Ok guys, here's a quick video tutorial of how to properly use the warmap and warcard system.
http://www.youtube.com/watch?v=1l0Qi0ETiuo&feature=youtu.beAlso below is a Q&A of the warmap I did with EIRRmod that will cover some items not discussed in the video tutorial.
Terms and functions:
Resource cards and sector resources:
These cards add an amount to MP, MU and FU Supply. This supply is what is drained from peoples priorities after a game.
Main sector icons: (Factory/Tent/Muni point/Fuel point/Airfield)
MP, MU and FU Sector icons, and the point of resource supply.
The closer a sector is to each of these, the higher the supply they will recieve each turn (100 cycles).
Tent, Factory and Airfield WILL BE how many SP for offmaps of those type you get. (Not functioning)
Secondary sector icons: (card abilities)
These are called Sector Effects.
Currently, only Temporary MP, MU and FU points, and a Temp spawn point.
These act like the icons of matching types. So a temp MP effect is the same as a sector with a MU point on it.
War Theatre:
The war theatre is a moving point for Axis and Allies that grant an additional Warmap card and VPs when attacking or defending this point.
Primary/Secondary/Tertiary priority:
These control sector MP, MU and FU supply maximums, and resupply.
500, 250 and 100 for maximum.
200, 100 and 50 for resupply per turn (Assuming 1 distance) with a 'dropoff' of 20% per extra distance away.
Primary, is a frontline sector (Next to an enemy, or neutral territory)
Secondary is one sector distance back from the front line.
Tertiary, is every other sector.
Cycles and Victory points:
Every game played, reduces the 'cycle' of that players faction.
So, in a 3v3, Allied cycle is reduced by 3, and Axis cycle is reduced by 3.
Once a teams cycle timer reaches 0, a 'turn' happens. This is where MP/MU/FU supply is refreshed.
Main/Secondary objective:
I am assuming that if you get the "main objective", both "secondary objectives" or a combination of the two than the war is over.
Capturing an objective, grants the enemy team that many VPs.
Attacking to, or from an objective point (including war theatre) awards more warcards per battle.
Defense points:
Measures defense of sector. When Defense points equal "0" for the defending team, then the sector changes hands.
Defense mod:
This number affects the defence amount that a player contributes. It is similar to the way you are thinking, but different.
Think of it as a fortification bonus.
If for example I am defending a location for 100 pts, and it has a DefMod of 90%, I only add 90pts to the defence number.
Support points:
Support points are used for every action, moving, recalling, attacking etc. When a sector runs out of support points, the DefMod is affected. Thus, some players occasionally need to do a Support action to keep this up.
Hope that helps some of you out with the warmap.
TLDR version: its better to play the actual warmap than to not play, or sit on a back map resource point because you think you are getting a bonus. All the extra resource bonuses and extra war cards/points go to players that actively play on the front lines.