroy enemy aircraft. Currently includes: FlaK. 30 (20mm - DE), 25mm CA mle 1938 (25mm - FR, UK and US). Towing Vehicle: any transport.&lt;br /&gt;
|-&lt;br /&gt;
|LATG||Light Anti-tank Gun||light class field artillery whose main goal is to destroy enemy armour. Currently includes: PaK 35/36 (37mm - DE), ROQF 2 pdr (40mm - UK), 25 mm SA mle 1934 (25mm - FR and US). Towing Vehicle: any transport.&lt;br /&gt;
|-&lt;br /&gt;
|MAA||Medium Anti-aircraft Gun||medium class field artillery whose main goal is to destroy enemy aircraft. Currently includes: FlaK. 28 (40mm - DE), Bofors (40mm - FR, UK and US). Towing Vehicle: Sdkfz7 (DE), Morris CDSW (UK and US), Laffy S-20 (FR).&lt;br /&gt;
|-&lt;br /&gt;
|MATG||Medium Anti-tank Gun||medium class field artillery whose main goal is to destroy enemy armour. Currently includes: PaK. 38 (50mm - DE), ROQF 6 pdr (57mm - UK),  47 mm SA mle 1937 (47mm - FR and US), M1A3 (57mm - FR and US). Towing Vehicle: any transport.&lt;br /&gt;
|-&lt;br /&gt;
|ATR||Anti-Tank Rifleman||a solider armed with an Anti-tank Rifle that is useful against the lighter types of armour and soft vehicles. Currently Includes: PzB 39 (DE), Boys Anti-Tank Rifle (UK, FR and US).&lt;br /&gt;
|-&lt;br /&gt;
|IAT||Infantry Anti-tank||normally referring to the Infantry Anti-tank weapon's generally.&lt;br /&gt;
|-&lt;br /&gt;
|PIAT||Projector, Infantry Anti Tank||a British Infantry Anti-tank weapon utilising a spigot mortar firing a 3.55” (90mm approx.) bomb (HEAT round). Used against enemy tanks and structures.&lt;br /&gt;
|-&lt;br /&gt;
|RPAT||Rocket Propelled Anti-Tank||normally referring to the Infantry Anti-tank weapons Bazooka or Panzershcreck. They fire rockets carrying HEAT warheads.&lt;br /&gt;
|-&lt;br /&gt;
|Shrek||Panzerschreck||a solider armed with a later generation of Infantry Anti-tank weapon that is useful against all types of armour. Sherk specifically refers to the German Raketenpanzerbüchse (RPzB) or Panzerschreck (“tank fright”, “tank's fright” or “tank's bane”, in German). The Panzerschreck was developed from captured US built Rocket Launcher, M1 “Bazooka”. The examples were captured in Tunisia and the USSR. Three models of the RPzB were produced during the war. The RPzB 43, RPzB 54 (in-game version) and the later RPzB 54/1. All fired an 8.8cm Hollow Charge or HEAT round. When the it was fired it generated a lot of smoke in front of and behind the weapon, so was given the nickname Ofenrohr (“Stove Pipe”, in German).&lt;br /&gt;
|-&lt;br /&gt;
|Zook||Rocket Launcher, M9 “Bazooka”||a solider armed with a later generation of Infantry Anti-tank weapon that is useful against all types of armour. Zook specifically refers to the American Rocket Launcher, M9 “Bazooka”. Several models of the Rocket Launcher, “Bazooka” were produced during the war. All fired an 60mm Hollow Charge or HEAT round. The universally applied nickname arose from the M1 variant's vague resemblance to the musical instrument called a “bazooka” invented and popularized by 1930s US comedian Bob Burns. During the war after the US had captured some German Panzerschreck's the US redesigned the current Bazooka to produce the Rocket Launcher, M20 “Super Bazooka” (not in-game). Its calibre was increased from 2.36 inch (60mm) to 3.5 inch (88.9mm) among other improvements.&lt;br /&gt;
|-&lt;br /&gt;
|Zook, Shrek||Anti-tank Soldier||a solider armed with a later generation of Infantry Anti-tank weapon that is useful against all types of armour. Currently Includes: Raketenpanzerbüchse (RPzB or Panzerschreck - DE), Projector, Infantry, Anti Tank (PIAT - UK), Rocket Launcher, M9 (Bazooka - FR and US). Also used as a warning of their presence nearby.&lt;br /&gt;
|-&lt;br /&gt;
|CHG, CHRG||Engineer's Charge||also; Sapper's Explosive Pack. HE charges are useful for demolition while the HEAT charges are useful against tanks.&lt;br /&gt;
|-&lt;br /&gt;
|RG||Rifle Grenade||as used by the Grenadier.&lt;br /&gt;
|-&lt;br /&gt;
|SMK||Smoke||smoke grenades are available to and Light Mortars and most infantry.&lt;br /&gt;
|-&lt;br /&gt;
|Gren, Grenadier||Grenadier||Bolt Action Rifle. A rifle calibre, Bolt Action infantry weapon with attachments for launching Rifle Grenades. Currently includes: Karabiner 98k (DE), Lee-Enfield No.4 Mk I (UK), Fusil mle 1886 m 1893 “Lebel” (FR), M1903A3 “Springfield” (US). HE (High Explosive/Fragmentation) and SMK (Smoke) rounds available.&lt;br /&gt;
|-&lt;br /&gt;
|Rifle||Rifleman||Bolt Action Rifle. A rifle calibre, Bolt Action infantry weapon. Currently includes: Karabiner 98k (DE), Lee-Enfield No.4 Mk I (UK), Fusil mle 1936 (FR), M1903A3 “Springfield” (US). Carries an Ammo Resupply Pack.&lt;br /&gt;
|-&lt;br /&gt;
|SemiAuto||Semi-Auto Rifleman||Semi-automatic Rifle. A rifle calibre, semi-automatic infantry weapon. Currently includes: Gewehr 43 and Gewehr 41 (DE), Fusil mle 1940 (FR), M1 “Garand” (US and UK). Carries an Ammo Resupply Pack.&lt;br /&gt;
|-&lt;br /&gt;
|SMG||Sub-Machine Gunner||Sub-Machine Gun. A pistol calibre, full automatic infantry weapon. Currently includes; MP34 ad MP40 (DE), Thompson M1928 and Sten MkII (UK), MAS mle 38 (FR), M3A1 Grease Gun (US and FR), Thompson M1A1(US).&lt;br /&gt;
|-&lt;br /&gt;
|Sniper||Sniper||Bolt Action Sniper Rifle. A rifle calibre, Bolt Action infantry weapon with optical sights to assist in longer range accuracy. Currently includes: Karabiner 98k (DE), Lee-Enfield No.4 Mk I (UK), Fusil mle 1886 m 1893 “Lebel” (FR), M1903A3 “Springfield” (US).&lt;br /&gt;
|-&lt;br /&gt;
|BAR||M1918A2 Browning Automatic Rifle||the American built M1918A2 Browning Automatic Rifle. In use by the US Forces.&lt;br /&gt;
|-&lt;br /&gt;
|ENG||Engineer||also; Engine, English. A HE Demolition charge equipped infantry man. Also has the ability to place a larger selection of PPO's.&lt;br /&gt;
|-&lt;br /&gt;
|LMG||Light Machine Gunner||a rifle calibre, full automatic infantry support weapon. Currently Includes; MG 34 (DE), BREN MkII (UK), FM mle 1924/29 (FR) and BAR (US).&lt;br /&gt;
|-&lt;br /&gt;
|MG34||Maschinengewehr 34||Maschinengewehr 34 or MG34. In use by the German Forces.&lt;br /&gt;
|-&lt;br /&gt;
|Mortar||Light Mortarman||a Light Mortar firing HE and Smoke rounds. Currently includes: 5cm leGrW 36 (Granatwerfer 36 - DE), Ordnance SBML 2 Inch Mortar (UK), Lance-grenades de 50 mm mle 37 (FR and US).&lt;br /&gt;
|-&lt;br /&gt;
|Sapper||Sapper||a HE demolition and HEAT anti-tank charge equipped infantry man.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ordinance===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abbreviation / Term!! Full Name!! Description&lt;br /&gt;
|-&lt;br /&gt;
|AP||Armour Piercing||also; Solid Shot. A standard type of anti-armour round that uses kinetic energy (mass and velocity) to defeat (penetrate) enemy armour. The ammo type that you should use against enemy armour.&lt;br /&gt;
|-&lt;br /&gt;
|APCBC||Armour Piercing Capped, Ballistic Capped||an improved type of anti-armour round that uses kinetic energy (mass and velocity) to defeat (penetrate) enemy armour. The ammo type that you should use against enemy armour.&lt;br /&gt;
|-&lt;br /&gt;
|APHE||Armour Piercing High Explosive||an improved type of anti-armour round that uses kinetic energy (mass and velocity) to defeat (penetrate) enemy armour. This type of anti-armour round also has a small explosive charge to increase lethality after penetration. The ammo type that you should also be used against enemy armour.&lt;br /&gt;
|-&lt;br /&gt;
|FMJ||Full Metal Jacket||a type of bullet (projectile) used by small arms.&lt;br /&gt;
|-&lt;br /&gt;
|HE||High Explosive||a standard round for ordinance. Shells are filled with High Explosive (HE) and are fired from ships, vehicles or guns. The ammo type that you should also be used against enemy infantry, unarmoured vehicles (including ships) and structures.&lt;br /&gt;
|-&lt;br /&gt;
|HEAT||High Explosive Anti-tank||an anti-armour round that uses a specially shaped charge and relies purely on chemical energy (high explosive) and the Munroe Effect to defeat (penetrate) armour. The ammo type that you should use against enemy armour. It does have a secondary effect as a HE round but not as good as a dedicated HE round of the same calibre.&lt;br /&gt;
|-&lt;br /&gt;
|HVAP||High-Velocity Armour Piercing||an enhanced type of anti-armour round that uses kinetic energy (mass and velocity) to defeat (penetrate) enemy armour. The ammo type that you should use against enemy armour.&lt;br /&gt;
|-&lt;br /&gt;
|RND||Round||used in reference to the amount of ammunition available.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abbreviation / Term!! Full Name!! Description&lt;br /&gt;
|-&lt;br /&gt;
|A2A||Air to Air||aircraft engaging enemy aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|A2G||Air to Ground||aircraft engaging enemy ground targets with bombs and/or gunfire.&lt;br /&gt;
|-&lt;br /&gt;
|ACM||Air Combat Manoeuvres||also; Air Combat Manoeuvring. More commonly known as “Dogfighting”.&lt;br /&gt;
|-&lt;br /&gt;
|AQ||Air Quake||i.e. Heavy Enemy Bombing.&lt;br /&gt;
|-&lt;br /&gt;
|BARCAP||Barrier Combat Air Patrol||fighter patrol creating a barrier. e.g. ingress route from an enemy AF to the selected defence target.&lt;br /&gt;
|-&lt;br /&gt;
|CAP||Combat Air Patrol||also; Close Air Patrol, fighter patrol and Capture. Fighter patrol covering an target and/or area, mostly a Placed AO (Attack Order) or DO (Defence Order).&lt;br /&gt;
|-&lt;br /&gt;
|CAS||Close Air Support||also; Combat Air Support. Any Air to Ground attack, currently includes bombing/strafing.&lt;br /&gt;
|-&lt;br /&gt;
|RDP||Research and Development||also; RDB Raid. Refers to the effect on the unit resupply rate whereby destroyed units are replaced. It is performed by bombers attacking the Eighteen Enemy Factories located on the map. There are 9 British, 9 French, and 18 German Factories. Also may refer to Factory bombing or the way in which the equipment tiers progress (bombing used to slow the tier rate but does not currently). Additionally an old term for old game mechanics, still used to describe enemy factory attacks.&lt;br /&gt;
|-&lt;br /&gt;
|CTF||Capture the Flag||the base mechanics of World War II Online.&lt;br /&gt;
|-&lt;br /&gt;
|CAP||Capture||also; Combat Air Patrol. The act of Capturing an enemy held CP. After the Town has an Attack Order placed on it for longer than 10 minutes the CP's (in this case just Depots) are termed “Hot” or Capture-able. As Infantry you enter the enemy held CP (as indicated by the flag on the outside), which starts a timer and is visible within your Heads Up Display (HUD). Once this timer reaches 100% the CP is Captured and control changes to your side. More than 1 person Capturing a CP simultaneously reduces the time required. Also being on the Under Populated (UP) side also reduces the time required as well.&lt;br /&gt;
|-&lt;br /&gt;
|HAAC||Hold at All Cost ||a desperate call usually about a Town that is under serious threat that is vital to the current map situation. I.e. in a cut-off situation.&lt;br /&gt;
|-&lt;br /&gt;
|Mole|| ||also; Mole AO. An Attack Objective (AO) placed on a Town with the specific purpose to draw the enemy away from a potentially more important placed AO. However, if the enemy ignores the Mole AO for too long it is possible for the Mole AO to become a worthwhile primary AO as a result of the undefended (not sufficient defending troops) CP's falling. Important, very large towns are usually a good target for a Mole AO. Allied controlled Antwerp and/or Brussels as a Mole AO for the Axis for example. Additionally a person who travels to undefended or low-priority towns with the intent to repeatedly capture CP's and then hide afterwards as a harassing tactic.&lt;br /&gt;
|-&lt;br /&gt;
|Zerg|| ||an uncoordinated (possibly coordinated) rush, usually of tanks. Think Starcaft.&lt;br /&gt;
|-&lt;br /&gt;
|ATK, ATTK||Attack||&lt;br /&gt;
|-&lt;br /&gt;
|DEF||Defence||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Players, Objects and Systems==&lt;br /&gt;
===Player Placed Objects===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abbreviation / Term!! Full Name!! Description&lt;br /&gt;
|-&lt;br /&gt;
|FRU||Forward Resupply Unit||also; Field Resupply Unit. Unit that when deployed by a mission leader becomes a spawn point (Mobile Spawn Point). Now replaced by the Fortified Mobile Spawn (FMS) or Urban Mobile Spawn (UMS) Player Placed Objects.&lt;br /&gt;
|-&lt;br /&gt;
|UMS||Urban Mobile Spawn||a mobile spawn point only place-able by transport and only able to be placed inside of Built Up areas. All Infantry types only may spawn from an Urban Mobile Spawn (UMS). The Urban Mobile Spawn (UMS) requires less space to be placed and so may be placed in tighter areas. A Urban Mobile Spawn (UMS) takes very little damage to destroy unlike the Fortified Mobile Spawn (FMS). Urban Mobile Spawn (UMS) have ammunition re-supply capabilities.&lt;br /&gt;
|-&lt;br /&gt;
|ammo crate||Ammunition Resupply Point||a mobile ammunition resupply point only place-able by transport. The ammunition resupply point takes very little damage to destroy and have ammunition re-supply capabilities.&lt;br /&gt;
|-&lt;br /&gt;
|DFRU||Defensive Forward Resupply Unit||a FRU deployed by your side outside of town to help get infantry out in the field to defend the town and outflank the enemy. Now replaced by the Fortified Mobile Spawn (FMS) or Urban Mobile Spawn (UMS) Player Placed Objects.&lt;br /&gt;
|-&lt;br /&gt;
|dFRU, DFRU||Defensive FRU||created from a defensive mission rather than offensive and now replaced by the Fortified Mobile Spawn (FMS) or Urban Mobile Spawn (UMS) Player Placed Objects.&lt;br /&gt;
|-&lt;br /&gt;
|DMS||Defensive Mobile Spawn||replaced by FRU and now replaced by the Fortified Mobile Spawn (FMS) or Urban Mobile Spawn (UMS) Player Placed Objects.&lt;br /&gt;
|-&lt;br /&gt;
|EMS||Enemy Mobile Spawn||replaced by FRU and now replaced by the Fortified Mobile Spawn (FMS) or Urban Mobile Spawn (UMS) Player Placed Objects.&lt;br /&gt;
|-&lt;br /&gt;
|FMS||Fortified Mobile Spawn||a mobile spawn point only place-able by transport and only able to be placed outside of Built Up areas. All Infantry types and your sides Light AA and ATG's may spawn from a Fortified Mobile Spawn (FMS). Currently limited to: AAA; FlaK. 30 (20mm - DE), 25mm CA mle 1938 (25mm - FR, UK and US). ATG; PaK 35/36 (37mm - DE), ROQF 2 pdr (40mm - UK), 25 mm SA mle 1934 (25mm - FR and US). A Fortified Mobile Spawn (FMS) takes a significant amount damage to destroy. Fortified Mobile Spawn (FMS) have ammunition re-supply capabilities.&lt;br /&gt;
|-&lt;br /&gt;
|IFP||Infantry Fighting Position||also; Foxhole. A Player Placed Object (PPO).&lt;br /&gt;
|-&lt;br /&gt;
|MS, MSP||Mobile Spawn, Mobile Spawn Point||replaced by FRU. Now replaced by the Fortified Mobile Spawn (FMS) or Urban Mobile Spawn (UMS) Player Placed Objects.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Map Objects===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abbreviation / Term!! Full Name!! Description&lt;br /&gt;
|-&lt;br /&gt;
|AB||Armybase||also; Army Base. The only facility in a town where you can spawn Heavy Field Pieces and Armoured Vehicles. The only limitation on the Armybase supply is the actual unit availability, unlike Depots. Towns can contain more than one Armybase. Once the enemy captures the “Last” Armybase the Units based there retreats.&lt;br /&gt;
|-&lt;br /&gt;
|AF||Airfield||the facility from which Aircraft spawn. It usually (but not always) has a separate Armybase on a square level surface near a town. When the enemy captures the Airfield Bunker, aircraft units based there retreats and aircraft can no longer spawn in at the airfield. If an Airfield is “Friendly Controlled”, friendly aircraft may rearm/refuel at that airfield. Additionally if the aircraft has no Critical Component Damage (Kill) it may de-spawn (RTB) and re-Spawn at that airfield. An aircraft with Critical Component Damage (Kill) will not be permitted to re-Spawn.&lt;br /&gt;
|-&lt;br /&gt;
|AFAB||Airfield Armybase||an Armybase located in close proximity to, if not on an Airfield.&lt;br /&gt;
|-&lt;br /&gt;
|AGL||Above Ground Level||something to consider. Ground Level is usually above Sea Level. Altimeters usually measure Altitude above Sea Level which can be many feet/meters below Ground Level.&lt;br /&gt;
|-&lt;br /&gt;
|ALT||Altitude||measured in feet (imperial - UK and US) and meters (metric, SI - FR and DE).&lt;br /&gt;
|-&lt;br /&gt;
|BLDG||Building||&lt;br /&gt;
|-&lt;br /&gt;
|BNKR||Bunker||the facility in an Armybase or Airfield containing the radio table. It will always display the flag of the controlling nationality (switches immediately if captured).&lt;br /&gt;
|-&lt;br /&gt;
|BRDG||Bridge||&lt;br /&gt;
|-&lt;br /&gt;
|BRG||Brigade, also; Bridge||&lt;br /&gt;
|-&lt;br /&gt;
|BRIG||Brigade||the base unit used within World War II Online. [http://wwiionline.com WWIIOnline Home.]&lt;br /&gt;
|-&lt;br /&gt;
|CP||Capture Point||also; Choke Point or Control Point. Officially all of the Towns/Cities shown on the map are Choke Points (CP). Choke Points (Towns) as represented on the Campaign map are places whose friendly control frees friendly land movement while restricting enemy land movement. The “Common Wisdom” now is usually: A CP (Capture Point) is any enemy controlled structure (as indicated by a flag on the structure) within a Town (Choke Point) whose capture is part of the process of capturing (liberating) the Town (Choke Point) from enemy control. ALL CP's must be friendly controlled simultaneously for a Town (Choke Point) to change sides. While the enemy controls any one CP (Capture Point) the Town (Choke Point) remains enemy controlled. In-game players will often indicate a particular capture point by its cardinal location in a choke point, e.g. “NCP” indicating “North Capture Point”. Additionally players can also indicate a specific CP, e.g. Armybase / Airfield Bunker, Docks, City, Railroad Station or a Named CP etc.&lt;br /&gt;
|-&lt;br /&gt;
|FB||Forward Base||also; Firebase. A facility near a Town (Choke Point or CP) from which units can spawn. It usually consists of the tented camp comprising Infantry Tents (Infantry Spawn point), Vehicle Tent (Vehicle Spawn point) and occasionally Other Covered Crates. The Infantry Tents, Vehicle Tent and if present Other Covered Crates must also be destroyed (100% damage) to remove the enemy Forward Base (FB) from the map. When the Forward Base (FB) destroyed the other Forward Base of the pair is activated. A Forward Base (FB) that is left alone, i.e. not attacked, will self repair to 100% given time. Visually the Forward Base tented camp components show only 2 states. Undamaged and Destroyed. A percentage value of the components is available via the Main map and the dot commands. i.e. Infantry 35%, Vehicle 100%, with 100% being destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Flag|| ||the current unit/s in a town.&lt;br /&gt;
|-&lt;br /&gt;
|HQ||Headquarters||the roughly brigade strength Headquarters Unit of a Division.&lt;br /&gt;
|-&lt;br /&gt;
|Inf Spawn||Infantry Spawn Point||anything that Infantry can be spawned from. Includes: Armybase and Forward Base Infantry Spawns and Depots buildings. Also Fortified Mobile Spawn (FMS) or Urban Mobile Spawn (UMS) Player Placed Objects. Additionally Airfield Control Towers for Paratroops.&lt;br /&gt;
|-&lt;br /&gt;
|RR||Railway Station||also; Railroad.&lt;br /&gt;
|-&lt;br /&gt;
|RVR||River||a significant barrier to vehicle mobility and therefore the placement of Fortified Mobile Spawn (FMS) or Urban Mobile Spawn (UMS), except via an un-destroyed bridge. Slows Infantry movement by forcing them to swim the river. Is water navigable by the Fairmile B, Coastal Patrol Boat.&lt;br /&gt;
|-&lt;br /&gt;
|Spawn Point|| ||normally a term for a fixed spawn point or a Player Placed mobile spawn that is used to spawn from. Fixed Spawn Points Include; Armybase and Forward Base, Infantry and Vehicle Spawns, Depot Spawns, Dock Spawns (ships only), Airfield Hanger Spawns (aircraft only), Airfield Control Tower Spawns (paratroops only). Mobile Spawn Points include: the Fortified Mobile Spawn (FMS) or Urban Mobile Spawn (UMS) Player Placed Objects.&lt;br /&gt;
|-&lt;br /&gt;
|Spawnable|| ||an enemy controlled depot within an friendly controlled Town, where the linking FB is enemy controlled AND there is are enemy unit/s based within the linked enemy Town.&lt;br /&gt;
|-&lt;br /&gt;
|Veh Spawn||Vehicle Spawn Point||anything that Vehicles can be spawned from. Includes: Armybase and Forward Base Vehicle Spawns and Depots buildings. Airfield Hangers for  aircraft and Docks for ships.&lt;br /&gt;
|-&lt;br /&gt;
|WP||Way point||a reference point placed on the map by the Mission Leader (ML). eg to aid entry to a target to best use available cover and/or avoid enemy AI fire.&lt;br /&gt;
|-&lt;br /&gt;
|AO||Attack Order||also; Attack Objective. An Attack Order (AO) on Town (CP) means that High Command is requesting the Player Base (PB) to Attack and Liberate the marked Town/City. After a time has elapsed (10 mins) the town capture points (only Depots initially) become enabled or “Hot”.&lt;br /&gt;
|-&lt;br /&gt;
|DO||Defend Order||also; Defence Objective or DO. A friendly Town (CP) that has an enemy AO placed on it and needs defending, preferably before 10 minutes have passed when the Capture Points (CPs, Depots initially) are activated or “Hot”.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Early Warning System (EWS / AEWS)===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abbreviation / Term!! Full Name!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Yellow||Yellow Square||Air EWS indicating “a presence” of enemy Aircraft within the square.&lt;br /&gt;
|-&lt;br /&gt;
|Red||Red Square||Air EWS indicating “a large presence” of enemy Aircraft within the square.&lt;br /&gt;
|-&lt;br /&gt;
|SINGLE||Single||EWS indicating “a presence” of either enemy Infantry or Armour near a Town. It is possible for Naval Units to be displayed near a town as appropriate.&lt;br /&gt;
|-&lt;br /&gt;
|DBL||Double||EWS indicating “a large presence” of either enemy Infantry or Armour near a Town. It is possible for Naval Units to be displayed near a town as appropriate.&lt;br /&gt;
|-&lt;br /&gt;
|DBL DBL||Double Double||EWS indicating “a large presence” of enemy Infantry AND Armour near a Town. It is possible for Naval Units to be displayed near a town as appropriate. This state is usually bad for the Town indicated, unless there are some defenders there.&lt;br /&gt;
|-&lt;br /&gt;
|EWS||Early Warning System||Ground based map indication of enemy armour, infantry or both, approaching a town. Can indicate light or heavy presence. It will indicate the presence of enemy Naval approaching a town where appropriate, in a similar manner.&lt;br /&gt;
|-&lt;br /&gt;
|AWS||Air Warning System||also; Airborne Warning System. Similar system to EWS for aircraft, showing rough location of enemy air forces.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player and Population===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abbreviation / Term!! Full Name!! Description&lt;br /&gt;
|-&lt;br /&gt;
|ML||Mission Leader||usually the player who created the mission. It is possible for another player to be assigned or take the Mission Leader role for a mission in-game.&lt;br /&gt;
|-&lt;br /&gt;
|AOIC||Attack Officer In Charge||member of the player base who volunteers to lead and co-ordinate attack, receiving HC privileges for the brigade he is part of.&lt;br /&gt;
|-&lt;br /&gt;
|DOIC||Defence Officer In Charge||member of the player base who volunteers to lead and co-ordinate defence, receiving HC privileges for the brigade he is part of.&lt;br /&gt;
|-&lt;br /&gt;
|MOIC||Map Officer In Charge||the HC member looking after the map and the movement of the brigades.&lt;br /&gt;
|-&lt;br /&gt;
|BALLANCED||Population Balanced||the game population is Balanced, neither side is Over Populated.&lt;br /&gt;
|-&lt;br /&gt;
|OP||Over Populated||also; Over Powered. Also see: Under Populated.&lt;br /&gt;
|-&lt;br /&gt;
|UP||Under Populated||also see; Over Populated.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Capture Locations===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abbreviation / Term!! Full Name&lt;br /&gt;
|-&lt;br /&gt;
|NAB||North Army Base&lt;br /&gt;
|-&lt;br /&gt;
|EAB||East Army Base&lt;br /&gt;
|-&lt;br /&gt;
|SAB||South Army Base&lt;br /&gt;
|-&lt;br /&gt;
|WAB||West Army Base&lt;br /&gt;
|-&lt;br /&gt;
|CAB||Centre Army Base&lt;br /&gt;
|-&lt;br /&gt;
|NCP||North Capture Point&lt;br /&gt;
|-&lt;br /&gt;
|ECP||East Capture Point&lt;br /&gt;
|-&lt;br /&gt;
|SCP||South Capture Point&lt;br /&gt;
|-&lt;br /&gt;
|WCP||West Capture Point&lt;br /&gt;
|-&lt;br /&gt;
|Docks||Dock Capture Point&lt;br /&gt;
|-&lt;br /&gt;
|AF||Airfield Capture Point&lt;br /&gt;
|-&lt;br /&gt;
|AFAB|| Airfield Army Base &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===After Action Reports (AAR)===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abbreviation / Term!! Full Name!! Description&lt;br /&gt;
|-&lt;br /&gt;
|RTB||Return to Base||your unit will return to the spawn-list with no delay and full points awarded. You may Re-Spawn this unit immediately re-armed / fuelled and repaired unless the unit has suffered Critical Component Damage or “Kill”.&lt;br /&gt;
|-&lt;br /&gt;
|RES||Rescued||your unit will return to the spawn-list within 15 minutes. Most earned points are awarded.&lt;br /&gt;
|-&lt;br /&gt;
|MIA||Missing in Action||your unit is missing, presumed lost. A moderate amount of points earned are awarded.&lt;br /&gt;
|-&lt;br /&gt;
|KIA||Killed in Action||your unit is lost and must wait for the resupply cycle (see RDP) for the brigade to have a replacement. Only a small portion of points earned are awarded..&lt;br /&gt;
|-&lt;br /&gt;
|TOM||Time on Mission||a Recorded Game Statistic found in the CS&amp;amp;R. Available online via the World War II Online Official Website. [http://wwiionline.com WWIIOnline Home.]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game System===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abbreviation / Term!! Full Name!! Description&lt;br /&gt;
|-&lt;br /&gt;
|CTD||Crash to Desktop||an undesirable occurrence requiring a restarting of the game.&lt;br /&gt;
|-&lt;br /&gt;
|CTHL||Connection to Host Lost||an undesirable occurrence that usually results in a Crash to Desktop (CTD), requiring the restarting of the game.&lt;br /&gt;
|-&lt;br /&gt;
|SD||Spawn Delay||the timed delay for spawning a unit when a side is overpopulated (generally given in seconds). The “Common Wisdom” is: If your side has a Spawn Delay (SD) and you are not attacking, you are wasting a potential opportunity.&lt;br /&gt;
|-&lt;br /&gt;
|HUD||Heads Up Display||the additional information elements visible over your view of the game world.&lt;br /&gt;
|-&lt;br /&gt;
|AAR||After Action Report||available after you de-spawn and shows units hit/killed, points scored as well as other information relating to the just completed mission.&lt;br /&gt;
|-&lt;br /&gt;
|CSR, CS&amp;amp;R||Combat Stats and Records||available online via the World War II Online Official Website. [http://wwiionline.com WWIIOnline Home.]&lt;br /&gt;
|-&lt;br /&gt;
|AI||Artificial Intelligence||computer controlled entities which can either be: Machine Gun Pits, Towers or Light Anti-Tank and various Anti-Aircraft Guns. They can be destroyed with Grenades, Machine Gun, Gunfire, Mortar Rounds and HE Charges. HEAT Charges do also work but are less effective then HE Charges.&lt;br /&gt;
|-&lt;br /&gt;
|AIAA, AAAI||Artificial Intelligence Anti-Aircraft||computer controlled anti-aircraft guns.&lt;br /&gt;
|-&lt;br /&gt;
|AIMG||Artificial Intelligence Machine Gun||computer controlled anti-infantry and anti-soft (unarmoured) vehicle emplacements.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chat and Terms==&lt;br /&gt;
===Chat Shorthand===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abbreviation / Term!! Full Name!! Description&lt;br /&gt;
|-&lt;br /&gt;
|666, 6|| ||enemy on your tail, take evasive action. A hasty message typed to indicate a pilot is being chased by an enemy aircraft (the enemy aircraft is following, or at the 6 O'clock position). Often proceeded by the name of the player who is being chased or the type of aircraft that is in pursuit. '666' generally indicates imminent danger from the enemy aircraft to the rear. Check your Six (o'clock).&lt;br /&gt;
|-&lt;br /&gt;
|Con||Contact||Shorthand for 'contact'. Pilot term for an aircraft that has not been identified as friend or foe yet. (e.g. “Con 3k” means “unidentified aircraft spotted at an altitude of 3km”). Also See: Gray Circle.&lt;br /&gt;
|-&lt;br /&gt;
|Deck|| ||the ground. Often used by pilots to indicate a very low altitude (e.g. “EA on the deck over Antwerp”).&lt;br /&gt;
|-&lt;br /&gt;
|AFK||Away From Keyboard||are currently “AFK”, Away From Keyboard.&lt;br /&gt;
|-&lt;br /&gt;
|ASAP||As Soon As Possible||&lt;br /&gt;
|-&lt;br /&gt;
|ATM||At the Moment||&lt;br /&gt;
|-&lt;br /&gt;
|BK||Back||&lt;br /&gt;
|-&lt;br /&gt;
|BRB||Be Right Back||Bathroom Break.&lt;br /&gt;
|-&lt;br /&gt;
|CC||Copy Copy||also; Copy Check, Copy Command, CLICK-CLICK.  An expression of understanding/compliance or “okay”. Radio shorthand for understood, roger, acknowledged, etc.&lt;br /&gt;
|-&lt;br /&gt;
|CHK||Check||&lt;br /&gt;
|-&lt;br /&gt;
|CLR||Clear||&lt;br /&gt;
|-&lt;br /&gt;
|CVR||Cover||in-game there are two types of cover. Hard Cover and Soft (visual) Cover. Hard Cover which will protect you from being killed if all of you are behind the Hard Cover relative to direct fire from an enemy. Visual (soft) cover on the other hand will not protect you from being killed if the enemy knows you are there.&lt;br /&gt;
|-&lt;br /&gt;
|DED||Dead||&lt;br /&gt;
|-&lt;br /&gt;
|DRK||Dark||&lt;br /&gt;
|-&lt;br /&gt;
|DWN||Down||&lt;br /&gt;
|-&lt;br /&gt;
|ETA||Estimated Time of Arrival||&lt;br /&gt;
|-&lt;br /&gt;
|FFS||For F***'s Sake||an expression of frustration and/or annoyance.&lt;br /&gt;
|-&lt;br /&gt;
|FJ||Fallschirmjäger||Paratroopers (in German).&lt;br /&gt;
|-&lt;br /&gt;
|FTW||For The Win||&lt;br /&gt;
|-&lt;br /&gt;
|FUBAR||Fouled (F*****) Up Beyond All Recognition/Reason||apparently the usual state for any military operations.&lt;br /&gt;
|-&lt;br /&gt;
|GG, G2G||Good to Go||also; Got to Go.&lt;br /&gt;
|-&lt;br /&gt;
|GJ||Good Job||sometimes embellished as GFJ (Good F***ing Job).&lt;br /&gt;
|-&lt;br /&gt;
|GL||Good Luck||&lt;br /&gt;
|-&lt;br /&gt;
|GN||Good Night||&lt;br /&gt;
|-&lt;br /&gt;
|GRD||Guard||&lt;br /&gt;
|-&lt;br /&gt;
|HLP||Help||&lt;br /&gt;
|-&lt;br /&gt;
|IB, Inb||Inbound||&lt;br /&gt;
|-&lt;br /&gt;
|JK||Just Kidding||&lt;br /&gt;
|-&lt;br /&gt;
|K, KK||OK||&lt;br /&gt;
|-&lt;br /&gt;
|LOL||Laugh Out Loud||&lt;br /&gt;
|-&lt;br /&gt;
|LOS||Line of Sight||an player has a Line of Sight (LOS) on an object (read Target) if the player has an unobstructed view of the object. A Line of Sight (LOS) is either Unobstructed (clear), Obstructed (not clear but useable. The object is covered partially or fully by foliage or similar, or the object can be behind some form of hard cover reducing your ability to hit the target) or Blocked (not visible, and direct sighting and therefore engagement is not possible).&lt;br /&gt;
|-&lt;br /&gt;
|ND||Need||&lt;br /&gt;
|-&lt;br /&gt;
|NEG||Negative||&lt;br /&gt;
|-&lt;br /&gt;
|NJ||Nice Job||&lt;br /&gt;
|-&lt;br /&gt;
|NP||No Problem||You're Welcome.&lt;br /&gt;
|-&lt;br /&gt;
|NXT||Next||&lt;br /&gt;
|-&lt;br /&gt;
|OMG||Oh My God||&lt;br /&gt;
|-&lt;br /&gt;
|OMW||On My Way||&lt;br /&gt;
|-&lt;br /&gt;
|OTD||On The Deck||a very low altitude aircraft. (e.g. “EA OTD Ant”, means “Enemy Aircraft at a very low altitude over Antwerp”).&lt;br /&gt;
|-&lt;br /&gt;
|OTW||On the Way||&lt;br /&gt;
|-&lt;br /&gt;
|Overrun||Overrun||refers to a situation where a town is about to be lost due to overwhelming enemy. Often by firing directly into the spawn areas and/or preventing defenders from reaching the Armybase Bunker building.&lt;br /&gt;
|-&lt;br /&gt;
|Pak, PAK||Panzerabwehrkanone||an Anti-tank Gun (in German).&lt;br /&gt;
|-&lt;br /&gt;
|Panzer||Panzerkampfwagen||also; Pz. Armoured Combat Vehicle (in German). Effectively a German AFV, though it can be used as a generic term for tank, commonly a German one.&lt;br /&gt;
|-&lt;br /&gt;
|PLZ||Please||&lt;br /&gt;
|-&lt;br /&gt;
|PM||Private Message||also; Personal Message.&lt;br /&gt;
|-&lt;br /&gt;
|POS||Position||also; Positive.&lt;br /&gt;
|-&lt;br /&gt;
|RD||Road||&lt;br /&gt;
|-&lt;br /&gt;
|RGR||Roger||OK, Affirmative, etc.&lt;br /&gt;
|-&lt;br /&gt;
|ROTFLMAO||Rolling on the floor laughing my arse/ass off||&lt;br /&gt;
|-&lt;br /&gt;
|S!, !S||Salute||Salute. A common greeting. Player greeting / show of respect.&lt;br /&gt;
|-&lt;br /&gt;
|SEC||Seconds||a measure of time.&lt;br /&gt;
|-&lt;br /&gt;
|TGT||Target||&lt;br /&gt;
|-&lt;br /&gt;
|TY, THX||Thank You||&lt;br /&gt;
|-&lt;br /&gt;
|TYVM||Thank You Very Much||&lt;br /&gt;
|-&lt;br /&gt;
|VIS||Visual||used typically to indicate that a player can see an object/target.&lt;br /&gt;
|-&lt;br /&gt;
|WTF||What the F***||&lt;br /&gt;
|-&lt;br /&gt;
|WTG||Way to Go||also; Way to Go!.&lt;br /&gt;
|-&lt;br /&gt;
|WTH||What the Hell||&lt;br /&gt;
|-&lt;br /&gt;
|P1, P2||Attack Priority||Attack / Defensive priority system to label importance of towns as determined by HC.&lt;br /&gt;
|-&lt;br /&gt;
|D1, D2||Defensive Priority||Attack / Defensive priority system to label importance of towns as determined by HC.&lt;br /&gt;
|-&lt;br /&gt;
|TS, TS#||Team Speak||Teamspeak, Teamspeak by Major Version.&lt;br /&gt;
|-&lt;br /&gt;
|COM, COMMS||Communications||the “Common Wisdom” is: Comms = information sharing and coordination = victory.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===In-Chat Text Commands===&lt;br /&gt;
&lt;br /&gt;
Some useful In-Chat [[Text_Commands|Text Commands.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Other Terms===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abbreviation / Term!! Full Name!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Auger|| ||the act of crashing an aircraft into the ground, usually due to pilot error. Typically nose first.&lt;br /&gt;
|-&lt;br /&gt;
|Buff|| ||a (supposed) improvement of a unit's capabilities by game designers.&lt;br /&gt;
|-&lt;br /&gt;
|Nerf|| ||a (supposed) diminishment of a unit's capabilities by game designers.&lt;br /&gt;
|-&lt;br /&gt;
|Spawn, Spawn In||Spawn||also; Spawn In. The act of entering the game, usually at the various Spawn Points.&lt;br /&gt;
|-&lt;br /&gt;
|Despawn||De-spawn||the act of leaving the game. How and where you De-spawn, will define your exact AAR result. When you do De-spawn you are taken directly to the ARR tab to review the previous mission accomplishments and results. Additionally the results can be viewed at the Combat Stats and Records (CSR) available online via the main World War II Online Official Website. [http://wwiionline.com WWIIOnline Home.]&lt;br /&gt;
|-&lt;br /&gt;
|Ausf.||Ausführung||model or variant (in German).&lt;br /&gt;
|-&lt;br /&gt;
|BOB||Battle of Britain||the attempt by the Luftwaffe to dominate the sky’s over southern England as a precursor to Operation Sea Lion (the proposed amphibious and airborne invasion of Britain by German forces). The Battle commenced approximately on 10 July and concluded on 31 October 1940. What would become known as “The Blitz” commenced before the conclusion of the Battle of Britain. The Luftwaffe and RAF were the principal combatants, however several nations were represented by having pilots participating in the battle. The British RAF effectively won the battle by their resistance causing the German High Command to initially postpone and then cancel Operation Sea Lion. The Battle of Britain was also the first major campaign fought entirely by air forces. Also lookup the following famous speeches, “Battle of Britain - their Finest Hour” June 18, 1940 and “The Few” August 20, 1940 both given by Winston Churchill (1874 - 1965).&lt;br /&gt;
|-&lt;br /&gt;
|Camping|| ||firing into or covering the exits from the enemy spawn area. Commonly used to describe the overrun situation (e.g. “AB is camped”) or the intent to fire onto the enemy as they spawn in (e.g. “We are going to camp the airfield”). A person who is firing into a spawn area is referred to as a “Camper”.&lt;br /&gt;
|-&lt;br /&gt;
|CH||Channel||used in reference to the chat channels displayed within the game Heads Up Display (HUD) and used to filter chat messages.&lt;br /&gt;
|-&lt;br /&gt;
|Critical Component Damage||Critical Component Damage||a unit that suffers Critical Component Damage is recorded as “Killed”. The player that scores the first Critical Component Damage on a unit is awarded the “Kill” for that unit. It is possible for a unit (usually armour) to have a “Kill” recorded against it but is still quite capable of killing. The only Critical Component Damage “Kill” that usually prevents a unit (usually armour) from further killing is a Critical Component Damage - Gunner Dead. If the armoured unit has other weapons controlled by other crew it can still kill even after it has been officially “killed”.&lt;br /&gt;
|-&lt;br /&gt;
|DE||Deutsche, German, Kraut||&lt;br /&gt;
|-&lt;br /&gt;
|ENG||Engine||also; English. See Engineer.&lt;br /&gt;
|-&lt;br /&gt;
|Flak||Fliegerabwehrkanone||Anti-aircraft Gun (in German).&lt;br /&gt;
|-&lt;br /&gt;
|FPS||Frames per Second||also; First Person Shooter. The higher the games FPS are the smother the game will play. Frame rates achieved are based on your hardware and the internet connection used to play the game.&lt;br /&gt;
|-&lt;br /&gt;
|FR||French, Frog||&lt;br /&gt;
|-&lt;br /&gt;
|FT||Feet||an Imperial measure of distance. 3 feet = 1 Yard. 1 foot is approximately 300mm, while 1 Yard is approximately 1 meter.&lt;br /&gt;
|-&lt;br /&gt;
|FWD||Forward||&lt;br /&gt;
|-&lt;br /&gt;
|GB||Great Britain, British, Limey, Tommy||&lt;br /&gt;
|-&lt;br /&gt;
|GE||Gun Emplacement||a protected position to protect Guns, including the Permanent, Gun Emplacements, visible on the maximum zoom setting on the game maps, and the Player Placed Object (PPO).&lt;br /&gt;
|-&lt;br /&gt;
|Gear|| ||pilot term for “Landing Gear”.&lt;br /&gt;
|-&lt;br /&gt;
|GM||Game Manager||&lt;br /&gt;
|-&lt;br /&gt;
|Grey Circle|| ||an aircraft that is too far away to be identified as friend or foe by visual means, ie the colour of its ID circle. Default ID circles are: Red = Enemy, Blue = Friendly, Gray = Unknown.&lt;br /&gt;
|-&lt;br /&gt;
|HDG||Heading||used in reference to the compass rose with North (0 degrees) pointing to the top of the screen and South (180 degrees) to the bottom. Left and Right screen, 270 degrees and 90 degrees respectively.&lt;br /&gt;
|-&lt;br /&gt;
|HMG||Heavy machine Gun||Heavy Machine Guns usually fire a larger round than the standard (for the army) rifle round, generally up to about 15mm. In-game this is limited to the M2HB on the US built M10 Wolverine and the 12.7mm HMG on the British built Vickers Mk.VI. This excludes in-game aircraft mounted weapons.&lt;br /&gt;
|-&lt;br /&gt;
|IAS||Indicated Air Speed||an aircraft measurement of current air speed. Indicated Air Speed is a basic measure of an aircrafts speed through the Air. There are many factors that influence an aircrafts air speed like altitude, temperature, side slipping etc. Indicated Air Speed does not compensate its reading for any or all of the influencing factors. The actual (True) air speed of the aircraft can be significantly different to the Indicated Air Speed display. Indicated Air Speed instruments are simpler to build and are more common on small lighter aircraft. Most aircraft in World War II Online, use Indicated Air Speed instruments to display the aircrafts current air speed.&lt;br /&gt;
|-&lt;br /&gt;
|INF||Infantry||only infantry can capture. “Poor Bloody Infantry”. Infantry includes Paratroops.&lt;br /&gt;
|-&lt;br /&gt;
|ISA||Infantry Small Arms||usually refers to weapons predominantly individually man portable and firing up to standard (for the army) rifle calibre ammunition. This includes all Pistols, both Revolvers and Semi-automatic, Sub-Machineguns and all Bolt Action, Semi-automatic and Automatic Rifles. Standard Hand Grenades and also Rifle Grenades can also be found here.&lt;br /&gt;
|-&lt;br /&gt;
|ISW||Infantry Support Weapons||usually refers to crew served but still infantry portable weapons. Light Machine Guns, Light Mortars, Anti-tank Rifles and Infantry Anti-tank weapons would be found here. Engineers and Sappers are better placed here. Additionally various other weapons not found in-game would be placed here, like tripod/carriage MMG's and HMG's,  and Recoilless Rifles etc.&lt;br /&gt;
|-&lt;br /&gt;
|JG||Jagdgeschwader||Fighter Wing (in German).&lt;br /&gt;
|-&lt;br /&gt;
|JS||Joystick||a game controller used with flight simulations. Almost “required” to fly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|K, km||Kilometres||a Metric (SI) unit of distance. Base unit = meter while the multiplier = 1000. i.e. 1000m or 1 km..&lt;br /&gt;
|-&lt;br /&gt;
|KB||Keyboard||the computer keyboard.&lt;br /&gt;
|-&lt;br /&gt;
|KD||Kill Death (Ratio)||a Recorded Game Statistic found in the CS&amp;amp;R. Available online via the World War II Online Official Website. [http://wwiionline.com WWIIOnline Home.]&lt;br /&gt;
|-&lt;br /&gt;
|KG||Kampfgruppe||Battle Group, also; Kampfgeschwader, Battle Squadron, Bomber Squadron, also; Kilograms .&lt;br /&gt;
|-&lt;br /&gt;
|KO, KO'd||Knocked out||also; killed or destroyed. (e.g. “I knocked out the ET on the hill N” meaning “I killed the enemy tank on the hill to the north”).&lt;br /&gt;
|-&lt;br /&gt;
|KwK||Kampfwaenkanone||an Armoured Fighting Vehicle Gun (in German).&lt;br /&gt;
|-&lt;br /&gt;
|Light Auto-cannons||Light Auto-cannon||Light Auto-cannons are generally 16 - 35mm and in-game include all Light AA guns.&lt;br /&gt;
|-&lt;br /&gt;
|LTAP||Less Than Ace Pilot||pretty well everyone else, other than “The Gallant Few”.&lt;br /&gt;
|-&lt;br /&gt;
|LVL||Level||&lt;br /&gt;
|-&lt;br /&gt;
|M||Meters||a Metric (SI) unit of distance. The meter (m) is the base unit for the metric (SI) system of weights and measures. Multipliers are then applied to the base unit to denote larger (km - 1000 [kilo] x 1 meter) or smaller (mm - 1000th [milli] of a  meter).&lt;br /&gt;
|-&lt;br /&gt;
|MAX||Maximum||&lt;br /&gt;
|-&lt;br /&gt;
|MC||Multi-Crew||the capability to have two players spawn into and control a single unit in-game.&lt;br /&gt;
|-&lt;br /&gt;
|MG||Maschinengewehr||Machine Gun (in German). Represented in-game by the German Maschinengewehr 34 or MG34.&lt;br /&gt;
|-&lt;br /&gt;
|MIN||Minute||also; minimum.&lt;br /&gt;
|-&lt;br /&gt;
|MISS||Mission||created by the Mission Leader (ML) to allow other players to spawn into. The Mission is utilised to facilitate communication and teamwork by the players that have joined the mission. The Mission Leader can also position useful informational marker visible to all members who are on the mission.&lt;br /&gt;
|-&lt;br /&gt;
|Noob|| ||also; Green Tags. Derived from the term 'newbie', describing an inexperienced player. In-game similar players can potentially be identified by their distinctive green tag, visible in-game. In this case they are usually called “Green Tags”.&lt;br /&gt;
|-&lt;br /&gt;
|OBJ||Objective||the Objective or Target for any mission. A mission always has a Target and an Origin both of which is assigned by the Mission Leader (ML) at the time the Mission is created. A Mission always also has a Unit as well and provides the units (supply) to spawn in with.&lt;br /&gt;
|-&lt;br /&gt;
|OOTW||Officer of the Week||&lt;br /&gt;
|-&lt;br /&gt;
|OPS||Operations||&lt;br /&gt;
|-&lt;br /&gt;
|PB||Player Base||the Players, playing World War II Online at any given time. Players do not have to be actively in-game to qualify.&lt;br /&gt;
|-&lt;br /&gt;
|POTW||Player of the Week||&lt;br /&gt;
|-&lt;br /&gt;
|PPO||Player Placed Object||Player Placed Objects (PPO's) are any in-game structure (usually) that a player can place. Currently includes: Fortified Mobile Spawns (FMS), Urban Mobile Spawns (UMS), Tanktraps (Hedgehogs), Sandbags, Gun Emplacements, Infantry Firing Positions (IFP or Foxholes) and Ammunition Caches (for ammunition resupply in the field). Various units are capable of placing various Player Placed Objects (PPO's) but no unit is able to place all available Player Placed Objects.&lt;br /&gt;
|-&lt;br /&gt;
|Pwn|| ||to completely dominate another player, often due to an imbalance in experience..&lt;br /&gt;
|-&lt;br /&gt;
|RA||Rapid Assault||a sister game to World War II Online. Cornered Rat Software has halted development of this game.&lt;br /&gt;
|-&lt;br /&gt;
|REV||Reverse||also; Rev i.e. Revolutions per Minute (RPM).&lt;br /&gt;
|-&lt;br /&gt;
|RNG||Range||the distance to a location, generally from where you are at present, to a target.&lt;br /&gt;
|-&lt;br /&gt;
|RPM||Revolutions Per Minute||also; Rotations Per Minute.&lt;br /&gt;
|-&lt;br /&gt;
|SA||Situational Awareness||the mental map a player has of his surrounding area, including the approximate distance and bearing of friendly and especially known enemy. This map is dynamic. Friendly units are visible (in real-time) on the in-game “Mini Map” on the Heads Up Display (HUD) or “Theatre Map”. Enemy units are never visible but can be indicated as marked by friendly players. Enemy unit markings on map, are NOT real-time and may be partially or completely wrong. Enemy Units as marked by other players are coloured Red (Default). Friendly units on the same mission are visible at significant ranges and are coloured Light Blue (Default), while friendly units not on the same mission are only visible on map it they are within approximately 1000m and are coloured Dark Blue (Default). The unit coloured Purple (Default) is the Mission Leader for the Mission you are currently spawned into.&lt;br /&gt;
|-&lt;br /&gt;
|Sd.Kfz||Sonderkraftfahrzeug||a “special purpose vehicle” or “special ordnance vehicle” (in German). All military vehicles used by the German Forces during World War Two were assigned a Sd.Kfz Number. Ie Sd.Kfz 232 rad 8 Schwerer Panzerspähwagen (eight wheeled, heavy armoured reconnaissance vehicle) in-game and the Sd.Kfz 181 or more commonly PzKpfw.VI “Tiger” heavy tank co-incidentally in-game as well.&lt;br /&gt;
|-&lt;br /&gt;
|SIM||Simulation||an attempt to mathematically emulate real-world events and process with results that are identical to the actual natural events and process. This is of course the “Pot of Gold at the end of the Rainbow”, however the results achieved by current simulation through the application of research, do provide useful but not 100% accurate, results. In World War II Online, the game attempts to present historically accurate results through many processes all based on the latest research data available.&lt;br /&gt;
|-&lt;br /&gt;
|SNAFU|| ||Situation Normal, All Fouled (F*****) Up.&lt;br /&gt;
|-&lt;br /&gt;
|STO||Server Tracked Object||an in-game object that is tracked by the game servers. The advantage of a Server Tracked Object (STO) is that everyone in-game sees exactly the same thing rather than their client software’s approximation. Currently it is only Player Placed Objects (PPO's) and Light Mortar rounds that are Server Tracked Objects (STO's).&lt;br /&gt;
|-&lt;br /&gt;
|SUB||Subscription||also; Subscribe, Submarine.&lt;br /&gt;
|-&lt;br /&gt;
|SUP||Supply||also; (What)s up, a greeting.&lt;br /&gt;
|-&lt;br /&gt;
|TAS||True Air Speed||an aircraft measurement of current air speed. True Air Speed is an advanced measure of an aircrafts speed through the Air. There are many factors that influence an aircrafts air speed like altitude, temperature, side slipping etc. True Air Speed does compensate its reading for any or all of the influencing factors. The True Air Speed of the aircraft can be significantly different to the Indicated Air Speed. True Air Speed is a compensated measure and requires additional aircraft information to display.&lt;br /&gt;
|-&lt;br /&gt;
|TO&amp;amp;E, TOE||Table of Organisation and Equipment||a listing of a units component parts delineated by Unit Size (Section, Platoon, Company etc), Type of Unit (Bolt Action Rifles, SMG LMS etc) and Number of units available. This was a theoretical / ideal list. In practice the actual components varied according to availability, battle losses and re-supply capability.&lt;br /&gt;
|-&lt;br /&gt;
|ToES||Tables of Equipment and Supply||see: TO&amp;amp;E.&lt;br /&gt;
|-&lt;br /&gt;
|TWN||Town||a more useable / less contradictory name for what is officially called a Choke Point (CP). All Towns / Cities displayed on the in-game map are officially called Choke Points (CP's).&lt;br /&gt;
|-&lt;br /&gt;
|TZ||Time Zone||either the World Time zone as measured relative to Greenwich Mean Time (GMT) or now called Coordinated Universal Time (UTC). Ie US Pacific Time is UTC -8 hours. Commonly in-game there are three time zones (TZ) TZ-1 = US Prime, TZ-2 = European Prime and TZ-3 = Asia/Pacific Prime. These zones do overlap the preceding and following time zone(TZ).&lt;br /&gt;
|-&lt;br /&gt;
|UK||United Kingdom||United Kingdom of Great Britain and Northern Ireland, The. Commonly known as the United Kingdom (UK) or Britain.&lt;br /&gt;
|-&lt;br /&gt;
|UMS||Unmanned Mobile Spawn||replaced by FRU. Now replaced by the Fortified Mobile Spawn (FMS) or Urban Mobile Spawn (UMS) Player Placed Objects.&lt;br /&gt;
|-&lt;br /&gt;
|US||United States||United States of America, The. Commonly known as the United States (US).&lt;br /&gt;
|-&lt;br /&gt;
|VEH||Vehicle||also; Vehicle Spawn. Where Vehicles and Heavy weapons spawn in an Armybase (AB) or Forward Base (FB).&lt;br /&gt;
|-&lt;br /&gt;
|VS||Versus||&lt;br /&gt;
|-&lt;br /&gt;
|VSI||Vertical Speed Indicator||an instrument indicating an aircrafts rate of climb or descent. Not all aircraft have this instrument.&lt;br /&gt;
|-&lt;br /&gt;
|XRD||Cross Road||&lt;br /&gt;
|-&lt;br /&gt;
|ZoC||Zone of Control||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Common Game Slang===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abbreviation / Term!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Attrite||slang for 'reduce the supply of a town'. Often used when referring to an operation who's primary goal is to reduce the number of spawn-able defending units of a Town or FB.&lt;br /&gt;
|-&lt;br /&gt;
|Attrited||slang for “Low on Supply” or possibly even “Out Of Supply”. Often used when referring to a low-supply situation during an attack or defence of a town.&lt;br /&gt;
|-&lt;br /&gt;
|Dweebfire, Tankfire||slang for the British Spitfire Fighter variants. Often called the Dweebfire because of its apparent 'Easy-ness' to fly and get kills in. Called Tankfire by the Axis because of the apparent difficulty to shoot down.&lt;br /&gt;
|-&lt;br /&gt;
|Kitty||slang for the German PzKpfw.VI “Tiger” heavy tank.&lt;br /&gt;
|-&lt;br /&gt;
|Lazors||often used as slang for Browning 50 cal’s by Axis players OR slang for the MG34 by Allied players.&lt;br /&gt;
|-&lt;br /&gt;
|Para, Paras||slang for a paratrooper (or a number of Paratroopers). Often used as a warning call that enemy paratroopers are being dropped in the vicinity (e.g. “paras N” indicates enemy paratroopers are landing to the north).&lt;br /&gt;
|-&lt;br /&gt;
|Pewpews, BB Guns||slang for the rifle calibre machine guns, either .303 or others, on aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|Squishie/s||slang for Infantry. Used by air and armour players.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abbreviation / Term!! Full Name!! Description&lt;br /&gt;
|-&lt;br /&gt;
|LW||Luftwaffe||the “Air Forces” component of the German Wehrmacht (defence force).&lt;br /&gt;
|-&lt;br /&gt;
|RAF||Royal Air Force||British Air Force.&lt;br /&gt;
|-&lt;br /&gt;
|FAF, AdA||Armée de l'Air||also; French Air Force. Armée de l'Air (Air Army, in French).&lt;br /&gt;
|-&lt;br /&gt;
|RAAF||Royal Air Australian Force||Australian Air Force.&lt;br /&gt;
|-&lt;br /&gt;
|Heer||Heer||the “Land Forces” component of the German Wehrmacht (defence force).&lt;br /&gt;
|-&lt;br /&gt;
|BEF||British Expeditionary Force||forces sent by Britain to continental Europe to fight with the French against the Germany during 1939 - 1940.&lt;br /&gt;
|-&lt;br /&gt;
|ArFr||Armée de France||also; Armée de Terre (Land Army, in French). French Army.&lt;br /&gt;
|-&lt;br /&gt;
|ANZAC||Australian and New Zealand Army Corps||Commonwealth contingent originating from Australia and New Zealand.&lt;br /&gt;
|-&lt;br /&gt;
|AHC||Allied High Command||Shorthand for Allied High Command. The Allied officers in charge of running the map.&lt;br /&gt;
|-&lt;br /&gt;
|CinC||Commander in Chief||the HC officer in command of the Allied or Axis side for at least 1 Campaign, usually more than one.&lt;br /&gt;
|-&lt;br /&gt;
|CMD||Command||&lt;br /&gt;
|-&lt;br /&gt;
|CO||Commanding Officer||&lt;br /&gt;
|-&lt;br /&gt;
|GHC||German High Command||Shorthand for German High Command. The Axis officers in charge of running the map for the Axis side.&lt;br /&gt;
|-&lt;br /&gt;
|HC||High Command||also; Higher Command or High Commanders. High Command Officers both Allied and Axis, which place AO's on a Town on the map and manages supply. These folk run the map, manoeuvring brigades around the front lines, organising supply for battles and planning operations that break through the enemy or defend your brigades from routing.&lt;br /&gt;
|-&lt;br /&gt;
|OCS||Officer Candidate School||the training program provided to in-game High Command (HC) Officers.&lt;br /&gt;
|-&lt;br /&gt;
|OiC||Officer in Charge||&lt;br /&gt;
|-&lt;br /&gt;
|OKW||Oberkommando der Wehrmacht||Supreme Command of the Armed Forces (Germany). High Command of the Armed Forces. also; GHC (German High Command).&lt;br /&gt;
|-&lt;br /&gt;
|KM||Kriegsmarine||the “Naval Forces” component of the German Wehrmacht (defence force).&lt;br /&gt;
|-&lt;br /&gt;
|RN||Royal Navy||British Navy.&lt;br /&gt;
|-&lt;br /&gt;
|MarNat, FN||Marine Nationale||French Navy (National Navy, in French).&lt;br /&gt;
|-&lt;br /&gt;
|CRS||Cornered Rat Software||the Developers of the game, World War II Online.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Compass Direction===&lt;br /&gt;
based on a 16 point Compass Rose.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abbreviation / Term!! Full Name&lt;br /&gt;
|-&lt;br /&gt;
|N||North&lt;br /&gt;
|-&lt;br /&gt;
|NNE||North by Northeast&lt;br /&gt;
|-&lt;br /&gt;
|NE||Northeast&lt;br /&gt;
|-&lt;br /&gt;
|ENE||East by Northeast&lt;br /&gt;
|-&lt;br /&gt;
|E||East&lt;br /&gt;
|-&lt;br /&gt;
|ESE||East by Southeast&lt;br /&gt;
|-&lt;br /&gt;
|SE||Southeast&lt;br /&gt;
|-&lt;br /&gt;
|SSE||South by Southeast&lt;br /&gt;
|-&lt;br /&gt;
|S||South&lt;br /&gt;
|-&lt;br /&gt;
|SSW||South by Southwest&lt;br /&gt;
|-&lt;br /&gt;
|SW||Southwest&lt;br /&gt;
|-&lt;br /&gt;
|WSW||West by Southwest&lt;br /&gt;
|-&lt;br /&gt;
|W||West&lt;br /&gt;
|-&lt;br /&gt;
|WNW||West by Northwest&lt;br /&gt;
|-&lt;br /&gt;
|NW||Northwest&lt;br /&gt;
|-&lt;br /&gt;
|NNW||North by Northwest&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Beginner Guides]]&lt;/div&gt;</summary>
		<author><name>Calwood</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Attack_Objective&amp;diff=6577</id>
		<title>Attack Objective</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Attack_Objective&amp;diff=6577"/>
		<updated>2025-12-29T14:44:41Z</updated>

		<summary type="html">&lt;p&gt;Calwood: /* Placing an AO */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Attack Objectives (AO)==&lt;br /&gt;
&lt;br /&gt;
Once you have finished reading here you can go back to [[Player_Guide | Player Guide]] or use the Links on the Left Side.&lt;br /&gt;
&lt;br /&gt;
For the first time in over 15 years, WWII Online players will be able to determine the placement of AOs on towns without any participation of High Command. HC will continue to move strategic supply and manage bridge objectives.&lt;br /&gt;
Without an Attack Objective (AO), a Capture Point cannot be contested or captured.  AO's also serve to focus the action in the game, making it easier for players to find a battle.&lt;br /&gt;
Once an Attack Objective is placed, the target will be vulnerable to capture after a short period of time. Initially, all [[Depot]] facilities are vulnerable. Ten minutes after any one of these facilities are captured the [[Army Base]] / [[Docks]] also become capturable. Only cities on the [[Frontline]] are candidates for an Attack Objective. &lt;br /&gt;
&lt;br /&gt;
Holding the [[Forward_Base | Forward Bases]] is imperative for the AO to continue, so prepare to have guards placed watching for the enemy. Destroying FBs make it almost in possible to stage an attack on the AO.  &lt;br /&gt;
&lt;br /&gt;
(Bridges can also be the target of Attack Objectives, which makes them destroyable, but also repairable by the defender).&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
===Map===&lt;br /&gt;
&lt;br /&gt;
Any town that has an AO placed on it will have it's name encased in a Red box:&lt;br /&gt;
&lt;br /&gt;
[[Image:AttackObjective.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Listing===&lt;br /&gt;
&lt;br /&gt;
A listing of all the current objectives can be found by typing &amp;quot;.objective l&amp;quot; in the chat bar.  It will return something similar to this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Objective list.png]]&lt;br /&gt;
&lt;br /&gt;
A Numerical list of all current objectives can be found by typing &amp;quot;.objective n&amp;quot; in the chat bar.  This will provide in the text bar a listing of all Attack Objective, Defense Objectives, Bridge Attack/Defense Objectives.  It will also state how many Objectives are &amp;quot;free&amp;quot; or available to be placed.  It will return something similar to this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Objective number.jpg]]&lt;br /&gt;
&lt;br /&gt;
Information about an Objective can be found by typing &amp;quot;.objective i&amp;quot;.  This will inform you of how long the objective has been active.&lt;br /&gt;
&lt;br /&gt;
'''Note:'''.obj can be used as a shortcut for .objective&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
===Number of AO's===&lt;br /&gt;
&lt;br /&gt;
Each side has a limited number of AO's at any given time. The number of AO's depends on the number of players currently logged into the game, increasing as more players log in to the game, and decreasing as they log-off. There will always be at least 1 AO available per side, regardless of game population.&lt;br /&gt;
&lt;br /&gt;
===Placing an AO===&lt;br /&gt;
&lt;br /&gt;
It is all based on “Heavy Infantry EWS” that you see on town, not armor, or air. Infantry EWS can consist of players who are any Infantry, Gun (AA/ATG)/Artillery, or Truck/Hauler. Heavy Infantry EWS is seen as “BOLD-RED” on the town of the user interface.&lt;br /&gt;
&lt;br /&gt;
Settings:&lt;br /&gt;
* 3 real players are needed to be within proximity of a town triggering Heavy Infantry EWS.&lt;br /&gt;
* Within 8 minutes of the Heavy EWS threshold being met, the system will allocate an available AO.&lt;br /&gt;
* If the Heavy EWS threshold is gone for 10 minutes, the system will withdraw that AO automatically.&lt;br /&gt;
* Notifications for receiving/losing an AO are all system-driven and automated based on server conditions.&lt;br /&gt;
&lt;br /&gt;
===Relation to Defense Objective===&lt;br /&gt;
&lt;br /&gt;
The mirror to the AO is the DO, or [[Defense Objective]].  These are instructions to a side that the enemy is going to attack a given CP, and to muster the defenses.  A [[Defense Objective|DO]] cannot be placed, they appear in conjunction with an AO.&lt;br /&gt;
&lt;br /&gt;
===Removing an AO===&lt;br /&gt;
&lt;br /&gt;
AO's may be removed for many reasons.  They can either be automatically removed, due to a decrease in player numbers or the successful capture of all Facilities/CPs.  A warning message will go out to all side players (.allied or .axis), those in the field are given additional warnings by the system that the attack is being called off.  The text warnings continue for 10 minutes at which point the AO is removed.&lt;br /&gt;
&lt;br /&gt;
===Timers===&lt;br /&gt;
Once an AO has been placed on a town, a cp can not be captured for the first 10 minutes. Objective issued timers can be found by clicking on a town's name and typing .obj i on chat.&lt;br /&gt;
&lt;br /&gt;
[[Image:Objective info.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:GameMechanics]] [[Category:Beginner Guides]]&lt;/div&gt;</summary>
		<author><name>Calwood</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Allied_OrBat&amp;diff=6576</id>
		<title>Allied OrBat</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Allied_OrBat&amp;diff=6576"/>
		<updated>2025-12-29T14:42:15Z</updated>

		<summary type="html">&lt;p&gt;Calwood: /* Central High Command */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Central High Command=&lt;br /&gt;
&lt;br /&gt;
The Allied High Command is the group of players that help win the campaign and move the map.&lt;br /&gt;
{| border=0 cellspacing=0 cellpadding=4 style=&amp;quot;margin:0 0 .5em 1em; width:250px; background:#fff; border-collapse:collapse; border:1px solid #999; font-size:smaller; line-height:1.5; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center; background:#f0f0f0;&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;padding:0; background:#666600; color:#996;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;color:#fff; background:#666600; font-size:larger;&amp;quot;&lt;br /&gt;
! colspan=2 | Allied High Command&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;text-align:center; font-weight:normal; background:#ddb;&amp;quot; | Senior Command&lt;br /&gt;
|- colspan=3 style=&amp;quot;vertical-align:top; background:#f0f0f0;&amp;quot;&lt;br /&gt;
|'''Commander in Chief Allied Forces:''' || Horny77&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|'''Chief of Staff Allied Forces:''' || &lt;br /&gt;
|- colspan=3 style=&amp;quot;vertical-align:top; background:#f0f0f0;&amp;quot;&lt;br /&gt;
|'''Deputy Chief of Staff Allied Forces:''' || Colsmith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Active Sqauds=&lt;br /&gt;
&lt;br /&gt;
Work in Progress&lt;br /&gt;
&lt;br /&gt;
=OrBat=&lt;br /&gt;
&lt;br /&gt;
Below you can find the Divisions and Brigades currently in play during the Campaign.  &lt;br /&gt;
&lt;br /&gt;
==British==&lt;br /&gt;
{|width=100% border=0&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
'''BEF Ground Forces'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| '''1st Infantry Division''' || 1id&lt;br /&gt;
|-&lt;br /&gt;
| 1st Guards Brigade (Armored) || 1gb&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Commandos || 3ib&lt;br /&gt;
|-&lt;br /&gt;
| Special Air Service || sas&lt;br /&gt;
|-&lt;br /&gt;
| '''2nd Infantry Division''' || 2id&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Armoured Brigade (Armored) || 2ab&lt;br /&gt;
|-&lt;br /&gt;
| 4th Infantry Brigade || 4ib&lt;br /&gt;
|-&lt;br /&gt;
| 5th Infantry Brigade || 5ib&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
'''BEF Paratrooper Forces'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| '''1st Airborne Division''' || 1abd&lt;br /&gt;
|-&lt;br /&gt;
| 1st Paratroop Brigade || 1pb&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Paratroop Brigade || 2pb&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
'''RAF Fighter Forces'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| '''60 Fighter Wing''' || 60fw&lt;br /&gt;
|-&lt;br /&gt;
| 60 Squadron || 60w&lt;br /&gt;
|-&lt;br /&gt;
| 61 Squadron || 61w&lt;br /&gt;
|-&lt;br /&gt;
| 70 Squadron (Bomber Brigade) || 70w&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
'''RN Naval Forces'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| 37 Destroyer Squadron || 37ds&lt;br /&gt;
|-&lt;br /&gt;
| 38 Destroyer Squadron || 38ds&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|width=100% border=0&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==French==&lt;br /&gt;
&lt;br /&gt;
* With the introduction of the United States in Tier 3, 1 Division and 3 Brigades (marked with asterisks) are moved to Training.&lt;br /&gt;
&lt;br /&gt;
{|width=100% border=0&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
'''French Ground Forces'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| '''2e Division Légère Mécanique''' || 2ndlmd&lt;br /&gt;
|-&lt;br /&gt;
| 4e Brigade Légère Mécanique (Armored) || 4blm&lt;br /&gt;
|-&lt;br /&gt;
| 8e Régiment de Cuirassiers || 8dc&lt;br /&gt;
|-&lt;br /&gt;
| 13e Régiment de Dragons || 13rd&lt;br /&gt;
|-&lt;br /&gt;
| '''4e Groupe de Reconnaissance de Division d'motorisé*''' || 4thmacrd&lt;br /&gt;
|-&lt;br /&gt;
| 104th Anti-Tank Regiment (Armored)* || 104atr&lt;br /&gt;
|-&lt;br /&gt;
| 101r Escadron de Reconnaissance* || 101er&lt;br /&gt;
|-&lt;br /&gt;
| 605e Régiment de Pionniers* || 605rp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
'''French Paratrooper Forces'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| '''1re Division l'Infanterie de l'Air''' || 1dia&lt;br /&gt;
|-&lt;br /&gt;
| Groupe de l'infanterie de l'air 601 || 601gia&lt;br /&gt;
|-&lt;br /&gt;
| Groupe de l'infanterie de l'air 602 || 602gia&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
'''Armee de l'Air Forces'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| '''Groupement de Chasse 21''' || gc21&lt;br /&gt;
|-&lt;br /&gt;
| Groupe de Chasse I/1 || gci1&lt;br /&gt;
|-&lt;br /&gt;
| Groupe de Chasse III/3 || gciii3&lt;br /&gt;
|-&lt;br /&gt;
| Groupement de Bombardement 6 (Bomber Brigade) || gb6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
'''French Naval Forces'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| Flotille du Pas de Calais || fpc&lt;br /&gt;
|-&lt;br /&gt;
| Force de l'Atlantique || fda&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|width=100% border=0&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==United States==&lt;br /&gt;
&lt;br /&gt;
{|width=100% border=0&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
'''US Ground Forces'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| '''9th Division''' || us9d&lt;br /&gt;
|-&lt;br /&gt;
| 91st Infantry Brigade || us91ib&lt;br /&gt;
|-&lt;br /&gt;
| 92nd Infantry Brigade || us92ib&lt;br /&gt;
|-&lt;br /&gt;
| 93rd Armored Brigade || us93ab&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
'''US Paratrooper Forces'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| '''101st Airborne Division''' || us101pid&lt;br /&gt;
|-&lt;br /&gt;
| 501st Parachute Infantry Regiment (PIR) || us501pir&lt;br /&gt;
|-&lt;br /&gt;
| 506th Parachute Infantry Regiment (PIR) || us506pir&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
'''US Air Forces'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| '''1st Fighter Wing''' || us1fw&lt;br /&gt;
|-&lt;br /&gt;
| 11th Fighter Group || us11fg&lt;br /&gt;
|-&lt;br /&gt;
| 15th Bombardment Squadron || us15bs&lt;br /&gt;
|-&lt;br /&gt;
| 31st Fighter Group || us31fg&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Allied]]&lt;/div&gt;</summary>
		<author><name>Calwood</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Level_Bombing&amp;diff=6570</id>
		<title>Level Bombing</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Level_Bombing&amp;diff=6570"/>
		<updated>2025-12-25T07:42:21Z</updated>

		<summary type="html">&lt;p&gt;Calwood: /* Minimum and Maximum Bombing Altitudes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Axisairstrike1.jpg|frame|A group of Heinkel 111 bombers en-route]]&lt;br /&gt;
=Introduction=&lt;br /&gt;
Bombers have one goal: to grind the enemy into dust and impress him with the futility of continued resistance. To this end, bombers of all sizes and denominations bring forth high explosive bombs to render the enemy [[Factories | production facilities]] inoperable and his frontline units paralyzed for want of fuel and supplies. Bombers can also be leveraged against tactical targets such as cities, armybases and bridges, in low level attack runs, or high level bombing.&lt;br /&gt;
&lt;br /&gt;
Level bombing at altitude is the safest and typically most accurate mission profile, as it well above AA guns and often above enemy fighters engaged at lower altitude, but the trade off is the more demanding flight from a technical and managerial point of view. Still, it ranks as one of the most fulfilling and exciting missions you can perform in WWII Online.  Here we show you how it's done.&lt;br /&gt;
&lt;br /&gt;
'''Easy or hard? You choose!'''&lt;br /&gt;
&lt;br /&gt;
There is an easy way of level bombing and the hard way. The easy way is to follow an accomplished bomber slavishly at minimum distance and to do exactly as he does, and to throw your luggage precisely when he does. In that manner you need not bother with the bombsight at all: all you have to do is pickle your bombs at the right moment, and if this is your preferred method of bombing you may stop reading right here. By the hard way, when you go it alone or lead a formation, you have to do all the computing and sighting yourself. Read on! &lt;br /&gt;
&lt;br /&gt;
==Level Bombers==&lt;br /&gt;
A &amp;quot;Level bomber&amp;quot; is simply a bomber with a &amp;quot;bomb sight&amp;quot;, and currently this game has 5 of them.&lt;br /&gt;
*[[He111|He-111]]&lt;br /&gt;
*[[Blenheim|Blenheim IV]]&lt;br /&gt;
*[[DB7|DB-7]] and [[Havoc | Boston I]] (truly an &amp;quot;Intruder&amp;quot; or &amp;quot;Attack&amp;quot; bomber, but has a bomb sight)&lt;br /&gt;
*[[Havoc | Douglas A20C Havoc]]&lt;br /&gt;
*[[Vickers Wellington Mk III]]&lt;br /&gt;
&lt;br /&gt;
==Bomb Sights==&lt;br /&gt;
The bomb sight so mentioned above comes in 2 versions, a wire sights, and a periscope sight.&amp;lt;br&amp;gt;&lt;br /&gt;
The Blen and Havoc sights are a simple cross hair the bombardier looks down, but because of the limits of the eyeball among other factors, are limited to intermediate altitudes.&amp;lt;br&amp;gt;&lt;br /&gt;
He-111, Wellington Mk III and DB-7 sights are periscopes, similar to what you will see on a submarine, and allow for very long visual range, high degree of accuracy, and easier approaches to target.&lt;br /&gt;
&lt;br /&gt;
==Common Practice==&lt;br /&gt;
All level bombers share a common procedure in taking to the sky and of drawing close to their intended target. The mission starts with assembly and briefing; a safe and steady takeoff using the full length of the field and flaps too as needed; a nice and steady ascent to bombing altitude; a cruise in formation to the Initial Point; a period of hunkering down in the bombsight and of adjusting dials to yield an accurate sight picture; the final approach with minute adjustments to the lineup; flak, fighters and stress; and then bombs away, a turn for home, a sigh of relief.&lt;br /&gt;
&lt;br /&gt;
For general guidance regarding bomber operations including defensive measures and the utility of fighter escort, please refer to the [[Strategic Bombardment|Strategic Bombardment]] section.&lt;br /&gt;
&lt;br /&gt;
There are many things to consider during a mission and most of them have to do with manipulating the bombsight, and of flying so as to give the bombardier the lightest possible workload on the bomb run. Pay attention, for if you fly sloppily or forget vital settings your bombs will surely miss and your whole flight will have been in vain.&lt;br /&gt;
&lt;br /&gt;
==Common factors==&lt;br /&gt;
===Minimum and Maximum Bombing Altitudes===&lt;br /&gt;
The ingame bombsight has a lowest and a highest altitude setting: 3000 ft (900 m) and 18000 ft (6000 m).  To avoid the AAA AI achieve an Altitude of 4724m/15,500ft.  Accurate bombing below the lowest setting is possible,  though it requires a separate calculation, using the formula below:&lt;br /&gt;
&lt;br /&gt;
* For every '''250 feet''' you drop below minimum bomb sight settings set the '''IAS value''' in the top left corner of the screen to the value shown on your planes gauges '''+ 10 mph'''.&lt;br /&gt;
&lt;br /&gt;
* For every '''100 meters''' you drop below minimum bomb sight settings set the '''IAS value''' in the top left corner of the screen to the value shown on your planes gauges '''+ 21 km/h'''.&lt;br /&gt;
&lt;br /&gt;
Allied Planes it is best to trim your elevators to 1-2Ft/min climb as indicated on the instrument, Axis Planes set to 500m/s indicated the 5 on the instrument.&lt;br /&gt;
&lt;br /&gt;
Example: Assuming that you are flying a Havoc, that the altitude of your target is 500 feet above sea level and that you will bomb from an altitude of 3000 feet indicated (ASL). Thus your real altitude over the target is 2500 feet (AGL) – but the minimum altitude settings for the Havoc's bomb sight is 3000 feet! Compensate for the 500 feet altitude difference by manipulating your IAS setting: your airspeed indicator reads 220 mph, therefore you set the IAS value to 240 mph (i.e. 220 + 20) using the &amp;quot;Home&amp;quot; and &amp;quot;End&amp;quot; keys. Your sights now show where your bombs will land.&lt;br /&gt;
&lt;br /&gt;
Bombing from a higher altitude than the maximum setting is possible but impractical as it is quite difficult to sight the target from above 18000 ft. You may however want to cruise at higher altitude for reasons of security, but you must then let down to a steady speed and altitude well before you reach your [[Level Bombing#Initial Point|Initial Point]].&lt;br /&gt;
&lt;br /&gt;
===Non-rendered Targets===&lt;br /&gt;
Because the game engine does not render certain individual units from altitudes exceeding approximately 3000 ft (1000 m), tactical bombing requires the pilot to fly and bomb from below this altitude – because units that do not render cannot be damaged or destroyed. Tanks and guns may be visible above 3000 ft however. As a rule, more units are rendered the lower you go and the longer you remain in visual contact with the target area – on the other hand, this makes you all the more vulnerable to ground fire and fighter interception.&lt;br /&gt;
&lt;br /&gt;
=Bombsight Operation=&lt;br /&gt;
The bombsight is a simple computer that is calibrated by the player to produce an aiming point (point of impact) depending on the airspeed and altitude of the bomber. As you may have guessed, the aiming point is not static but traveling forward with the speed of the bomber, and for this reason it makes good sense to make the bomb run at reduced speed so as to provide a margin for final corrections. Do not fly too slow however as this makes it difficult to maintain level flight and all the more difficult to maneuver the aircraft: 75% throttle is a good middle ground.&lt;br /&gt;
&lt;br /&gt;
'''Remember: aimed bombing requires you to calibrate your bombsight with pertinent speed and altitude data - if you do not, your bombs will surely miss.'''&lt;br /&gt;
&lt;br /&gt;
Unaimed bombing, such as when you follow a leader and drop your bombs on his cue, does not require any manipulation of the bombsight whatsoever. In this case, all you need to do is to fly a close formation and drop your bombs when the leader does.&lt;br /&gt;
&lt;br /&gt;
==Preparation and Readout==&lt;br /&gt;
Set your bombsight to the anticipated airspeed and altitude prior to takeoff and stand ready to correct your settings when the aircraft is settled down on the actual bomb run. The bombsight settings are displayed in the 'game info' panel at the upper left corner of your screen (default toggle: §) and reads '''AGL Altitude, TAS and IAS.''' These settings are vital and require some explanation.&lt;br /&gt;
&lt;br /&gt;
Bombsight settings are effected with the following default keyboard commands, from the bombardier's position (2):&lt;br /&gt;
* IAS increase: Home&lt;br /&gt;
* IAS decrease: End&lt;br /&gt;
* Altitude increase: PgUp&lt;br /&gt;
* Altitude decrease: PgDn&lt;br /&gt;
&lt;br /&gt;
==Altitude Setting: ASL to AGL conversion== &lt;br /&gt;
You are above the sea, and so is the target. Do the math.]]&lt;br /&gt;
Your altimeter indicates your altitude Above Sea Level (ASL) - however, the bombsight calculates an impact point based on your altitude Above Ground Level (AGL). Because targets are usually situated some distance above sea level you must therefore make allowance for the difference between ASL and AGL by a quick calculation, or your bombs will fall short of the target as the ground intervenes before the bombs can reach the (hypothetical) sea level. To arrive at the correct bombsight altitude setting you must know the target altitude, from experience or [[Town_Altitudes|from an altitude index such as this one.]]&lt;br /&gt;
&lt;br /&gt;
The formula is simple: '''your ASL (altimeter readout) ''minus'' target altitude ASL = AGL (your bombsight setting)''' &lt;br /&gt;
&lt;br /&gt;
Example: your bomb run is at 5000 m ASL. The target is at 230 m ASL. 5000-230=4770. To bomb correctly you must therefore set the bombsight altitude to 4770 m – or fly at precisely 5230 m indicated with a bombsight setting at 5000 m. Since aircraft altimeters are notoriously difficult to read, the former procedure is the easier.&lt;br /&gt;
&lt;br /&gt;
==Speed Setting: IAS to TAS Conversion== &lt;br /&gt;
Your aircraft instruments displays Indicated Air Speed (IAS), your speed through the air. This is however different from your True Air Speed (TAS), which is your speed over the ground. IAS and TAS differ because air is actually a fluid that becomes thinner at higher altitude where less air is thrust into the pitot tube (which measures air pressure), yielding a lower speed readout. Wind, humidity and temperature also play a signficant part but air density is the most important factor. &lt;br /&gt;
&lt;br /&gt;
At sea level, IAS and TAS is the same, whereas for every 1,000 ft increase in altitude true airspeed increases by 2% (this is a rough value) according to the formula IAS = TAS/(1+0.00002*Alt). Not to worry, the bombsight performs the calculation for you.&lt;br /&gt;
&lt;br /&gt;
'''All you need to remember is that the bombsight computes an impact point based on your TAS, which it derives automatically from the IAS that you read off your altimeter and dial into the bombsight.'''&lt;br /&gt;
&lt;br /&gt;
==Aligning the Bombsight==&lt;br /&gt;
Watch how the dials move off center as the joystick moves. The bombsight must be neutralized at the time of delivery or the bombs will miss completely.]]&lt;br /&gt;
The Heinkel 111 and the DB-7 bombsights can be slewed fore and aft and to left and right by moving the joystick in the bombardier position. This is of great utility for multicrewed bombers though it is also a drawback if the feature is not used correctly or the bombsight misaligned by mistake. &lt;br /&gt;
&lt;br /&gt;
The Havoc's and Blenheim's bombsight is fixed and cannot be slewed, which is both a benefit and liability depending on your view. &lt;br /&gt;
&lt;br /&gt;
Whether you use the slew feature or not, always make certain that the bombsight is set to neutral shortly before bombs away, or your bombs will miss the target completely. '''Watch the dials by looking down (keypad 2) in the bombardier's default position.'''&lt;br /&gt;
&lt;br /&gt;
==Using Bombsights Special Feature==&lt;br /&gt;
A key feature in periscopic bombsights is the &amp;quot;slew&amp;quot;, the ability to look in many directions. Use the slew feature to look forward in your flight path through the bombsight, to gain visual contact with the target, and keep the target centered in the bombsight as you draw closer by jogging the joystick accordingly. The sight can also be moved to left and right of the flight path for this purpose – this compels the pilot to turn in the suggested direction until the flight path is aligned with the bombsight as indicated by a tick mark on his '''Kurszeiger''' (German: &amp;quot;Course pointer&amp;quot;) / '''PDI''' (allied: Pilot Directional Indicator), mounted centrally on the pilot's control panel. This practice requires intimate cooperation between bombardier and pilot, and is quite challenging to manage in a single-crewed bomber. If you fly the bomber alone, avoid using the slew function as you have enough tasks to bother with already. Note that the pilot does NOT have a longitudinal indicator on his control panel: the bombardier alone must make sure that the bombsight is correctly aligned in the vertical shortly before bombs away.  The range is 22.5* either side of center, or 1/16 of compass rose.&lt;br /&gt;
[[|frame|In the pilot's seat, watch the Kurszeiger/PDI for directions from the bombardier.]]&lt;br /&gt;
&lt;br /&gt;
=Navigation by Waypoints=&lt;br /&gt;
Navigation, that is, moving from A to C via B, is made considerably easier by the use of Waypoints (WP). By adhering to a well-planned route you can avoid known enemy concentrations and keep the enemy in the dark as to your intended target by not flying a straight line toward it. Set waypoints by right-clicking on the overhead map (M) and number them sequentially, e.g WP1, WP2 etc. Add altitude information too as a further guidance, e.g. WP1-3km, WP2-6km etc. When looking at the map the circle around your bullseye icon will show a tickmark indicating your heading and a green triangle pointing to your currently active waypoint. When you have passed your first waypoint you must right-click on the next waypoint and select it as ”Active” in order to get a heading indication as per above. The same active waypoint indication is given in the 'mini-map' readout in the lower right corner of your screen.&lt;br /&gt;
&lt;br /&gt;
==The Initial Point==&lt;br /&gt;
The Initial Point (IP) is the place where you begin your bomb run, whether you mark it as such or not. The mission leader sets the IP on the overhead map (M), as a waypoint, by right-clicking on the map. It is from this precise location that you must be flying a steady level course at a known heading to the target. The wise mission leader edit the IP text with altitude, IAS and heading (vector) information as an aid to the forgetful or late arriving pilots. E.g. IP – 5K 380 v090. Note that you may wish to set multiple IPs in case of enemy interception en-route or sudden detours. Name the additional IPs accordingly, e.g. IP2, IP3 etc. It makes good sense to place the IP over a prominent feature at a cardinal direction from the target, or so that the bomb run is parallel to a straight road, river or similar feature: this makes it considerably easier to determine whether the bomber is on track or not. &lt;br /&gt;
&lt;br /&gt;
==The Bomb Run==&lt;br /&gt;
DB-7 bombardier view. Watch the dials for any misalignment in position 2 looking down (default: numpad 2) and neutralize the bombsight using your joystick, quick as you can.]]&lt;br /&gt;
Approaching the target on your bomb run, you will need to be flying level on auto pilot and at a fixed throttle setting for at least 3-5 minutes, or about the width of two AWS grids, in order to make sure that your bombsight settings are accurate and that your flight path is correctly lined up with the target. The target will not appear in your bombardier's view until very late, when but seconds remain before bombs away, so flying a correct course is imperative. Use the overhead map and its zoom and scroll functions to determine your approach. &lt;br /&gt;
&lt;br /&gt;
In the bombardier's office, zoom in on the target with your gunsight view (default: keypad .). While on the bomb run, make small corrections only, by switching back and forth between bombardier and pilot if you are alone in the ship and by frequent communications if you are using the [[Multicrew|multi-crew feature]]. This is a most stressful time for the crew. If you are wildly off target it is generally better to go around and set up anew from the Initial Point or from an alternate IP, than to take a chance with a badly managed bomb run. One minute to go before bombs away, double-check your altitude and speed settings in the bombsight against your aircraft instruments as any deviation will cause your bombs to miss with a greater or smaller margin. Also double-check that your [[Level Bombing#Aligning_the_Bombsight|bombsight is neutralized vertically and laterally]] by watching the appropriate dials and tick-marks in the default bombardier view.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;youtube&amp;gt;6oGsd5FOjes&amp;lt;/youtube&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;Watch a video on how to manage your bomb run.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bomb Bay Operation==&lt;br /&gt;
The Blenheim and Heinkel bombers have spring-operated bomb bay doors that do not require the bombardier to open or close them: the bombs themselves push the doors open. The Blenheim's doors are actually closed by bungee cords. In the Douglas Havoc/DB-7 however, the bombardier must manually open and close the bomb bay doors prior to and following bomb release. '''In the bombardier's seat (position 2), press 'D' to operate the doors.''' A handle and an red light indicates bomb bay door status: when the handle is down and the indicator shines red, the doors are open. &lt;br /&gt;
&lt;br /&gt;
==The Moment of Truth==&lt;br /&gt;
Having managed all of the above and with the target but a few seconds away, you are now on the brink of delivery. Each bomb is dropped individually by pressing 'B' or your joystick's secondary trigger. If your target is an RDP-producing factory, or a particularly congested tactical target, drop all bombs in a swift sequence by hitting the 'B' key repeatedly until you are out of ordnance. If your target is a small objective such as an armybase bunker or Forward Base revetment, pickle two or three bombs and save the rest for a subsequent pass unless you plan to make but a single run at the target. Note that there may be a slight delay due to internet latency (lag) and other factors such as increased computer strain over a highly populated target – if that is the case you may have to make several passes over the target to ensure a tight bomb pattern.&lt;br /&gt;
&lt;br /&gt;
=Operational Specifics=&lt;br /&gt;
&lt;br /&gt;
==Heinkel 111==&lt;br /&gt;
There is nothing of note not covered above, the bomb bay doors are pushed open by the bombs as they fall out.  Make sure your bombsight is centered.&lt;br /&gt;
&lt;br /&gt;
==Blenheim IV==&lt;br /&gt;
Also an &amp;quot;automatic&amp;quot; bomb bay door, again the bombs push their way though the door&lt;br /&gt;
&lt;br /&gt;
==Douglas DB-7 and Havoc==&lt;br /&gt;
With this aircraft you have a bomb bay door you must open or your bombs will not drop.  The default keep for the doors is &amp;quot;B&amp;quot;, and there is 2 visual indicators of open/close.  You will see a red light to the left, on when red, and a lever to the lower right, down when open, up when closed.  In the DB-7, make sure the sight is centered before drop, just like with He-111.&lt;br /&gt;
&lt;br /&gt;
[[Category:Air]] [[Category:Advanced Guides]]&lt;/div&gt;</summary>
		<author><name>Calwood</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=High_Command_Control_Panel&amp;diff=6516</id>
		<title>High Command Control Panel</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=High_Command_Control_Panel&amp;diff=6516"/>
		<updated>2024-07-28T00:40:37Z</updated>

		<summary type="html">&lt;p&gt;Calwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The High Command Control Panel (HCCP) allows [[High Command|HC]] and [[Officer in Charge|OIC]] players to receive notice of, and possibly veto, commands issued to Brigades (such as Move and Attack) and proposals to nominate players to OIC positions. Collectively, these are [[Brigade Orders]].&lt;br /&gt;
&lt;br /&gt;
The HCCP has two tabs, Notices and the HC Map. While the HCCP is up, the rest of the interface, except for the chat buffer, is unavailable. The HCCP will soon be integrated into the UI as a new tab.&lt;br /&gt;
&lt;br /&gt;
To bring up the HCCP, enter /hccp into the Chat Bar (you must be in the High Command or a current OIC).&lt;br /&gt;
&lt;br /&gt;
=Notices=&lt;br /&gt;
&lt;br /&gt;
The Notices section keeps a list of all past HC proposed actions and, where appropriate depending on the type of proposal and person making it, the option to Veto a proposal is presented. The &amp;quot;Can Veto&amp;quot; option will appear. Selecting the proposal and then clicking Veto Selection will terminate the proposal.&lt;br /&gt;
&lt;br /&gt;
If you can veto a proposal, you have only 90 seconds to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=HC Map=&lt;br /&gt;
&lt;br /&gt;
All of the functions of the HC Map have now been integrated into the theater map. However, for ease of use, and the ability for HC staff to easily move between the HCCP notices section and the map, the map is presented as a tab on the HCCP. So, while an HC or OIC player does not need the HCCP up to perform brigade actions since these can be done on the theater map, it must be up to be able to veto any proposals. &lt;br /&gt;
&lt;br /&gt;
[[Category:High Command]]&lt;br /&gt;
[[Category:GameMechanics]]&lt;br /&gt;
[[Category:NeedsWork]]&lt;/div&gt;</summary>
		<author><name>Calwood</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Factories&amp;diff=6515</id>
		<title>Factories</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Factories&amp;diff=6515"/>
		<updated>2024-07-04T02:27:57Z</updated>

		<summary type="html">&lt;p&gt;Calwood: /* Allied/Axis Factories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Allied/Axis Factories==&lt;br /&gt;
&lt;br /&gt;
Once you have finished reading here, you can return to [[Player_Guide | Player Guide]] or use the Links on the Left Side.&lt;br /&gt;
&lt;br /&gt;
Here below are the Factory towns with RDP Facilities. These Factories control supply output. &amp;lt;/br&amp;gt; Each side can affect the others' supply by either bombing the factory from the Air or Driving a Truck with Combat Engineers and laying multiple HE Satchels.&lt;br /&gt;
All Allied factories have been combined for RDP purposes, bombing one factory will affect all Allied resupply times&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;  | &lt;br /&gt;
|-&lt;br /&gt;
!text align=&amp;quot;center&amp;quot;| Factory on Map || Factory in Game &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Factory_Map.png|center|600px]]&lt;br /&gt;
| [[File:Factory.jpg|center|750px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The best and most likely to succeed way of destroying Factories is Level-Bombing. Information and step-by-step guidance can be found [[Level_Bombing | Here]]&lt;br /&gt;
&lt;br /&gt;
==British==&lt;br /&gt;
&lt;br /&gt;
*Canterbury - British Production Facility 1, 2 &amp;amp; 3&lt;br /&gt;
*Ashford - British Production Facility 4, 5 &amp;amp; 6&lt;br /&gt;
*Whitstable - British Production Facility 7 &amp;amp; 8&lt;br /&gt;
*Sittingbourne - British Production Facility 9&lt;br /&gt;
&lt;br /&gt;
==French==&lt;br /&gt;
&lt;br /&gt;
*Rouen East - French Production Facility 1&lt;br /&gt;
*Rouen - French Production Facility 2&lt;br /&gt;
*Abbeville - French Production Facility 3 &amp;amp; 4&lt;br /&gt;
*Montreuil - French Production Facility 5 &amp;amp; 6&lt;br /&gt;
*Breteuil - French Production Facility 7&lt;br /&gt;
*Amiens - French Production Facility 8 &amp;amp; 9&lt;br /&gt;
&lt;br /&gt;
==German==&lt;br /&gt;
&lt;br /&gt;
*Essen - German Production Facility 1 &amp;amp; 2&lt;br /&gt;
*Düsseldorf - German Production Facility 3 &amp;amp; 4&lt;br /&gt;
*Dortmund - German Production Facility 5&lt;br /&gt;
*Enschede- German Production Facility 6&lt;br /&gt;
*Köln - German Production Facility 7 &amp;amp; 8&lt;br /&gt;
*Frankfurt - German Production Facility 9&lt;br /&gt;
*Leeuwaarden - German Production Facility 10 &amp;amp; 11&lt;br /&gt;
*Limburg - German Production Facility 12&lt;br /&gt;
*Zwolle - German Production Facility 13 &amp;amp; 14&lt;br /&gt;
*Hoogeveen - German Production Facility 15 &amp;amp; 16&lt;br /&gt;
*Meppel - German Production Facility 17&lt;br /&gt;
*Harlingen - German Production Facility 18&lt;br /&gt;
&lt;br /&gt;
[[Category:GameMechanics]]&lt;/div&gt;</summary>
		<author><name>Calwood</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=France&amp;diff=6514</id>
		<title>France</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=France&amp;diff=6514"/>
		<updated>2024-06-23T05:56:45Z</updated>

		<summary type="html">&lt;p&gt;Calwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;     &amp;lt;!-- Flag Table --&amp;gt;&lt;br /&gt;
&amp;lt;table border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;float:right; margin:0 0 .5em 1em; width:250px; background:#fff; border-collapse:collapse; border:1px solid #999; font-size:smaller; line-height:1.5;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr style=&amp;quot;text-align:center; background:#f0f0f0;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding:0; background:#666600; color:#996;&amp;quot;&amp;gt; [[File:Flag_big_fr.jpg|250px]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;color:#fff; background:#666600; font-size:larger;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th colspan=&amp;quot;2&amp;quot;&amp;gt; France &lt;br /&gt;
&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center; font-weight:normal; background:#ddb;&amp;quot;&amp;gt; &amp;lt;i&amp;gt;Liberté, Égalité, Fraternité&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Alignment&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; Allied&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top; background:#f0f0f0;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Army&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; Armée de Terre&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Air Force&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; Armée de l'Air&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top; background:#f0f0f0;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Navy&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; Marine Nationale&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Size&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;  640,053 Kilometers squared (not all modelled)&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top; background:#f0f0f0;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Training Area&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; Brest&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
     &amp;lt;!-- End of Flag Table --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
     &amp;lt;!-- Beginning of Info Table ---&amp;gt;&lt;br /&gt;
France is one of the playable [[Allied Forces|Allied nations]] in World War Two Online, fighting together with [[Great Britain]] and, later, the [[United States]] against the [[Germany|Germans]]. &lt;br /&gt;
&lt;br /&gt;
==Armed Forces==&lt;br /&gt;
The Armée de Terre, Marine Nationale and the Armée de l'Air are the three branches of the Armée Francaise. The Armée de Terre carries the bulk of the early campaign, with seven divisions to the British Expeditionary Force's three, but are eventually reduced to two divisions once the Americans arrive. &lt;br /&gt;
&lt;br /&gt;
==[[Units|Equipment]]==&lt;br /&gt;
[[File:In_fr_fusil_1936.jpg|left|thumb|The [[Fusil_mle_1936|MAS.36 rifle]], the primary battle rifle of the French Forces|250px]]&lt;br /&gt;
&lt;br /&gt;
All of the initial French tanks are fairly well armored but are otherwise somewhat poor with speed issues, a weak gun, glaring vulnerabilities, poor situational awareness, or some combination of these. While they can certainly manage to fare well against the underpowered guns the Germans have in Tier 0, this quickly becomes a handicap as German equipment advances.&lt;br /&gt;
&lt;br /&gt;
As the tiers progress, a lot of [[United States|American]] equipment is received, simulating a lend-lease scheme that eventually leads to the arrival of the Americans themselves. The Stuart and Sherman quickly overtake native French designs in importance, leading to the joking name 'Framerican' to refer to the mix. &lt;br /&gt;
&lt;br /&gt;
[[Category:Nations]]&lt;br /&gt;
[[Category:Allied]]&lt;/div&gt;</summary>
		<author><name>Calwood</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Allied_OrBat&amp;diff=6513</id>
		<title>Allied OrBat</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Allied_OrBat&amp;diff=6513"/>
		<updated>2024-06-23T05:51:31Z</updated>

		<summary type="html">&lt;p&gt;Calwood: /* Central High Command */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Central High Command=&lt;br /&gt;
&lt;br /&gt;
The Allied High Command is the group of players that help win the campaign and move the map.&lt;br /&gt;
{| border=0 cellspacing=0 cellpadding=4 style=&amp;quot;margin:0 0 .5em 1em; width:250px; background:#fff; border-collapse:collapse; border:1px solid #999; font-size:smaller; line-height:1.5; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center; background:#f0f0f0;&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;padding:0; background:#666600; color:#996;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;color:#fff; background:#666600; font-size:larger;&amp;quot;&lt;br /&gt;
! colspan=2 | Allied High Command&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;text-align:center; font-weight:normal; background:#ddb;&amp;quot; | Senior Command&lt;br /&gt;
|- colspan=3 style=&amp;quot;vertical-align:top; background:#f0f0f0;&amp;quot;&lt;br /&gt;
|'''Commander in Chief Allied Forces:''' || Calwood&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|'''Chief of Staff Allied Forces:''' || TBA&lt;br /&gt;
|- colspan=3 style=&amp;quot;vertical-align:top; background:#f0f0f0;&amp;quot;&lt;br /&gt;
|'''Deputy Chief of Staff Allied Forces:''' || TBD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Active Sqauds=&lt;br /&gt;
&lt;br /&gt;
Work in Progress&lt;br /&gt;
&lt;br /&gt;
=OrBat=&lt;br /&gt;
&lt;br /&gt;
Below you can find the Divisions and Brigades currently in play during the Campaign.  &lt;br /&gt;
&lt;br /&gt;
==British==&lt;br /&gt;
{|width=100% border=0&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
'''BEF Ground Forces'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| '''1st Infantry Division''' || 1id&lt;br /&gt;
|-&lt;br /&gt;
| 1st Guards Brigade (Armored) || 1gb&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Commandos || 3ib&lt;br /&gt;
|-&lt;br /&gt;
| Special Air Service || sas&lt;br /&gt;
|-&lt;br /&gt;
| '''2nd Infantry Division''' || 2id&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Armoured Brigade (Armored) || 2ab&lt;br /&gt;
|-&lt;br /&gt;
| 4th Infantry Brigade || 4ib&lt;br /&gt;
|-&lt;br /&gt;
| 5th Infantry Brigade || 5ib&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
'''BEF Paratrooper Forces'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| '''1st Airborne Division''' || 1abd&lt;br /&gt;
|-&lt;br /&gt;
| 1st Paratroop Brigade || 1pb&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Paratroop Brigade || 2pb&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
'''RAF Fighter Forces'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| '''60 Fighter Wing''' || 60fw&lt;br /&gt;
|-&lt;br /&gt;
| 60 Squadron || 60w&lt;br /&gt;
|-&lt;br /&gt;
| 61 Squadron || 61w&lt;br /&gt;
|-&lt;br /&gt;
| 70 Squadron (Bomber Brigade) || 70w&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
'''RN Naval Forces'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| 37 Destroyer Squadron || 37ds&lt;br /&gt;
|-&lt;br /&gt;
| 38 Destroyer Squadron || 38ds&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|width=100% border=0&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==French==&lt;br /&gt;
&lt;br /&gt;
* With the introduction of the United States in Tier 3, 1 Division and 3 Brigades (marked with asterisks) are moved to Training.&lt;br /&gt;
&lt;br /&gt;
{|width=100% border=0&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
'''French Ground Forces'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| '''2e Division Légère Mécanique''' || 2ndlmd&lt;br /&gt;
|-&lt;br /&gt;
| 4e Brigade Légère Mécanique (Armored) || 4blm&lt;br /&gt;
|-&lt;br /&gt;
| 8e Régiment de Cuirassiers || 8dc&lt;br /&gt;
|-&lt;br /&gt;
| 13e Régiment de Dragons || 13rd&lt;br /&gt;
|-&lt;br /&gt;
| '''4e Groupe de Reconnaissance de Division d'motorisé*''' || 4thmacrd&lt;br /&gt;
|-&lt;br /&gt;
| 104th Anti-Tank Regiment (Armored)* || 104atr&lt;br /&gt;
|-&lt;br /&gt;
| 101r Escadron de Reconnaissance* || 101er&lt;br /&gt;
|-&lt;br /&gt;
| 605e Régiment de Pionniers* || 605rp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
'''French Paratrooper Forces'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| '''1re Division l'Infanterie de l'Air''' || 1dia&lt;br /&gt;
|-&lt;br /&gt;
| Groupe de l'infanterie de l'air 601 || 601gia&lt;br /&gt;
|-&lt;br /&gt;
| Groupe de l'infanterie de l'air 602 || 602gia&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
'''Armee de l'Air Forces'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| '''Groupement de Chasse 21''' || gc21&lt;br /&gt;
|-&lt;br /&gt;
| Groupe de Chasse I/1 || gci1&lt;br /&gt;
|-&lt;br /&gt;
| Groupe de Chasse III/3 || gciii3&lt;br /&gt;
|-&lt;br /&gt;
| Groupement de Bombardement 6 (Bomber Brigade) || gb6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
'''French Naval Forces'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| Flotille du Pas de Calais || fpc&lt;br /&gt;
|-&lt;br /&gt;
| Force de l'Atlantique || fda&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|width=100% border=0&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==United States==&lt;br /&gt;
&lt;br /&gt;
{|width=100% border=0&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
'''US Ground Forces'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| '''9th Division''' || us9d&lt;br /&gt;
|-&lt;br /&gt;
| 91st Infantry Brigade || us91ib&lt;br /&gt;
|-&lt;br /&gt;
| 92nd Infantry Brigade || us92ib&lt;br /&gt;
|-&lt;br /&gt;
| 93rd Armored Brigade || us93ab&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
'''US Paratrooper Forces'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| '''101st Airborne Division''' || us101pid&lt;br /&gt;
|-&lt;br /&gt;
| 501st Parachute Infantry Regiment (PIR) || us501pir&lt;br /&gt;
|-&lt;br /&gt;
| 506th Parachute Infantry Regiment (PIR) || us506pir&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
'''US Air Forces'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| '''1st Fighter Wing''' || us1fw&lt;br /&gt;
|-&lt;br /&gt;
| 11th Fighter Group || us11fg&lt;br /&gt;
|-&lt;br /&gt;
| 15th Bombardment Squadron || us15bs&lt;br /&gt;
|-&lt;br /&gt;
| 31st Fighter Group || us31fg&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Allied]]&lt;/div&gt;</summary>
		<author><name>Calwood</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Attack_Objective&amp;diff=6511</id>
		<title>Attack Objective</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Attack_Objective&amp;diff=6511"/>
		<updated>2024-06-09T02:48:03Z</updated>

		<summary type="html">&lt;p&gt;Calwood: /* Placing an AO */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Attack Objectives (AO)==&lt;br /&gt;
&lt;br /&gt;
Once you have finished reading here you can go back to [[Player_Guide | Player Guide]] or use the Links on the Left Side.&lt;br /&gt;
&lt;br /&gt;
For the first time in over 15 years, WWII Online players will be able to determine the placement of AOs on towns without any participation of High Command. HC will continue to move strategic supply and manage bridge objectives.&lt;br /&gt;
Without an Attack Objective (AO), a Capture Point cannot be contested or captured.  AO's also serve to focus the action in the game, making it easier for players to find a battle.&lt;br /&gt;
Once an Attack Objective is placed, the target will be vulnerable to capture after a short period of time. Initially, all [[Depot]] facilities are vulnerable. Ten minutes after any one of these facilities are captured the [[Army Base]] / [[Docks]] also become capturable. Only cities on the [[Frontline]] are candidates for an Attack Objective. &lt;br /&gt;
&lt;br /&gt;
Holding the [[Forward_Base | Forward Bases]] is imperative for the AO to continue, so prepare to have guards placed watching for the enemy. Destroying FBs make it almost in possible to stage an attack on the AO.  &lt;br /&gt;
&lt;br /&gt;
(Bridges can also be the target of Attack Objectives, which makes them destroyable, but also repairable by the defender).&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
===Map===&lt;br /&gt;
&lt;br /&gt;
Any town that has an AO placed on it will have it's name encased in a Red box:&lt;br /&gt;
&lt;br /&gt;
[[Image:AttackObjective.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Listing===&lt;br /&gt;
&lt;br /&gt;
A listing of all the current objectives can be found by typing &amp;quot;.objective l&amp;quot; in the chat bar.  It will return something similar to this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Objective list.png]]&lt;br /&gt;
&lt;br /&gt;
A Numerical list of all current objectives can be found by typing &amp;quot;.objective n&amp;quot; in the chat bar.  This will provide in the text bar a listing of all Attack Objective, Defense Objectives, Bridge Attack/Defense Objectives.  It will also state how many Objectives are &amp;quot;free&amp;quot; or available to be placed.  It will return something similar to this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Objective number.jpg]]&lt;br /&gt;
&lt;br /&gt;
Information about an Objective can be found by typing &amp;quot;.objective i&amp;quot;.  This will inform you of how long the objective has been active.&lt;br /&gt;
&lt;br /&gt;
'''Note:'''.obj can be used as a shortcut for .objective&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
===Number of AO's===&lt;br /&gt;
&lt;br /&gt;
Each side has a limited number of AO's at any given time. The number of AO's depends on the number of players currently logged into the game, increasing as more players log in to the game, and decreasing as they log-off. There will always be at least 1 AO available per side, regardless of game population.&lt;br /&gt;
&lt;br /&gt;
===Placing an AO===&lt;br /&gt;
&lt;br /&gt;
It is all based on “Heavy Infantry EWS” that you see on town, not armor, or air. Infantry EWS can consist of players who are any Infantry, Gun (AA/ATG)/Artillery, Truck or Hauler. Heavy Infantry EWS is seen as “BOLD-RED” on the town of the user interface.&lt;br /&gt;
&lt;br /&gt;
Settings:&lt;br /&gt;
* 4 real players are needed to be within proximity of a town triggering Heavy Infantry EWS.&lt;br /&gt;
* Within 3 minutes of the Heavy EWS threshold being met, the system will allocate an available AO.&lt;br /&gt;
* If the Heavy EWS threshold is gone for 10 minutes, the system will withdraw that AO automatically.&lt;br /&gt;
* Notifications for receiving/losing an AO are all system-driven and automated based on server conditions.&lt;br /&gt;
&lt;br /&gt;
===Relation to Defense Objective===&lt;br /&gt;
&lt;br /&gt;
The mirror to the AO is the DO, or [[Defense Objective]].  These are instructions to a side that the enemy is going to attack a given CP, and to muster the defenses.  A [[Defense Objective|DO]] cannot be placed, they appear in conjunction with an AO.&lt;br /&gt;
&lt;br /&gt;
===Removing an AO===&lt;br /&gt;
&lt;br /&gt;
AO's may be removed for many reasons.  They can either be automatically removed, due to a decrease in player numbers or the successful capture of all Facilities/CPs.  A warning message will go out to all side players (.allied or .axis), those in the field are given additional warnings by the system that the attack is being called off.  The text warnings continue for 10 minutes at which point the AO is removed.&lt;br /&gt;
&lt;br /&gt;
===Timers===&lt;br /&gt;
Once an AO has been placed on a town, a cp can not be captured for the first 10 minutes. Objective issued timers can be found by clicking on a town's name and typing .obj i on chat.&lt;br /&gt;
&lt;br /&gt;
[[Image:Objective info.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:GameMechanics]] [[Category:Beginner Guides]]&lt;/div&gt;</summary>
		<author><name>Calwood</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Attack_Objective&amp;diff=6510</id>
		<title>Attack Objective</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Attack_Objective&amp;diff=6510"/>
		<updated>2024-06-09T02:47:13Z</updated>

		<summary type="html">&lt;p&gt;Calwood: /* Placing an AO */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Attack Objectives (AO)==&lt;br /&gt;
&lt;br /&gt;
Once you have finished reading here you can go back to [[Player_Guide | Player Guide]] or use the Links on the Left Side.&lt;br /&gt;
&lt;br /&gt;
For the first time in over 15 years, WWII Online players will be able to determine the placement of AOs on towns without any participation of High Command. HC will continue to move strategic supply and manage bridge objectives.&lt;br /&gt;
Without an Attack Objective (AO), a Capture Point cannot be contested or captured.  AO's also serve to focus the action in the game, making it easier for players to find a battle.&lt;br /&gt;
Once an Attack Objective is placed, the target will be vulnerable to capture after a short period of time. Initially, all [[Depot]] facilities are vulnerable. Ten minutes after any one of these facilities are captured the [[Army Base]] / [[Docks]] also become capturable. Only cities on the [[Frontline]] are candidates for an Attack Objective. &lt;br /&gt;
&lt;br /&gt;
Holding the [[Forward_Base | Forward Bases]] is imperative for the AO to continue, so prepare to have guards placed watching for the enemy. Destroying FBs make it almost in possible to stage an attack on the AO.  &lt;br /&gt;
&lt;br /&gt;
(Bridges can also be the target of Attack Objectives, which makes them destroyable, but also repairable by the defender).&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
===Map===&lt;br /&gt;
&lt;br /&gt;
Any town that has an AO placed on it will have it's name encased in a Red box:&lt;br /&gt;
&lt;br /&gt;
[[Image:AttackObjective.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Listing===&lt;br /&gt;
&lt;br /&gt;
A listing of all the current objectives can be found by typing &amp;quot;.objective l&amp;quot; in the chat bar.  It will return something similar to this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Objective list.png]]&lt;br /&gt;
&lt;br /&gt;
A Numerical list of all current objectives can be found by typing &amp;quot;.objective n&amp;quot; in the chat bar.  This will provide in the text bar a listing of all Attack Objective, Defense Objectives, Bridge Attack/Defense Objectives.  It will also state how many Objectives are &amp;quot;free&amp;quot; or available to be placed.  It will return something similar to this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Objective number.jpg]]&lt;br /&gt;
&lt;br /&gt;
Information about an Objective can be found by typing &amp;quot;.objective i&amp;quot;.  This will inform you of how long the objective has been active.&lt;br /&gt;
&lt;br /&gt;
'''Note:'''.obj can be used as a shortcut for .objective&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
===Number of AO's===&lt;br /&gt;
&lt;br /&gt;
Each side has a limited number of AO's at any given time. The number of AO's depends on the number of players currently logged into the game, increasing as more players log in to the game, and decreasing as they log-off. There will always be at least 1 AO available per side, regardless of game population.&lt;br /&gt;
&lt;br /&gt;
===Placing an AO===&lt;br /&gt;
&lt;br /&gt;
It is all based on “Heavy Infantry EWS” that you see on town, not armor, or air. Infantry EWS can consist of players who are any Infantry, Gun (AA/ATG)/Artillery, Truck or Hauler. Heavy Infantry EWS is seen as “BOLD-RED” on the town of the user interface.&lt;br /&gt;
&lt;br /&gt;
Settings:&lt;br /&gt;
* 4 real players are needed to be within proximity of a town triggering Heavy Infantry EWS.&lt;br /&gt;
* Within 3 minutes of the Heavy EWS threshold being met, the system will allocate an available AO.&lt;br /&gt;
* If the Heavy EWS threshold is gone for 10+ minutes, the system will start to withdraw that AO automatically.&lt;br /&gt;
* Notifications for receiving/losing an AO are all system-driven and automated based on server conditions.&lt;br /&gt;
&lt;br /&gt;
===Relation to Defense Objective===&lt;br /&gt;
&lt;br /&gt;
The mirror to the AO is the DO, or [[Defense Objective]].  These are instructions to a side that the enemy is going to attack a given CP, and to muster the defenses.  A [[Defense Objective|DO]] cannot be placed, they appear in conjunction with an AO.&lt;br /&gt;
&lt;br /&gt;
===Removing an AO===&lt;br /&gt;
&lt;br /&gt;
AO's may be removed for many reasons.  They can either be automatically removed, due to a decrease in player numbers or the successful capture of all Facilities/CPs.  A warning message will go out to all side players (.allied or .axis), those in the field are given additional warnings by the system that the attack is being called off.  The text warnings continue for 10 minutes at which point the AO is removed.&lt;br /&gt;
&lt;br /&gt;
===Timers===&lt;br /&gt;
Once an AO has been placed on a town, a cp can not be captured for the first 10 minutes. Objective issued timers can be found by clicking on a town's name and typing .obj i on chat.&lt;br /&gt;
&lt;br /&gt;
[[Image:Objective info.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:GameMechanics]] [[Category:Beginner Guides]]&lt;/div&gt;</summary>
		<author><name>Calwood</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=IVC&amp;diff=6509</id>
		<title>IVC</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=IVC&amp;diff=6509"/>
		<updated>2024-06-08T22:25:48Z</updated>

		<summary type="html">&lt;p&gt;Calwood: /* Keybindings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Integrated Voice Communications Guide | Version 1.0 | 4 DEC 2022 | Created by XOOM&lt;br /&gt;
==Introduction==&lt;br /&gt;
Integrated Voice Communications (or I.V.C. for short) is WWII Online's implementation of voice comms made directly available within the WW2 game client. This means no third-party service is required to speak to other players directly within WWII Online. &lt;br /&gt;
&lt;br /&gt;
This revolutionary implementation changes the way the game is played by bringing players together like never before. &lt;br /&gt;
===Channels===&lt;br /&gt;
IVC will have two primary channel types:&lt;br /&gt;
# Radio&lt;br /&gt;
# Local 3D (Proximity) Chat&lt;br /&gt;
&lt;br /&gt;
'''The radio''' has no range limitations and you can speak to anyone across the game world when on the same channel. Several radio channels will be available, as articulated below.&lt;br /&gt;
&lt;br /&gt;
'''Local 3D (proximity)''' chat means &amp;quot;you can hear and transmit to&amp;quot; any friendly player within 100 meters of you while playing as a ground-based or sea-based unit. Proximity chat is not available for Air Forces, they will use the radio only. Local 3D chat will be activated automatically when spawned in (as a ground unit) and will be attenuated to give you an idea of the direction and distance of a friendly player.&lt;br /&gt;
&lt;br /&gt;
===Radio Channels===&lt;br /&gt;
These channels have no range limitations, and only one channel can be monitored or transmitted to at a single time, based on availability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! RADIO CHANNEL NAME !! AVAILABILITY&lt;br /&gt;
|-&lt;br /&gt;
| LOBBY || Persona Screen (Global/All)&lt;br /&gt;
|-&lt;br /&gt;
| SIDE || Axis or Allied (Theatre Screen)&lt;br /&gt;
|-&lt;br /&gt;
| MISSION || Mission (Screen/Spawned-In)&lt;br /&gt;
|-&lt;br /&gt;
| SQUAD || Squad Only (Anywhere)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===IVC Channel Icons===&lt;br /&gt;
These are current and future planned radio channels to be added. These icons were designed to match in-game text channels.&lt;br /&gt;
&lt;br /&gt;
[[File:IVC-Channel-Icons.jpg|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
===Keybindings===&lt;br /&gt;
These keys may be changed at anytime to your desire in the keymapper. Load up the game client (we recommend loading online as it will connect to the IVC server) and go to: '''Preferences &amp;gt; General &amp;gt; Ingame (Reference Function Name) &amp;gt; Change key &amp;gt; Save changes'''. Always be sure to then test your changes. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! FUNCTION NAME !! PURPOSE !! DEFAULT KEYBIND&lt;br /&gt;
|-&lt;br /&gt;
| Radio Transmit (PTT) || Use Primary Radio || V&lt;br /&gt;
|-&lt;br /&gt;
| Local 3D Chat || 3D Positional Chat || Left Shift + V (Not in-game for now)&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Primary Radio || Change Radio Channel || Left Control + TAB&lt;br /&gt;
|-&lt;br /&gt;
| IVC Toggle Key || Mute/Unmute All Radios || Left Shift + \&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muting Channels &amp;amp; Players===&lt;br /&gt;
WWII Online players will have full control to listen to any channel they prefer - or not. To modify your settings, navigate to: '''Preferences &amp;gt; Sound &amp;gt; Integrated Voice Communications.''' &lt;br /&gt;
&lt;br /&gt;
From this menu, you may enable or disable any channel by clicking the &amp;quot;check&amp;quot; box accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:Ivc-select-channels.jpg|center|Enable or Disable preferred IVC channels.]]&lt;br /&gt;
&lt;br /&gt;
'''MUTING PLAYERS'''&lt;br /&gt;
&lt;br /&gt;
Players will have full control to mute other players they'd prefer not to hear by leveraging our existing &amp;quot;ignore&amp;quot; system.&lt;br /&gt;
&lt;br /&gt;
To ignore a user, simply type the following:&lt;br /&gt;
* .ignore &amp;lt;playername&amp;gt;&lt;br /&gt;
* Example usage: '''.ignore fpa55'''&lt;br /&gt;
* Successful ignore will show: ''&amp;quot;Player fpa55 added to ignore list.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
To remove a user, simply enter the command again by typing: .ignore &amp;lt;playername&amp;gt;&lt;br /&gt;
* Example usage: '''.ignore fpa55'''&lt;br /&gt;
* Successful ignore removal will show: ''&amp;quot;Player fpa55 removed from your ignore list.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Interface Windows===&lt;br /&gt;
There are several areas where IVC users will be displayed when you or other users are speaking.&lt;br /&gt;
&lt;br /&gt;
User Interface when not spawned in, across all screens. Other users may also be shown here when communicating.&lt;br /&gt;
&lt;br /&gt;
[[File:Ivc-ui-not-spawned-in.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
Mission Tab in the user interface and when map screen is open while being spawned in.&lt;br /&gt;
&lt;br /&gt;
[[File:Ivc-ui-mission-tab.jpg|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
Squad Tab (only when speaking/listening on Squad radio).&lt;br /&gt;
&lt;br /&gt;
[[File:Ivc-ui-squad-tab.jpg|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
Local 3D Chat (HUD Icon) - when users are within 100m of you, this will show.&lt;br /&gt;
&lt;br /&gt;
[[File:Ivc-hud-local-3d.jpg|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
IVC Hudbox (while spawned-in)&lt;br /&gt;
&lt;br /&gt;
[[File:Ivc-hud-box-ingame.jpg|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
IVC Hud Box (Settings)&lt;br /&gt;
You can modify the transparency of your in-game IVC HUD box window by going to: '''Preferences &amp;gt; User Interface &amp;gt; Heads Up Display (HUD) &amp;gt; HUD Windows &amp;gt; IVC Box.''' Slide the bar to &amp;quot;MORE&amp;quot; for increased transparency, and slide to &amp;quot;LESS&amp;quot; so it is darker (less transparent). Don't forget to save your settings once you're done.&lt;br /&gt;
&lt;br /&gt;
[[File:Ivc-hud-box-transparency.jpg|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
You can also disable the IVC HUD window in the same menu.&lt;br /&gt;
&lt;br /&gt;
[[File:Ivc-hud-window-disable.jpg|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
===Testing Your Hardware===&lt;br /&gt;
Check to make sure your microphone and headphones/speakers are working by going to: '''Preferences &amp;gt; Sound &amp;gt; IVC,''' and click the green &amp;quot;TEST&amp;quot; button as seen below. If your mic/speakers are working correctly you will be able to hear yourself.&lt;br /&gt;
&lt;br /&gt;
Click &amp;quot;TEST&amp;quot; again to turn off. Don't forget to save your settings once you verify everything is working.&lt;br /&gt;
&lt;br /&gt;
[[File:Ivc-test-your-hardware.jpg|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
===Common issues===&lt;br /&gt;
Be sure to use your default devices, and be aware of any bluetooth headsets, or third-party software to control volume, etc. These are known to cause issues and we recommend using system defaults and removing as many obstacles that could cause issues on your end.&lt;br /&gt;
&lt;br /&gt;
Remember, use the local test function to help troubleshoot and diagnose any problems. If you can't hear yourself - NO ONE CAN HEAR YOU.&lt;br /&gt;
&lt;br /&gt;
For assistance with troubleshooting, please connect with a fellow community member first then post in the forums for help, located here: https://forums.wwiionline.com/forum/31-testing-and-bug-reporting/&lt;br /&gt;
&lt;br /&gt;
[[Category:Beginner Guides]]&lt;/div&gt;</summary>
		<author><name>Calwood</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=IVC&amp;diff=6508</id>
		<title>IVC</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=IVC&amp;diff=6508"/>
		<updated>2024-06-08T22:25:31Z</updated>

		<summary type="html">&lt;p&gt;Calwood: /* Keybindings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Integrated Voice Communications Guide | Version 1.0 | 4 DEC 2022 | Created by XOOM&lt;br /&gt;
==Introduction==&lt;br /&gt;
Integrated Voice Communications (or I.V.C. for short) is WWII Online's implementation of voice comms made directly available within the WW2 game client. This means no third-party service is required to speak to other players directly within WWII Online. &lt;br /&gt;
&lt;br /&gt;
This revolutionary implementation changes the way the game is played by bringing players together like never before. &lt;br /&gt;
===Channels===&lt;br /&gt;
IVC will have two primary channel types:&lt;br /&gt;
# Radio&lt;br /&gt;
# Local 3D (Proximity) Chat&lt;br /&gt;
&lt;br /&gt;
'''The radio''' has no range limitations and you can speak to anyone across the game world when on the same channel. Several radio channels will be available, as articulated below.&lt;br /&gt;
&lt;br /&gt;
'''Local 3D (proximity)''' chat means &amp;quot;you can hear and transmit to&amp;quot; any friendly player within 100 meters of you while playing as a ground-based or sea-based unit. Proximity chat is not available for Air Forces, they will use the radio only. Local 3D chat will be activated automatically when spawned in (as a ground unit) and will be attenuated to give you an idea of the direction and distance of a friendly player.&lt;br /&gt;
&lt;br /&gt;
===Radio Channels===&lt;br /&gt;
These channels have no range limitations, and only one channel can be monitored or transmitted to at a single time, based on availability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! RADIO CHANNEL NAME !! AVAILABILITY&lt;br /&gt;
|-&lt;br /&gt;
| LOBBY || Persona Screen (Global/All)&lt;br /&gt;
|-&lt;br /&gt;
| SIDE || Axis or Allied (Theatre Screen)&lt;br /&gt;
|-&lt;br /&gt;
| MISSION || Mission (Screen/Spawned-In)&lt;br /&gt;
|-&lt;br /&gt;
| SQUAD || Squad Only (Anywhere)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===IVC Channel Icons===&lt;br /&gt;
These are current and future planned radio channels to be added. These icons were designed to match in-game text channels.&lt;br /&gt;
&lt;br /&gt;
[[File:IVC-Channel-Icons.jpg|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
===Keybindings===&lt;br /&gt;
These keys may be changed at anytime to your desire in the keymapper. Load up the game client (we recommend loading online as it will connect to the IVC server) and go to: '''Preferences &amp;gt; General &amp;gt; Ingame (Reference Function Name) &amp;gt; Change key &amp;gt; Save changes'''. Always be sure to then test your changes. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! FUNCTION NAME !! PURPOSE !! DEFAULT KEYBIND&lt;br /&gt;
|-&lt;br /&gt;
| Radio Transmit (PTT) || Use Primary Radio || V&lt;br /&gt;
|-&lt;br /&gt;
| Local 3D Chat || 3D Positional Chat || Left Shift + V (Not in game for now)&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Primary Radio || Change Radio Channel || Left Control + TAB&lt;br /&gt;
|-&lt;br /&gt;
| IVC Toggle Key || Mute/Unmute All Radios || Left Shift + \&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muting Channels &amp;amp; Players===&lt;br /&gt;
WWII Online players will have full control to listen to any channel they prefer - or not. To modify your settings, navigate to: '''Preferences &amp;gt; Sound &amp;gt; Integrated Voice Communications.''' &lt;br /&gt;
&lt;br /&gt;
From this menu, you may enable or disable any channel by clicking the &amp;quot;check&amp;quot; box accordingly.&lt;br /&gt;
&lt;br /&gt;
[[File:Ivc-select-channels.jpg|center|Enable or Disable preferred IVC channels.]]&lt;br /&gt;
&lt;br /&gt;
'''MUTING PLAYERS'''&lt;br /&gt;
&lt;br /&gt;
Players will have full control to mute other players they'd prefer not to hear by leveraging our existing &amp;quot;ignore&amp;quot; system.&lt;br /&gt;
&lt;br /&gt;
To ignore a user, simply type the following:&lt;br /&gt;
* .ignore &amp;lt;playername&amp;gt;&lt;br /&gt;
* Example usage: '''.ignore fpa55'''&lt;br /&gt;
* Successful ignore will show: ''&amp;quot;Player fpa55 added to ignore list.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
To remove a user, simply enter the command again by typing: .ignore &amp;lt;playername&amp;gt;&lt;br /&gt;
* Example usage: '''.ignore fpa55'''&lt;br /&gt;
* Successful ignore removal will show: ''&amp;quot;Player fpa55 removed from your ignore list.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Interface Windows===&lt;br /&gt;
There are several areas where IVC users will be displayed when you or other users are speaking.&lt;br /&gt;
&lt;br /&gt;
User Interface when not spawned in, across all screens. Other users may also be shown here when communicating.&lt;br /&gt;
&lt;br /&gt;
[[File:Ivc-ui-not-spawned-in.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
Mission Tab in the user interface and when map screen is open while being spawned in.&lt;br /&gt;
&lt;br /&gt;
[[File:Ivc-ui-mission-tab.jpg|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
Squad Tab (only when speaking/listening on Squad radio).&lt;br /&gt;
&lt;br /&gt;
[[File:Ivc-ui-squad-tab.jpg|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
Local 3D Chat (HUD Icon) - when users are within 100m of you, this will show.&lt;br /&gt;
&lt;br /&gt;
[[File:Ivc-hud-local-3d.jpg|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
IVC Hudbox (while spawned-in)&lt;br /&gt;
&lt;br /&gt;
[[File:Ivc-hud-box-ingame.jpg|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
IVC Hud Box (Settings)&lt;br /&gt;
You can modify the transparency of your in-game IVC HUD box window by going to: '''Preferences &amp;gt; User Interface &amp;gt; Heads Up Display (HUD) &amp;gt; HUD Windows &amp;gt; IVC Box.''' Slide the bar to &amp;quot;MORE&amp;quot; for increased transparency, and slide to &amp;quot;LESS&amp;quot; so it is darker (less transparent). Don't forget to save your settings once you're done.&lt;br /&gt;
&lt;br /&gt;
[[File:Ivc-hud-box-transparency.jpg|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
You can also disable the IVC HUD window in the same menu.&lt;br /&gt;
&lt;br /&gt;
[[File:Ivc-hud-window-disable.jpg|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
===Testing Your Hardware===&lt;br /&gt;
Check to make sure your microphone and headphones/speakers are working by going to: '''Preferences &amp;gt; Sound &amp;gt; IVC,''' and click the green &amp;quot;TEST&amp;quot; button as seen below. If your mic/speakers are working correctly you will be able to hear yourself.&lt;br /&gt;
&lt;br /&gt;
Click &amp;quot;TEST&amp;quot; again to turn off. Don't forget to save your settings once you verify everything is working.&lt;br /&gt;
&lt;br /&gt;
[[File:Ivc-test-your-hardware.jpg|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
===Common issues===&lt;br /&gt;
Be sure to use your default devices, and be aware of any bluetooth headsets, or third-party software to control volume, etc. These are known to cause issues and we recommend using system defaults and removing as many obstacles that could cause issues on your end.&lt;br /&gt;
&lt;br /&gt;
Remember, use the local test function to help troubleshoot and diagnose any problems. If you can't hear yourself - NO ONE CAN HEAR YOU.&lt;br /&gt;
&lt;br /&gt;
For assistance with troubleshooting, please connect with a fellow community member first then post in the forums for help, located here: https://forums.wwiionline.com/forum/31-testing-and-bug-reporting/&lt;br /&gt;
&lt;br /&gt;
[[Category:Beginner Guides]]&lt;/div&gt;</summary>
		<author><name>Calwood</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Attack_Objective&amp;diff=6507</id>
		<title>Attack Objective</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Attack_Objective&amp;diff=6507"/>
		<updated>2024-06-08T22:20:15Z</updated>

		<summary type="html">&lt;p&gt;Calwood: /* Placing an AO */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Attack Objectives (AO)==&lt;br /&gt;
&lt;br /&gt;
Once you have finished reading here you can go back to [[Player_Guide | Player Guide]] or use the Links on the Left Side.&lt;br /&gt;
&lt;br /&gt;
For the first time in over 15 years, WWII Online players will be able to determine the placement of AOs on towns without any participation of High Command. HC will continue to move strategic supply and manage bridge objectives.&lt;br /&gt;
Without an Attack Objective (AO), a Capture Point cannot be contested or captured.  AO's also serve to focus the action in the game, making it easier for players to find a battle.&lt;br /&gt;
Once an Attack Objective is placed, the target will be vulnerable to capture after a short period of time. Initially, all [[Depot]] facilities are vulnerable. Ten minutes after any one of these facilities are captured the [[Army Base]] / [[Docks]] also become capturable. Only cities on the [[Frontline]] are candidates for an Attack Objective. &lt;br /&gt;
&lt;br /&gt;
Holding the [[Forward_Base | Forward Bases]] is imperative for the AO to continue, so prepare to have guards placed watching for the enemy. Destroying FBs make it almost in possible to stage an attack on the AO.  &lt;br /&gt;
&lt;br /&gt;
(Bridges can also be the target of Attack Objectives, which makes them destroyable, but also repairable by the defender).&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
===Map===&lt;br /&gt;
&lt;br /&gt;
Any town that has an AO placed on it will have it's name encased in a Red box:&lt;br /&gt;
&lt;br /&gt;
[[Image:AttackObjective.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Listing===&lt;br /&gt;
&lt;br /&gt;
A listing of all the current objectives can be found by typing &amp;quot;.objective l&amp;quot; in the chat bar.  It will return something similar to this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Objective list.png]]&lt;br /&gt;
&lt;br /&gt;
A Numerical list of all current objectives can be found by typing &amp;quot;.objective n&amp;quot; in the chat bar.  This will provide in the text bar a listing of all Attack Objective, Defense Objectives, Bridge Attack/Defense Objectives.  It will also state how many Objectives are &amp;quot;free&amp;quot; or available to be placed.  It will return something similar to this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Objective number.jpg]]&lt;br /&gt;
&lt;br /&gt;
Information about an Objective can be found by typing &amp;quot;.objective i&amp;quot;.  This will inform you of how long the objective has been active.&lt;br /&gt;
&lt;br /&gt;
'''Note:'''.obj can be used as a shortcut for .objective&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
===Number of AO's===&lt;br /&gt;
&lt;br /&gt;
Each side has a limited number of AO's at any given time. The number of AO's depends on the number of players currently logged into the game, increasing as more players log in to the game, and decreasing as they log-off. There will always be at least 1 AO available per side, regardless of game population.&lt;br /&gt;
&lt;br /&gt;
===Placing an AO===&lt;br /&gt;
&lt;br /&gt;
It is all based on “Heavy Infantry EWS” that you see on town, not armor, or air. Infantry EWS can consist of players who are any Infantry, Gun (AA/ATG)/Artillery, Truck or Hauler. Heavy Infantry EWS is seen as “BOLD-RED” on the town of the user interface.&lt;br /&gt;
&lt;br /&gt;
Settings:&lt;br /&gt;
* 5 real players are needed to be within proximity of a town triggering Heavy Infantry EWS.&lt;br /&gt;
* Within 3 minutes of the Heavy EWS threshold being met, an available AO will be allocated by the system.&lt;br /&gt;
* If Heavy EWS threshold is gone for 10+ minutes, the system will start to withdraw that AO automatically.&lt;br /&gt;
* Notifications of receiving/losing an AO are all system driven and automated based on server conditions.&lt;br /&gt;
&lt;br /&gt;
===Relation to Defense Objective===&lt;br /&gt;
&lt;br /&gt;
The mirror to the AO is the DO, or [[Defense Objective]].  These are instructions to a side that the enemy is going to attack a given CP, and to muster the defenses.  A [[Defense Objective|DO]] cannot be placed, they appear in conjunction with an AO.&lt;br /&gt;
&lt;br /&gt;
===Removing an AO===&lt;br /&gt;
&lt;br /&gt;
AO's may be removed for many reasons.  They can either be automatically removed, due to a decrease in player numbers or the successful capture of all Facilities/CPs.  A warning message will go out to all side players (.allied or .axis), those in the field are given additional warnings by the system that the attack is being called off.  The text warnings continue for 10 minutes at which point the AO is removed.&lt;br /&gt;
&lt;br /&gt;
===Timers===&lt;br /&gt;
Once an AO has been placed on a town, a cp can not be captured for the first 10 minutes. Objective issued timers can be found by clicking on a town's name and typing .obj i on chat.&lt;br /&gt;
&lt;br /&gt;
[[Image:Objective info.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:GameMechanics]] [[Category:Beginner Guides]]&lt;/div&gt;</summary>
		<author><name>Calwood</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Attack_Objective&amp;diff=6506</id>
		<title>Attack Objective</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Attack_Objective&amp;diff=6506"/>
		<updated>2024-06-08T22:19:51Z</updated>

		<summary type="html">&lt;p&gt;Calwood: /* Number of AO's */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Attack Objectives (AO)==&lt;br /&gt;
&lt;br /&gt;
Once you have finished reading here you can go back to [[Player_Guide | Player Guide]] or use the Links on the Left Side.&lt;br /&gt;
&lt;br /&gt;
For the first time in over 15 years, WWII Online players will be able to determine the placement of AOs on towns without any participation of High Command. HC will continue to move strategic supply and manage bridge objectives.&lt;br /&gt;
Without an Attack Objective (AO), a Capture Point cannot be contested or captured.  AO's also serve to focus the action in the game, making it easier for players to find a battle.&lt;br /&gt;
Once an Attack Objective is placed, the target will be vulnerable to capture after a short period of time. Initially, all [[Depot]] facilities are vulnerable. Ten minutes after any one of these facilities are captured the [[Army Base]] / [[Docks]] also become capturable. Only cities on the [[Frontline]] are candidates for an Attack Objective. &lt;br /&gt;
&lt;br /&gt;
Holding the [[Forward_Base | Forward Bases]] is imperative for the AO to continue, so prepare to have guards placed watching for the enemy. Destroying FBs make it almost in possible to stage an attack on the AO.  &lt;br /&gt;
&lt;br /&gt;
(Bridges can also be the target of Attack Objectives, which makes them destroyable, but also repairable by the defender).&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
===Map===&lt;br /&gt;
&lt;br /&gt;
Any town that has an AO placed on it will have it's name encased in a Red box:&lt;br /&gt;
&lt;br /&gt;
[[Image:AttackObjective.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Listing===&lt;br /&gt;
&lt;br /&gt;
A listing of all the current objectives can be found by typing &amp;quot;.objective l&amp;quot; in the chat bar.  It will return something similar to this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Objective list.png]]&lt;br /&gt;
&lt;br /&gt;
A Numerical list of all current objectives can be found by typing &amp;quot;.objective n&amp;quot; in the chat bar.  This will provide in the text bar a listing of all Attack Objective, Defense Objectives, Bridge Attack/Defense Objectives.  It will also state how many Objectives are &amp;quot;free&amp;quot; or available to be placed.  It will return something similar to this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Objective number.jpg]]&lt;br /&gt;
&lt;br /&gt;
Information about an Objective can be found by typing &amp;quot;.objective i&amp;quot;.  This will inform you of how long the objective has been active.&lt;br /&gt;
&lt;br /&gt;
'''Note:'''.obj can be used as a shortcut for .objective&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
===Number of AO's===&lt;br /&gt;
&lt;br /&gt;
Each side has a limited number of AO's at any given time. The number of AO's depends on the number of players currently logged into the game, increasing as more players log in to the game, and decreasing as they log-off. There will always be at least 1 AO available per side, regardless of game population.&lt;br /&gt;
&lt;br /&gt;
===Placing an AO===&lt;br /&gt;
&lt;br /&gt;
It is all based on “Heavy Infantry EWS” that you see on town, not armor, or air. Infantry EWS can consist of players who are any Infantry, Gun (AA/ATG)/Artillery, Truck or Hauler. Heavy Infantry EWS is seen as “BOLD-RED” on the town of the user interface.&lt;br /&gt;
&lt;br /&gt;
Settings:&lt;br /&gt;
* 5 real players are needed to be within proximity of a town triggering Heavy Infantry EWS.&lt;br /&gt;
* Within 2 minutes of the Heavy EWS threshold being met, an available AO will be allocated by the system.&lt;br /&gt;
* If Heavy EWS threshold is gone for 10+ minutes, the system will start to withdraw that AO automatically.&lt;br /&gt;
* Notifications of receiving/losing an AO are all system driven and automated based on server conditions.&lt;br /&gt;
&lt;br /&gt;
===Relation to Defense Objective===&lt;br /&gt;
&lt;br /&gt;
The mirror to the AO is the DO, or [[Defense Objective]].  These are instructions to a side that the enemy is going to attack a given CP, and to muster the defenses.  A [[Defense Objective|DO]] cannot be placed, they appear in conjunction with an AO.&lt;br /&gt;
&lt;br /&gt;
===Removing an AO===&lt;br /&gt;
&lt;br /&gt;
AO's may be removed for many reasons.  They can either be automatically removed, due to a decrease in player numbers or the successful capture of all Facilities/CPs.  A warning message will go out to all side players (.allied or .axis), those in the field are given additional warnings by the system that the attack is being called off.  The text warnings continue for 10 minutes at which point the AO is removed.&lt;br /&gt;
&lt;br /&gt;
===Timers===&lt;br /&gt;
Once an AO has been placed on a town, a cp can not be captured for the first 10 minutes. Objective issued timers can be found by clicking on a town's name and typing .obj i on chat.&lt;br /&gt;
&lt;br /&gt;
[[Image:Objective info.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:GameMechanics]] [[Category:Beginner Guides]]&lt;/div&gt;</summary>
		<author><name>Calwood</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Attack_Objective&amp;diff=6505</id>
		<title>Attack Objective</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Attack_Objective&amp;diff=6505"/>
		<updated>2024-06-08T22:18:51Z</updated>

		<summary type="html">&lt;p&gt;Calwood: /* Removing an AO */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Attack Objectives (AO)==&lt;br /&gt;
&lt;br /&gt;
Once you have finished reading here you can go back to [[Player_Guide | Player Guide]] or use the Links on the Left Side.&lt;br /&gt;
&lt;br /&gt;
For the first time in over 15 years, WWII Online players will be able to determine the placement of AOs on towns without any participation of High Command. HC will continue to move strategic supply and manage bridge objectives.&lt;br /&gt;
Without an Attack Objective (AO), a Capture Point cannot be contested or captured.  AO's also serve to focus the action in the game, making it easier for players to find a battle.&lt;br /&gt;
Once an Attack Objective is placed, the target will be vulnerable to capture after a short period of time. Initially, all [[Depot]] facilities are vulnerable. Ten minutes after any one of these facilities are captured the [[Army Base]] / [[Docks]] also become capturable. Only cities on the [[Frontline]] are candidates for an Attack Objective. &lt;br /&gt;
&lt;br /&gt;
Holding the [[Forward_Base | Forward Bases]] is imperative for the AO to continue, so prepare to have guards placed watching for the enemy. Destroying FBs make it almost in possible to stage an attack on the AO.  &lt;br /&gt;
&lt;br /&gt;
(Bridges can also be the target of Attack Objectives, which makes them destroyable, but also repairable by the defender).&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
===Map===&lt;br /&gt;
&lt;br /&gt;
Any town that has an AO placed on it will have it's name encased in a Red box:&lt;br /&gt;
&lt;br /&gt;
[[Image:AttackObjective.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Listing===&lt;br /&gt;
&lt;br /&gt;
A listing of all the current objectives can be found by typing &amp;quot;.objective l&amp;quot; in the chat bar.  It will return something similar to this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Objective list.png]]&lt;br /&gt;
&lt;br /&gt;
A Numerical list of all current objectives can be found by typing &amp;quot;.objective n&amp;quot; in the chat bar.  This will provide in the text bar a listing of all Attack Objective, Defense Objectives, Bridge Attack/Defense Objectives.  It will also state how many Objectives are &amp;quot;free&amp;quot; or available to be placed.  It will return something similar to this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Objective number.jpg]]&lt;br /&gt;
&lt;br /&gt;
Information about an Objective can be found by typing &amp;quot;.objective i&amp;quot;.  This will inform you of how long the objective has been active.&lt;br /&gt;
&lt;br /&gt;
'''Note:'''.obj can be used as a shortcut for .objective&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
===Number of AO's===&lt;br /&gt;
&lt;br /&gt;
Each side has a limited number of AO's at any given time. The number of AO's depends on the number of players currently logged into the game, increasing as more players log in to the game, and deceasing as they logoff. There will always be at least 1 AO available per side, regardless of game population.&lt;br /&gt;
&lt;br /&gt;
===Placing an AO===&lt;br /&gt;
&lt;br /&gt;
It is all based on “Heavy Infantry EWS” that you see on town, not armor, or air. Infantry EWS can consist of players who are any Infantry, Gun (AA/ATG)/Artillery, Truck or Hauler. Heavy Infantry EWS is seen as “BOLD-RED” on the town of the user interface.&lt;br /&gt;
&lt;br /&gt;
Settings:&lt;br /&gt;
* 5 real players are needed to be within proximity of a town triggering Heavy Infantry EWS.&lt;br /&gt;
* Within 2 minutes of the Heavy EWS threshold being met, an available AO will be allocated by the system.&lt;br /&gt;
* If Heavy EWS threshold is gone for 10+ minutes, the system will start to withdraw that AO automatically.&lt;br /&gt;
* Notifications of receiving/losing an AO are all system driven and automated based on server conditions.&lt;br /&gt;
&lt;br /&gt;
===Relation to Defense Objective===&lt;br /&gt;
&lt;br /&gt;
The mirror to the AO is the DO, or [[Defense Objective]].  These are instructions to a side that the enemy is going to attack a given CP, and to muster the defenses.  A [[Defense Objective|DO]] cannot be placed, they appear in conjunction with an AO.&lt;br /&gt;
&lt;br /&gt;
===Removing an AO===&lt;br /&gt;
&lt;br /&gt;
AO's may be removed for many reasons.  They can either be automatically removed, due to a decrease in player numbers or the successful capture of all Facilities/CPs.  A warning message will go out to all side players (.allied or .axis), those in the field are given additional warnings by the system that the attack is being called off.  The text warnings continue for 10 minutes at which point the AO is removed.&lt;br /&gt;
&lt;br /&gt;
===Timers===&lt;br /&gt;
Once an AO has been placed on a town, a cp can not be captured for the first 10 minutes. Objective issued timers can be found by clicking on a town's name and typing .obj i on chat.&lt;br /&gt;
&lt;br /&gt;
[[Image:Objective info.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:GameMechanics]] [[Category:Beginner Guides]]&lt;/div&gt;</summary>
		<author><name>Calwood</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Brigade_Orders&amp;diff=6504</id>
		<title>Brigade Orders</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Brigade_Orders&amp;diff=6504"/>
		<updated>2024-06-08T21:42:59Z</updated>

		<summary type="html">&lt;p&gt;Calwood: /* Moving Brigades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Moving Brigades=&lt;br /&gt;
&lt;br /&gt;
Moving a brigade with a map is relatively simple.&lt;br /&gt;
&lt;br /&gt;
*Left-click the Town the desired brigade is currently in. It should then highlight.&lt;br /&gt;
*Right-click the Town you wish to move to.&lt;br /&gt;
*Follow the '''HC Options''' hover menus to select '''Brigade''' and then '''Move Here''' then the desired brigade (there may be more than one in the origin Town). This will propose the movement and will appear in the [[High Command Control Panel|HCCP]] Notices screen, where other [[High Command|HCs]] or [[Officer in Charge|OICs]] might be able to veto it. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' all movement orders must follow the [[Brigade Movement Rules]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Brigade_Orders.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Issuing Objectives=&lt;br /&gt;
&lt;br /&gt;
[[Attack Objective|Attack]] and [[Defense Objective|Defense Objectives]] are a little easier to do. The game assumes you are issuing an objective for the brigade you are in.&lt;br /&gt;
&lt;br /&gt;
*Right-click the target Bridge.&lt;br /&gt;
*Follow the '''HC Options''' in the hover menu to '''Objectives''' then the Bridge name (see note below) then whether to '''Attack here''' or '''Defend Here''' as the case may be (in the case of a bridge with no current objective on it, both options are available). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Bridge Orders.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' the Town name is listed in the menu tree because in some place, the concentration of possible targets of objectives is so dense that it is difficult to select the desired one.&lt;br /&gt;
&lt;br /&gt;
=Clearing Objectives=&lt;br /&gt;
&lt;br /&gt;
For Bridges with objectives already on them, the '''Clear Objectives''' option will appear in the '''HC Options''' menu.&lt;br /&gt;
&lt;br /&gt;
[[Category:GameMechanics]]&lt;br /&gt;
[[Category:High Command]]&lt;br /&gt;
[[Category:NeedsWork]]&lt;/div&gt;</summary>
		<author><name>Calwood</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=File:Brigade_Orders.jpg&amp;diff=6503</id>
		<title>File:Brigade Orders.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=File:Brigade_Orders.jpg&amp;diff=6503"/>
		<updated>2024-06-08T21:37:28Z</updated>

		<summary type="html">&lt;p&gt;Calwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;HC Brigade Orders&lt;/div&gt;</summary>
		<author><name>Calwood</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Brigade_Orders&amp;diff=6502</id>
		<title>Brigade Orders</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Brigade_Orders&amp;diff=6502"/>
		<updated>2024-06-08T21:35:30Z</updated>

		<summary type="html">&lt;p&gt;Calwood: /* Issuing Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Moving Brigades=&lt;br /&gt;
&lt;br /&gt;
Moving a brigade with a map is relatively simple.&lt;br /&gt;
&lt;br /&gt;
*Left-click the Town the desired brigade is currently in. It should then highlight.&lt;br /&gt;
*Right-click the Town you wish to move to.&lt;br /&gt;
*Follow the '''HC Options''' hover menus to select '''Brigade''' and then '''Move Here''' then the desired brigade (there may be more than one in the origin Town). This will propose the movement and will appear in the [[High Command Control Panel|HCCP]] Notices screen, where other [[High Command|HCs]] or [[Officer in Charge|OICs]] might be able to veto it. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' all movement orders must follow the [[Brigade Movement Rules]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Filer:Map movebrig.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Issuing Objectives=&lt;br /&gt;
&lt;br /&gt;
[[Attack Objective|Attack]] and [[Defense Objective|Defense Objectives]] are a little easier to do. The game assumes you are issuing an objective for the brigade you are in.&lt;br /&gt;
&lt;br /&gt;
*Right-click the target Bridge.&lt;br /&gt;
*Follow the '''HC Options''' in the hover menu to '''Objectives''' then the Bridge name (see note below) then whether to '''Attack here''' or '''Defend Here''' as the case may be (in the case of a bridge with no current objective on it, both options are available). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Bridge Orders.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' the Town name is listed in the menu tree because in some place, the concentration of possible targets of objectives is so dense that it is difficult to select the desired one.&lt;br /&gt;
&lt;br /&gt;
=Clearing Objectives=&lt;br /&gt;
&lt;br /&gt;
For Bridges with objectives already on them, the '''Clear Objectives''' option will appear in the '''HC Options''' menu.&lt;br /&gt;
&lt;br /&gt;
[[Category:GameMechanics]]&lt;br /&gt;
[[Category:High Command]]&lt;br /&gt;
[[Category:NeedsWork]]&lt;/div&gt;</summary>
		<author><name>Calwood</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=File:Bridge_Orders.jpg&amp;diff=6501</id>
		<title>File:Bridge Orders.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=File:Bridge_Orders.jpg&amp;diff=6501"/>
		<updated>2024-06-08T21:32:44Z</updated>

		<summary type="html">&lt;p&gt;Calwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;HC Objectives Bridge AO/DO&lt;/div&gt;</summary>
		<author><name>Calwood</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=White_Flag_Surrender&amp;diff=6500</id>
		<title>White Flag Surrender</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=White_Flag_Surrender&amp;diff=6500"/>
		<updated>2024-06-08T16:49:34Z</updated>

		<summary type="html">&lt;p&gt;Calwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Town Cutoff with White Flag=&lt;br /&gt;
If a town is cut off by capturing the towns around it surrounding it and cutting off its supply lines from that side factories, It will begin a countdown to surrender. The current time for a white-flagged town to surrender is 6 hours. You can still create missions and spawn from them in an attempt to capture a town that is creating the cut stopping the surrender. (STILL IN PROGRESS)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:GameMechanics]]&lt;br /&gt;
[[Category:NeedsWork]]&lt;/div&gt;</summary>
		<author><name>Calwood</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=White_Flag_Surrender&amp;diff=6499</id>
		<title>White Flag Surrender</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=White_Flag_Surrender&amp;diff=6499"/>
		<updated>2024-06-08T16:48:23Z</updated>

		<summary type="html">&lt;p&gt;Calwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Town Cutoff with White Flag=&lt;br /&gt;
If a town is cut off by capturing the towns around it surrounding it and cutting off its supply lines from that side factories, It will begin a countdown to surrender. The current time for a white-flagged town to surrender is 6 hours. You can still create missions and spawn from them in an attempt to capture a town that is creating the cut stopping the surrender. (STILL IN PROGRESS)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:GameMechanics]]&lt;/div&gt;</summary>
		<author><name>Calwood</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=White_Flag_Surrender&amp;diff=6498</id>
		<title>White Flag Surrender</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=White_Flag_Surrender&amp;diff=6498"/>
		<updated>2024-06-08T16:47:27Z</updated>

		<summary type="html">&lt;p&gt;Calwood: Created page with &amp;quot;=Town Cutoff with White Flag= If a town is cut off by capturing the towns around it surrounding it and cutting off its supply lines from that side factories, It will begin a c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Town Cutoff with White Flag=&lt;br /&gt;
If a town is cut off by capturing the towns around it surrounding it and cutting off its supply lines from that side factories, It will begin a countdown to surrender. The current time for a white-flagged town to surrender is 6 hours. You can still create missions and spawn from them in an attempt to capture a town that is creating the cut stopping the surrender. (STILL IN PROGRESS)&lt;br /&gt;
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Categories:&lt;/div&gt;</summary>
		<author><name>Calwood</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Capture&amp;diff=6497</id>
		<title>Capture</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Capture&amp;diff=6497"/>
		<updated>2024-06-08T16:35:04Z</updated>

		<summary type="html">&lt;p&gt;Calwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Capturing Towns and CP / Territorial Gain=&lt;br /&gt;
&lt;br /&gt;
'''''This is an example of the capture system currently used in World War Two Online. The system can be adapted and modified.'''''&lt;br /&gt;
&lt;br /&gt;
*The basic aim of World War II Online is to destroy the enemy and capture their territory, specifically, Towns, Cities and Airfields.&lt;br /&gt;
*Cities are made up of various facilities. To capture a city, all of its facilities must be captured.&lt;br /&gt;
*Only cities that have been designated as an Attack Objective can be captured. AO's are decided by your High Command. &lt;br /&gt;
&lt;br /&gt;
==The Capture Process==&lt;br /&gt;
&lt;br /&gt;
There are three states of occupation through which a town progresses during the process of capture, they are termed &amp;quot;contention&amp;quot;, &amp;quot;control&amp;quot; and &amp;quot;ownership&amp;quot;. Much of the game's tactical, strategic and supply systems are dependent on these three states. You can use the &amp;quot;/own&amp;quot; command to see the status of your current town, or you can select a target on the map to query a specific town.&lt;br /&gt;
&lt;br /&gt;
'''Ownership'''&lt;br /&gt;
&lt;br /&gt;
Ownership of a town indicates which side has complete ownership of a town. To take ownership of an enemy town you must capture and hold all of the Depots/Armybases/Docks and Airfields until the enemy has no flags remaining in the town.&lt;br /&gt;
&lt;br /&gt;
'''Contention'''&lt;br /&gt;
&lt;br /&gt;
A town is said to be &amp;quot;Contested&amp;quot;, &amp;quot;Contended&amp;quot; or &amp;quot;In Contention&amp;quot; when the enemy holds one or more of its facilities.&lt;br /&gt;
&lt;br /&gt;
'''Control'''&lt;br /&gt;
&lt;br /&gt;
At any given time, a town is said to be controlled by the side who '''last''' held all of the city's [[Army_Base|Armybases]]. In a town with a single Armybase, this is clear cut - whomever holds the Armybase controls the town. In a town with multiple army bases, control can be non-obvious. If any Army Brigades are in a town when the other side takes control, they are routed and cannot return to the town until their side retakes control of the town.&lt;br /&gt;
&lt;br /&gt;
==Ownership &amp;amp; Control Effects==&lt;br /&gt;
&lt;br /&gt;
#You must own and control a town to have use of the facilities [[Army_Base | Armybase]], [[Docks]] and [[Airfield]]) or able to move a [[Brigades]] into it.&lt;br /&gt;
#When a town is owned by one side but controlled by the other i.e. attacking enemy own the Army Base but not all Capture Points. The Defensive [[Forward Base]] will then open to it.&lt;br /&gt;
&lt;br /&gt;
==Capturing a Facility==&lt;br /&gt;
&lt;br /&gt;
All capturable facilities will have a flag hanging either directly on the building (AB), or hanging from a pole indicating ownership. Capture buildings can be a small house, a Castle tower, a boat house, or even bunkers as seen in Armybases and Air Fields.&lt;br /&gt;
&lt;br /&gt;
To capture a facility, infantry must enter and hold the capture building for a specified time. Currently, the number of infantry present reduces the time needed to capture the facility. It takes 3min to capture a Facility by yourself.&lt;br /&gt;
&lt;br /&gt;
The following facilities will be capturable once the AO has been up long enough:&lt;br /&gt;
&lt;br /&gt;
*[[Capture_Points | Capture Points]]&lt;br /&gt;
*City Centers&lt;br /&gt;
*Railroad Stations&lt;br /&gt;
*[[Factories]] &lt;br /&gt;
&lt;br /&gt;
The following military facilities require 10 minutes of continuous contention to become capturable:&lt;br /&gt;
&lt;br /&gt;
*[[Army_Base | Army Base]]&lt;br /&gt;
*[[Airfield | Airfields]]&lt;br /&gt;
*[[Docks]]&lt;br /&gt;
*Naval Ports&lt;br /&gt;
&lt;br /&gt;
==Capturing a City==&lt;br /&gt;
&lt;br /&gt;
When the first Capture Point is captured, the town is said to be '''Contested''' until either ALL Capture Points are taken and you owning the Town or the enemy recaptures all of the Capture Points, making the city '''Uncontested'''.&lt;br /&gt;
&lt;br /&gt;
To secure the entire town, the Army Bases must be captured from within the central bunker building. Note that during this time the defenders are able to re-capture any fallen Capture Points thereby uncontesting the city (by kicking out the attackers and controlling all the facilities at once). The attackers will then have to re-contest the town again and start over.&lt;br /&gt;
&lt;br /&gt;
==Capture Timers and Modifiers==&lt;br /&gt;
The amount of time required to capture a facility can vary on a few factors.  Capture times have a baseline time, which is then modified depending on the number of players assisting with the capture and the ratio of players on respective sides.  The Lower Populated (underpop) side will capture faster.  &lt;br /&gt;
&lt;br /&gt;
Below is an example of the timers assuming that 1 player requires 3 minutes to capture a facility solo. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Players !! Base Time (sec) !! Underpop 66%&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 180 || 118&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 90 || 52&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 60 || 38&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 50 || 35&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 40 || 30&lt;br /&gt;
|-&lt;br /&gt;
| 6(+) || 30 || 26&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=TACTICS=&lt;br /&gt;
==Offense==&lt;br /&gt;
&lt;br /&gt;
*Capturing all the AB's (ArmyBases) before owning all other facilities is '''very risky'''. Until the town is uncontested (completely owned), your newly captured AB's will not generate any supply for you to spawn, and your enemies back line Forward Bases will open allowing them to spawn back line supply into them depots. Thus strengthening the enemy's ability to defend.&lt;br /&gt;
&lt;br /&gt;
*If a Town is being held by a Naval Brigade (located at a riverfront dock facility), then capturing their Docks will cause that Brigade to be routed. This can often be a rude surprise to the defenders and their supply.&lt;br /&gt;
&lt;br /&gt;
==Defense==&lt;br /&gt;
&lt;br /&gt;
*Capturing all the facilities will reset the timers that have to count down before the AB/AF/dock timers appear.&lt;br /&gt;
*Defense of the Supply Depots in a town you are defending from attack, is critical ... especially those that link to enemy held towns as these will be come spawnable to the enemy if they own the FB between the towns or there is no FB.&lt;br /&gt;
&lt;br /&gt;
[[Category:GameMechanics]] [[Category:Beginner Guides]]&lt;/div&gt;</summary>
		<author><name>Calwood</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Capture&amp;diff=6496</id>
		<title>Capture</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Capture&amp;diff=6496"/>
		<updated>2024-06-08T16:34:51Z</updated>

		<summary type="html">&lt;p&gt;Calwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Capturing Towns and CP / Territorial Gain=&lt;br /&gt;
&lt;br /&gt;
'''''This is an example of the capture system currently used in World War Two Online. The system can be adapted and modified.'''''&lt;br /&gt;
&lt;br /&gt;
*The basic aim of World War II Online is to destroy the enemy and capture their territory, specifically, Towns, Cities and Airfields.&lt;br /&gt;
*Cities are made up of various facilities. To capture a city, all of its facilities must be captured.&lt;br /&gt;
*Only cities that have been designated as an Attack Objective can be captured. AO's are decided by your High Command. &lt;br /&gt;
&lt;br /&gt;
==The Capture Process==&lt;br /&gt;
&lt;br /&gt;
There are three states of occupation through which a town progresses during the process of capture, they are termed &amp;quot;contention&amp;quot;, &amp;quot;control&amp;quot; and &amp;quot;ownership&amp;quot;. Much of the game's tactical, strategic and supply systems are dependent on these three states. You can use the &amp;quot;/own&amp;quot; command to see the status of your current town, or you can select a target on the map to query a specific town.&lt;br /&gt;
&lt;br /&gt;
'''Ownership'''&lt;br /&gt;
&lt;br /&gt;
Ownership of a town indicates which side has complete ownership of a town. To take ownership of an enemy town you must capture and hold all of the Depots/Armybases/Docks and Airfields until the enemy has no flags remaining in the town.&lt;br /&gt;
&lt;br /&gt;
'''Contention'''&lt;br /&gt;
&lt;br /&gt;
A town is said to be &amp;quot;Contested&amp;quot;, &amp;quot;Contended&amp;quot; or &amp;quot;In Contention&amp;quot; when the enemy holds one or more of its facilities.&lt;br /&gt;
&lt;br /&gt;
'''Control'''&lt;br /&gt;
&lt;br /&gt;
At any given time, a town is said to be controlled by the side who '''last''' held all of the city's [[Army_Base|Armybases]]. In a town with a single Armybase, this is clear cut - whomever holds the Armybase controls the town. In a town with multiple army bases, control can be non-obvious. If any Army Brigades are in a town when the other side takes control, they are routed and cannot return to the town until their side retakes control of the town.&lt;br /&gt;
&lt;br /&gt;
==Ownership &amp;amp; Control Effects==&lt;br /&gt;
&lt;br /&gt;
#You must own and control a town to have use of the facilities [[Army_Base | Armybase]], [[Docks]] and [[Airfield]]) or able to move a [[Brigades]] into it.&lt;br /&gt;
#When a town is owned by one side but controlled by the other i.e. attacking enemy own the Army Base but not all Capture Points. The Defensive [[Forward Base]] will then open to it.&lt;br /&gt;
&lt;br /&gt;
==Capturing a Facility==&lt;br /&gt;
&lt;br /&gt;
All capturable facilities will have a flag hanging either directly on the building (AB), or hanging from a pole indicating ownership. Capture buildings can be a small house, a Castle tower, a boat house, or even bunkers as seen in Armybases and Air Fields.&lt;br /&gt;
&lt;br /&gt;
To capture a facility, infantry must enter and hold the capture building for a specified time. Currently, the number of infantry present reduces the time needed to capture the facility. It takes 3min to capture a Facility by yourself.&lt;br /&gt;
&lt;br /&gt;
The following facilities will be capturable once the AO has been up long enough:&lt;br /&gt;
&lt;br /&gt;
*[[Capture_Points | Capture Points]]&lt;br /&gt;
*City Centers&lt;br /&gt;
*Railroad Stations&lt;br /&gt;
*[[Factories]] &lt;br /&gt;
&lt;br /&gt;
The following military facilities require 10 minutes of continuous contention to become capturable:&lt;br /&gt;
&lt;br /&gt;
*[[Army_Base | Army Base]]&lt;br /&gt;
*[[Airfield | Airfields]]&lt;br /&gt;
*[[Docks]]&lt;br /&gt;
*Naval Ports&lt;br /&gt;
&lt;br /&gt;
==Capturing a City==&lt;br /&gt;
&lt;br /&gt;
When the first Capture Point is captured, the town is said to be '''Contested''' until either ALL Capture Points are taken and you owning the Town or the enemy recaptures all of the Capture Points, making the city '''Uncontested'''.&lt;br /&gt;
&lt;br /&gt;
To secure the entire town, the Army Bases must be captured from within the central bunker building. Note that during this time the defenders are able to re-capture any fallen Capture Points thereby uncontesting the city (by kicking out the attackers and controlling all the facilities at once). The attackers will then have to re-contest the town again and start over.&lt;br /&gt;
&lt;br /&gt;
==Capture Timers and Modifiers==&lt;br /&gt;
The amount of time required to capture a facility can vary on a few factors.  Capture times have a baseline time, which is then modified depending on the number of players assisting with the capture and the ratio of players on respective sides.  The Lower Populated (underpop) side will capture faster.  &lt;br /&gt;
&lt;br /&gt;
Below is an example of the timers assuming that 1 player requires 3 minutes to capture a facility solo. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Players !! Base Time (sec) !! Underpop 66%&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 180 || 118&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 90 || 52&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 60 || 38&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 50 || 35&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 40 || 30&lt;br /&gt;
|-&lt;br /&gt;
| 6(+) || 30 || 26&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=TACTICS=&lt;br /&gt;
==Offense==&lt;br /&gt;
&lt;br /&gt;
*Capturing all the AB's (ArmyBases) before owning all other facilities is '''very risky'''. Until the town is uncontested (completely owned), your newly captured AB's will not generate any supply for you to spawn, and your enemies back line Forward Bases will open allowing them to spawn back line supply into them depots. Thus strengthening the enemy's ability to defend.&lt;br /&gt;
&lt;br /&gt;
*If a Town is being held by a Naval Brigade (located at a riverfront dock facility), then capturing their Docks will cause that Brigade to be routed. This can often be a rude surprise to the defenders and their supply.&lt;br /&gt;
&lt;br /&gt;
==Defense==&lt;br /&gt;
&lt;br /&gt;
*Capturing all the facilities will reset the timers that have to count down before the AB/AF/dock timers appear.&lt;br /&gt;
*Defense of the Supply Depots in a town you are defending from attack, is critical ... especially those that link to enemy held towns as these will be come spawnable to the enemy if they own the FB between the towns or there is no FB.&lt;br /&gt;
&lt;br /&gt;
[[Category:GameMechanic]] [[Category:Beginner Guides]]&lt;/div&gt;</summary>
		<author><name>Calwood</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Allied_OrBat&amp;diff=5373</id>
		<title>Allied OrBat</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Allied_OrBat&amp;diff=5373"/>
		<updated>2023-07-16T01:54:51Z</updated>

		<summary type="html">&lt;p&gt;Calwood: /* Central High Command */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Central High Command=&lt;br /&gt;
&lt;br /&gt;
The Allied High Command is the group of players that help win the campaign and move the map.&lt;br /&gt;
{| border=0 cellspacing=0 cellpadding=4 style=&amp;quot;margin:0 0 .5em 1em; width:250px; background:#fff; border-collapse:collapse; border:1px solid #999; font-size:smaller; line-height:1.5; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center; background:#f0f0f0;&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;padding:0; background:#666600; color:#996;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;color:#fff; background:#666600; font-size:larger;&amp;quot;&lt;br /&gt;
! colspan=2 | Allied High Command&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;text-align:center; font-weight:normal; background:#ddb;&amp;quot; | Senior Command&lt;br /&gt;
|- colspan=3 style=&amp;quot;vertical-align:top; background:#f0f0f0;&amp;quot;&lt;br /&gt;
|'''Commander in Chief Allied Forces:''' || Dontmove&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|'''Chief of Staff Allied Forces:''' || Mcafeed&lt;br /&gt;
|- colspan=3 style=&amp;quot;vertical-align:top; background:#f0f0f0;&amp;quot;&lt;br /&gt;
|'''Deputy Chief of Staff Allied Forces:''' || Cobra&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Active Sqauds=&lt;br /&gt;
&lt;br /&gt;
Work in Progress&lt;br /&gt;
&lt;br /&gt;
=OrBat=&lt;br /&gt;
&lt;br /&gt;
Below you can find the Divisions and Brigades currently in play during the Campaign.  &lt;br /&gt;
&lt;br /&gt;
==British==&lt;br /&gt;
{|width=100% border=0&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
'''BEF Ground Forces'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| '''1st Infantry Division''' || 1id&lt;br /&gt;
|-&lt;br /&gt;
| 1st Guards Brigade (Armored) || 1gb&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Commandos || 3ib&lt;br /&gt;
|-&lt;br /&gt;
| Special Air Service || sas&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
'''BEF Paratrooper Forces'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| '''1st Airborne Division''' || 1abd&lt;br /&gt;
|-&lt;br /&gt;
| 1st Paratroop Brigade || 1pb&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Paratroop Brigade || 2pb&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
'''RAF Fighter Forces'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| '''60 Fighter Wing''' || 60fw&lt;br /&gt;
|-&lt;br /&gt;
| 60 Squadron || 60w&lt;br /&gt;
|-&lt;br /&gt;
| 61 Squadron || 61w&lt;br /&gt;
|-&lt;br /&gt;
| 70 Squadron (Bomber Brigade) || 70w&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
'''RN Naval Forces'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| 37 Destroyer Squadron || 37ds&lt;br /&gt;
|-&lt;br /&gt;
| 38 Destroyer Squadron || 38ds&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|width=100% border=0&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==French==&lt;br /&gt;
&lt;br /&gt;
* With the introduction of the United States in Tier 3, 1 Division and 3 Brigades (marked with asterisks) are moved to Training.&lt;br /&gt;
&lt;br /&gt;
{|width=100% border=0&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
'''French Ground Forces'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| '''2e Division Légère Mécanique''' || 2ndlmd&lt;br /&gt;
|-&lt;br /&gt;
| 4e Brigade Légère Mécanique (Armored) || 4blm&lt;br /&gt;
|-&lt;br /&gt;
| 8e Régiment de Cuirassiers || 8dc&lt;br /&gt;
|-&lt;br /&gt;
| 13e Régiment de Dragons || 13rd&lt;br /&gt;
|-&lt;br /&gt;
| '''4e Groupe de Reconnaissance de Division d'motorisé*''' || 4thmacrd&lt;br /&gt;
|-&lt;br /&gt;
| 104th Anti-Tank Regiment (Armored)* || 104atr&lt;br /&gt;
|-&lt;br /&gt;
| 101r Escadron de Reconnaissance* || 101er&lt;br /&gt;
|-&lt;br /&gt;
| 605e Régiment de Pionniers* || 605rp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
'''French Paratrooper Forces'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| '''1re Division l'Infanterie de l'Air''' || 1dia&lt;br /&gt;
|-&lt;br /&gt;
| Groupe de l'infanterie de l'air 601 || 601gia&lt;br /&gt;
|-&lt;br /&gt;
| Groupe de l'infanterie de l'air 602 || 602gia&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
'''Armee de l'Air Forces'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| '''Groupement de Chasse 21''' || gc21&lt;br /&gt;
|-&lt;br /&gt;
| Groupe de Chasse I/1 || gci1&lt;br /&gt;
|-&lt;br /&gt;
| Groupe de Chasse III/3 || gciii3&lt;br /&gt;
|-&lt;br /&gt;
| Groupement de Bombardement 6 (Bomber Brigade) || gb6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
'''French Naval Forces'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| Flotille du Pas de Calais || fpc&lt;br /&gt;
|-&lt;br /&gt;
| Force de l'Atlantique || fda&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|width=100% border=0&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==United States==&lt;br /&gt;
&lt;br /&gt;
{|width=100% border=0&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
'''US Ground Forces'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| '''9th Division''' || us9d&lt;br /&gt;
|-&lt;br /&gt;
| 91st Infantry Brigade || us91ib&lt;br /&gt;
|-&lt;br /&gt;
| 92nd Infantry Brigade || us92ib&lt;br /&gt;
|-&lt;br /&gt;
| 93rd Armored Brigade || us93ab&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
'''US Paratrooper Forces'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| '''101st Airborne Division''' || us101pid&lt;br /&gt;
|-&lt;br /&gt;
| 501st Parachute Infantry Regiment (PIR) || us501pir&lt;br /&gt;
|-&lt;br /&gt;
| 506th Parachute Infantry Regiment (PIR) || us506pir&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
'''US Air Forces'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Brigade !! Short Title&lt;br /&gt;
|-&lt;br /&gt;
| '''1st Fighter Wing''' || us1fw&lt;br /&gt;
|-&lt;br /&gt;
| 11th Fighter Group || us11fg&lt;br /&gt;
|-&lt;br /&gt;
| 15th Bombardment Squadron || us15bs&lt;br /&gt;
|-&lt;br /&gt;
| 31st Fighter Group || us31fg&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Allied]]&lt;/div&gt;</summary>
		<author><name>Calwood</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Level_Bombing&amp;diff=5243</id>
		<title>Level Bombing</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Level_Bombing&amp;diff=5243"/>
		<updated>2023-07-04T16:17:31Z</updated>

		<summary type="html">&lt;p&gt;Calwood: /* Bomb Sights */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Axisairstrike1.jpg|frame|A group of Heinkel 111 bombers en-route]]&lt;br /&gt;
=Introduction=&lt;br /&gt;
Bombers have one goal: to grind the enemy into dust and impress him with the futility of continued resistance. To this end, bombers of all sizes and denominations bring forth high explosive bombs to render the enemy [[Factories | production facilities]] inoperable and his frontline units paralyzed for want of fuel and supplies. Bombers can also be leveraged against tactical targets such as cities, armybases and bridges, in low level attack runs, or high level bombing.&lt;br /&gt;
&lt;br /&gt;
Level bombing at altitude is the safest and typically most accurate mission profile, as it well above AA guns and often above enemy fighters engaged at lower altitude, but the trade off is the more demanding flight from a technical and managerial point of view. Still, it ranks as one of the most fulfilling and exciting missions you can perform in WWII Online.  Here we show you how it's done.&lt;br /&gt;
&lt;br /&gt;
'''Easy or hard? You choose!'''&lt;br /&gt;
&lt;br /&gt;
There is an easy way of level bombing and the hard way. The easy way is to follow an accomplished bomber slavishly at minimum distance and to do exactly as he does, and to throw your luggage precisely when he does. In that manner you need not bother with the bombsight at all: all you have to do is pickle your bombs at the right moment, and if this is your preferred method of bombing you may stop reading right here. By the hard way, when you go it alone or lead a formation, you have to do all the computing and sighting yourself. Read on! &lt;br /&gt;
&lt;br /&gt;
==Level Bombers==&lt;br /&gt;
A &amp;quot;Level bomber&amp;quot; is simply a bomber with a &amp;quot;bomb sight&amp;quot;, and currently this game has 5 of them.&lt;br /&gt;
*[[He111|He-111]]&lt;br /&gt;
*[[Blenheim|Blenheim IV]]&lt;br /&gt;
*[[DB7|DB-7]] and [[Havoc | Boston I]] (truly an &amp;quot;Intruder&amp;quot; or &amp;quot;Attack&amp;quot; bomber, but has a bomb sight)&lt;br /&gt;
*[[Havoc | Douglas A20C Havoc]]&lt;br /&gt;
*[[Vickers Wellington Mk III]]&lt;br /&gt;
&lt;br /&gt;
==Bomb Sights==&lt;br /&gt;
The bomb sight so mentioned above comes in 2 versions, a wire sights, and a periscope sight.&amp;lt;br&amp;gt;&lt;br /&gt;
The Blen and Havoc sights are a simple cross hair the bombardier looks down, but because of the limits of the eyeball among other factors, are limited to intermediate altitudes.&amp;lt;br&amp;gt;&lt;br /&gt;
He-111, Wellington Mk III and DB-7 sights are periscopes, similar to what you will see on a submarine, and allow for very long visual range, high degree of accuracy, and easier approaches to target.&lt;br /&gt;
&lt;br /&gt;
==Common Practice==&lt;br /&gt;
All level bombers share a common procedure in taking to the sky and of drawing close to their intended target. The mission starts with assembly and briefing; a safe and steady takeoff using the full length of the field and flaps too as needed; a nice and steady ascent to bombing altitude; a cruise in formation to the Initial Point; a period of hunkering down in the bombsight and of adjusting dials to yield an accurate sight picture; the final approach with minute adjustments to the lineup; flak, fighters and stress; and then bombs away, a turn for home, a sigh of relief.&lt;br /&gt;
&lt;br /&gt;
For general guidance regarding bomber operations including defensive measures and the utility of fighter escort, please refer to the [[Strategic Bombardment|Strategic Bombardment]] section.&lt;br /&gt;
&lt;br /&gt;
There are many things to consider during a mission and most of them have to do with manipulating the bombsight, and of flying so as to give the bombardier the lightest possible workload on the bomb run. Pay attention, for if you fly sloppily or forget vital settings your bombs will surely miss and your whole flight will have been in vain.&lt;br /&gt;
&lt;br /&gt;
==Common factors==&lt;br /&gt;
===Minimum and Maximum Bombing Altitudes===&lt;br /&gt;
The ingame bombsight has a lowest and a highest altitude setting: 3000 ft (900 m) and 18000 ft (6000 m). Accurate bombing below the lowest setting is possible,  though it requires a separate calculation, using the formula below:&lt;br /&gt;
&lt;br /&gt;
* For every '''250 feet''' you drop below minimum bomb sight settings set the '''IAS value''' in the top left corner of the screen to the value shown on your planes gauges '''+ 10 mph'''.&lt;br /&gt;
&lt;br /&gt;
* For every '''100 meters''' you drop below minimum bomb sight settings set the '''IAS value''' in the top left corner of the screen to the value shown on your planes gauges '''+ 21 km/h'''.&lt;br /&gt;
&lt;br /&gt;
Example: Assuming that you are flying a Havoc, that the altitude of your target is 500 feet above sea level and that you will bomb from an altitude of 3000 feet indicated (ASL). Thus your real altitude over the target is 2500 feet (AGL) – but the minimum altitude settings for the Havoc's bomb sight is 3000 feet! Compensate for the 500 feet altitude difference by manipulating your IAS setting: your airspeed indicator reads 220 mph, therefore you set the IAS value to 240 mph (i.e. 220 + 20) using the &amp;quot;Home&amp;quot; and &amp;quot;End&amp;quot; keys. Your sights now show where your bombs will land.&lt;br /&gt;
&lt;br /&gt;
Bombing from a higher altitude than the maximum setting is possible but impractical as it is quite difficult to sight the target from above 18000 ft. You may however want to cruise at higher altitude for reasons of security, but you must then let down to a steady speed and altitude well before you reach your [[Level Bombing#Initial Point|Initial Point]].&lt;br /&gt;
&lt;br /&gt;
===Non-rendered Targets===&lt;br /&gt;
Because the game engine does not render certain individual units from altitudes exceeding approximately 3000 ft (1000 m), tactical bombing requires the pilot to fly and bomb from below this altitude – because units that do not render cannot be damaged or destroyed. Tanks and guns may be visible above 3000 ft however. As a rule, more units are rendered the lower you go and the longer you remain in visual contact with the target area – on the other hand, this makes you all the more vulnerable to ground fire and fighter interception.&lt;br /&gt;
&lt;br /&gt;
=Bombsight Operation=&lt;br /&gt;
The bombsight is a simple computer that is calibrated by the player to produce an aiming point (point of impact) depending on the airspeed and altitude of the bomber. As you may have guessed, the aiming point is not static but traveling forward with the speed of the bomber, and for this reason it makes good sense to make the bomb run at reduced speed so as to provide a margin for final corrections. Do not fly too slow however as this makes it difficult to maintain level flight and all the more difficult to maneuver the aircraft: 75% throttle is a good middle ground.&lt;br /&gt;
&lt;br /&gt;
'''Remember: aimed bombing requires you to calibrate your bombsight with pertinent speed and altitude data - if you do not, your bombs will surely miss.'''&lt;br /&gt;
&lt;br /&gt;
Unaimed bombing, such as when you follow a leader and drop your bombs on his cue, does not require any manipulation of the bombsight whatsoever. In this case, all you need to do is to fly a close formation and drop your bombs when the leader does.&lt;br /&gt;
&lt;br /&gt;
==Preparation and Readout==&lt;br /&gt;
Set your bombsight to the anticipated airspeed and altitude prior to takeoff and stand ready to correct your settings when the aircraft is settled down on the actual bomb run. The bombsight settings are displayed in the 'game info' panel at the upper left corner of your screen (default toggle: §) and reads '''AGL Altitude, TAS and IAS.''' These settings are vital and require some explanation.&lt;br /&gt;
&lt;br /&gt;
Bombsight settings are effected with the following default keyboard commands, from the bombardier's position (2):&lt;br /&gt;
* IAS increase: Home&lt;br /&gt;
* IAS decrease: End&lt;br /&gt;
* Altitude increase: PgUp&lt;br /&gt;
* Altitude decrease: PgDn&lt;br /&gt;
&lt;br /&gt;
==Altitude Setting: ASL to AGL conversion== &lt;br /&gt;
|frame|You are above the sea, and so is the target. Do the math.]]&lt;br /&gt;
Your altimeter indicates your altitude Above Sea Level (ASL) - however, the bombsight calculates an impact point based on your altitude Above Ground Level (AGL). Because targets are usually situated some distance above sea level you must therefore make allowance for the difference between ASL and AGL by a quick calculation, or your bombs will fall short of the target as the ground intervenes before the bombs can reach the (hypothetical) sea level. To arrive at the correct bombsight altitude setting you must know the target altitude, from experience or [[Town_Altitudes|from an altitude index such as this one.]]&lt;br /&gt;
&lt;br /&gt;
The formula is simple: '''your ASL (altimeter readout) ''minus'' target altitude ASL = AGL (your bombsight setting)''' &lt;br /&gt;
&lt;br /&gt;
Example: your bomb run is at 5000 m ASL. The target is at 230 m ASL. 5000-230=4770. To bomb correctly you must therefore set the bombsight altitude to 4770 m – or fly at precisely 5230 m indicated with a bombsight setting at 5000 m. Since aircraft altimeters are notoriously difficult to read, the former procedure is the easier.&lt;br /&gt;
&lt;br /&gt;
==Speed Setting: IAS to TAS Conversion== &lt;br /&gt;
Your aircraft instruments displays Indicated Air Speed (IAS), your speed through the air. This is however different from your True Air Speed (TAS), which is your speed over the ground. IAS and TAS differ because air is actually a fluid that becomes thinner at higher altitude where less air is thrust into the pitot tube (which measures air pressure), yielding a lower speed readout. Wind, humidity and temperature also play a signficant part but air density is the most important factor. &lt;br /&gt;
&lt;br /&gt;
At sea level, IAS and TAS is the same, whereas for every 1,000 ft increase in altitude true airspeed increases by 2% (this is a rough value) according to the formula IAS = TAS/(1+0.00002*Alt). Not to worry, the bombsight performs the calculation for you.&lt;br /&gt;
&lt;br /&gt;
'''All you need to remember is that the bombsight computes an impact point based on your TAS, which it derives automatically from the IAS that you read off your altimeter and dial into the bombsight.'''&lt;br /&gt;
&lt;br /&gt;
==Aligning the Bombsight==&lt;br /&gt;
|frame|Watch how the dials move off center as the joystick moves. The bombsight must be neutralized at the time of delivery or the bombs will miss completely.]]&lt;br /&gt;
The Heinkel 111 and the DB-7 bombsights can be slewed fore and aft and to left and right by moving the joystick in the bombardier position. This is of great utility for multicrewed bombers though it is also a drawback if the feature is not used correctly or the bombsight misaligned by mistake. &lt;br /&gt;
&lt;br /&gt;
The Havoc's and Blenheim's bombsight is fixed and cannot be slewed, which is both a benefit and liability depending on your view. &lt;br /&gt;
&lt;br /&gt;
Whether you use the slew feature or not, always make certain that the bombsight is set to neutral shortly before bombs away, or your bombs will miss the target completely. '''Watch the dials by looking down (keypad 2) in the bombardier's default position.'''&lt;br /&gt;
&lt;br /&gt;
==Using Bombsights Special Feature==&lt;br /&gt;
A key feature in periscopic bombsights is the &amp;quot;slew&amp;quot;, the ability to look in many directions. Use the slew feature to look forward in your flight path through the bombsight, to gain visual contact with the target, and keep the target centered in the bombsight as you draw closer by jogging the joystick accordingly. The sight can also be moved to left and right of the flight path for this purpose – this compels the pilot to turn in the suggested direction until the flight path is aligned with the bombsight as indicated by a tick mark on his '''Kurszeiger''' (German: &amp;quot;Course pointer&amp;quot;) / '''PDI''' (allied: Pilot Directional Indicator), mounted centrally on the pilot's control panel. This practice requires intimate cooperation between bombardier and pilot, and is quite challenging to manage in a single-crewed bomber. If you fly the bomber alone, avoid using the slew function as you have enough tasks to bother with already. Note that the pilot does NOT have a longitudinal indicator on his control panel: the bombardier alone must make sure that the bombsight is correctly aligned in the vertical shortly before bombs away.  The range is 22.5* either side of center, or 1/16 of compass rose.&lt;br /&gt;
[[|frame|In the pilot's seat, watch the Kurszeiger/PDI for directions from the bombardier.]]&lt;br /&gt;
&lt;br /&gt;
=Navigation by Waypoints=&lt;br /&gt;
Navigation, that is, moving from A to C via B, is made considerably easier by the use of Waypoints (WP). By adhering to a well-planned route you can avoid known enemy concentrations and keep the enemy in the dark as to your intended target by not flying a straight line toward it. Set waypoints by right-clicking on the overhead map (M) and number them sequentially, e.g WP1, WP2 etc. Add altitude information too as a further guidance, e.g. WP1-3km, WP2-6km etc. When looking at the map the circle around your bullseye icon will show a tickmark indicating your heading and a green triangle pointing to your currently active waypoint. When you have passed your first waypoint you must right-click on the next waypoint and select it as ”Active” in order to get a heading indication as per above. The same active waypoint indication is given in the 'mini-map' readout in the lower right corner of your screen.&lt;br /&gt;
&lt;br /&gt;
==The Initial Point==&lt;br /&gt;
The Initial Point (IP) is the place where you begin your bomb run, whether you mark it as such or not. The mission leader sets the IP on the overhead map (M), as a waypoint, by right-clicking on the map. It is from this precise location that you must be flying a steady level course at a known heading to the target. The wise mission leader edit the IP text with altitude, IAS and heading (vector) information as an aid to the forgetful or late arriving pilots. E.g. IP – 5K 380 v090. Note that you may wish to set multiple IPs in case of enemy interception en-route or sudden detours. Name the additional IPs accordingly, e.g. IP2, IP3 etc. It makes good sense to place the IP over a prominent feature at a cardinal direction from the target, or so that the bomb run is parallel to a straight road, river or similar feature: this makes it considerably easier to determine whether the bomber is on track or not. &lt;br /&gt;
&lt;br /&gt;
==The Bomb Run==&lt;br /&gt;
|frame|DB-7 bombardier view. Watch the dials for any misalignment in position 2 looking down (default: numpad 2) and neutralize the bombsight using your joystick, quick as you can.]]&lt;br /&gt;
Approaching the target on your bomb run, you will need to be flying level on auto pilot and at a fixed throttle setting for at least 3-5 minutes, or about the width of two AWS grids, in order to make sure that your bombsight settings are accurate and that your flight path is correctly lined up with the target. The target will not appear in your bombardier's view until very late, when but seconds remain before bombs away, so flying a correct course is imperative. Use the overhead map and its zoom and scroll functions to determine your approach. &lt;br /&gt;
&lt;br /&gt;
In the bombardier's office, zoom in on the target with your gunsight view (default: keypad .). While on the bomb run, make small corrections only, by switching back and forth between bombardier and pilot if you are alone in the ship and by frequent communications if you are using the [[Multicrew|multi-crew feature]]. This is a most stressful time for the crew. If you are wildly off target it is generally better to go around and set up anew from the Initial Point or from an alternate IP, than to take a chance with a badly managed bomb run. One minute to go before bombs away, double-check your altitude and speed settings in the bombsight against your aircraft instruments as any deviation will cause your bombs to miss with a greater or smaller margin. Also double-check that your [[Level Bombing#Aligning_the_Bombsight|bombsight is neutralized vertically and laterally]] by watching the appropriate dials and tick-marks in the default bombardier view.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;youtube&amp;gt;6oGsd5FOjes&amp;lt;/youtube&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;Watch a video on how to manage your bomb run.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bomb Bay Operation==&lt;br /&gt;
The Blenheim and Heinkel bombers have spring-operated bomb bay doors that do not require the bombardier to open or close them: the bombs themselves push the doors open. The Blenheim's doors are actually closed by bungee cords. In the Douglas Havoc/DB-7 however, the bombardier must manually open and close the bomb bay doors prior to and following bomb release. '''In the bombardier's seat (position 2), press 'D' to operate the doors.''' A handle and an red light indicates bomb bay door status: when the handle is down and the indicator shines red, the doors are open. &lt;br /&gt;
&lt;br /&gt;
==The Moment of Truth==&lt;br /&gt;
Having managed all of the above and with the target but a few seconds away, you are now on the brink of delivery. Each bomb is dropped individually by pressing 'B' or your joystick's secondary trigger. If your target is an RDP-producing factory, or a particularly congested tactical target, drop all bombs in a swift sequence by hitting the 'B' key repeatedly until you are out of ordnance. If your target is a small objective such as an armybase bunker or Forward Base revetment, pickle two or three bombs and save the rest for a subsequent pass unless you plan to make but a single run at the target. Note that there may be a slight delay due to internet latency (lag) and other factors such as increased computer strain over a highly populated target – if that is the case you may have to make several passes over the target to ensure a tight bomb pattern.&lt;br /&gt;
&lt;br /&gt;
=Operational Specifics=&lt;br /&gt;
&lt;br /&gt;
==Heinkel 111==&lt;br /&gt;
There is nothing of note not covered above, the bomb bay doors are pushed open by the bombs as they fall out.  Make sure your bombsight is centered.&lt;br /&gt;
&lt;br /&gt;
==Blenheim IV==&lt;br /&gt;
Also an &amp;quot;automatic&amp;quot; bomb bay door, again the bombs push their way though the door&lt;br /&gt;
&lt;br /&gt;
==Douglas DB-7 and Havoc==&lt;br /&gt;
With this aircraft you have a bomb bay door you must open or your bombs will not drop.  The default keep for the doors is &amp;quot;B&amp;quot;, and there is 2 visual indicators of open/close.  You will see a red light to the left, on when red, and a lever to the lower right, down when open, up when closed.  In the DB-7, make sure the sight is centered before drop, just like with He-111.&lt;br /&gt;
&lt;br /&gt;
[[Category:Advanced Guides]]&lt;br /&gt;
[[Category:NeedsWork]]&lt;/div&gt;</summary>
		<author><name>Calwood</name></author>
	</entry>
</feed>