Confirmed UI interview alignment page

Deployment Plan — Fixed Deck Timing UI Review

Branch-review mockup for Omega War: Unthinkable, scoped to the Conquest of Helmstedt tactical battle. This review tests whether a Deployment Plan can let the player arrange a fixed 11th Armoured deployment queue before battle without becoming a deck-building screen.

Alignment date2026-06-16
Alignment statusconfirmed
Interview provenanceevidence-synthesis-with-explicit-skip
Working packetresearch/unthinkable/_working/preliminary-ui-interview-research.md

Interview Stage

This page implements the planned `$ui-interview deployment-plan-first` branch review from approved upstream artifacts and the prior implementation plan. The branch id is historical; player-facing language should frame this as a Deployment Plan and fixed deck timing surface.

Final compiled YAML approval was provided on 2026-06-16. The canonical UI branch packet and interview log have been written under `design/unthinkable/`, and the flow-tree decision has been recorded.

Lifecycle status: confirmed. Canonical artifact: `design/unthinkable/ui-deployment-plan-first.md`.

UI Assumptions Manifest

AreaAssumptionEvidence tag
Product contextCanonical downstream UI design files would belong under `design/unthinkable/`.[from spec]
Parent flowThe reviewed flow is the first playable tactical battle, Conquest of Helmstedt.[from spec]
Selected branchThe UX variation under review is `deployment-plan-first`; player-facing copy should use Deployment Plan / fixed deck timing.[from artifact]
Screen labelThe pre-battle surface should be labeled Deployment Plan, not Deck Builder or Loadout.[from spec]
Deck behaviorThe scenario deck is fixed; no card editing, roster construction, or quantity controls are present.[from spec]
Deployment planningThe player arranges a planned build order from fixed deck cards and command-post prerequisites.[from spec]
Activation momentFirst command-post completion should read as planned availability advancing and Band B arrival.[from research]
Visual assetsKenney assets are placeholder prototype art and do not set final WW2 art direction.[from spec]

Assumptions Gate

Were these assumptions acceptable for the branch mockup approval?

Branch Investigation

The UI should prove this corrected thesis: the fixed 11th Armoured deck and command-post prerequisites are readable before battle, without prescribing which strategy the player should use.

Sibling branchBoundary to preserve
`guided-battle-drill`Do not stage the first minutes as linear tutorial cards. The Deployment Plan preserves player intent, but the player chooses and acts under pressure.
`commanders-tactical-console`Do not expose every system persistently. Keep deck availability progress focused, not a full data console.
`map-first-operational-battle`Do not make terrain the first mental model. The battlefield takes over after fixed deck identity is understood.
`resilient-skirmish-loop`Do not center save/reload or recovery as the opening promise. Recovery appears after tactical pressure creates the need.

Branch Verdict Gate

What is the branch decision for the Deployment Plan branch?

Interactive Mockup

Embedded prototype preview. Use the state buttons to inspect the proposed flow, or open the standalone Deployment Plan mockup. The visual assets are Kenney placeholder art only.

Fixed scenario deck

Deployment Plan: Conquest of Helmstedt

11th Armoured Division attacks east against Soviet 2nd Guards Tank Army screens. Win by reaching the conquest target, earning the destruction target, or destroying the enemy command post.

This is not deck building. The roster is authored for this scenario; the player arranges deployment and command-post timing.

Planned Build Order

1. Recce Troop
Available now.
2. Rifle Section
Available now.
3. Comet Troop
Locked until Motor Pool or Tank Park.

Confirm Deployment Plan

Unit category tabs

INFRECVEHARMORATARTYAIRSUPPORTWON

Each card has one primary category; transports appear as configuration rows on eligible infantry and towed gun cards.

Band A — Vanguard

Available from Forward Command Post.

Recce TroopRifle SectionRifle Section Leader variantSappersCromwell Recon6-pdr AT Team

Band B — Main Body

Unlocked by Motor Pool / Tank Park, Artillery Battery, Air Liaison, or related Band B surfaces.

Comet TroopComet Command Tank variantSherman Firefly17-pdr25-pdr BatteryBedford QL Munitions TruckBedford QLC Petrol TankerAuster AOP Mk V with FOO trait

Band C — Commitment

Requires Advance Command Post and late support infrastructure.

Hawker Typhoon Mk IBHawker Tempest Mk VSupermarine Spitfire XIVAVRE/CrocodileCenturion Trial TroopTortoise Assault Gun Detachment locked future
FCP
C
AI
Recce
Rifles
Next planned deployment: Recce Troop
Central command point creates conquest pressure

Plan Panel

Band A
Vanguard live
Recce, rifles, sappers, light AT.
Next
Quick deploy: Rifle Section
Follow the plan or open the deployment menu to override.
Later
Build Motor Pool or Tank Park
Unlock Comet Troop and Firefly support.
Motor Pool complete: Band B — Main Body is now live. Comet Troop advances from locked future entry to next planned deployment.
FCP
MP
C
Comet
Motor Pool complete

Band B — Main Body Unlocked

Comet TroopSherman Firefly17-pdr25-pdr BatteryBedford QL Munitions TruckBedford QLC Petrol TankerAuster AOP Mk V with FOO trait

Band C remains locked behind Advance Command Post, late support infrastructure, and battlefield control. Centurion Trial Troop stays visible as the planned wonder candidate.

Planned Build Order

Recce Troop
Opening deployment.
Rifle Section
Second deployment.
Comet Troop
Deploy after Motor Pool completes.

Actual Deployment Order

Recce Troop
Followed the opening plan.
Sappers
Adapted to repair the damaged post.
Comet Troop
Delayed until 08:10.

Plan verdict: adapted. Fixed 11th Armoured roster remained intact; actual deployment changed when battlefield pressure interrupted the planned queue.

Mockup Gate

Does the mockup make Deployment Plan clearly not deck building while preserving tactical pressure?

Content Requirements

Page/statePrimary dataUser actionsRequired states
Deployment PlanScenario, fixed deck identity, unit category tabs, band rosters, transport configuration rows, command-post gates, planned build orderArrange queue, inspect locks, confirm Deployment PlanDefault, reordered queue, locked cards, disabled edit affordances
Tactical EntryMap, capture points, starting units, compact plan panel, next planned deployment, next unlockQuick-click planned deployment, open normal deployment menu, choose build directionNormal pressure, quick action available, override menu, locked Band B/C preview
Command-Post UnlockCompleted command post, Band B cards, planned availability advancementAcknowledge unlock, deploy/use next planned Band B cardUnlock success, newly available cards, Band C locked
After ActionPlanned deployment order, actual deployment order, timing, deviation, verdictCompare, restart conceptually, review branch verdictFollowed, adapted, delayed, or broken verdict

Asset Direction

The mockup uses Kenney assets copied from local GeorgeQLe libraries: isometric blocks/building tiles from `assets-2d-isometric` and lock/check/warning/target symbols from `assets-ui-icons`.

Prototype art caveat: these assets are placeholders only. They do not define final WW2 art direction, unit silhouettes, terrain treatment, UI ornament, color grade, or production licensing strategy.

Asset Treatment Gate

Is the Kenney placeholder treatment acceptable for this review mockup?

Proposed Artifacts & File Changes

Confirmed review artifacts:

Canonical artifacts written after final compiled YAML approval:

Artifact Destination & Proposed File Changes Gate

Were the review artifacts and canonical destination paths approved?

Coverage Checkpoint

Covered

  • Product path and parent flow
  • Deployment Plan as non-deck-building planning surface
  • Tactical entry, command-post unlock, after action
  • Sibling branch boundaries
  • Kenney placeholder caveat
  • Review-only lifecycle

Open For Review

  • Approve, retry, or reject branch
  • Whether queue controls need stronger planning affordances
  • Whether tactical pressure arrives quickly enough
  • Whether after-action comparison makes replay intent clear

Coverage Gate

Was coverage sufficient for this UI branch decision?

Compile Responses

Answer any gate questions and/or add section feedback, then compile YAML for the agent. Complete approval requires all required gates answered with no unresolved negative feedback.