Omega War · Unthinkable · Alignment date 2026-07-10

Battle Briefing screen build

Three fixture-backed briefing structures are built for direct comparison before any winner is selected or inserted into the tactical-battle flow.

Alignment status: confirmed

Confirmed artifact paths: `design/unthinkable/ux-variations-battle-briefing.md`, `design/unthinkable/ui-battle-briefing.md`, and `prototypes/unthinkable/tactical-battle/battle-briefing/`.

Approval source: the user-provided Battle Briefing Variation Prototype plan explicitly authorized building all three variants before selection. This finished comparison cycle remains amendable, but no production UI is approved.

First-value journey

Entry: briefing comparison hub. First value: the player can name the mode, forces, mission, and battle-ending conditions. Primary path: open one briefing, understand the battle, continue to the existing Deployment Plan. Exit: `deployment-plan-first/index.html`.

The briefing establishes context. The existing planner establishes fixed-deck timing. Neither surface tells the player which strategy to use.

Built variants

BB-01

Mission Orders Board

Situation, Mission, Battle Conditions, Battlefield, Escalation, and Readiness in one scrollable field order.

Open screen
BB-02

Helmstedt Command Map

Code-native SVG schematic with inspectable objectives, terrain, command yards, and optional Checkpoint Alpha.

Open screen
BB-03

Signal Room Briefing

Five manual frames with persistent Skip, progress, Back/Next, and always-available Mission Essentials.

Open screen

Shared fixture

FieldShared fact
Scenario / modeConquest of Helmstedt · Conquest only
ForcesUK/Commonwealth 11th Armoured Division versus Soviet 2nd Guards Tank Army
ObjectivesFive; four value-1 resources and value-3 CP-C command point
EscalationPhase A Vanguard, Phase B Main Body, Phase C Commitment
Map eventCheckpoint Alpha grants temporary local pressure only
ExitExisting Deployment Plan

Ordered element-batch ledger

VariantFlow stepElements addedStatus
Mission OrdersSituation and missionMasthead, mode, forces, missionwired
Mission OrdersBattle contractVictory, defeat, objectives, Checkpoint boundarywired
Mission OrdersEscalation and readinessPhases, readiness, planner handoffwired
Command MapSpatial battlefieldSVG terrain, five objectives, landmarks, Checkpointwired
Command MapAccessible inspectionKeyboard markers, intel panel, equivalent listwired
Command MapMission exitLegend, essentials, planner handoffwired
Signal RoomGuided sequenceFive frames, progress, Back/Nextwired
Signal RoomUser controlSkip, variation exit, native keyboard controlswired
Signal RoomEssential factsPersistent Mission Essentials, final planner CTAwired

Serial visual checkpoints

Mission Orders: the first viewport establishes forces, mission, and battle conditions; lower sections continue without interaction friction.

Command Map: the five-point shape and central value read immediately; pointer selection updates the intelligence panel and equivalent list with a double-ring selected state.

Signal Room: all five frames were walked in order; Back restored the prior frame; Skip and Mission Essentials remained available.

Exact-viewport screenshot evidence is written under `prototypes/unthinkable/tactical-battle/battle-briefing/evidence/` by the browser-smoke gate.

Fake-data boundary

All state comes from the plain-script `window.BATTLE_BRIEFING_DATA` fixture. No fetch, module, CDN, database, storage, planner state transfer, analytics, or runtime dependency is present. The output is disposable comparison evidence, not production code.

Deferred infrastructure and decisions

Read-only approval record

Decision: build all three before choosing a winner. Scope: approved for comparison only. Production selection: pending for BB-01, BB-02, and BB-03. Next gate: manual variant evaluation in `tasks/manual-todo.md`.