Contested Ground

No Man's Command

Field Manual. Every table in this manual is read from the game's own rules.

Getting started

You command a company of the Western Coalition or the Eastern Directorate in turn-based battles on a hex map. Each turn you give every unit one order, then end the turn and the other side moves. A battle is won by its mission: usually by holding objectives when the clock stops.

The battlefield

The board is a map of hexes. Each hex has one kind of terrain, which sets what it costs to enter and how much cover it gives. Cover is subtracted from the damage of every shot and charge.

TerrainMove costCoverNotes
Open ground10No cover. Engineers can dig it into a trench.
Trench13The best cover on the field.
Wire20Slow to cross and no cover. Engineers clear it; landships crush it.
Shell craters21Slow going, some cover.
Ruined village12Good cover. Blocks line of sight and hides whoever is inside.
High ground11Some cover. Troops here see one hex farther.

Fog of war: you see only what your units can see. An enemy you cannot see is a grey contact, or nothing at all. A unit that walks into an unseen enemy stops and takes ambush suppression. Aircraft are always visible. Ruined villages and smoke block sight: a unit inside either is seen only from the hexes beside it.

The board can be flat or isometric (the ISO button or its key). On the isometric board the camera can be tilted, and the counters can be swapped for miniatures.

Units

Strength runs from 10 down to 0. Movement is in movement points; range and sight are in hexes. Firepower is what a unit's shots and charges bring; armour is subtracted from the damage it takes.

Western CoalitionEastern DirectorateMoveRangeFirepowerArmourSightNotes
Rifle SectionLine Platoon22402
Trench RaidersStorm Detachment21402
Gun TeamHeavy MG Detachment13603suppresses at 8
Trench MortarMine Thrower Section14502
Field BatteryGun Battery16712
Field EngineersPioneer Section21302
Flame SectionFlame Pioneers21702
LandshipAssault Car22732
Scout FlightObservation Flight50004flies; always visible
Pursuit FlightHunting Flight52403flies; always visible
Bombing FlightBattle Flight42703flies; always visible
Company OfficerStaff Officer21203

Orders

Select a unit, then an order, then its target. Most orders end the unit's turn; facing is free. Right-click, Escape or DESELECT on the unit card deselects it. A unit that cannot act says why on the board when you select it. OBJECTIVES in the side panel shows the briefing again, with who holds each objective now.

OrderWhat it does
MoveMove up to the unit's movement points; wire and craters cost 2. After you pick a destination, click it again to face your direction of travel, or click a neighbouring hex to choose which way to face. Moving ends the unit's turn.
FireDirect fire at a visible enemy within range and line of sight. Damage depends on firepower, the roll, and the target's cover; every hit adds suppression.
BarrageMortar or artillery only. Shell a hex 2 or more away that a friendly unit can see or a recon flight has spotted. Hits every unit in the hex and its neighbours, friend or foe.
Clear wireCombat engineer only. Remove an adjacent wire hex so units can cross it at normal cost.
FortifyCombat engineer only. Turn an adjacent open-ground hex into a trench (cover 3).
SabotageCombat engineer only. Damage an adjacent enemy strategic asset (gun battery, hangar) by 5. Sabotage missions are won by destroying the required number.
Flame assaultFlame team only. Assault an adjacent enemy; ignores cover and always does at least 1 damage.
Breach wireLandship only. Crush into an adjacent empty wire hex, clearing it and moving there.
Recon flightRecon biplane only. Spot a hex for this turn so mortars and artillery can barrage it, and reveal a radius of two around it.
InterceptFighter only. Attack an enemy aircraft within 3 hexes of where the fighter stands; a fighter that has to move first cannot fire that turn. Enemy fighters go for your bomber, so keep your own fighter beside it.
Bombing runBomber only. Bomb a hex within 4 that your side can see: hits enemy units and strategic assets in it and around it. The bomber sees only three hexes, so a farther target needs a spotter such as the recon plane. Select a plane to see the enemy fighters' reach.
RallyOfficer only. Remove 3 suppression from a friendly unit beside him; an Inspiring officer removes 5 and reaches 2 hexes. This is how you free a pinned unit.
Creeping barrageField artillery only. Suppress every enemy within 2 hexes of a spotted hex; light damage on high rolls.
FaceChoose Face, then click an adjacent hex to turn the unit toward it. Facing is free and does not use the unit's turn. A unit takes more damage when fired on from the flank or rear, so face the direction you expect the enemy to come from.
DeployPlace a reserve unit onto an empty hex inside your deployment zone before the battle proper begins.
AssaultCharge an adjacent enemy. Pin it first: an unpinned defender fires at you before you close. Break it and you take its hex; a broken unit runs and cannot act.
Dig inDig In trait only. Spend the unit's turn digging in where it stands: +1 cover until it moves.
SmokeMortar or artillery only. Fill a hex you could barrage with smoke until your next turn: nothing sees into it or through it, except from the hexes beside it. Smoke a machine gun and it cannot fire on men two hexes away. Costs a shell; no damage.
GasMortar or artillery, in battles that give your side gas shells. Gas a hex you could barrage: everyone in it, friend or foe, loses 1 strength and takes 4 suppression, and anyone who stands in the cloud fights masked (2 less firepower, out of command) until the end of your next turn. Uses one of your side's gas shells, not the gun's own.

Command

Your officers carry your orders. A unit within 2 hexes of a friendly officer acts freely; a pinned officer reaches only 1 hex, and a broken one none. A unit out of reach can still act, but its order costs one of the turn's command points. When the points run out, only units in reach can act. Facing, deploying, rallying and ending the turn never cost a point.

ASK THE STAFF gives an appreciation of the situation: what is most pressing on the board, and where. The staff advises; it never gives an order.

DifficultyAppreciations a battle
Recruitunlimited
Commander3
Veteran1

Fire, suppression and assault

Every hit adds suppression. Suppression wears off at the start of a unit's turn, but a unit that reaches its pin threshold is pinned and cannot act. A pinned officer commands only the hexes beside him. Pin a unit before you charge it: a pinned defender cannot fire first.

RuleValue
Pin threshold8 suppression
Suppression recovered each turn2
Most suppression a unit can carry10
A rally removes3 suppression (5 from an Inspiring officer)
A unit breaks at strength3 or less, when hit hard
A broken unit falls back2 hexes

Contact is sticky: a unit cannot move through a hex next to an enemy, and leaving one costs an extra movement point.

Facing matters: fire from a unit's flank adds 1 to the damage, from its rear 2, and fire from the rear halves the cover it gets. A unit that is fired on replies with defensive fire unless it is pinned, broken, fired on from behind, or a flame team or aircraft. A broken unit cannot act until it steadies, which it does at its turn's start when no enemy is close.

An assault charges an adjacent enemy. An unpinned defender fires first. Win and the defender breaks or falls back and you take its hex.

Gas: some battles give a side gas shells, and the briefing says how many. A mortar or field gun fires one at a hex it could barrage. Everyone in that hex, friend or foe, loses 1 strength and takes 4 suppression, and the cloud hangs there until the end of the firing side's next turn. Anyone standing in it is masked: 2 less firepower in everything it fires, its replies and its charges, and out of command, so ordering it costs a point. A masked officer commands only the hexes beside him. Walking into gas does no harm, but the men are masked while they stay. Gas the machine gun you mean to charge next turn: it replies weaker, and its officer cannot reach it.

Night and mud

Night: some battles are fought in the dark, and the briefing says so. Every unit sees 1 hex, hill or no hill, so your men find the enemy only when they are beside him. A unit that fires gives itself away: its muzzle flash shows it to every enemy that could see that far by day, until it spends a turn of its own without an order. A mortar or field gun can still fire on anything your side sees, so a section beside the wire calls the shells down on it. No aircraft fly at night.

Mud: in some battles the ground is a swamp. Every hex costs 1 more to enter. Mud never stops a one-hex move a unit could make on dry ground, so a machine gun still crawls a hex a turn; it is the quick who are slowed.

Winning a battle

Each battle has a mission, and its briefing says which. The round limit is the clock.

MissionHow it is won
Objectives and scoreThe attacker wins at once by holding every objective at the end of a round. Otherwise, when the round limit passes, whoever holds more objectives wins; a tie goes to the higher score earned round by round, then to remaining strength. Destroying the enemy force also wins.
Capture the dispatch caseSeize the enemy dispatch case and carry it back to your command post.
AnnihilationDestroy the enemy force.
DashRush a unit to the far objective before the clock runs out.
BreakthroughBreak a unit through the enemy line into the exit zone.
SabotageDestroy the marked enemy assets.
Hold the lineHold your position until the final round.
Hold the most objectivesControl more objectives when the clock stops. A tie goes to remaining strength, then to lower suppression; a complete tie is a draw. Destroying the enemy force also wins.

The Long Road

The Grand Campaign. You command one battalion across the war, in four chapters of four battles. The same units fight on from battle to battle: they gain experience, earn ranks and traits, carry the names you give them, and are remembered on the memorial when they fall. The enemy keeps its own army under the same rules.

Between battles, on the core force screen, you choose who deploys, who waits in reserve and who rests, and spend prestige on replacements and new units. A unit under strength 5 cannot deploy. Every survivor regains a point of strength between battles, and a unit left out regains two more.

Ranks

RankExperience
Green0
Trained60
Seasoned150
Veteran280
Elite450

Experience in one battle is capped at 100. At each new rank you choose one of three traits.

Experience

DeedExperience
Took part in the battle10
Each point of damage by direct fire, flame or assault2
Each point of damage by barrage or bombing1
Destroyed or broke an enemy unit12 (6 for an attached enemy)
Won an assault8
Captured an objective12
Held an objective at the end10
Cleared wire, fortified, breached or sabotaged8 each
A recon spot a friendly barrage used4
Rallied a unit (officers)6 each, at most 24
Each free order given by a unit in the officer's reach2 each, at most 20
Battle won10 (decisive 20)
Came back at strength 3 or less6

Traits

TraitEffect
SteadyHarder to pin: pin threshold +1 (past 10, it recovers from suppression faster instead).
MarksmenRifles reach one hex further.
Trench Raiders+1 to the assault score.
Dig InMay spend its order to dig in: +1 cover where it stands until it moves.
Fire DisciplineReplies to fire at full strength.
PathfindersLeaves an enemy's reach without the extra movement point.
Wire CuttersAfter clearing wire it may still move this turn.
Forward ObserversA barrage on a hex this unit can see pins harder: +1 suppression to all it hits.
Counter-Battery+2 firepower against mortars and field guns.
Old SweatsA broken unit steadies itself unless an enemy is right beside it.
InspiringRallies at two hexes and steadies men harder.
Flame DrillFlame attacks add one more suppression.

Prestige

EarnedPrestige
Victory100 (decisive 150)
Defeat50, and never less in any battle
Each objective held at the end15
Finishing before the final round20
Each unit at strength 7 or more at the end5
Each unit destroyed-15

Replacements cost 3 prestige a point of strength with new men, who dilute the unit's experience, or 8 a point with veterans, who do not. Elite units cost half as much again.

New unitPrestige
Rifle Section60
Trench Raiders80
Gun Team90
Trench Mortar100
Field Battery160
Field Engineers80
Flame Section120
Company Officer120

Morale and difficulty

Morale is the campaign's lifeline: at zero the campaign is lost. The winter between chapters restores morale and returns every surviving unit to full strength. When the road ends, its summary lists every battle by chapter, the battalion's ranks, kills and decorations, and the memorial.

DifficultyMorale, retries and prestige
RECRUITMorale 24: a victory +2, a defeat -3, each unit lost -1. Fight any battle again, free, as often as you like; prestige 125% of what is earned.
COMMANDERMorale 20: a victory +2, a defeat -4, each unit lost -1. Fight a battle again once, for 1 morale; prestige as earned.
VETERANMorale 17: a victory +2, a defeat -5, each unit lost -1. Every result stands; prestige 80% of what is earned.

Ironman keeps one save, written at every battle's end and every purchase, and allows no second attempts on any difficulty.

Scenarios of your own

The SCENARIO EDITOR builds battles with the same tools the game's own were made with: paint the map, place both forces, set the objectives and how the battle is won, and draw the deployment zones. TEST AGAINST THE AI plays the battle out many times and reports the balance. PLAYTEST plays it yourself.

BROWSE ONLINE lists the battles other players have published at playcontestedground.com; download one and it appears among your scenarios. To publish your own, rate or report, sign in with a QSEGames account; the game never asks for your password.

Settings and keys

SETTINGS on the main menu changes the window (full screen or windowed, and the window's size), the size of the whole interface, the board, the audio, and every key below. Escape closes screens and dialogs and cannot be changed. The mouse selects and orders: drag with the right button to move the view, and use the scroll wheel to zoom. The arrow keys also scroll, the numpad plus and minus also zoom, and F also fits the board.

ActionKey as shipped
End turnEnter
Skip the animationSpace
Ask the staffG
Mute or unmuteM
Scroll upW
Scroll downS
Scroll leftA
Scroll rightD
Zoom in=
Zoom out-
Fit the boardHome
Isometric boardI
MiniaturesN
Lower the camera[
Raise the camera]

Glossary

Appreciation
The staff's reading of the situation, from ASK THE STAFF: what is most pressing on the board, and where. It advises and never gives an order.
Assault
A charge into an adjacent enemy. An unpinned defender fires first; win and you take its hex.
Broken
A unit that has lost its will to fight: hit hard at strength 3 or less, it falls back 2 hexes and cannot act until it steadies, at a turn's start with no enemy close. A broken officer commands no one.
Command point
What an order costs when the unit is out of every officer's reach. When the turn's points run out, only units in reach can act.
Command reach
The hexes within 2 of a friendly officer, where units act freely. A pinned officer reaches 1 hex and a broken one none.
Contact
A grey marker where an enemy was last seen. It stays until the enemy is seen again or a unit finds the hex empty. Also, standing next to an enemy: a unit cannot move through such a hex, and leaving one costs an extra movement point.
Cover
The protection terrain gives, subtracted from the damage of every shot and charge; fire from the rear halves it.
Defensive fire
The reply of a unit that is fired on, unless it is pinned, broken, fired on from behind, or a flame team or aircraft.
Deployment zone
The hexes where a side places its units before the first turn. Deploying costs no command point. QUICK DEPLOY places every unit still waiting: assault troops forward, riflemen and machine guns behind them in cover, mortars and guns at the back, the officer at the heart of the zone with the company in reach. The computer keeps a scenario's own layout, and deploys the same way where there is none.
Experience
What a unit on The Long Road earns in battle, at most 100 a battle. Enough of it brings a new rank.
Facing
The way a unit points. Fire into its flank adds 1 to the damage, into its rear 2. Turning to face costs nothing.
Fog of war
You see only what your units can see. Aircraft are always visible.
Gas
A shell a mortar or field gun fires at one hex, in battles that give its side gas shells. It costs 1 strength and 4 suppression to everyone in the hex, friend or foe, and the cloud masks anyone who stands in it until the end of the firing side's next turn. It does not block sight.
Hot-seat
Two players at one screen, one on each side, taking turns.
Ironman
A Long Road option: one save, written at every battle's end and every purchase, and no second attempts.
Masked
Standing in gas: 2 less firepower (never below 1) and out of command. A masked officer commands only the hexes beside him. It ends the moment the unit leaves the gas or the gas clears.
Morale
The Long Road's lifeline. At zero the campaign is lost; the winter between chapters restores it.
Mud
Ground that costs 1 more to enter everywhere. A one-hex move a unit could make dry is never stopped.
Muzzle flash
At night, a unit that fires is seen by every enemy that could see it by day, until it spends a turn of its own without an order.
Night
A battle in the dark: every unit sees 1 hex, and no aircraft fly.
Objective
A marked hex the battle is fought over. Most missions are won by holding objectives when the last round ends.
Pinned
A unit whose suppression has reached 8. It cannot act, and in an assault it cannot fire first.
Prestige
The Long Road's currency, earned in battle and spent on replacements and new units.
Rally
An officer's order for a unit beside him (within 2 hexes for an Inspiring officer): it removes 3 suppression, or 5 from an Inspiring officer. It costs no command point.
Rank
A Long Road unit's standing, earned with experience. Each new rank brings a choice of three traits.
Round
One turn for each side. A battle's round limit is its clock.
Smoke
A screen a mortar or field gun lays on a hex it could barrage. Nothing sees into it or through it, except from the hexes beside it, so a machine gun in smoke cannot fire on men two hexes away. It costs a shell and clears when the side that laid it begins its next turn. It hides the ground from aircraft too, but never the aircraft themselves.
Strength
A unit's size and fighting power, from 10 down to 0.
Suppression
The weight of fire on a unit. Every hit adds to it, up to 10; 2 wears off at the start of the unit's turn, and at 8 it is pinned.
Trait
A lasting ability a Long Road unit chooses at a new rank, from three offered.