Games PC CLOSE COMBAT II-A BRIDGE TOO FAR User Manual

4.5 (8)

A Bridge Too Far

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Your Guide to Microsoft Technical Support

If you have a technical question about Microsoft A Bridge Too Far, see the following brief descriptions of the support options available from Microsoft Technical Support. For more information, please visit Microsoft Technical Support Online at http:// www.microsoft.com/support.

Self-Help Tools to Find Answers Yourself

http://www.microsoft.com/support/

Microsoft Technical Support Online uses innovative features such as Troubleshooting Wizards and a technical Knowledge Base to help you access the most relevant technical information and resources to answer your support questions.

Direct Assistance with a Microsoft Technical Engineer

Standard No-Charge Support

If you still need answers to your technical questions, Microsoft offers unlimited nocharge support for retail versions of this product.

To receive your Standard No-Charge Support, in the U.S., please call (425) 635-7008, 6:00 A.M. to 6:00 P.M. Pacific time, Monday through Friday, excluding holidays. In Canada, please call (905) 568-3503, 5:00 A.M. to 5:00 P.M. Pacific time, Monday through Friday, excluding holidays. In the U.S. and Canada, you can also submit your support question via the Internet with Web Response. For more details, go to Microsoft Technical Support Online at http://www.microsoft.com/support.

After-Hours Support

If you require support after normal business hours, you can purchase Pay-Per-Incident Support as follows:

In the United States, for a fee of $15US per incident, please call (800) 936-5600 or (900) 555-2400, 24 hours a day, 7 days a week, including holidays. In Canada, for a fee of $45CDN plus tax per incident, please call (800) 668-7975, 5:00 A.M. to 9:00 P.M. Pacific time, 7 days a week, excluding holidays.

Note Support fees for the 800# calls will be billed to your VISA, MasterCard, or American Express credit card. Support fees for the 900# calls will appear on your telephone bill.

Note The services and prices listed here are available in the United States and Canada only. Services and prices outside these countries may vary. Microsoft Technical Support is subject to Microsoft’s then-current prices, terms, and conditions, which are subject to change without notice.

Document No. X03-17108 0897

Contents

A Bridge Too Far i

iv Quick Start: Roadmap to Glory vi Your Theater of War

Chapter 1: Introduction

1

1

The Game

 

2

Gearing Up for Gameplay

 

Chapter 2: Preparing for Battle 3

3 System Requirements

3Installing A Bridge Too Far

4Setting Options

4Starting A Bridge Too Far

5Choosing the Type of Action

6Choosing Sides

6 Choosing Level of Difficulty

6Customizing Level of Difficulty

7Choosing a One-Player or Two-Player Game

7 Starting the Battle

Chapter 3: On the Battlefield 8

8Reviewing Your Objective

8Surveying the Battlefield

9Deploying Units

10Starting the Battle

10Issuing Orders

11Interpreting Order Dots

13 Using Your Weapons Effectively

15 Taking Prisoners and Rallying Separated Soldiers

15 Using Bridges

17 Ending a Battle

Chapter 4: Using the Toolbar and

Monitors 18

18The Toolbar

19Battle Monitors

20Soldier Monitor: Details

24 Identifying Battlefield Elements

Chapter 5: Fighting Operations and

Campaigns 26

26 Reviewing Your Objectives: Operations

26 Reviewing Your Objectives: Campaigns

27Managing Resources

28Operation Screens

28Campaign Screens

28Starting an Operation or Campaign

29Checking Your Pre-Combat Status

30Choosing Resources

32Fighting the Battles

32Debriefing Screen

33Choosing a Cease-Fire Period

34Allocating Supplies for Sectors (Campaigns Only)

36 Viewing Details of Soldier Status

Chapter 6: Designing Your Own

Scenarios 39

39Starting Battlemaker

40Choosing a Map

41Editing Victory Locations

42Setting Requisition Points

43Setting Resources

44Saving Your Custom Scenario

44Playing Your Custom Scenario

44Giving the Battle to Another Player

Chapter 7: Tactics and Strategy

45

45 Using Units Effectively

50 Battlefield Tactics

53 Campaign Strategy

Chapter 8: Playing Two-Player

Games 57

57Types of Connections

58Starting a Two-Player Game

59Using the Net Status Bar

59 Communicating with Your Opponent

Chapter 9: History 60

60 Situation Report

60 Plans, Politics, and Logistics

65 Operation Market-Garden

Index 82

iv

Quick Start: Roadmap to Glory

This manual, Boot Camp, and Help provide information on how to best lead your troops when playing A Bridge Too Far. But if you just want to jump in and start fighting, here’s how.

Double-click the icon to launch the game.

Choose a battle by clicking the Battles tab. In the list of battles that appears, click the one you want to play.

Click Begin to go to the combat screen.

Deploy your troops by clicking a unit

and dragging it to a new location in your deployment zone—the unshaded portion of the map. Repeat for the rest of your units. (Note: You move entire units, not individual soldiers.)

Games PC CLOSE COMBAT II-A BRIDGE TOO FAR User Manual

Start the battle by clicking

Begin!

v

Issue orders to a unit by rightclicking any soldier in the unit and clicking a command on the drop-down menu. (Note: You issue orders only to entire units, not to individual soldiers.)

If the order requires that you designate a position or target, drag the line to this location.

To initiate a cease-fire, click the button showing a hand raised in a “halt” position. The battle ends when your opponent agrees to the ceasefire. If your opponent does not agree, you still want to stop fighting, and you are willing to concede the map, click the button showing a white flag.

vi

Your Theater of War

The following map of Holland shows the major components of Operation Market-Garden. The operation spans three sectors, which appear on the map as large squares. The Allied paratroopers initially drop in the Eindhoven sector. The operation proceeds northward through the Nijmegen sector, followed by the Arnhem sector.

The smaller squares on the map show the operations within each sector, and the dots within the smaller squares represent the individual maps—battles—within an operation.

Arnhem Sector

Oosterbeek

Arnhem Relief Effort

Arnhem Bridge

Polish Drop

Nijmegen Sector

The Island

Nijmegen Crossing

Nijmegen Bridge

Groesbeek

Heights

Eindhoven

Sector

Veghel

Schijndel

Son

In 1922, German advisors to the Soviet Union are interested to learn of an aerial “first”: an infantry force successfully parachutes from an airplane. Although the German Air Force (Luftwaffe) soon begins training paratroops, the airborne arm of Germany’s military starts running at full speed only when Major General Kurt Student takes command.
Student combines the old and new to forge an impressive force. For the old, he employs proven equipment and training techniques, along with existing aircraft capable of carrying paratroops. For the new, Student develops specially designed gliders that can carry artillery, vehicles, and heavy supplies.

Chapter 1: Introduction

1

Chapter 1

 

 

Introduction

 

 

September 17, 1944

 

 

The skies of Holland fill with parachutes, and three divisions of Allied

“Where is the Prince who

 

paratroopers begin landing on Dutch soil. Their objective: seize and hold

can afford so to cover his

major bridges along a 60-mile corridor stretching from Eindhoven to

country with troops for

 

Arnhem. Meanwhile, British armored units attack north toward

its defense, as that

 

10,000 men descending from

Eindhoven. Their objective: cross the captured bridges, flank the German

the clouds, might not, in

 

defenses, and take the first stride in a race across the North German Plain

 

many places, do an infi-

 

to Berlin—and the end of World War II in Europe. Operation Market-

 

nite deal of mischief

 

Garden has begun.

 

before a force could be

 

The Germans are taken by surprise but quickly rally. Aided by several

brought together to repel

 

them?”—Benjamin Franklin,

 

strokes of luck, including capturing a copy of the Allied battle plan, the

 

American statesman,

 

Germans derail the operation’s timetable. These delays place the para-

 

publisher, and inventor,

 

troopers in jeopardy, especially those dropped around Arnhem. If the

 

1784

 

armored units don’t reach them soon enough, these paratroopers will have

 

 

gone “a bridge too far.”

 

 

The Game

 

 

A Bridge Too Far offers real-time action that makes the battlefield come alive with the sights and sounds of war. Your men in the trenches behave like real soldiers—they react realistically to the stress of combat and are affected by their fatigue level, ability, physical and mental

condition, and other factors. Depending on these factors, your men may respond immediately to your orders, take time to respond, or not respond at all. However, your soldiers’ reactions are not out of your hands. Your ability to take control and make timely decisions determines whether, and how quickly, your men respond to orders.

In addition to battlefield tactics, A Bridge Too Far adds a strategic layer. You are faced with the challenge of managing a limited set of resources, particularly if you are playing the Allied side. In the actual Operation MarketGarden, the Allies outdistanced their supply lines, while the Germans retreated into theirs. Regardless of which side you play, you need to plan an overall strategy, evaluate your status throughout the game, and decide how to best allocate your resources.

When you play the game, your short-term decisions affect your long-term success. Information about supplies, troop morale, health, equipment, and which maps you control is

2A Bridge Too Far

Field Marshal Gerd von Rundstedt (center) is reinstated as Commander in Chief West (Oberbefehlshaber West) just two weeks before Operation Market-Garden begins.

“That 2 Battalion [1st Parachute Brigade, British 1st Airborne] held on for as long as it did is one of the epic tales of the Second World War. That it was required to do so is one of its sorriest blunders.”—John Ellis, author of Brute Force

carried over to the next battle. And any map you win doesn’t remain under your control indefinitely; your opponent can launch a counterattack and take it back from you. You may be forced to retreat and fight for it again.

You are in control of the scope and complexity of your game. You can start simple—with individual battles—and then progress to opera-

tions, campaigns, and finally, the game’s Grand Campaign. You can also design custom scenarios for battles. For example, you can set up a battle in which you are surrounded and outnumbered but have a greater amount of firepower and more-experienced infantry units than your opponent.

Gearing Up for Gameplay

A Bridge Too Far is a complex game with many features you may want to learn about. Chapter 2, “Preparing for Battle,” explains installation procedures and options you can choose prior to actually playing the game. Chapter 3, “On the Battlefield,” explains the

mechanics of the game from the standpoint of a single battle, while Chapter 4, “Using the Toolbar and Monitors,” describes the information you need to successfully monitor and command your forces.

When you have gained enough experience to take on new challenges, move on to Chapter 5, “Fighting Operations and Campaigns.” Chapter 6, “Designing Your Own Scenarios,” tells you how to create custom scenarios, while Chapter 7, “Tactics and Strategy,” helps you win battles as well as operations and campaigns. Chapter 8, “Playing Two-Player Games,” explains how to set up a game against an opponent over a modem, local area network (LAN), or the Internet.

Online Help

Online Help is not just this manual in electronic form. It provides additional reference material, historical information, and tips you can use to best plan your winning strategy.

Boot Camp

To get you started with commanding troops, A Bridge Too Far provides Boot Camp, an online tutorial for learning basic battlefield skills. These topics provide an excellent way to become familiar with the game before risking your men in battle.

Chapter 2: Preparing for Battle

3

Chapter 2

Preparing for Battle

Before you move onto the battlefield, you need to install the game and get it running. You can also set options to determine the game’s look and feel as well as what type of game you want to play.

System Requirements

To run A Bridge Too Far on an IBM®-compatible computer, you need:

Personal computer with a Pentium® 90 or higher processor

(Pentium 133 recommended), 16 megabytes (MB) of RAM, at least 45 MB of available hard disk space, a 4×-speed CD-ROM drive, and a video card that supports 800 × 600 resolution or higher and 16-bit color.

Microsoft® Windows® 95 operating system version 4.0 or later, or Windows NTTM version 4.0 or later.

Microsoft Mouse or compatible pointing device.

Headphones or speakers.

28.8 modem for head-to-head play.

To run A Bridge Too Far on a Macintosh® computer, you need:

Power Macintosh personal computer, 16 megabytes (MB) of RAM, at least 40 MB of available hard disk space, a 4×-speed CDROM drive, and a video card that supports 800 × 600 resolution or higher at “Thousands of colors.”

System 7.5 operating system or later.

Apple Mouse or compatible pointing device.

Headphones or speakers.

28.8 modem for head-to-head play.

Installing A Bridge Too Far

To install A Bridge Too Far on an IBM-compatible computer

1Insert the game CD into the CD-ROM drive. Setup will run automatically.

Note If Setup does not start, run Setup.exe from the Windows directory on the CD.

2From the screen that appears, click Install.

When Setup is complete, the Play button becomes available.

Field Marshal Bernard

Montgomery is the author

of the Operation Market-

Garden plan.

4A Bridge Too Far

“This is a tale you will tell your grandchildren, and mightily bored they’ll be.”—Lieutenant General Brian Horrocks, Commander, British XXX Corps, summarizing Operation Garden to a delighted audience of subordinates on September 16, 1944

“To have the United States at our side was to me the greatest joy. ...

All the rest was merely the proper application of overwhelming force.” —Winston Churchill on the United States entering World War II in December 1941

To install A Bridge Too Far on a Macintosh

1Insert the game CD into the CD-ROM drive.

2Go to the Mac folder and click Install.

Setting Options

You can specify options and preferences to give A Bridge Too Far the look and feel you want.

To begin setting game options

Press F8. Or, on the combat screen’s toolbar, click Options. (For more information on using the combat screen, see Chapter 3, “On the Battlefield.”) The Options dialog box appears.

Use the check boxes in the Options dialog box to adjust the following game options:

Sounds, such as gunfire and soldiers’ voices.

Music.

Game videos.

Screen resolution. (You can make the combat screen fill your entire screen, hiding all battle monitors.)

Note A game area size of 800 × 600 is recommended. However, if you have more powerful hardware, you can consider a higher setting.

Whether trees appear on the combat screen. (If you have a slower machine, remove trees for better performance.)

Whether soldiers killed in action appear on the combat screen. (If you have a slower machine, remove soldiers killed in action for better performance.)

Game Speed

Game speed affects how quickly the game progresses in real time. If you set it to a slower speed, your men will move slower, giving you more time to think about your tactics. If you set it to a faster speed, action on the screen will be faster.

To adjust game speed

In the Options dialog box, in the Game Speed box, select either

Fastest, Fast, Medium, or Slow.

Starting A Bridge Too Far

After you start the game, the Command screen, shown in the following figure, and the Quick Help box appear. Quick Help gives you a brief introduction to the game and your objectives.

Chapter 2: Preparing for Battle

5

“... from the moment the overwhelming industrial capacity of the United States made itself felt in any theater of war, there was no longer any chance of ultimate victory in that theater ...

tactical skill could only postpone the collapse ... .”—Field Marshal Erwin Rommel

after his defeat in North Africa

To start the game

 

 

 

Double-click the A Bridge Too Far icon.

 

 

 

In Windows 95 or Windows NT, you can also click Start, point to

 

 

 

 

Programs, point to Microsoft Games, and then click A

 

 

 

 

 

 

Bridge Too Far.

Norway April 9, 1940

Choosing the Type of Action

In the first airborne operations

You can play four different types of action in A Bridge Too

in history, German airborne forces

land on strategic targets in

Far.

Denmark and Norway. In Denmark,

Boot Camp Interactive examples and explanations of A

airborne troops quickly secure the

military airfield near Aalborg. In

Bridge Too Far.

Norway, paratroops secure the Oslo

 

Battles Warfare conducted on individual maps with no

airport, the military airfield at

carryover of supplies. You can play any individual map from

Stavanger, and an important rail-

road junction near Dombas.

Operation Market-Garden, or you can create custom battles.

 

 

 

For information on how to customize battles, see Chapter 6,

By securing the airport and air-

“Designing Your Own Scenarios.”

fields, the Germans ensure superi-

Operations Sets of linked maps from any of the three

ority in the air, which severely

hampers Allied efforts. While both

sectors of battle, each with a specific objective, such as a

sides score victories on the

bridge or landing zone. For more information on operations,

ground, the Allied efforts wane

see Chapter 5, “Fighting Operations and Campaigns.”

when the Germans launch their

Campaigns All operations for any individual sector in the

attack against France, Belgium,

and Holland on May 10. By June 10,

game, or the Grand Campaign, which is fought on all three

the Allies have evacuated their

fronts simultaneously. For more information on operations

forces from Norway.

and campaigns, see Chapter 5, “Fighting Operations and

 

 

 

Campaigns.”

 

 

 

 

 

 

6 A Bridge Too Far

 

 

 

To choose the type of action

 

“Whether or not America

On the Command screen, click one of the following tabs: Boot Camp,

 

enters the war is a

Battles, Operations, or Campaigns.

 

matter of indifference

To choose the specific game you want to play

 

... .”—Adolf Hitler to

 

Benito Mussolini June 21,

In the game description box beneath the tab, click the Boot Camp

1941

topic, battle, operation, or campaign you want to play.

 

 

 

 

 

 

–or–

 

“It is bluff. They can

In the saved games box in the left-center portion of the screen, click

 

make cars and refrigera-

the saved battle, operation, or campaign you want to play.

 

tors, but not aircraft.”

Choosing Sides

 

—Reichsmarshall Hermann

 

Göring in regard to

To choose the side you want to play

 

American industrial

 

capabilities in 1941

To switch between Allies and Germans, click Player Side.

 

 

 

 

 

 

Choosing Level of Difficulty

 

 

 

You can determine the relative strength of both sides, regardless of

 

 

 

whether you choose one-player or two-player mode.

 

 

 

 

 

 

Recruit Your side is given every advantage in

 

 

 

 

 

 

 

 

 

 

 

 

strength, morale, and supplies. However, you can

 

 

 

 

 

 

still lose the game if you don’t plan carefully.

 

 

 

 

 

 

Veteran The sides are balanced as they were

 

 

 

 

 

 

historically.

 

 

 

 

 

 

Hero Your side is initially at a disadvantage in

 

 

 

 

 

 

strength and, in campaign mode, has far fewer

 

 

 

 

 

 

resources available.

 

 

 

 

 

 

Custom You define the difficulty level more

 

 

 

 

 

 

specifically, as described in the following section.

 

 

 

 

 

 

To choose the level of difficulty

 

 

 

 

 

 

To cycle through the four levels, click Difficulty.

 

 

 

 

 

 

 

Allied paratroopers begin

Customizing Level of Difficulty

 

loading into American

 

C-47s. Known as the

If you choose Custom as your level of difficulty, you can adjust additional

 

Skytrain to the Americans

 

and the Dakota to the

options of gameplay.

 

British, this plane is

Strength Allied and German strength is not interdependent. You can

 

the workhorse of Allied

 

adjust each separately.

 

transport aircraft.

 

 

 

 

 

 

 

 

Units always obey orders Your units will obey whatever you tell them to

 

 

 

do.

 

 

 

Units are fearless Your units will not panic regardless of their situation.

 

 

 

 

 

 

 

Chapter 2:

Enemy soldiers are always visible Enemy units will always appear on your screen. Normally, A Bridge Too Far gives you a limited—but realistic—

view of the battlefield. Enemy soldiers that your troops have not noticed will not appear, although you can sometimes spot the smoke of their guns.

Enemy intelligence is always available You will receive all information on the enemy just as you do for your own teams. For more information, see “Gathering Intelligence,” in Chapter 4, “Using the Toolbar and Monitors.”

To customize the level of difficulty

1To cycle to Custom, click Difficulty.

2Click Set Custom.

3In the Custom Difficulty Level dialog box, shown in the following figure, click the check box corresponding to the option or options you want.

Note It is assumed throughout this manual and Help that none of these custom options have been set.

Choosing a One-Player or

Two-Player Game

In a one-player game, the computer is your opponent. In a two-player game, you fight another player over a modem, local area network (LAN), or the Internet. For more information on two-player games, see Chapter 8, “Playing Two-Player Games.”

To choose a one-player or two-player game

To switch between the two options, click Players.

Starting the Battle

Now that you have selected and customized the type of game you want to play, you are ready to march onto the battlefield. For information on how to command your troops, see Chapter 3, “On the Battlefield.”

To start playing the game

Click Begin.

Preparing for Battle

7

“If we do our stuff properly and no mistakes are made, then I believe that Germany will be out of the war this year.” —Field Marshal Bernard Montgomery, Commander, Allied 21st Army Group, two months before Operation Overlord in Normandy

8A Bridge Too Far

“If you see a white plane it’s American, if you see a black plane it’s RAF.

If you see no planes at all it’s the Luftwaffe.” —German soldier on the Western Front, 1944

Chapter 3

On the Battlefield

This chapter provides information on the mechanics of gameplay. It describes how to survey the battlefield, deploy your units and issue orders to them, use your weapons, and destroy bridges.

However, remember that playing A Bridge Too Far involves more than just mechanics. To best use the material in this chapter, study the corresponding sections in Chapter 7, “Tactics and Strategy.” Also, be sure to learn how to use the information coming back from the field, as explained in Chapter 4, “Using the Toolbar and Monitors.”

This chapter does not cover information on playing battles within the context of an operation or campaign. If you are playing either of these larger scales of warfare, see Chapter 5, “Fighting Operations and Campaigns,” after you absorb the material in this basic chapter.

Reviewing Your Objective

Your objective is to control the map. You must capture all of a map’s victory locations and be able to hold them until the enemy offers a cease-fire, flees, or retreats off the map. For more information on victory locations, see “Victory Locations,” later in this chapter.

Surveying the Battlefield

When you click Begin! the combat screen appears. The following figure shows an example of one of the combat screens in the game. Some areas of the combat screen appear either dark or light gray. The dark gray areas are enemy-controlled and the light gray areas indicate neutral territory. The unshaded area is the portion of the map that you currently control. After you start the battle, the shading disappears.

You can zoom in or out of the map, as well as scroll to different areas of the map. It is a good idea to zoom out prior to deploying troops to see a complete picture of the map and determine potential areas of strength and weakness.

To zoom in

On the toolbar, click the zoom-in button (magnifying glass with a plus sign).

To zoom out

On the toolbar, click the zoom-out button (magnifying glass with a minus sign).

Chapter 3: On the Battlefield

9

To scroll through the map

 

 

 

 

 

 

 

Move the mouse to the right, left, top, or bottom edge of the screen.

“There is no longer

You can also use the arrow keys to scroll.

 

anything we can do. Every

Victory Locations

 

shot we fire now is

 

harming ourselves, for it

Victory locations are buildings or terrain elements of strategic importance.

will be returned a hun-

dred-fold.”—Field Marshal

They are designated by the symbol of the side that controls them—a star

Erwin Rommel, Commander,

for Allies and a cross for Germans. If both sides are currently engaged in

German Army Group B, in

battle for a particular victory location, half of each flag is shown. You need

July 1944, on the Allies’

to fight for the victory locations belonging to the other side and replace

massive advantage in men,

their symbol with yours.

 

machines, and materiél

A victory location has either primary, secondary, or tertiary importance.

 

 

 

 

 

 

The larger a victory location’s name appears, the more points it is worth

 

 

 

 

 

 

relative to other victory locations. A primary victory location is worth four

 

 

 

 

 

 

 

 

 

 

 

 

times more than a tertiary victory location, and a secondary two times

 

 

 

 

 

 

 

 

 

 

 

 

more than a tertiary.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Buildings and Terrain

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Most maps include a number of buildings as well as natural terrain

 

 

 

 

 

 

 

 

 

 

 

 

 

 

features such as hills, ditches, and foliage. Multistory buildings are

 

 

 

 

 

 

 

indicated by numerals (2, 3, or 4) that represent the number of floors in

 

 

 

 

 

 

the building.

 

 

 

 

 

 

 

Use terrain to your best advantage. For example, controlling

 

 

 

 

 

 

 

the high ground and occupying multistory buildings is usually

 

 

 

 

 

 

 

 

a preferable position. It makes scouting easier, offers better

 

Holland May 10, 1940

fields of fire, and is more difficult to attack—and easier to

 

 

German airborne troops leap into

defend and keep secure. For more information on using terrain,

 

see “Using Cover,” in Chapter 7, “Tactics and Strategy.”

 

combat for the second time as

 

part of Operation Sicklestroke—

When your soldiers take a building, they control all floors of

 

 

the German attack on France,

the building. They have the advantages of the highest floor

 

Belgium, and Holland. As in

while guarding the ground floor against attacks.

 

Norway, relatively small forces

Deploying Units

 

achieve success by subduing

 

strategic targets. A gliderborne

 

force lands on the Belgian

 

 

The computer initially deploys your troops for you. Although

 

fortress at Eben Emael, blasts

the default deployment may be satisfactory, you may want to

 

its way through the roof, and

 

forces the garrison to surren-

change it to fit your own battle plan.

 

 

der. The capture of this fort

 

 

To move your units to a starting position

 

crumples the Belgian line.

Drag your units to the location you want.

 

As a result of the German’s

You can position your troops only on the unshaded areas of

 

airborne successes, British

 

Prime Minister Winston Churchill

the map. If you attempt to drop units on a shaded portion,

 

orders the creation of a para-

they snap back to their original position.

 

chute unit “on a scale equal to

You usually issue orders after the battle starts, but you can

 

five thousand.”

 

 

 

 

 

 

 

 

issue one preliminary order for each team during deployment.

 

 

 

 

 

 

 

 

10 A Bridge Too Far

“I have temporarily changed my basic plan of attacking both north and east in order to help Montgomery seize tremendously important objectives in the north- east.”—General Dwight Eisenhower, Supreme Commander of Allied Troops, in a letter to General George Marshall, U.S. Chief of Staff, in August 1944

For information on issuing orders, see “Issuing Orders,” later in this chapter. If you don’t issue a preliminary order, all teams are automatically in Hide mode, and all vehicles are in Defend mode.

To issue an initial order

Follow the procedure described in “Issuing Orders,” later in this chapter.

Only one order can be issued per team prior to starting the battle. Issuing a second order cancels the first order.

Starting the Battle

To start the battle

On the toolbar, click Begin!

After you start the battle, the shaded portions of the map become available. After this point, you cannot drag your troops to new locations; you must issue orders to reposition them, as explained in the next section.

Issuing Orders

In A Bridge Too Far, you use a menu to issue any of three types of orders: those that initiate movement (Sneak, Move, and Move Fast), those that

require a target (Fire and Smoke), and those that have your units hold their ground and dig in (Defend and Hide).

Any order you issue remains in effect until your unit carries it out completely. If you issue a new order before the first one is completed, the first order is canceled and the new one is carried out.

Note that you issue orders to an entire unit, not to individual soldiers.

In England the thunder of aircraft engines disrupts church services; in Holland the formations roar across the sky for nearly three hours.

To issue an order

1 In Windows, right-click any soldier in the unit to which you want to issue an order.

The orders menu appears.

On the Macintosh, use OPTION+CLICK and hold.

2On the menu, drag to the order you want and click it.

3If the order requires you to designate a position or target (Sneak, Move, Move Fast, Fire, or Smoke), click the location on the combat screen where you want the order to take place or end.

An order dot appears, as explained in the following section.

To change an order you’ve already issued

Issue a new order, using the procedure for issuing orders described previously. The original order is countermanded.

Chapter 3:

To cancel an order

Issue the Defend order.

Defend is the default state.

To change the target or destination of an order

Drag the order dot to a new location.

Using Keyboard Shortcuts

You can use keyboard shortcuts to issue orders, set options, get Help, and pause or stop the game.

Key(s)

Order/Command

Z

Move

X

Move Fast

C

Sneak

V

Fire

B

Smoke

N

Defend

M

Hide

Arrow keys

Scroll the map during battle

CTRL+G

Expand game area

CTRL+T

Remove trees

CTRL+K

Remove KIA soldiers

CTRL+A

Quit a battle

ALT+F4

Exit

F1

Help

F3

Pause

F8

Set game options

Interpreting Order Dots

After you issue an order, an order dot appears on the map to remind you which order you issued. The following table shows orders and the corresponding colors of the order dot. (Because the Defend order is in effect by default, no order dot appears for this order.)

Order

Color

Move

Blue

Move Fast

Purple

Sneak

Yellow

Fire (Shoot)

Beige (for indirect fire)

 

Red (for target fire)

Smoke

Gray

Hide

Green

(For information on indirect fire and target fire, see “Using Your Weapons Effectively,” later in this chapter.)

On the Battlefield

11

“... grotesque improvisation on a grand scale.” —Colonel General Kurt Student, Commander, German First Parachute Army, on assembling his force in September 1944

“The danger of new reverses ... can be removed only by speeding up the dispatch of the reinforcements that have repeatedly been re- quested.”—Field Marshal Gerd von Rundstedt, German Commander in Chief West, writing to OKW in September 1944

12 A Bridge Too Far

“Until the middle of October the enemy could have broken through at any point he liked with ease, and would have been able to cross the Rhine and thrust deep into Germany almost unhin- dered.”—General Siegfried Westphal, Rundstedt’s Chief of Staff, referring to the state of German defenses in September 1944

Moving your Units (Sneak, Move, Move Fast)

The Sneak, Move, and Move Fast orders designate the speed of movement as well as how alert your troops are to danger around them as they move.

Sneak is your troops’ slowest and safest rate of movement. Sneaking soldiers crawl to their destination, stick to the best cover, watch carefully for signs of the enemy, and try to avoid detection. When the unit reaches its destination, the Hide order is in effect by default.

If you give a Sneak order to move a unit to an enemy location, they will crawl to the location and hide.

Move is the normal movement rate. When issued a Move order, the unit attempts to reach the destination while watching for, and defending against, possible attack. When the unit reaches its destination, the Defend order is in effect by default.

If you give a Move order to move a unit to an enemy location, they will try to get close and shoot it out with the enemy.

Move Fast is the maximum movement rate. Soldiers moving fast are less concerned with attack than they are with getting to their destination. This order is most effective when a unit has cover fire from one or more units.

Soldiers given a Move Fast order run to their destination.

If you give a Move Fast order to move a unit to an enemy location, they will assault and try to engage the enemy in hand-to-hand combat.

Targeting (Fire, Smoke)

A “stick” of 18 American paratroopers inside a C-47 on their way to Holland. Paratroopers often carried their own body weight (150 το 200 pounds) in equipment and supplies.

Fire and Smoke are the targeting orders. If you attempt to lay a smoke screen or fire on a target that you can’t reach, the order is ignored. Most infantry other than mortar units cannot throw smoke grenades farther than 30 meters.

Because the targeting orders are important elements of the game, make sure you are fully

informed on how and when to use your weapons. For more information, see “Using Your Weapons Effectively,” later in this chapter, and the effectiveness chart on the back of this manual.

Digging In (Defend, Hide)

Defend and Hide are your “dig-in” orders. Defend tells your men to take cover and stand their ground. They will return fire as necessary, although they may decide to take the offensive on their own.

Hide tells members of a unit to keep their heads down at all cost. This is particularly valuable when your unit is out of ammunition or too injured

 

Chapter 3: On the Battlefield

13

 

 

 

Crete May 20, 1941

 

 

German airborne forces (7th Paratroop

The Germans build their strength by

 

Division, XI Fliegerkorps) land on the

flying in the 5th Mountain Division.

 

island of Crete. The largest German air-

This force helps defeat an Allied coun-

 

borne operation of the war is preceded by

terattack at Máleme; by May 23 the

 

four days of bombing. On the morning of

Germans are landing artillery to pound

 

May 20 landings take place near Máleme and

the lighter-armed Allies and flying in

 

Caneá, followed by afternoon landings at

fighter aircraft to cement their superi-

 

Rétimo and Herákloin. The battle for the

ority in the air. By the next day, the

 

island quickly becomes a battle for the

Allies are being gradually pushed back.

 

airfields; unless the Germans can secure

The Germans continue to reinforce and

 

an airfield, they will not be able to

resupply (both by air and sea), while

 

resupply and reinforce the paratroops

the Allies fight with what supplies they

 

already on the ground.

have.

 

The fighting on the first day is fierce;

By May 27, both Caneá and Suda are in

 

the forces and weapons are fairly equal.

German hands and the now-disorganized

 

At Rétimo and Herákloin the Allies succeed

Allied forces are moving toward evacua-

 

in holding the Germans at bay; at Caneá

tion points. By June 1 the last Allied

 

the Germans are driven inland. However, at

resistance ends. While the Allies evacu-

 

Máleme the luck of war turns for the

ate nearly 19,000 men, losses are heavy;

 

invaders.

over 21,000 are killed, wounded, miss-

 

The day’s bitter fighting has left the

ing, or captured.

 

German losses are much lower. Out of the

 

airfield at Máleme a wasteland. During the

 

night, a New Zealand battalion is with-

23,000 men Student sends into battle,

 

drawn from its position; its commander is,

only 7,000 are killed, wounded, or

 

through no fault of his own, unclear on

missing. But despite the relatively low

 

the overall tactical picture. The Germans

number of casualties, the percentage

 

quickly seize the initiative at daylight;

killed (nearly 5,700) is unacceptable to

 

Colonel General Kurt Student quickly

Hitler; consequently, he forbids any

 

seizes the battle by changing his plan to

further airborne operations. However,

 

fit the conditions. Student shifts all the

Student is allowed to continue recruit-

 

resupply and reinforcement flights into

ing and training airborne units. The

 

the captured airfield at Máleme.

Allies considered any airborne units

 

 

they faced to be formidable opponents.

 

 

 

 

to be of much use to you in the current battle. If they still have ammunition, your men will fire only if fired upon or if enemy soldiers pass very close to their hiding place. Hide is the default order at the beginning of the battle, although no order dot appears unless you specifically give the Hide order.

Using Your Weapons Effectively

Your supply of ammunition is finite, particularly if you are fighting as the Allies. You’ll want to evaluate which targets are worth shooting at before you open fire.

A Bridge Too Far has two types of fire: target and area. You use target fire when you want to hit a specific enemy target. You use area (suppres-

14 A Bridge Too Far

“Both Antwerp and Rotterdam are highly vulnerable to mining and blocking. If the enemy succeeds in these operations, the time it will take to open [these] ports cannot be estimated. ...

It will be necessary for coastal batteries to be captured before approach channels to the river route can be estab- lished.”—Admiral Sir Bertram Ramsay, Commander in Chief, Naval Operations, SHAEF, to Field Marshal Bernard Montgomery, Commander, Allied 21st Army Group, on September 3, 1944

sion) fire at an entire area, not just one object. The pointer becomes a crosshair for target fire and a circle for area fire. Mortars, which fire indirectly, can only use area fire.

Determining Range

Range is the distance from a weapon to a target. Most weapons diminish in effectiveness as the distance increases. Some weapons, such as smoke and hand grenades, can be used only at very close range. If you try to target an area out of the effective range of your weapon, the order will be ignored.

Weapons have different range capabilities. When you issue a Fire order, a range indicator (in meters) appears at the end of the fire line. The color of the range indicator tells you if you are in range: green = good, yellow = adequate, red = bad, and black = out of range.

Using the Line of Sight

The color of the line tracing to the target indicates your team’s view of the target.

Bright green The unit can see the target.

Dark green The unit cannot clearly see the target or is firing through obstructions.

Red The unit cannot fire through the obstruction; the order will be ignored.

To determine range and line of sight

Issue the Fire order, and then point to the target.

A read-out (in meters) appears about the target, and the color-coded line indicates the line of sight.

Using Indirect Fire

When you’re using weapons such as mortars, you may see an orange line instead of a red or green line stretching to your target as you point to it. This tells you that it is indirect fire—that you are lobbing the explosive at your target instead of firing at it directly. An orange order dot appears on the combat screen above the target for mortars. With indirect fire, accuracy depends on the experience of your team, as well as whether it can actually see the target from its position.

Using Suppression Fire

You don’t have to hit a target directly; suppression fire can be effective at sapping enemy morale. As you concentrate fire in an area, it starts to turn red. The heavier the fire, the greater the suppression effects on any enemies in the area. Make sure you don’t move your own soldiers into an area that is being actively suppressed, as they too may get shot.

Chapter 3: On the Battlefield

15

Checking Status of Teams

 

 

Before issuing a Fire order, you can check the position of your

 

North Africa November 8, 1942

 

The Allies launch Operation

soldiers on the combat screen to make sure they are ready to use

 

their weapons:

 

Torch—the invasion of French

A prone soldier can throw a grenade only one-third its

 

North Africa. On November 12,

 

a combined air and seaborne

normal range.

 

assault captures the port city

A soldier must be crouched or standing to fire a bazooka or

 

of Bône, Algeria. Four days

 

later, another airborne as-

Panzerschreck.

 

 

sault captures Souk el Arba,

A crawling soldier cannot fire any weapon.

 

 

Tunisia. The British 1st and

Soldiers who are moving also have limitations:

 

3rd Parachute Brigades, and

 

the U.S. 509th Parachute

 

 

A moving soldier cannot fire weapons that require setup to

 

Regiment, all take part in the

fire, such as a machine gun or mortar.

 

action.

 

 

• A moving soldier cannot load his weapon unless it is a

 

 

semiautomatic or automatic weapon, and he cannot reload

 

(put a new clip in) any weapon.

 

You can also check the soldier monitor to see if a team still has its loader

and assistants. Any weapon aided by a loader has a higher rate of fire and

requires less time to reload than a weapon handled by just one man.

 

Likewise, any weapon aided by assistants has greater accuracy than one

without. For information on the soldier monitor, see Chapter 4, “Using the

Toolbar and Monitors.”

 

Taking

Prisoners and Rallying

 

Separated Soldiers

 

When enemy soldiers surrender to you, they become your prisoners. They

“... composed entirely of

stand in place and do not participate in the battle.

elderly gentlemen who

To get enemy soldiers to surrender, you can try bracketing or surrounding

hitherto had been guard-

ing the north coast of

them with suppression fire and then move into close range for an assault.

Holland and had never

Soldiers can get separated from their units. A soldier may rejoin his group

heard a shot fired in

anger.”—Colonel General

without encouragement if given enough time. To encourage a separated

Kurt Student, Commander,

soldier to rally with his original team, you can move the team closer to

German First Parachute

him.

 

Army, describing the

Using

Bridges

German 719th Division

guarding the north bank

Bridges are especially important in A Bridge Too Far because the rivers in

of the Scheldt Estuary

when the British captured

Holland are too cold, deep, and swift to ford on foot.

Antwerp on September 4,

The action you take toward bridges differs greatly depending on what side

1944

 

you choose to play. Only the German army can demolish a bridge and

 

only the Allies can build one.

 

16 A Bridge Too Far

 

 

Securing and Repairing Bridges (Allies Only)

 

 

If you are playing as the Allies, your progress is severely delayed when the

 

 

Germans demolish a bridge. To keep a bridge from being destroyed, gain

 

 

control of both sides.

 

 

 

 

If you are playing an operation or campaign, you can “repair” a bridge.

 

 

You do not have to do anything for this to happen; just wait until the next

 

 

battle. A pontoon bridge is built in place of the bridge that was de-

 

 

stroyed.

 

 

 

 

Blowing Bridges (Germans Only)

 

 

 

If you are playing as the Germans, destroy a bridge only as a last resort.

 

 

After the bridge is blown, you will be forced to retreat while the Allies

 

 

repair the bridge.

 

 

 

 

The demolition timer determines when you can demolish a bridge. This

 

 

timer counts down from the beginning of the battle. After it hits zero, the

 

 

Blow Bridge button is active (your explosives are fully wired and authori-

 

 

zation to blow the bridge has been received). Allied fighting forces can see

 

 

 

 

the timer counting, but they cannot use the Blow Bridge button. Note that

 

 

if the Allies control any of the bridge approaches, the bridge may not

 

 

successfully blow. If it fails to blow, the timer will increment by one

 

 

 

 

minute. After a minute passes, you can try to destroy the bridge again.

 

 

After you have successfully blown a bridge and the battle has ended, a

 

 

message appears telling you to leave the battlefield. Because the Allies

 

 

have overwhelming air and artillery superiority, holding an exposed

 

 

bridge position is too dangerous.

 

 

 

If a bridge is repaired, you can try to retake it and destroy it again.

 

 

To blow a bridge (Germans only)

 

 

 

Wait until the demolition timer counts down to zero, and then click

 

 

Blow Bridge.

 

 

 

 

 

Sicily July 9/10, 1943

The airborne forces enjoy both success

 

 

and failure. High winds cause the Ameri-

Allied airborne forces next saw action

 

 

 

 

can paratroopers to be widely scattered.

during Operation Husky—the invasion of

 

 

 

 

Assembly is difficult, and while some

Sicily. On the night of July 9/10, 1943,

 

 

 

 

objectives are not secured, the para-

the U.S. 82nd Airborne Division, commanded

 

 

 

 

troopers do disrupt the German and Ital-

by Lieutenant General Matthew Ridgeway, is

 

 

 

 

ian defenders. Although the British

to drop on targets behind the American

 

 

 

 

paratroopers land successfully, they lose

landing beaches. At the same time, the

 

 

 

 

one-third of their gliders; many are

British 1st Airborne Division, commanded by

 

 

 

 

released too soon (by inexperienced

Lieutenant General Frederick Browning, will

 

 

 

 

pilots) and crash at sea. However, once

float down on targets behind the British

ground, all

the airborne forces

landing beaches.

on the

acquit

themselves

well.

 

 

 

 

 

 

 

Chapter 3:

Ending a Battle

A battle ends either when both sides press the cease-fire button, one side flees, or neither side has any soldiers on the map left alive or able to fight. However, you can signal that you are willing to end a battle at any time. When both you and your opponent agree to a cease-fire, each side retains the territory it took during the battle, although neither side wins the map.

If your opponent does not agree to a cease-fire, you can either stay and fight, retreat, or flee. When you retreat, you do not surrender your teams; you just issue orders for them to move off the map. When you flee, the game ends immediately. The computer calculates the teams kept or lost, and the enemy takes control of the entire map.

After you end the battle, the Debriefing screen appears. For information on this screen, see Chapter 5, “Fighting Operations and Campaigns.”

To signal that you are willing to disengage

On the toolbar, click the cease-fire button (which shows a depiction of a dove).

The battle ends when both sides have clicked the cease-fire button.

To retreat without surrendering

Use the Move command to move your teams off the right or left edge of the map.

To end the battle and surrender

On the toolbar, click the flee button (which shows a white flag).

To quit the game after you cease-fire, retreat, or flee

1On the Debriefing screen, click Command Screen.

2On the Command screen, click Quit. You can also quit using ALT+F4.

To stop a battle

In Windows, press CTRL+A. The battle stops and is not saved.

On the Battlefield

17

“I consider we have now reached the stage where one really powerful and full blooded thrust toward Berlin is likely to get there and thus end the German war. ... In my opinion the thrust likely to give the best and quickest results is one via the Ruhr.”—Field Marshal Bernard Montgomery, Commander, Allied 21st Army Group, writing to General Dwight Eisenhower, Supreme Allied Commander, on September 4, 1944

18 A Bridge Too Far

Chapter 4

Using the Toolbar and Monitors

A Bridge Too Far provides two-way communication with your troops. You send them orders, and they keep you up-to-date on their situation and condition as well as provide information on the enemy. Your troops’ means of communication are the toolbar and the game’s battle monitors.

The Toolbar

The toolbar provides you with various types of information about your troops while you are fighting a battle.

Before you click Begin! to start a battle, the toolbar provides only preliminary information, as shown in the following figure. After you start the battle, the toolbar shows its full range of data.

Pre-Battle Toolbar

Battle Toolbar

[You must] supervise the refitting and rehabilitation of the 9th and 10th SS Panzer Divisions ...

slowly disengage from the battle and immediately head north.”—Field Marshal Walter Model, Commander, German Army Group B, to Lieutenant General Wilhelm Bittrich, Commander, II SS Panzer Corps, at Model’s headquarters near Liège on September 4, 1944

To view a summary of a particular team

Point to the team, either in the team monitor or on the map.

To get a summary of an enemy unit

Click or point to the unit.

Information appears in the soldier monitor.

Team Summary

On the left of the toolbar is the team summary. This summary consists of the following information:

The bars at the far left of the toolbar indicate the team’s degree of experience: no bars = no experience; 5 bars = highly experienced.

To the right of the bars is the team type, such as AB Rifle or Mortar.

Beneath the team type is the order the team is currently following. If the text is green, the team is following the orders you issued. Red text indicates the team is intentionally acting against the command you issued due to battlefield conditions. White text indicates you have issued no commands to the team or the command you previously issued has been completed.

 

Chapter 4:

Using the

Toolbar and Monitors

19

AP Team’s effectiveness against personnel: green = good, red = bad, and

 

 

 

 

black = none.

 

 

 

 

 

 

AT Team’s effectiveness against tanks: green = good, red = bad, and

 

 

 

 

black = none.

 

 

 

 

 

 

The boxes under AP and AT indicate the health of each man on the team.

 

 

 

 

Troop Status Bar

 

“I’ll tell you what I’ll

 

do, Monty. I’ll give you

 

 

 

The Troop Status bar shows the current health of all your troops as a

whatever you ask to get

 

 

whole (not just the team you’re pointing to). The bar is green at the

you over the Rhine be-

 

 

cause I want a bridgehead

beginning of a game, indicating good health. As men are wounded, the bar

... but let’s get over

 

 

turns yellow; as killed, red.

 

 

 

 

the Rhine first before we

 

 

 

Information from the Field

 

discuss anything else.”

 

 

 

 

 

—General Dwight

 

 

You can use the toolbar to get immediate feedback about a number of

Eisenhower, Supreme

 

 

states and abilities applying to each soldier. However, you can track only

Commander, SHAEF, to

 

 

one state at a time. The indicators use color as a guide to status: green =

Field Marshal Bernard

 

 

Montgomery, Commander,

 

 

good, yellow = functional, and red = useless.

 

 

 

 

Allied 21st Army Group,

 

 

 

 

 

 

 

To choose a state to track

 

at their meeting on

 

 

Click Info, and then drag to the state you want to track.

 

September 10, 1944

 

 

 

 

 

 

 

Battle

Monitors

 

 

 

 

 

You use the four monitors below the toolbar to track detailed information:

 

 

 

 

team information, soldier information, messages, and maps. (If you have

 

 

 

 

set your screen resolution to 1,024 × 768, the spyglass monitor also

 

 

 

 

appears.) The following figure shows the battle monitors.

 

 

 

 

 

Using the Team Monitor

 

 

 

 

 

The team monitor displays the team type, its current order, and a summary

 

 

 

 

of its overall health. The color-coding of the text is the same as that in the

 

 

 

 

Team Monitor

Soldier Monitor

Message

Monitor

Map Monitor

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

20 A Bridge Too Far

“While agreeing with your conception and fullblooded thrust toward Berlin, I do not agree that it should be initiated at this moment to the exclusion of all other maneuvers.”—General Dwight Eisenhower, Supreme Commander, SHAEF, writing to Field Marshal Bernard Montgomery, Commander, Allied 21st Army Group, regarding Montgomery’s singlethrust plan

“The object is to lay a carpet of airborne troops down over which our ground forces can pass.” —Lieutenant General Frederick Browning, Commander, British I Airborne Corps, to the officers responsible for planning Operation Market on September 10, 1944

team summary, described earlier in this chapter. The plus sign (+), indicating overall health, uses the same scheme as that in the toolbar: green = good, yellow = functional, red = useless.

To get information on a team

Click the team.

To go to that team on the map

Double-click the team in the monitor.

Using the Soldier Monitor

The soldier monitor gives information on each soldier in the selected team.

Each field in the soldier monitor can display one of a large number of different states and conditions. For a listing of all possible settings in the soldier monitor, see the next section, “Soldier Monitor: Details.”

If you are viewing information on an enemy team, the monitor may show blanks or question marks in some areas. This means that your men have not been able to determine certain information about the enemy. To get more enemy intelligence, see “Gathering Intelligence,” later in this chapter.

At the far left of the soldier monitor is an insignia that indicates the team leader’s rank. The higher ranked a soldier is, the more likely that soldier can keep his men from panicking and can rally other soldiers near him. Also, the higher the rank, the larger the range in which soldiers are affected by that leader.

To the right of the insignia is the soldier’s name and current action. The color of the text showing the action provides the same information as that in the toolbar, as described earlier in this chapter.

To the right of the soldier’s name is his function in the team. Beneath the team function is a graphical display of the soldier’s weapon, followed by the name of the weapon and its ammunition type. Above the weapon information are indicators showing the physical state, emotional state, and fatigue level of each soldier.

To get information on an individual soldier in a team

Click the soldier.

Soldier Monitor: Details

The soldier monitor shows several aspects of your men’s states and conditions. The following tables show all the possible values for these different aspects.

 

Chapter 4: Using the

Toolbar and Monitors

21

Current action

Description

 

 

 

 

 

 

 

Moving

Soldier is moving.

 

 

Resting

Soldier is too tired to do anything but rest.

 

 

Loading

Soldier is loading his weapon.

 

 

Aiming

Soldier is aiming his weapon or waiting for

 

 

 

loader to finish loading.

 

 

Firing

Soldier is firing his weapon.

 

 

Taking Cover

Soldier is looking for better cover.

 

 

Assaulting

Soldier is moving forward and firing.

 

 

On Watch

Soldier is looking for targets.

 

 

Holding Fire

Soldier has loaded weapon and sees a target

“The OKW will henceforth

 

but chooses not to fire.

often be no longer able

 

Suppressed

Soldier is suppressed by enemy fire (takes

to meet demands, however

 

cover) but will still fire.

urgent and justifiable,

 

 

for air, armor, and

 

Pinned

Soldier is pinned down by enemy

 

artillery support, even

 

 

fire; hides more than he shoots.

 

 

when enemy superiority is

 

 

 

Cowering

Soldier is pinned down but rarely

overwhelming. Any short-

 

fires and refuses to move.

age of weapons, there-

 

Routed

Soldier is running away from the battlefield.

fore, must be made good

 

by strengthening the

 

Panicked

Soldier is panicked and is seeking

 

morale of the troops.”

 

 

cover out of sight of the enemy.

—Oberkommando der

 

Unjamming

Soldier is trying to clear a jammed weapon.

Wermacht, August, 1944

 

Assisting

Soldier is assisting another soldier with a

 

 

 

crew weapon.

 

 

Firing/Target

Soldier is firing at a specific target.

 

 

Firing/Area

Soldier is firing at an area or location.

 

 

Firing Blind

Soldier is firing at a target he cannot see.

“Owing to the reduced

 

Out of Ammo

Soldier is out of ammunition.

hours of daylight and the

Can’t See

Soldier cannot see target.

distances involved, it

 

would not be possible to

Friend Block

Soldier’s line of fire is blocked by friendly

consider more than one

 

 

soldiers.

lift per day ... casual-

Gun Broken

Soldier’s gun is damaged.

ties would result from

 

No Target

Soldier cannot see a target at which to fire.

pilot and crew fatigue.”

—Major General Paul

 

Crawling

Soldier is crawling toward cover or destination.

 

Williams, Commander, U.S.

Ambushing

Soldier is ambushing the enemy.

IX Troop Carrier Command,

Hiding

Soldier is hiding from the enemy.

responsible for Operation

Market’s air operations,

Bad Shot

Soldier has a shot that is a waste of ammunition.

commenting on the number

In Building

Soldier (mortar team) is inside building and

of drops that can be made

 

cannot fire.

on D-Day

 

 

 

 

No Weapon

Soldier has no usable weapon.

 

 

 

 

 

 

 

22 A Bridge Too Far

“... a narrow corridor through ... swampy heath, all the way to Arnhem ...

a single two-lane highway, bounded immediately by small, open cultivated fields hedged in by poplar trees and surrounded by drainage ditches. Occasionally the road ran past thick pine forests. Up the road the Irish Guards would lead XXX Corps on a front two tanks wide.”—Brute Force page 417

“... the British ... seem ignorant of the significance Arnhem has for the Fatherland. ... [Arnhem represents] the gateway to Germany, and I did not expect the Germans to leave it open.”—Major General Stanislaw Sosabowski, Commander, Polish 1st Parachute Brigade, recalling his assessment of Operation Market-Garden

Current action

Description

Repairing

Soldier is repairing his weapon.

Can’t Target

Target is outside the gun’s firing arc.

Conserving

Soldier is running low on ammunition so he’s

 

conserving it.

Too Close

Soldier is too close to the target to fire.

Separated

Soldier is separated from his team.

Stunned

Soldier has been stunned by the concussion

 

effect of a grenade or other explosive, and can

 

take no actions.

Function in team

Description

Leader

Leader of an infantry team.

Assistant

Assists the driver of a vehicle and fires bow

 

machine gun or is second in command on an

 

infantry team.

Soldat

German infantryman.

G.I.

American infantryman.

Cmdr.

Commander; leader of a vehicle team.

Driver

Driver of a vehicle.

Gunner

Fires vehicle’s main weapon.

Loader

Loads vehicle’s main weapon.

Ammo type

Description

AP

Armor piercing.

HE

High explosive; used against infantry, light

 

vehicles, and structures.

HEAT

High explosive, antitank; used against tanks, tank

 

destroyers, and motorized artillery. Not effective

 

against infantry in the open but can be effective

 

against infantry in structures.

Smoke

Smoke shells or grenades.

SP

Special; includes canister and high-velocity AP.

Physical state

Description

Healthy (green

Physically able to obey all commands.

background)

 

Hurt (yellow

Soldier is slightly wounded; able to

background)

physically obey orders at a reduced level of

 

performance.

Incap. (orange

Incapacitated; soldier is severely

background)

wounded and unable to obey commands.

Dead (red background)

Soldier is dead.

 

Chapter 4: Using the Toolbar and Monitors

23

Emotional state

Description

 

 

 

 

 

 

Berserk (red text on

Soldier will sacrifice personal safety

 

 

black background)

to attack the enemy.

 

 

Fanatic (orange text on

Soldier is slightly irrational and takes

 

 

black background)

chances to be a hero.

 

 

Heroic (yellow text on

Soldier fights aggressively and is capable

“It was absolutely impos-

black background)

of heroic acts.

sible to get them to face

Stable (black text on

Soldier is emotionally stable.

the realities of the

 

situation; their personal

green background)

 

 

longing to get into the

 

Panic (black text on

Soldier is emotionally unstable and must

 

campaign before it ended

red background)

be rallied to become effective.

completely blinded

 

Routed (black text on

Soldier is running away from the battlefield.

them.”—Major Brian

 

red background

 

Urquhart, Chief of Intel-

 

ligence, British I Air-

 

 

 

 

Fatigue level

Description

borne Corps, commenting

 

 

 

on state of mind among

 

Rested

Soldier is well rested.

 

the officers planning

 

Winded

Soldier is temporarily out of breath but will

Operation Market

 

 

recover quickly if given a chance to rest.

 

 

Fatigued

Soldier is so tired that his performance is

 

 

 

affected.

 

 

Using the Message Monitor

The message monitor displays the messages you receive from the field. The panels at the top represent the priority of the information coming in. Red is highest priority and white is lowest.

To select the unit that sent a particular message

Click the message.

To filter out certain messages

Click the colored panel at the top of the message monitor corresponding to the messages you want to filter out.

For example, to see messages only of the highest priority (red), click all four panels other than the red panel.

Using the Map Monitor

The map monitor provides a quick way to jump around the map. This monitor is constantly updated to show you the positions and dispositions of known units and victory locations. Your troops appear blue, and enemy teams are red.

Originally developed for use against aircraft (FlaK 18-37, FlaK41), the German 88mm gun achieves lasting fame as a tank killer. It is the main gun on the Tiger tanks and JagdPanther tank destroyer.

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