Battleplan Controls Guide: Draw Orders, Manage Supply, and Win the War
Master Battleplan controls with this hands-on guide to order drawing, supply points, time controls, zone editing, and the army builder in this WW2 RTS.
Why Battleplan's Control Scheme Feels So Different
Battleplan controls are not built around selecting a tank and clicking on an enemy. This WW2 real-time strategy game asks you to draw plans directly onto the map, then wait — sometimes minutes of real time — while your officers prepare them. That single design decision rewrites everything you know about interacting with an RTS.
If you are coming from Company of Heroes or Sudden Strike, your instincts will work against you at first. Mastering the battleplan controls means trading twitch reflexes for deliberate planning: placing supply hubs, sketching breakthrough arrows, and queuing the next two operations while the current one is still unfolding. Community reports on the Steam page describe a genuinely split audience, and much of the frustration traces back to players who never adjusted to a plan-first interface.
The fix is straightforward. Play the two scripted tutorial missions, then switch on Readiness mode before your first real operation. This guide walks through every input, panel, and order type you will use, in roughly the order you will need them.
Battleplan Controls Cheat Sheet
Before anything else, internalize the raw inputs. Almost everything in this game is left-click and drag.
| Action | Input | Notes |
|---|---|---|
| Select a formation | Left-click its card or on-map models | Selection is division-level, not per-company |
| Open the order menu | Left-click the plus (+) icon on the formation card | Only orders that formation can perform appear |
| Draw an order area | Left-click and drag across the map | Shape color depends on the order type |
| Reshape a drawn zone | Right-click and drag a corner or edge handle | Tightens a breakthrough corridor |
| Move an entire zone | Left-click and drag the zone body | Repositions the plan without redrawing it |
| Remove a supply hub | Left-click the hub, then click the trash icon | Frees one of your four supply slots |
| Place a supply hub | Click an empty slot at the top of the UI | Instant in prep phase, slow mid-battle |
| Supply overview | Second icon from the right, top of screen | Shows friendly and enemy hubs |
| Time controls | Buttons in the top-right corner | Pause, play, fast-forward |
| Strategic overlays | Icons in the top-left corner | Front line, supply lines, and vision |
Two quality-of-life settings matter here. Turn on 3D unit icons in the options menu, because formation cards display icons rather than text labels — until you memorize the icon set, those 3D models are your only reliable way to know what a division contains. Second, remember that the supply overview is your single most important panel. Many players never open it and then wonder why their advance collapses.
Picking a Planning Mode Before You Deploy
At the start of each playthrough you choose how orders get authorized. This is the most consequential settings decision in the game.
| Feature | Readiness Mode | Planning Phase Mode |
|---|---|---|
| When new plans can be created | Any time during the day | One window per day |
| Requirement to execute | Wait for 100% readiness | Same, but timing is far tighter |
| Forgiving for newcomers | Yes | No |
| Recommended for | First campaigns and manual planning | Veterans chasing historical pacing |
| Combined with Zone Orders | Excellent fit | Playable but punishing |
Readiness mode lets you draft fresh plans throughout the entire day, but every order must reach full readiness before you fire it off penalty-free. Planning Phase mode restricts you to a single planning window per day — which is why it is the harder option. For anyone learning the battleplan controls, Readiness is the correct starting point.
One rule catches nearly every new commander: you must actually execute your first planned order before the battle begins. The game will remind you, but the reminder arrives after you have already watched a quiet minute tick by.
Order Types and the Two-Steps-Ahead Rule
Every order is color coded, and every formation is also assigned its own color for the shapes it draws. That second layer confuses people at first, but it pays off when two divisions run similar orders side by side — you can tell at a glance whose plan is whose.
| Order | Color Family | Required Units | Best Use |
|---|---|---|---|
| Breakthrough | Red (offensive) | Armor, mechanized | Puncture the line and exploit the gap |
| Seize Ground | Red (offensive) | Infantry, armor | Take and hold a defined area |
| Counterattack | Blue (defensive) | Any combat formation | Pin enemies, drain morale, buy time |
| Artillery Barrage | Specialist | Artillery batteries | Reduce enemy fortification levels |
| Aerial Recon | Specialist | Recon aircraft | Mark enemies, reveal supply hubs |
| Rebase | Specialist | Air squadrons | Move aircraft to a working supply point |
| Resupply | Specialist | Supply points only | Refill a formation in the field |
| Mine / Clear Mines | Specialist | Engineers | Shape the battlefield on a quiet flank |
If a formation lacks the units an order requires, that order simply will not appear in its menu. A division with no artillery never gets a barrage option; a formation with no engineers never gets mine-laying or mine-clearing. Before you build an elaborate plan, verify that each division actually owns the tools.
The deeper skill is tempo. Because orders take so long to reach readiness, you should always have the next one or two steps drafted while the current operation runs. Armor breaks through in a straight line, so infantry with Seize Ground orders need to be ready to follow immediately and mop up both sides of the corridor. Fall behind on planning and your spearhead outruns its support.
Drawing Zones, Editing Borders, and Zone Orders
Drawing is where the game earns its name. When you sketch an area, a translucent zone appears on the map with a visible boundary. If the shape is sloppy, right-click and drag the handles to pull the edges into place. If it sits in the wrong spot entirely, left-click the zone body and slide it.
The newer Zone Orders system builds on this. Using the Regimental plan order, the game automatically generates areas of operation for your units, and you can drag and drop individual units between zones to redistribute strength. It is a fast, forgiving way to command large forces. Manual order drawing remains the more precise path — and per player experience, learning manual planning first makes the automatic system far easier to trust.
Supply, Time, and Overlay Controls
Every map, no matter how large, gives you four supply points. That is the whole budget.
| Situation | Correct Response | Time Cost |
|---|---|---|
| Your advance stalls behind the front | Relocate a hub forward | Minutes to deconstruct, more to rebuild |
| You capture an enemy hub | Keep it running to fuel the push | Free during prep phase |
| Aircraft flash yellow | Issue a Rebase order to a village | Immediate, but you must remember it |
| Tanks outrun their supply lines | Pre-place a hub behind the armor | Requires a day of foresight |
| Enemy pockets linger behind you | Counterattack order to sweep them | Low, but ignoring them is worse |
Supply rules everything. Units that run dry lose morale and combat effectiveness, and enemy formations cut off from their depots surrender far more readily. Scouting serves three purposes here: it marks enemies with a binoculars icon that lowers their morale and defense, it improves the accuracy and damage of your artillery barrages, and it exposes enemy supply hubs you can capture.
Time controls sit in the top-right corner, next to the mission day counter. Fast-forward freely, but pause the moment an order completes or fails so you can issue the next one. Nightfall pauses most progress — units can still reposition inside friendly territory — and it delivers your battle report covering supply spent, manpower losses, and officer injuries.
Finally, cycle the strategic overlays in the top-left corner. They reveal the front line, the supply network, and what your scouts can actually see. Zoom in regularly to read a unit's morale, supply status, and fortification percentage; the longer a unit sits still, the higher that fortification climbs, and artillery is the tool that knocks it back down.
Management Controls: Army Builder, Officers, and Historical Units
The other half of the game lives outside the map. In the army builder you can edit formations, hire officers, level them up, assign traits, and even pick individual unit patches and names.
| Choice | What You Get | Who Should Pick It |
|---|---|---|
| Full army builder | Custom order of battle, custom officers, custom traits | Players who enjoy deep customization |
| Use Historical Units | Historically accurate formations, zero setup | Players who want to reach the front fast |
Both are legitimate. The historical option drops you into the next mission with no management required, which is exactly what most newcomers should choose while they learn the battleplan controls. You can always return to the builder later.
FAQ
Do I need to learn every battleplan controls input before my first mission? No. Start with the plus icon for orders, left-click drag to draw, right-click drag to fix borders, and the supply overview. Those four cover roughly ninety percent of a typical mission.
Why is my artillery barrage order missing? The order only appears if the formation contains artillery units. The same rule applies to mine-clearing, which requires engineers, and aerial recon, which requires scout aircraft.
How many supply points do I get? Four per mission, regardless of map size. You will constantly delete and re-place them as your army advances, so plan relocations a day ahead.
What is the fastest way to speed up a breakthrough? Fast-forward the clock, but pause the instant an order resolves. Tanks move dramatically faster than infantry, so having the follow-up Seize Ground order already prepared is what actually saves you days.
Once your battleplan controls become second nature, the game shifts from confusing to genuinely tactical. You stop fighting the interface and start fighting the war — drawing, supplying, and executing like a real theater commander. For full patch notes and community discussion, check out Battleplan on Steam, where updates have been landing frequently since launch.