Games PC CLASH OF STEEL User Manual

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Clash of Steel
TABLE OF CONTENTS
INTRODUCTION...............................................................................................................1
STARTUP...........................................................................................................................1
PLAYER AIDS...................................................................................................................1
GAME CONCEPTS............................................................................................................1
LAND UNITS.....................................................................................................................2
AIR UNITS.........................................................................................................................2
NAVAL UNITS...................................................................................................................2
TALKING TO THE COMPUTER.......................................................................................3
QUICK START...................................................................................................................4
THE SETUP MENU...........................................................................................................8
ORDERS PHASE.............................................................................................................12
UNITS..............................................................................................................................18
MOVEMENT....................................................................................................................20
COMBAT .........................................................................................................................24
POLITICS........................................................................................................................29
SUPPLIES/PRODUCTION..............................................................................................31
WEATHER.......................................................................................................................34
SPECIAL RULES.............................................................................................................35
UNIT REORGANIZATION ..............................................................................................36
REINFORCEMENTS.......................................................................................................36
VICTORY CONDITIONS.................................................................................................36
SCENARIOS....................................................................................................................37
STRATEGY AND TACTICS.............................................................................................39
TUTORIAL.......................................................................................................................41
HISTORICAL TIMELINE................................................................................................45
GAME ABBREVIATIONS................................................................................................49
ORDER OF BATTLE.......................................................................................................50
KEYBOARD HOTKEY COMMANDS..............................................................................63
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INTRODUCTION
LASH OF STEEL
is a strategic wargame simulation of the conflict in Europe
during World War II from September 1939 to August 1945. The map runs from
C
Ireland in the west to Russia in the east and from Norway/Sweden in the north to North Africa in the south. As the Supreme Commander of either Axis or Allied countries, you make all the military decisions affecting your numerous land, air, and sea forces in the European theatre. You can also engage in politics and attempt to acquire additional allies in your struggle for control of Europe. You decide which units to produce and what areas of special weapons your research and development scientists should concentrate on. Each turn represents two months, yet every turn is broken down into a variable number of impulses in which you manage your forces across the battlefield. Many alternatives allow for different approaches in this World War II combat simulation.
Game Map
The game map covers from Ireland to the Soviet Union extending 2,500 miles from east to west. It also covers from Norway/Sweden/Finland to North Africa extending 2,300 miles from north to south. The various terrain features used on the map are as follows:
City Mountain Sea Clear Port Swamp Desert Resource Wood Fort River
Combat Forces
STARTUP
README File
Your game disk may come with a README file that contains rules updates and/or errata. Please take a look at this file before playing the game.
Installing the Game
Use the instructions on your data card to install and play the game.
PLAYER AIDS
Due to the scope of the game, the player aids listed below were designed to help you get started playing the game.
Quick Start: A Quick Start section
allows you to read a minimum of rules giving you a general idea of how to play the game. Numerous references to more expanded explanations of the rules is included. See the section “Quick Start” on page 4.
How to Play: In order to give you an
idea of how to play the game, see the “Tutorial” section on page 41.
Scenario Objectives: Each scenario has
some suggestions as to what to do to play the first few turns. See “Scenarios” on page 37 for more details.
Timeline: See the section on “Historical
Timeline” on page 45 to review the dates for the various battles that took place in the European theatre.
Checklist: In the section “Player’s
Checklist” on page 12 you can review some of the important tasks you need to perform in any given turn.
Strategy and Tactics Hints:A section
on “Strategy and Tactics” on page 39 has been included to give you some helpful hints on playing the game.
GAME CONCEPTS
Game Scale
Each hex is approximately 50 miles across. Each turn is 2 months long, and composed of a random number of impulses. Most land units are at the Corps or Army level in size.
The land and air units that appear on the map are color-coded for each country. German units have a gray background with black lettering, German panzer units have a black background with white lettering, Italian forces have a gray background with brown lettering, Allied forces have a blue background with red lettering, U.S. units have a brown back­ground with white lettering, and Russian units have a red background with black lettering. Other neutral countries have various color schemes.
The land units have two numbers printed on their counters. The left number is the effective ground combat strength, rounded to the closest whole number. The right number is the amount of remaining Action Points (AP) which can be used to move and attack. The air units also have two numbers. The left number is the effective air combat strength, rounded to the next full number. The right number is the number of air strikes remaining. Although not shown on the counter, all air units have an effective strength of one ground combat point if attacked. Naval units are not represented by counters on the map. They can be accessed in the Navy Menu and the Naval Formation Menu.
LAND UNITS
Army-sized land units usually have a
large combat strength due to their size.
Army Group (Supply) units have an
action point allowance of 2 or 3. Other units can trace supply to these units. They also have a high combat strength.
Corps units are smaller formations
with a lower combat strength.
Engineer units can build fortifications
in any hex to help strengthen defenses against enemy attacks and amphibious operations.
Panzer (Tank) units have a good com-
bat strength normally and a high Action Point allowance.
Paratroop units can help negate defen-
sive advantages when friendly units are engaged in a ground assault.
AIR UNITS
Air units can perform air strikes against
enemy units to soften up the defender before a ground attack occurs.
NAVAL UNITS
Artificial Harbors (Mulberry) are used
in conjunction with amphibious assaults to give the units a supply source throughout the turn the land­ing takes place. Unlike other naval units, these units appear on the map like land units.
Carrier units have a high combat value
in naval operations.
continues...
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Escort units provide the firepower to
protect transport missions, engage enemy naval units, or to perform shore bombardment.
Sub units are used to sink enemy
convoys.
Transport units can move the land
combat units that are to be landed in friendly ports or enemy coastal hexes in an amphibious assault.
Game Abbreviations
A list of the game abbreviations is on page 49.
TALKING TO THE COMPUTER
Using the Keyboard
Note for IBM users: Make sure your [Num Lock] is ON and your [Caps Lock] is OFF before playing.
Use the following keys on the numeric keypad to move the cursor:
789 46 123
The menu options can be accessed with hotkey commands which are listed with the menus in the manual. To exit a win­dow press the Esc key. Use the arrow keys to move up and down some of the menus (such as the OB menu) or use the page up and page down keys on the keypad.
Using the Mouse
Use the mouse to move the pointer over the menu items and buttons. Click the left mouse button to select the option. To exit from a window place the pointer outside the window or on the small but­ton in the top-left corner of the window and click the left button. To scroll around the map, move the mouse pointer to one of the edges of the map. To select a hex, click the left button while the mouse pointer is over the desired hex. To select a unit first select the desired hex and then click the left button again.
All keyboard commands also work if you are using a mouse.
Menu Overview
The program accepts input from either the keyboard or mouse at anytime. The menus are ordered in a tree-like struc­ture. To select a certain item, you can click on a box, or type the highlighted key. To exit from a menu, you can select EXIT or press the Esc key. If you are in the Main Menu, you can also select and move units. Use the mouse or keypad to move the cursor. The right mouse but­ton or the “5” key centers the map around the cursor. You can scroll the map by moving the mouse cursor to the edge of the map. If the cursor is located on a friendly unit, you can click on it again, or type “+” to enter the Unit Menu. In the Unit Menu you can move the unit by clicking on a nearby hex within the unit’s range, or typing the appropriate key on the keypad. The right mouse button, or the Esc key will bring you back to the Main Menu.
QUICK START
This section allows you to read a mini­mum of rules to get started playing the game. The first section contains an overview of the game. The second section shows a listing of the main menus offered in the game. The third section has a brief summary of the game’s rules.
Overview
The game is played in bimonthly turns. Each turn is further divided into an Economy Phase followed by a varying number of impulses. In the Economy Phase, the computer calculates the eligi­ble Production Points (PP) for both sides. Accordingly, a check on the Initiative Table will determine who is the active player in the first impulse. In each impulse, only one side can move. He is referred to as the active player, the other side is the passive player. Each impulse
SETUP MENU
GAME (G) SCENARIO (C) LOAD (L) SAVE (S) AXIS (A) ALLIED (I) RULES (R) COMP (O) EDIT (D) END (E)
MAIN MENU
MENU (U) END (E) ASSAULT (A) STRIKE (S) NAVY (V) NEW (N) UNLOAD (L) PRODUCT (P) MAP (M) INFO (I) CNTL (C) CLEAR (R)
EDIT GAME OPTIONS MENU
SOUND (S) PANZER (P) IMPULS (E) AUTO (T) SCROLL (C) ATTACK (A) D6SOUND (O) D6ANIM (N) HEXGRID (H) SLIDE (L) UNITEXIT (U)
INFORMATION MENU
STATUS (S) SEA ZONE (E) HISTORY (H) OB (O) RESEARCH (R) POLITICS (P) BOMBER (B) WEATHER (W)
SUMMARY
SUMMARY
SUMMARY
OF
OF
OF
MENUS
MENUS
MENUS
COMPUTER OPTIONS MENU
HIDDEN (H) FAVOR (F) BALANCE (B) IMPROVE (I)
RULES OPTIONS MENU
SELECT (S) CHAOS (C) HOLD (H) PARTISAN (P) JAPAN (J) LIBERATE (L)
starts with a Supply Phase for the active player, followed by an integrated combat and movement impulse. After the active player has finished his impulse, a check is made on the Turn Continuation Table. If the turn continues, the passive player becomes active in the following impulse. The first two impulses of each turn are special, as a number of actions are only allowed at that time. These include pro­duction, navy moves, amphibious invasions, reserve movement, and inser­tion of new units.
Brief Summary of Game Play
A short summary of the more important game menus, tables, and rules follows.
Summary of Game Menus
The Setup Menu is the first menu you will see as the game starts. In this menu you can begin to play the game, select a scenario, load/save a file, and set many of
UNIT MENU
OPERAT. (P) RESERVE (R) AMPHIB (H) REBASE (B) PREPARE (A) FORTIFY (F) MOVE (M) OOPS (O) EVACO ( E)
STRATEGIC BOMBER MENU
EXIT (X) BUY (B) FACTORIES (F) HARBORS (H) OIL (O) ENGLAND (E) RUSSIA (R)
POLITICS MENU
CONFLICT (C) BALKAN (B) WAR (W) PRESS (P)
MAP MENU
GET (G) COUNTRY (C) CNTL (T) SEA (S)
RESEARCH MENU
UP (U) DOWN (D) MORE (M) LESS (L) VIEW (V)
NAVY MENU
SELECT (S) NEW (N) MOVE TO (M) FORM. (F)
STATUS MENU
AXIS (A) ITALY (I) ALLIED (C) US (U) RUSSIA (R) LOSSES (O)
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the game’s parameters in the Edit Game Options Menu, Computer Options Menu, and the Rules Options Menu.
Selecting GAME in the Setup Menu begins the game. You will now be brought to the Main Menu. MENUbrings you back to the Setup Menu. END allows you to finish your impulse. The game map will be dis­played and in the Main Menu. You can move and place units on the map and also attack using the ASSAULTand STRIKE options. The NAVYoption allows you to move your naval units. You can place new units or units in reserve on the map using the NEW option. UNLOAD gives you the option to unload units from ships. You can check out your unit production schedule with the PRODUCToption. MAP displays the Map Menu which allows you to view the entire map with various set­tings. The INFO option allows you to access the Information Menu. The CNTL option shows you which side controls the hexes on the map. CLEARremoves all units from the map.
When you access a unit, the Unit Menu is displayed. You can move land and air units by selecting a nearby hex to move to. You can also move land units with the OPERAT. and RESERVE options. Air units can move with the OPERAT., RESERVE, and
REBASE options. A paratroop unit can use Prepare to be able to airdrop up to three
hexes away in the next impulse. Engineer units can use FORTIFYto fortify the hex they are in at the beginning of the next turn. If they are in fortify mode, an addi­tional option to MOVEwill be displayed.
The Information Menu is accessed from the Main Menu. STATUSwill allow you to see how many Production Points you will be receiving due to the number of cities, resource centers, and convoys you have. You can choose to upgrade your units. You can also view the overall amount of
strength and losses for each player. Here you can check the status on your forces using OB. You can see the sea zones with the SEA ZONE option. The RESEARCH option allows you to build new weapons to help win the war. POLITICSallows you to influence a country’s neutrality and declare war. You can buy strategic bombers for 20 PPs and set your bomb­ing targets using the BOMBERoption. The current weather can be displayed with the WEATHER option.
Summary of Tables/Rules
A brief summary of the important tables and rules appears below.
COMBAT UNITS
Refer to the section “Combat Forces” on page 2 for a brief description of the unit types in the game. Also refer to the sec­tion on “Paratroops” and “Engineers” on page 2 for the specific rules for these two unit types.
ACCESSING UNITS
You can move the map cursor by using the mouse or the keypad keys. To scroll the map place the mouse pointer or move the cursor to the edge of the map. Clicking the right button or pressing the “5” key centers the map. Placing the cur­sor over a friendly unit and clicking the left button or pressing “+” displays the Unit Menu. Every unit on the map exerts a Zone of Control (ZOC). This influence extends into each of the six adjacent hexes surrounding the unit. A unit must pay one additional Action Point to move from one enemy ZOC into another enemy ZOC.
MOVING UNITS
Units have a variety of methods to move by. You can move units one hex at a time by placing the cursor in an adjacent hex or move multiple hexes by placing it a
few hexes away. Units can move by the functions RESERVE, OPERAT., or REBASE.
The RESERVE option removes the unit from the map and places it in Reserve. It costs one transport point to place a unit in reserve. After a unit is placed into reserve, you can take the unit out of reserve by moving the map cursor adja­cent to a city. Access the NEWoption on the Main Menu. The hex cannot be in an enemy ZOC and the hex must be friendly-controlled. All reserve units must be deployed out of reserve before you can end your turn, but only on the first or second impulse. The unit must have a supply level greater than zero to be put in reserve.
The option OPERAT. allows you to move the unit up to 10 hexes away. Axis, Allied, U.S., and Russia (only after Russian Winter strikes) can move one unit per impulse.
The REBASE option allows an air unit to relocate up to four hexes away in a friendly-controlled hex. You cannot rebase on snow or mud turns. You can rebase on any impulse.
GROUND COMBAT
In the Main Menu the ASSAULToption allows you to select the adjacent friendly units you wish to use to attack the enemy unit in the hex which contains the map cursor. You can therefore com­bine multiple units to attack the selected enemy unit. A unit can only make one assault in a given impulse. Units can also conduct an overrun attack by them­selves. To do so, simply attempt to move the friendly unit into the enemy hex. An overrun attack will then be made.
AIR STRIKES/SHORE BOMBARDMENT
In the Main Menu you can use the STRIKE option to perform an air strike on the enemy unit in the hex which contains
the map cursor. The air unit must be within 7 hexes of the target. Enemy air units can also intercept if within 7 hexes of the target. If the target hex is a coastal hex, then Shore Bombardment can take place. Shore Bombardment acts similarly to an air strike. CV and BB will each add one point to a bombardment which is resolved on the ground strike table. Only units in the same sea zone as the naval unit can be bombarded. There will be no interception and bombarding ships will suffer no reverse results except that they can not bombard a second time in the same impulse.
TERRAIN EFFECTS ON MOVEMENT/COMBAT
The Action Point costs to enter the dif­ferent terrain types and the effect that terrain has on the defender’s strength and air strikes are shown in the table below. The defense bonus is the number of strength points added to a unit’s strength. The unit’s total strength is then modified by its morale. The Air Strike column shows the reduction in attacker’s effective air strength.
TERRAIN AP DEFENSE AIR TAME COST BONUS STRIKE
City 1 2 1 Clear 1 - ­Desert - 1 ­Fort * 1 3 2 Mountain 2 1 1 Port 1 2 1 Resource 1 - ­River # - ­Sea - - ­Swamp 2 1 ­Wood - 1 -1
# units attacking across a river are halved in strength. * Note: a computer player’s unit has its defense strength
increased 70% while defending in a fort.
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PLACING UNITS ON THE MAP
Units which have just come out of pro­duction are shown in the third box from the left at the bottom of the screen when the Main Menu is displayed. Units placed into Reserve or newly produced units can be placed on the map using the NEW option in the Main Menu. Place the cur­sor on the friendly-controlled hex on or adjacent to a city and select NEW. A list of units will appear. Select Insertto place the unit on the map. If you are conducting amphibious operations, you must first have naval transport unit(s) in the Sea zone box (not a port box) in the same sea zone as the unit to be loaded onto the ship. Select the unit and choose the AMPHIB option in the Unit Menu. Move the cursor to the landing hex and select UNLOAD from the Main Menu. Select the unit to unload.
AMPHIBIOUS OPERATIONS
If you wish to conduct sea transport or amphibious landings, refer to “Naval Movement” on page 22 and “Naval Combat” on page 27.
STRATEGIC BOMBING
Strategic Bombing Points (SBP) can be purchased at the cost of 20 spared PP from the Strategic Bombing Menu which can be accessed from the Info Menu. You can direct the whole bombing fleet at three different targets: Factories, Harbors, and Oil. If England and Russia are both in the war, the Axis player can choose which nation to bomb. Once each turn the bombers will resolve their orders.
SUPPLY
Supply lines are traced through friendly­controlled hexes. Also, surrounding enemy units with friendly-controlled hexes disables their retreat, as it cuts their supply line. Each hex is either friendly or enemy-controlled, or con­tested. Control can change on two occasions during the game:
Every time a unit enters a hex it
becomes friendly-controlled.
During the Supply Phase control of all
hexes is recalculated: All friendly units and all city hexes which were previ­ously friendly-controlled act as control bases for each side. Now each hex becomes friendly to that side which has the nearest control base in terms of Action points. In the case of a draw, the hex becomes contested.
After the calculation of hex control, the supply value of all units of the active player (only) will be calculated. For this purpose all friendly-controlled cities and all friendly army groups count as supply sources for the active player. You get the new supply value of a unit by tracing a path through friendly-controlled hexes from a supply source to the unit and sub­tracting the Action Point cost of this path from the supply value of the source. The varying supply values of sources are:
SUPPLY SOURCE SUPPLY VALUE
Not isolated city in home country 10 Not isolated army group 10 City in sea supply in home country 10 Artificial harbor 10 City in sea supply 7 Isolated city in home country 5 Isolated army group 5 Not isolated city in enemy country 5 Isolated city in enemy country 0
PRODUCTION
Each turn, except for the Sep/Oct 1939 turn, the Italian, Axis, Russian, and Allied players receive Production Points (PPs) based on the number of friendly cities, friendly resource centers, and convoys. Each city and convoy is worth 1 point while resource centers are worth 2 points. If the country has been con­quered, all resource centers belong to the other player. Players use PPs to buy various land, air, and naval units which are either dissolved or purchasable in the Production Phase. When buying units in the Purchase Menu you will get a list of eligible units together with the cost of the unit in PP and the number turns it will take to produce the unit. You can only purchase a unit if you have suffi­cient PP remaining. Unused PP count as spared PP. Purchased units will become available as Reserve units after the shown delay.
RESEARCH
You have 10 Research Points to allocate among various weapon research areas. Review the effects described in the sec­tion on “Research Menu” on page 16.
OTHER RULES
Refer to the section on “Special Rules” on page 35, especially if you are playing the 1939 or 1940 scenarios. The Mediterranean area has a special Malta supply rule and England has a home­guard rule if the Axis plans to invade their country. Under the section “Rules Options” on page 9 there are additional rules that can apply.
THE SETUP MENU
When you start a game, the Setup Menu allows you to load saved games or set up new ones. There are many optional rules and game balancing alternatives to give added flexibility. You can return to this menu while playing by selecting the MENU option in the Main Menu. Each sce­nario has a list of short term objectives that you can review to give you an idea what you need to be concerned with in either attacking or defending in the first few turns (see “Scenarios” on page 37).
Setup Menu: GAME
SCENARIO LOAD SAVE AXIS ALLIED RULES COMP EDIT END
GAME (G) option starts a new game or
allows you to continue playing the game once you have started.
SCENARIO (C) option allows you to choose one of the six scenarios to play: Poland 1939, Fall of France 1940, Operation Barborossa 1941, Drive to Stalingrad 1942, Kursk 1943, or D-Day
1944. See the section “Scenarios” on page 37.
LOAD (L) option allows you to load in a previously saved game. See “Loading/Saving the Game” on page 9.
SAVE (S) option allows you to save the game. See “Loading/Saving the Game” on page 9.
AXIS (A) option allows you to have the Axis player controlled by either a human or a computer player.
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ALLIED (I) option allows you to have the Allied player controlled by either a human or a computer player.
RULES (R) option allows you to select various rules to use in the game: assault selection, chaos at OKW, hold (stand and die), partisans, Japan (war in Siberia), and liberation politics. See the section “Rules Options” on page 9.
COMP (O) allows you to adjust several factors for the computer player: com­puter hidden, computer favored, adjust balance, and improved Allied units. See “Computer Options” on page 10.
EDIT (D) option allows you to select vari­ous sound/graphic options: sound, impulse end request, automatic mes­sages, scrolling active, attack request, dice with sound, animated dice, hex grid, sliding moves, and unit exit with 0 AP. See the section “Edit Game Options” on page 10.
END (E) option allows you to exit to DOS. Answer YES (Y) if you wish to quit. Answer NO (N) if you wish to continue playing.
Loading/Saving the Game
All saved games are stored in a separate directory called “Save”. The amount of free space on your hard drive will deter­mine how many saves you can store. The LOAD (L) option in the Setup Menu allows you to retrieve a previously saved game. When you have selected the desired filename (the file selection box is displayed around the filename), click the left button with the mouse arrow over the LOAD box or press the “L” key to load the file. The other options allow you to move the highlight to other pages or up/down the list of filenames.
The SAVE (S) option in the Setup Menu allows you to save the game using the selected saved game filename which is surrounded by the file selection box. The option SAVE AS (A) allows you to name your own saved game filename. A maxi­mum of eight characters can be typed in. Press Enter when you are finished enter­ing your filename. Press Enter again to return to the Setup Menu. The DELETE (L) option erases a previously saved game from the hard drive.
RULES OPTIONS
Additional game rules are available as explained below:
SELECT (S) option allows you to be able to have the ability to choose “YES” or “NO” for each attacking unit when assaulting an enemy unit if the option is set to ON. If the option is OFF, then all attacking units automatically participate.
The computer can never be affected adversely if these rules are used:
CHAOS (C) option is the Chaos at OKW rule which states that from 1941-1945, every Axis Army-Group has a 50% chance of receiving only one AP each impulse.
HOLD (H) or the “Stand & Die” rule states that starting with the turn of Russian Winter, every Axis unit which intends to move west has a 33% chance of being intercepted by one of Hitler’s stand & die orders. In this case, the unit will not move and lose a random number of AP. If there are remaining APs, the unit can try to move again.
PARTISAN (P) rule states that there is a test against the number of unoccupied, Axis controlled cities in Russia during each Axis Supply Phase. If a random number is less than the number of cities, then partisans will greatly lower Axis
supply in Russia. The chance for parti­sans to appear will also increase as the war progresses.
JAPAN (J) or the “War in Siberia” rule assumes that Japan has invaded Kamtschatka. The 3 Russian shock units will not be available. Note: A Japanese invasion would have concentrated on the capture of vital Siberian cities. There are no Japanese units in the game.
LIBERATE (L) or “Axis Liberation Politics” rule states that with the capture of cer­tain cities, the Axis will recruit units there. These are corps-sized and will arrive automatically after 2 turns. The cities are: Paris, Riga, Minsk, Smolensk, Odessa, Kiev, Rostov, and Baku.
COMPUTER OPTIONS
The Computer Options menu offers addi­tional rules and game balancing selections which are explained below:
HIDDEN (H) allows computer controlled units to only become visible if you move adjacent to them.
FAVOR (F) allows the computer player to have more of an advantage. This rule has two effects:
Computer pays only 75% of the nor-
mal PP cost for units.
A human player pays 50% of the nor-
mal PP cost for dissolved units (instead of 33%).
There are two more effects if the Allies are human controlled:
The Axis ignores rivers in the first turn
that Russia is at war.
For every impulse that Moscow is Axis-
controlled, there is a chance that Russian units will lose efficiency.
BALANCE (B) sets the level of difficulty in the game. The default is Normal. The computer’s units have their strength modified by the percentage shown below. The five levels are:
PACIFIST (P) places the computer at a
50% disadvantage.
PRIVATE (R) places the computer at a
25% disadvantage.
SERGEANT (S) is the normal balance
selection.
MAJOR (M) places the computer at a
+25% advantage.
GENERAL (G) places the computer at a
+50% advantage.
IMPROVE (I) allows for each neutral or Allied nation to have their units strengthened. The European theatre allows for a variety of different strategies. There is a danger that once you have found your favorite winning strategy, like invading England early in the game, you can lose your interest in an invasion in Russia as you have already proved “how to win this game.” This rule can be a bit of motivation. There is a check for each neutral or Allied nation. Depending on this check the units of this nation will be strongly improved, improved, or not improved at all. The effect is permanent.
EDIT GAME OPTIONS
The Edit Game Options menu gives you more options to choose from as explained below:
SOUND (S) option will turn on or off the sound effects in the game.
PANZER (P) turns on or off the sound of panzers (tanks) moving on the map.
IMPULSE (I) toggles on or off the Impulse End request message. If it is set to ON, you will be prompted to answer YESor
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NO when you have chosen the END impulse option in the Main Menu.
AUTO (T) displays messages two different ways. If this option is set to ON, mes­sages will be cleared from the screen after a few seconds or if a key/button is pressed. If set to OFF, you must press a key/button to continue.
ATTACK (R) allows you to automatically attack an enemy unit, or display an additional menu allowing you to cancel the attack.
D6SOUND (O) gives sound effects on the dice rolls.
D6ANIM (N) displays animated dice. HEXGRID (H) allows you to use the hex
grid or not. If you do wish to see the hex grid, click the USE(U) option. The other options in the hex grid are FATLINE(F),
BLACK (B), and GREEN (G). SLIDE (L) activates or deactivates a
smooth sliding motion when units move. UNITEXIT (U) automatically exits the Unit
Menu to the Main Menu whenever a unit reaches zero AP.
TURN SEQUENCE
Economy Phase
Test for Entry into War Convoy Phase New PP Determined Strategic Bombing Reorganization Phase Build Forts Recruiting Phase Develop New Weapons Initiative Determined Supply Phase Production Phase Declaration of War
1st Impulse
Determine Weather Buy Units Orders Phase-Move/Attack Test for Surrender Impulse Continue Test
2nd Impulse
Buy Units Orders Phase-Move/Attack Test for Surrender
Impulse Continue Test
3rd Impulse
Determine Weather Orders Phase-Move/Attack Test for Surrender Impulse Continue Test
4th Impulse
Orders Phase-Move/Attack Test for Surrender Impulse Continue Test 5th-10th Impulse End Turn
Overview
The game is played in bimonthly turns. Each turn is further divided into an Economy Phase followed by a varying number of impulses. In the Economy Phase, the computer calculates the eligi­ble Production Points (PP) for both sides. The computer will also determine who is to be the active player in the first impulse based on the year and the month. The Axis player has a higher chance of having the initiative early in the war and in better weather months. In addition, if Russia is conquered the Axis has an increased chance. In each impulse, only one side can move. He is referred to as the active player; the other side is referred to as the passive player. Each impulse starts with a Supply Phase for the active player, followed by an inte­grated combat and movement impulse. After the active player has finished his impulse, a check is made to see if the turn continues. In better weather the percentage chance that the turn will continue is much higher. Each turn usu­ally has between four and six impulses. If the turn continues, the passive player becomes active in the following impulse. On every odd-numbered impulse the Weather Table is used to determine the weather.
Impulse Restrictions
The first two impulses of each turn are special, as a number of actions are only allowed at that time. These include the following:
ProductionReserve movementAmphibious transport and invasionNavy battlesGerman disintegrationPlacing new units on the map
ORDERS PHASE
You can move the map cursor by using the mouse or the keypad keys. To scroll the map place the pointer at the edge of the map. Using the keyboard you can scroll the map by placing the cursor on the map edge. Clicking the right button or pressing the “5” will center the map. Placing the cursor over a friendly unit and clicking the left button or pressing “+” will display the Unit Menu. Every unit on the map exerts a Zone of Control (ZOC). This influence extends into each of the six adjacent hexes surrounding the unit. A unit must pay one additional Action Point to move from one enemy ZOC into another enemy ZOC. This movement is also called infiltration.
Player’s Checklist
Politics — try to persuade neutral
countries to join your side
Research — review/allocate research
points
Declare WarBuy Strategic BombersCheck Production menu for
Reinforcements — place on map
Move land units using normal, reserve,
or operational movement modes
Make air strikes/shore bombardmentMake ground attacks/assaultsMake forts with engineersMake paradropsMove naviesMake amphibious assaults
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The Main Menu
This menu is the heart of the game in which you move and attack your forces and check on the status of many items such as research, weather, Order of Battle, etc.
Main Menu
MENU (U) option returns you to the Setup Menu described on page 8.
END (E) option allows you to end your orders for the impulse.
ASSAULT (A) option allows you to select the adjacent friendly units to attack the enemy unit in the hex which contains the map cursor. You can combine multi­ple units to attack the selected enemy unit. A unit can only make one assault in a given impulse.
STRIKE (S) option allows you perform an air strike on the enemy unit in the hex which contains the map cursor.
NAVY (V) option allows you to access the Navy Menu described on page 14.
NEW (N) option allows you to place rein­forcements or units in reserve onto the map in an empty friendly-controlled hex which is on or adjacent to a friendly city. The hex cannot be in an enemy ZOC or contested hex.
UNLOAD (L) allows a friendly unit that has previously been loaded onto a naval transport ship with the AMPHIBoption to land in a coastal hex. If the hex is friendly-controlled, the unit lands auto­matically. If it is enemy-controlled or occupied, then the amphibious invasion combat routine is used to determine if the unit successfully lands or not.
PRODUCT (P) option graphically displays which units are currently in production for both players. Axis units are on the left; Allied units are on the right side of the display.
MAP (M) option allows you to access the Map Menu described on page 15.
INFO (I) option allows you to access the Information Menu described on page 15.
CNTL (C) option shows you the hexes currently under the player’s control. First one player’s controlled hexes are displayed; next the other player’s hexes are shown.
CLEAR (R) removes the units from the map so you can see the underlying ter­rain features more clearly. Clicking the left button returns the units to the map.
Unit Menu
When a combat unit is accessed, the unit’s data will be displayed in the lower left hand text window showing the unit’s name, strength, Action Points (AP), morale, efficiency, and supply.
To move a ground combat unit place the mouse pointer over an empty adjacent hex and click the left mouse button. Using the keyboard, press one of the key­pad keys. You cannot stack with friendly units. You can also select a non-adjacent hex to move to. The computer will auto­matically move the unit toward the destination hex selected. In addition you also have the movement options listed below:
OPERAT (P) allows you to move the unit up to 10 hexes away. Each player, includ­ing Russia (before Russian Winter strikes), can move one unit per impulse with this Operational Movement.
RESERVE (R) removes the unit from the map and places it in Reserve. It costs one transport point to place a unit in reserve. Reserve movement is allowed only dur­ing the first or second impulses. After a unit is placed into reserve, you can take the unit out of reserve by moving the map cursor to an empty hex on or adja­cent to a city. Access the NEWoption on the Main Menu. The hex cannot be in an enemy ZOC and the hex must be friendly-controlled. All reserve units must be deployed out of reserve before you can end your turn. The unit must have a supply level greater than zero to be put in reserve.
AMPHIB (H) option allows a land unit (with a morale of at least 25) in a port during the first or second impulse to per­form an amphibious operation. See the sections on “Naval Movement” on page 22 and “Naval Combat” on page 27 for further details.
PREPARE (A) option allows paratroop units to be put into preparation mode. In any subsequent first or second impulse, they are allowed to take part in assaults up to 4 hexes away. In this event, para­troop units have a 25% chance of disabling the defender’s terrain bonus, a 20% chance of disrupting the defender, and they automatically disable the effect of rivers.
FORTIFY (F) option allows engineers to build forts. This will place them into for­tification mode. They will build a fort at the start of the next turn. Forts act like the Maginot Line. They can further hin­der sea invasions with an unoccupied fort having a 50% chance of defeating a sea invasion. Forts are removed if control of the hex changes.
MOVE (M) option is active if an engineer is fortifying. Selecting this option takes the engineer out of fortification mode.
REBASE (B) option allows an air unit to relocate up to four hexes away in a friendly-controlled hex. You cannot rebase on snow or mud turns. You can rebase on any impulse.
OOPS (O) option allows you to move back to your starting location. If you are using hidden units, this option is not available.
Navy Menu
The Navy Menu allows you to deploy new ships that have been produced, move your fleets to engage enemy fleets, pro­vide escort, launch amphibious invasions, transport troops to friendly ports, and engage in shore bombardment against enemy troops on coastal hexes. A map is displayed with two types of boxes that contain the various ships. The large, light blue box is the At Sea box which represents the seven sea zones: Baltic Sea, North Sea, North Atlantic, South Atlantic, West Mediterranean, East Mediterranean, and the Black Sea. The smaller dark blue box is the Port box. The menu options shown on the right side of the map are as follows:
SELECT (S) allows you to select the naval units you wish to move from one box to another. When you access the Selection Menu, you can highlight the ship you wish to move and then choose SELECT (S). An asterisk will be placed to the right of the ship name showing that the ship has been selected to move. If an “M” appears across from the ship’s name, it means that the ship has already moved. A “D” means the ship is damaged. Exit the Selection Menu and you will notice in the top-right corner the ship(s) in the MOVING STACK box. Next choose the des­tination box to move the ships to by clicking on the appropriate box. Click the MOVE TO box to move the ships.
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NEW (N) allows you to place newly pro­duced units in the selected box. Click on the box you wish to place the ship and then select NEW. Next select the ship from the list of available ships.
MOVE TO (M) allows you to move the units displayed in the MOVING STACKbox to the destination At Sea or Port box which has been selected.
FORM. (O) option accesses the Naval Formation Menu. Naval units At Sea can be issued orders by putting them into formation boxes. For every sea zone, there are 8 boxes:
2 fleet boxes: units placed in these
boxes are ordered to show up and seek combat to gain the superiority in this zone.
1 transporter box: units in this box
show their presence for some reasons (i.e. establishing sea supply), but try to avoid combat.
4 raider boxes: each box can only have
one unit. Units in this box are ordered to raid enemy convoys and avoid com­bat.
1 land-based box: air units which are
located in a coastal hex will be dis­played in the appropriate land-based box and can take part in combat occa­sionally.
SELECT (S) brings up the Select Moving Unit Menu for the highlighted unit. First click on the appropriate box you wish to move units out of and then click on the
SELECT button. MOVE TO (M) moves the units displayed in
the MOVING STACK box in the upper-right corner. You must have first selected the units you wish to move using the SELECT
option. Choose the destination sea zone or port you wish to move to. Select MOVE TO to move the ships.
Map Menu
The Map Menu displays a strategic view of the entire map on one screen. The map options are explained as follows:
GET (G) centers the map on the area enclosed within the rectangle on the strategic map.
COUNTR (C) displays the location of the different countries on the map.
CNTL (T) displays the territory controlled by each player.
SEA (S) displays the sea zones on the map.
Information Menu
The Information Menu gives you a num­ber of options to view your status in many areas such as production, order of battle, politics, research, skills available, and strategic bombing. The menu options are:
STATUS (S) accesses the Status Menu described on page 16. You can view the number of cities and resource centers controlled for production purposes, con­voy PPs, remaining PPs, and the losses and strength of each sides forces.
SEA ZONE (E) allows you to temporarily view the sea zone borders on the map.
OB (O) allows you to view both sides’ units. YES (Y) displays your units, while
NO (N) displays the enemy’s units. The INFO (I) option displays various unit data.
RESEARCH (R) accesses the Research
Menu described on page 16. You can set your research priorities with 10 research points in various categories such as jet planes or rockets.
POLITICS (P) accesses the Politics Menu described on page 17. This menu allows you to declare war on another country or try to use political points to get new allies.
BOMBER (B) accesses the Strategic Bomber Menu described on page 18 to buy Strategic Bombers and set your bombing targets.
WEATHER (A) displays the current weather condition: Clear, Mud, or Snow. The effects of weather are outlined in the “Weather” section on page 34.
Status Menu
The Status Menu gives you information about the production, Industrial Base, and Unit Upgrade level for AXIS(X), ITALY (I), ALLIED (A), US (U), and RUSSIA (R). Accessing one of the countries will list the number of controlled cities for pro­duction, the number of resource centers for production, the number convoy Production Points being received, the remaining number of Production Points left, the current level of the Industrial Base multiplier, the current level of Unit Upgrade, and the maximum level that can be attained for Unit Upgrade (which is the total of the side’s AT and Heavy Panzer R&D levels). The LOSSES(L) option displays the amount of losses suf­fered by each side and the remaining unit combat strength left on the map. Each unit’s strength is calculated by multiplying the strength by its supply and efficiency values and then dividing the result by 100.
Research Menu
There are eight fields of technical research which can be advanced in order to strengthen certain qualities of the armed forces. The fields are MRLS (Multiple Rocket Launchers), Panzerfaust (Bazooka), AA-Radar, ASW­Sonar, Rockets, Jet Plane, AT-Guns, and Heavy Tanks. Each side has a fixed num­ber of ten Research Points (RP) which can be assigned to the various fields. On some fields, improvement of the armed forces will only occur at a certain level. Some of the menu options are explained below:
MORE (M) allows you to add one research point to the highlighted category.
LESS (L) allows you to subtract one research point from the highlighted category.
VIEW (V) allows you to view the current research progress standings of both play­ers in each category. The Axis player’s current level is displayed first. Next is the Allied player’s current level. Last is the maximum level which can be achieved in the category. The enemy player’s research levels are approximated with a question mark after the number.
Each side can assign its ten points to any of the field(s) desired. The chance for an R&D increase in a turn depends on the number of points allocated to the field. Only the first, third, sixth, and tenth point allocated in each field will affect the percentage chance as displayed by a red bulb (a gray bulb means the research point has no effect). For example, one point allocated gives the same chance as two points; three, four, or five points all give the same chance as well. In every
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Economy Phase, there is a test for advance on each field:
TECHNICAL RESEARCH INCREASE TABLE # RP ASSIGNED % CHANCE
1-2 7% 3-5 14% 6-9 20% 10 27%
Developments
MRLS: Once the level has reached its maximum (level 3), there will be Multiple Rocket Launchers (MRLS) avail­able for that side. For each attack or assault thereafter, there is a 15% chance that the defender will be disrupted by the preceding bombardment. In this case, the defender will be halved.
Panzerfaust: With each new level, the efficiency of all non-panzer ground units will be increased by 5 points.
AA-Radar: If developed to the maxi-
mum (level 2), enemy strategic bomber attacks will be reduced by 20%.
ASW-Sonar: Until ASW is developed to
its maximum, the chance for spotting enemy subs in raider boxes is divided by three. An Allied fleet box will engage Axis subs in a raider box with a probability of 5%, no matter who is the searching player. If Allied ASW is at maximum, the probability of spot­ting will be 15%.
Rockets: If developed to the maximum
(level 7), the strength of strategic bomber attacks will be tripled.
Jet-fighter: With every new level, start-
ing with level 3, the efficiency of all air units will be increased by 10 points.
AT-Guns: Every new level increases
the efficiency of non-panzer ground units by 3 points. See the combat sec­tion “AT-Guns/Heavy Tanks” on page 26 for more details.
Heavy Tanks: Every new level
increases the efficiency of panzers by 3 points. See the combat section “AT­Guns/Heavy Tanks” on page 26 for more details.
Politics Menu
The Politics Menu allows you to use diplomatic pressure to persuade the vari­ous countries to join your side. You can also declare war on a country as well. A strategic map view shows the countries involved and their status. Each country has a box with either a number (0-99) or letters (AL or AX). The number, repre­senting the country’s Alliance Level, can be either red or blue; red signifies the country is pro Allied whereas blue signi­fies pro Axis. Whenever the number reaches 100, the country will automati­cally join the appropriate side. An “AX” means the country has joined the Axis side and “AL” the Allied side. The top right corner displays political informa­tion. Click on a country’s box and on the top line you will see the country’s name followed by its Break Value and Political Value. The Break Value for a neutral country ranges from 0 to 100 and repre­sents its ability to withstand diplomatic pressure. The higher the number, the less effect political pressure will have. A country’s Political Value reflects the prestige (in Political Points) that a side gains if it conquers the country. At the moment of conquest the points are awarded. A country can only be con­quered once. Next the Political Points for both the Axis and Allied players are dis­played. The current political level of the Balkan Pact is also shown. The four
countries comprising the Balkan Pact are Greece, Rumania, Turkey, and Yugoslavia. Hungary and Bulgaria can also join the Pact if an attempt to use diplomatic pressure on them fails. Whenever one of the Pact members is being pressured diplomatically, the Balkan Pact Value (BPV) is added to the country’s Break Value. The BPV starts out at 30 and increases slightly each time someone attempts to pressure a Pact member. It decreases by a much larger random amount whenever a member joins a side. There are five buttons dis­played on the right side which are:
CONFLICT (C) will display three minor conflicts between Russia and Rumania, Bulgaria and Yugoslavia, and Rumania and Bulgaria. You can choose to be neu­tral or support one of the countries. If you choose to support one country, that country’s Alliance Level will be shifted slightly in your favor and the other country will be shifted towards your enemy. Select CHANGE(C) to toggle between neutrality and supporting one
of the sides.
BALKAN (B) displays which countries are in the Balkan Pact.
WAR (W) allows you to declare war on the country selected. You cannot enter into a neutral country; you must first declare war on it.
PRESS (P) allows you to diplomatically pressure the country selected to join your side.
Strategic Bomber Menu
The Strategic Bomber Menu allows you to increase your strategic bombing fleet through purchase of Strategic Bomber Points (SBP) at a cost of 20 PP per SBP and/or to switch your bombing raids to a different target. The number of SBPs are represented graphically for each side.
The options are listed below:
EXIT (X) will exit the menu. BUY (B) will allow you to buy one SBP at
a cost of 20 PPs. The Allied player has another menu allowing to buy an SBP for either US (U), CW (C), or RUSSIA (R).
FACTORIES (F) each SBP will achieve 0-15 hits on enemy factories. Each hit will increase the purchase cost for a ran­domly selected enemy unit permanently by one.
HARBORS (H) same as factories, except that all hits will be divided among naval units increasing the purchase cost by one.
OIL (O) each SBP will have a 50% chance of permanently decreasing the Action Point allowance of an enemy unit by one.
ENGLAND (E) option for the Axis player allows him to bomb English targets if both England and Russia are in the war.
RUSSIA (R) option for the Axis player allows him to bomb Russian targets if both England and Russia are in the war.
UNITS
Any unit which is either not neutral conquered is in one of the following modes:
On Map: the unit is on the map.Reserve: ready to be put on the map.Sea Trans: loaded on a Transporter.In Production: will be placed into
Reserve status in a number of turns.
Dissolved: the unit was dissolved in
combat and taken from the map. The unit can be repurchased at 40% of the original cost in the next turn.
or
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Purchasable: the unit can be pur-
chased and be placed In Production.
Eliminated: was dissolved while being
isolated, can be repurchased after one year for the full price.
Gone: the unit’s home country is con-
quered. All units are not available even if friendly forces liberate the country.
Units on the Map
Land combat units have two numbers printed on their counters. The left num­ber is the effective ground combat strength, rounded to the closest whole number. The right number is the amount of remaining Action Points (AP) which can be used to move and attack. A unit’s efficiency is a representation of the unit’s training and leadership. The supply value (0-9) represents the current supply status of the unit. A unit’s morale is a result of a
unit’s efficiency and supply values. The air units also have two numbers. The left number is the effective air combat strength, rounded to the next full num­ber. The right number is the number of air strikes remaining. Although not shown on the counter, all air units have an effective strength of one ground com­bat point if attacked. Naval units are not represented by counters on the map. They can be accessed in the Navy Menu and the Naval Formation Menu.
The display above is from the 1939 Scenario. The German unit Guderian has been accessed with the Unit Menu options displayed on the right side of the screen: OPERAT., RESERVE, AMPHIB, and OOPS. Below the map are four boxes. The leftmost box contains unit information showing the unit name (Guderian), its combat strength (str: 4), its maximum Action Points (AP Max: 7), its morale level (morale: 93%), its efficiency level (eff:
99%), and its supply level (sup.: 8). The box to the right shows a view on a strate­gic scale of the entire map. You can place the mouse pointer over any part of the strategic map; clicking the left button will center the tactical map over the point you selected. Next is a box that contains unit symbols of any units which have come out of production and are in Reserve status. You can place them on the map by using the Newoption on the Main Menu. The rightmost box contains general information about whose phase it is (Axis), the current date (Sep/Oct 1939), what impulse number it is (1.impulse).
MOVEMENT
Movement is divided up into three areas: Land Movement, Air Movement, and Naval Movement. Each of these areas are explained below.
Land Movement
In the integrated Movement and Combat Phase, all units of the active player can continue moving and fighting until their Action Points (AP) are exhausted. A unit can be moved more than once, not hav­ing to spend its entire Action Points at one time. At any given time only a single unit can be located in a given hex. A unit receives its maximum Action Points unless any of the situations apply below:
Subtract one AP if the unit’s supply
value is less than five.
Halve the AP (rounding up) if the
unit’s supply value is zero.
A maximum of two AP if the weather
is Mud.
A maximum of one AP if the unit is an
Army Group and the weather is Mud.
Air units get one AP if the weather is
Mud or Snow.
Rommel does not get 3 AP in Russia
until the Russian Winter arrives.
In general, four types of movement are possible:
Normal Movement
When moving into an empty adjacent hex, units pay the AP cost shown on the Terrain Table. If a unit is conducting infiltration movement, which is moving from a hex which is adjacent to an enemy unit directly into another hex which is adjacent to an enemy unit, the unit must pay one additional AP.
Overrun Movement
If you try to move into an adjacent hex which is occupied by an enemy unit, this is called an Overrun. Overrun costs no AP for movement, but a single AP for the Combat. A unit can always Overrun as long as it has a remaining AP. The over­running unit does not advance into the hex if the enemy unit is destroyed or has retreated.
Reserve Movement
In the first two impulses you can move a limited number of units strategically over an unlimited number of hexes. To do so move the cursor over the unit you wish to move, click the left button twice to access the unit, and select RESERVE. Note: The unit must be placed back on the map in the same impulse using the NEW option. However, you must place the unit in a friendly-controlled hex in or adjacent to a city which is in the same partition as the original hex of the unit. See the section “Supply Partitions” on page 31 for more details. To use Reserve Movement a unit must have at least a supply value of >3, a morale of 25, one remaining AP, and have not conducted an assault.
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Operational Movement
For each pool (except for Italy), one unit can be moved up to 10 hexes in its parti­tion, regardless of the current impulse. Units need not be inserted next to cities. Army groups act as supply centers and are not allowed operational movement. Units cannot use operational movement if they have already moved or attacked. No Operational Movement is allowed for Russian units before Russian Winter strikes, which is the first snow turn after war is declared.
Terrain Effects
The number of Action Points (AP) it takes to enter a given hex is summarized below:
TERRAIN EFFECTS COST TABLE
TERRAIN NAME AP COST TO ENTER
City 1 Clear 1 Desert 1 Fort 1 Mountain 2 Port 1 Resource 1 River ­Sea ­Swamp 2 Wood 1
Russian Partisan Effects on Axis Movement
There is a test against the number of unoccupied, Axis controlled cities in Russia during each Axis Supply Phase. If a random number is less than the num­ber of cities, then partisans will greatly lower Axis supply in Russia. The chance for partisans to appear will also increase as the war progresses.
Strategic Bombing Effects on Oil Resources
Each Strategic Bombing Point (SBP) assigned to attack oil targets will have a 50% chance of permanently decreasing the Action Point allowance of one enemy unit by one point.
Air Movement
Every air unit has an integrated strength point of ground combat units. Ground combat strength is modified by the same morale value as the air strength. If this ground strength point is eliminated, the air unit is removed. The numbers on the air unit counter show the actual effective air strength and the remaining number of possible ground strikes for the impulse. Air units can only be moved by using Reserve or Rebase Movement. The air range is 7 hexes to conduct a ground strike or interception.
Rebase Air Movement
Air units rebase up to 4 hexes away per impulse. If an air unit attacks, then it cannot rebase. Air units can rebase across sea hexes.
Reserve Air Movement
In the first two impulses you can move a limited number of units strategically over an unlimited number of hexes. To do so move the cursor over the unit you wish to move, click the left button twice to access the unit, and select RESERVE. Note: The unit must be placed back on the map in the same impulse using the NEW option. However, you must place the unit in a friendly-controlled hex in or adjacent to a city which is in the same partition as the original hex of the unit. Air units are not held by this restriction. See the section “Supply Partitions” on page 31 for more details. To use Reserve Movement a unit must have at least a
supply value of >3, a morale of 25, one remaining AP, and have not conducted an air strike.
Naval Movement
Naval operations are only possible during the first two impulses of a given turn. There are four types of naval units:
Carriers: the best fighting unitsEscorts: surface units from destroyers
to battleships
Subs: used to hunt enemy convoysAmphib: transport ground units
Note: Artificial harbors are treated as land units. They can be placed on a coastal or sea hex.
Each unit is rated for strength and raid value. Amphib units are also rated for capacity. When a ship suffers a loss it will become damaged. A ship which is dam­aged and suffers a further loss is sunk. Sunk ships are permanently eliminated.
In the Navy Menu the map is displayed with two types of boxes that contain the various ships. The large light blue box is the At Sea box which represents the seven sea zones: Baltic Sea, North Sea, North Atlantic, South Atlantic, West Mediterranean, East Mediterranean, and the Black Sea. The smaller light blue boxes are the Port box. Each naval unit can be located either in one of these sea zones or in a friendly port. During the impulse a naval unit can travel an unlim­ited number of sea zones in any combinations with entering and/or leav­ing port. However, this must be done in one single action, i.e. you cannot move, use shore bombardment and move again with the same unit. You can only enter friendly-controlled ports. If a ship is in port and the port is captured by the enemy, you will receive a message that the ship has left the port.
Restrictions on Movement
There are three narrow points on the map where sea movement can be blocked by the control of land hexes. A naval unit (including subs) can move from one sea zone to another only if a certain port is friendly-controlled. These cases are:
ZONE #1 ZONE #2 INTERDICTED BY
Baltic Sea North Sea Hamburg Atlantic Mediterranean Gibraltar Mediterranean Black Sea Istanbul
Naval Formations
Naval units At Sea can be issued orders by putting them into formation boxes. For every sea zone, there are 8 boxes:
2 fleet boxes: units placed in these
boxes are ordered to show up and seek combat to gain the superiority in this zone.
1 transporter box: units in this box
show their presence for some reasons (i.e. establishing sea supply), but try to avoid combat.
4 raider boxes: each box can only have
one unit. Units in this box are ordered to raid enemy convoys and avoid com­bat.
1 land based box: air units which are
located in a coastal hex will be dis­played in the appropriate land based box and can take part in combat occa­sionally.
Note: units in the same box will act together as a fleet for all purposes of search, combat, and raid. Splitting a fleet gives a higher chance of finding the enemy, but it is more uncertain if the fleets can combine again in the case of a combat.
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Convoys
The Convoy Table below lists the number of convoys which are running through a number of sea zones and port hexes. During the Convoy Phase a convoy report will be displayed showing the number of convoy points allocated to the various countries. If there is a “NA” dis­played, it means that the convoy route is not active. A “NL” means that the coun­try could not trace a valid line of sea zones due to the presence of enemy ships. To receive convoy points a side must at least control all indicated ports. The opponent player can reduce the number of cleared convoy points. Every enemy naval unit which is located in an indicated sea zone will destroy a random number of convoy points between 0 and its raid value. If subs are raiding then every friendly CV and BB will have a 1/6 chance of sinking (that means eliminat­ing) one sub. Only subs and convoy points can be lost during the convoy phase. If a raider is located in a zone with two convoys it will attack and be attacked twice.
CONVOY TABLE
MAX. REQUIRED SEA ZONES
NAME PP POOL AND REQUIRED CITIES
Canada 4 Allied North Atlantic, Scapa Flow Asia 5 Allied Alexandria, East Medit.,
Ural 8 Russia Saratov Sweden 2 Axis Baltic Sea, Hamburg Italy 1 Italy East Medit. America 15 Allied North Atlantic, Liverpool
America convoy points start with American entry into the war.
West Medit., South Atlantic, North Atlantic, Scapa Flow
Sea Transport
LOADING UNITS
Placing a land unit (not an air unit) on a transport is similar to placing a unit in reserve. You will receive an additional menu item AMPHIB in the Unit Menu if:
the unit is located in a portit is the first or second impulsethere is a transport with sufficient
remaining capacity in the same sea zone. Note: The transport must not be
located in a port!
You may also load units without a port by using the EVAC button.
You can continue loading units before unloading them. Transport capacity is used at the rate of one point per unit. Human players pay double for units with a maximum strength of at least 5. After selecting AMPHIB you will be given a menu listing the seven sea zones. Select the one you wish to move to. The seven sea zone selections are BALTIC(B), NORTH
SEA (N), N.ATLANTIC (A), S.ATLANTIC (S), W.MEDIT. (W), E.MEDIT. (E), and BLACK SEA (L). Note that once you have started
unloading in a seazone, you cannot load additional units in the same zone.
UNLOADING UNITS
Unloading a specific unit is done in the same impulse as loading. Units which were not unloaded at the end of the impulse will be eliminated. Place the map cursor on the invasion coastal hex desired. View a list of eligible units to unload by selecting the UNLOADoption. Unloading can be done at any sea zone which can be reached unblocked from the unit’s origin. Do not move the transport unit! It will remain at its current sea zone. Unlike movement of sea units, ground units moving via sea have a chance of being intercepted by enemy naval and air units.
COMBAT
There are three types of combat: land, air, and naval. Each of these are explained below.
Land Combat
There are two types of land combat: over­run and assault. It costs one AP to engage in combat. During combat both sides’ units can lose strength points and morale. Morale can be restored close to its original value by the next impulse.
Overrun: if you try to move into an
adjacent hex which is occupied by an enemy unit, this is called an Overrun. Overrun costs no AP for movement, but a single AP for the Combat. A unit can always Overrun as long as it has a remaining AP.
Assault: if you locate the cursor on an
enemy unit and select ASSAULTthen you will conduct an Assault. In an Assault all friendly units which are adjacent to the selected enemy unit will combine into a single Attack Strength. Assault is mandatory (unless the Assault Selection option has been activated in the Rules Options Menu), which means every unit which can take part has to assault. After Assaulting, the color of the number on the counter will change to light gray until the next impulse. To be eligible for an Assault a unit has to have one remaining AP and must not have assaulted before in the impulse.
Single attacking units in an Overrun will attack with 70% of their effective Strength. Units assaulting with at least one other unit attack with 85%. Units attacking across a river are further halved. Defending units use their full effective strength. The defender’s strength can be increased for defending in some terrain types. The defender’s
morale is based on the unit’s efficiency and supply values. The defender’s strength will be calculated as follows:
STRENGTH+ TERRAIN DEFENSE BONUS
(
X MORALE
/100
)
Finally divide the attack strength by the defense strength. This will determine the combat odds which affects the amount morale and occasionally strength points lost. The defender can also have to retreat. The defender can also become dissolved. Dissolved units can be repur­chased for 40% of the normal purchase cost and can be immediately reinserted in the next turn. Dissolved units, which (at the moment of combat), are not in a partition with either two cities of which one is located in one of its side’s home country or with a city in sea supply, will become eliminated instead. Eliminated units can be repurchased after one year.
The bonus for terrain effects for a defender are shown below. The defense bonus is added to a unit’s strength to give a modified strength value which then is further modified by its morale.
TERRAIN DEFENSE BONUS TABLE
TERRAIN NAME DEFENSE BONUS
City 2 Clear ­Desert ­Fort * 3 Mountain 1 Port 2 Resource ­River # Sea ­Swamp 1 Wood -
# units attacking across a river is halved. * Note: a computer player’s unit has its defense strength
increased 70% while defending in a fort.
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Example: A German 3-5 attacks a Russian 0-2 in a city hex. The German unit has 3 strength points with a morale of 90%. The attacker strength for a sin­gle attack is next multiplied by 70%. The attack strength is therefore .7 x 3 x .9 =
1.89. The Russian unit has 1 strength point and a morale of 40%. For being located in a city hex, the Russian unit gets a bonus of 2 strength points. The defense strength is therefore (1+2) x .4 =
1.2. So we come out with a 1.89 : 1.2 which rounds to 1.0 odds.
Combat Icons
On the bottom line of the combat results display there can appear various special combat icons which are shown below:
RUSSIAN INFILTRATION MRLS SHATTERS DEFENDER
ATTACKER
COMBAT
ICONS
DEFENDER
COMBAT
ICONS
GENERAL
COMBAT
ICONS
PARATROOP SHATTERS ATTACKER SP LOSS ATTACKER DISSOLVED SP LOSS-DEFENDER RETREAT-DEFENDER GERMAN MOBILE DEFENSE DEFENDER DISSOLVED GERMAN KAMPFGRUPPE AT BARRIER ELIMINATED PANZER BATTLE FAILED CHECK-DISSOLVED
Retreat
Units can be required to retreat due to combat. If the odds are above 2-1, then the defender has a chance that he will retreat with the percentage chance greater at higher odds. If the defender is in a city or fort, then the chance is less. As soon as the defender retreats or is removed from the hex, the control of the hex immediately changes to the attack­ing player. A unit must retreat into a friendly-controlled hex. If a unit is required to retreat, it will be dissolved instead if the following applies:
Random (100) > unit’s efficiencythe unit has lost its last Strength Pointthere is no adjacent friendly-controlled
hex to retreat into
Special Combat Skills
There are a few special rules that can affect combat as noted below:
GERMAN KAMPFGRUPPE
Starting in March 1943 German units have a 50% chance to ignore a Strength Point loss in combat.
GERMAN MOBILE DEFENSE
Starting in January 1942 German units have a 30% chance to ignore the retreat result on the Combat Results Table.
RUSSIAN INFILTRATION
Starting in July 1942 any Russian attack has a 15% chance to decrease the defender’s modified strength points by 20%.
RUSSIAN EXPLOITATION
Up until January 1944 all Russian units pay a random amount of AP to Overrun while attacking by themselves. There is no penalty for Assaults.
AT-GUNS/HEAVY TANKS
Every new R&D level of A-T Guns increases the efficiency of non-panzer ground units by 3 points. Every new level of Heavy Tanks increases the efficiency of panzers by 3 points. In the two sections below, “AT-Barrier” and “Panzer Battle”, if the attacking force contains at least one panzer unit, it is considered Panzer; if it does not contain a panzer unit, but an HQ unit, then it is considered an HQ force; otherwise it is considered as Other.
AT-BARRIER
Whenever a panzer force attacks or assaults, and the R&D level of “Heavy Tanks” is less than the enemy R&D level of “AT-guns”, then there is a chance that the panzer force will run into an AT-bar­rier. In this case the attacker will be halved. The chance is as follows:
ATTACKER PANZER HQ OTHER
Panzer 5% 50% 30%
DEFENDER
PANZER BATTLE
Whenever a force attacks or assaults, a Panzer Battle can occur according to the composition of both forces. See the table below for the percentage chance of a Panzer Battle. The player with the higher R&D level of “Heavy Tanks” gains a bonus in modified strength of 20% times the difference in the R&D levels.
ATTACKER PANZER HQ OTHER
Panzer 80% 20% 5% HQ 20% 10% 5% Other 5% 5% 5%
DEFENDER
MRLS
Once the level has reached its maximum, there will be MRLS available for that side. For each attack or assault there­after, there is a 15% chance that the defender will be disrupted by the preced­ing bombardment. In this case, the defender will be halved.
Panzerfaust
With each new level, the efficiency of all non-panzer ground units will be increased by 5 points.
Air Combat
There are two types of Air Combat: Ground Strike and Strategic Bombing, which are explained as follows:
Ground Strike
The numbers on the air unit counter show the actual effective air strength and the remaining number of possible ground strikes for the impulse. To initi­ate a ground strike, move the cursor over an enemy unit and select STRIKE. The computer will select the strongest friendly air unit within air range, (7 hexes), to conduct the strike. Before the strike will actually take place, the com­puter handles interception. Every enemy air unit within air range, also 7 hexes, with an effective strength of at least 1 will force the attacker in a round of air­to-air combat. If the attacker survives all interceptions, the strike will be con­ducted with the remaining strength. The defender’s terrain can affect the results of the combat. If the defender is in city, port, wood, or mountain terrain, the attacker’s strength is reduced by one. If defending in a fort, it is reduced by two strength points. The air strength will be halved in mud or snow weather turns. Air units which are not strong enough for an interception will have their num­bers painted in light gray. Every air unit
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has one ground combat strength point if attacked. Ground combat strength is modified by the same morale value as the air strength. If this ground strength point is eliminated, then the air unit is removed from play. With every new R&D level of Jet Fighter Research, starting with level 3, the efficiency of all air units will be increased by 10 points.
Strategic Bombing
Strategic Bombing Points (SBP) can be purchased at the cost of 20 spared PP from the Strategic Bombing Menu which can be accessed from the Info Menu. You can direct the whole bombing fleet at three different targets. If England and Russia are both in the war, the Axis player can choose which nation to bomb. Once each turn during the Economy Phase the bombers will launch their offensives. If factories are chosen as a tar­get, each Strategic Bombing Point (SBP) will achieve 0-15 hits on enemy factories. Each hit will increase the purchase cost for a randomly selected enemy unit per­manently by one. Bombing harbors works the same as factories, except that all hits will be divided among naval units. This increases the purchase cost by one. If oil centers are targeted, each SBP will have a 50% chance of permanently decreasing the Action Point allowance of an enemy unit by one.
R&D EFFECTS
Due to Research and Development of rockets, if developed to the maximum (level 7), the strength of strategic bomber attacks will be tripled. If AA­Radar is developed to the maximum (level 2), enemy strategic bomber attacks will be reduced by 20%.
Naval Combat
Searching for Enemy Ships
After the first and second impulse, there will be tests for every sea zone if combat occurs. Every occupied formation box of the active player will search for every occupied formation box of the enemy player. Refer to the Navy Search Table below to see if combat occurs. The num­bers in the table refer to the percentage chance of spotting the enemy fleet.
NAVY SEARCH TABLE
ATTACKER FLEET TRANSPORTER RAIDER LAND-BASED
Fleet 60% 20% 15%* 10% Transporter 20% 15% 10% 5% Raider 15%* 10% 5% 5% Land based 10% 5% 5% 0%
DEFENDER
*see ASW-research
ASW-SONAR RESEARCH
Until ASW is developed to its maximum, the chance for spotting enemy subs in raider boxes is divided by three. An Allied fleet box will engage Axis subs in a raider box with a probability of 5%, no matter who is the searching player. If Allied ASW is at maximum, the probability of spotting will be 15%.
Naval Combat Execution
If combat is initiated, the time of day will be determined. It can be either morning, noon, or afternoon. Then the computer determines the kind of battle, either sea­to-sea or air-to-sea. If any carrier or land based aircraft is participating, then there is an 80% (60% in mud and snow) chance that the battle will be air-to-sea, else the battle will be sea-to-sea. In a sea­to-sea battle only escorts and subs can attack, while in air-to-sea battles only carriers, subs, and land based aircraft can attack. Any air unit which is on a coastal hex can participate in land-based attacks.
The combat is resolved in rounds between all participating units. In the first round, only the searching and the searched for boxes will take part in the combat. A round consists of all capable units firing simultaneously at the enemy formation. A hit is scored if the Random (6) is less than or equal to the strength of the firing unit. A hit causes an undam­aged unit to become damaged and a damaged unit to become sunk.
If it is afternoon, or one side is fully destroyed, the battle will automatically end after the round. Otherwise, both players will be given an option screen where an order can be issued to every formation box. The ships in each box can be either ordered to FLEE(avoid combat) or BATTLE (engage enemy ships). The chance for fleeing depends greatly on the speed of the slowest unit. You can not split boxes, but you can flee single boxes, if there are two or more engaged in com­bat. Aircraft can choose to JOIN(engage enemy ships), NO ORDER(do not engage enemy ships), or REFUEL(if they have already attacked).
SHORE BOMBARDMENT
If an enemy unit is in a coastal hex and is targeted with the STRIKEoption in the Main Menu, then Shore Bombardment can take place. Shore Bombardment acts similar to an air strike. CV and BB will each add one point to a bombardment. Only units in the same sea zone can be bombarded. There will be no intercep­tion and bombarding ships will suffer no reverse results except that they cannot bombard a second time in the same impulse. They may bombard in a future impulse.
Harbor Requirement
There is a 25% chance per turn that a naval unit which is located in a sea zone without a friendly harbor will become damaged. A message will indicate this. Naval units will not be sunk this way.
Ship Damage Repair
There is a 33% chance per turn that a damaged naval unit which is located in a harbor will be repaired. A message will indicate this.
Amphibious Invasion
See the section “Sea Transport” on page 23 to load unit(s) to amphibiously invade. An invasion can only take place in the first or second impulse. A combat unit must have a minimum morale of at least 25 in order to be placed onto a ship using the AMPHIB option. Bad weather may also affect the chance of a sucessful invasion. There must be available naval transports in the same sea zone as the unit. An amphibious invasion can be intercepted by an enemy fleet. The per­centage chance is affected by the number of friendly naval strength points in the unloading sea zone and adjacent sea zones plus the amount of enemy naval strength points in the unloading sea zone. Unloading on a friendly-controlled hex will always be successful. Unloading on an enemy-controlled hex is termed an amphibious invasion. Invading an empty hex has an 80% chance for success (40% chance if it contains a fort) in which case the amphibious landing units will be placed into reserve. If the hex is occupied by an enemy unit, the chance for success is further halved. A successful invasion against an enemy unit will force the defender to retreat; the unit will not lose morale nor test for being dissolved. If no retreat path is available, the unit will be either eliminated or dissolved. Units which have invaded successfully have
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one AP for the rest of the impulse. There is also a chance that your unit may become damaged during the invasion attempt. This will result in the unit tem­porarily losing all AP strength points. Each amphibious ship has an amphibi­ous carrying capacity which is renewed each turn. (See the “Order of Battle” for naval ships on page 50).
Artificial Harbors
The Allied “Mulberry” and the Axis “groáe Freiheit” are artificial harbors. They can be landed like sea transported units in any coastal hex. While in sea supply, they act as a supply source with a value of 10. Artificial Harbors are removed at the end of a turn, and must be repurchased with full price, and full delay. While artificial harbors have no AP, they can still take part in an assault. They can never invade on cities and always have a minimum 70% chance for success. Note: Do not display until you are ready to use it.
POLITICS
Nations at War
The Politics Menu allows you to use diplomatic pressure to persuade the vari­ous countries to join your side. You can also declare war on a country as well. Both sides have a number of Political Points which it can use for diplomatic pressure. During the Economy Phase the number of Political Points will be ran­domly adjusted up or down depending upon the number of points. A strategic map view shows the countries involved and their status. Each country has a box with either a number (0-99) or letters (AL or AX). The number, representing the country’s Alliance Level, can be
either red or blue; red signifies the coun­try is pro-Allied whereas blue is pro-Axis. During the Economy Phase the Alliance Level can be adjusted slightly towards one side or the other on a random basis. Whenever the number reaches 100, the country will automatically join the appropriate side. An “AX” means the country has joined the Axis side; an “AL” means the country has joined the Allied side. The top-right corner displays politi­cal information. Click on a country’s box and on the top line you will see the coun­try’s name followed by its Break Value and Political Value. The Break Value for a neutral country ranges from 0 to 100 and represents its ability to withstand diplo­matic pressure. The higher the number, the less effect political pressure will have. A country’s Political Value reflects the prestige (in Political Points) that a side gains if it conquers the country. At the moment of conquest the points are awarded. A country can only be con­quered once. Next the Political Points for both the Axis and Allied players are dis­played. The current political level of the Balkan Pact is also shown. The four countries comprising the Balkan Pact are Greece, Rumania, Turkey, and Yugoslavia. Hungary and Bulgaria can also join the Pact if an attempt to use diplomatic pressure on them fails. Whenever one of the Pact members is being pressured diplomatically, the Balkan Pact Value (BPV) is added to the country’s Break Value. The BPV starts out at 30 and increases slightly each time someone attempts to pressure a Pact member. It decreases by a much larger random amount whenever a member joins a side. There are five buttons dis­played on the right side which are:
CONFLICT (C) will display three minor conflicts between Russia and Rumania, Bulgaria and Yugoslavia, and Rumania
and Bulgaria. You can choose to be neu­tral or support one of the countries. If you choose to support one country, that country’s Alliance Level will be shifted slightly in your favor and the other coun­try will be shifted toward your enemy.
BALKAN (B) displays which countries are in the Balkan Pact.
SELECT (S) selects a country with the keyboard only. Use the arrow keys to highlight the country you want to exam­ine.
WAR (W) allows you to declare war on the country selected.
PRESS (P) allows you to diplomatically pressure the country selected at a cost of a random number of Political Points. The more political points you have and the lower Break Value of the country pres­sured, the greater the chance you have of getting a positive response which will shift the country’s Alliance Level towards you by a random number of points. If the diplomatic pressure fails and if the coun­try’s Alliance Level is leaning towards the enemy side, there is a chance based on the country’s Alliance Level that it can shift even more toward the enemy by a random amount.
For game purposes, Europe is divided into several areas: Axis, Allied, and Neutral. For the most part the areas cor­respond with historical borders. For the reason of playability and also for the computer player, some countries have been put together. Each country can be either at war, neutral, or conquered. In September 1939 only Germany, Poland, Commonwealth, and France are at war. The territory of neutral countries can­not be moved into. The navy of neutral countries is still allowed to move, but will not take part in any combat. When a neutral country’s Alliance Level is at 50
or above, it will lend its cities and resources to either the Allied or Axis pro­duction pool. The Allied’s production capabilities are severely restricted:
Russia’s prewar production is quar-
tered
America has no prewar production
Entering the War
There are basically three ways a nation can enter the war: through game trigger­ing events (Italy enters the war as soon as at least two hexes of the Maginot Line or 6 Russian cities are Axis controlled), through declaration of war, and through diplomatic pressure with the Alliance Level reaching 100. Some special rules are as follows:
The US Alliance Level starts with a
value of 0. It increases every turn by a random of 10. It increases 5-25 points every time the Axis declares war on a nation. It decreases by 5-25 points every time the Allies declare war on a nation. Certain political events or an early invasion of Russia may also influ­ence the U.S.
If the Axis player declares war on
Russia, then Rumania and Hungary have their Alliance Level shifted 60 points toward the Axis.
If the Axis player declares war on
Russia in 1939 or 1940, the U.S. entry level will rise by 40-70 points.
Every turn that Italy is at war, Russia
is not at war, and Greece is not at war, there is a 10% chance that Greece will join the Allied side. If this happens then there is a further 70% chance that Yugoslavia’s Alliance Level will shift 70 points towards the Allied side.
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Spain’s Alliance Level can increase due
to the Axis capture of Paris.
Every turn from 1940 on, a check on
the table below is made. If it is suc­cessful, then Russia will prepare for war (receiving full Production Points) and an entry date will be set. There is a 50% chance that the Axis secret ser­vice will get to know about the plans and a message will appear. If the Allied player is human controlled, then you will automatically get a message. The percentage below is the Russian Alliance Level which is calculated each turn. Russia’s Alliance Level can be adjusted temporarily by the minor conflicts option. If Germany declares war on the Baltics, there is an 80% chance per turn that Russia will enter the war. German Garrison Value (GGV) is the number of Axis units sta­tioned in former Poland. If the GGV equals or exceeds the German Garrison Requirement (GGR) for that year, then the chance for Russian preparation will be lowered. Also the chance for Russian entry is tripled if Turkey is on the Axis side.
RUSSIAN PREPARATION FOR WAR TABLE
YEAR GGR GGV < GGR GGV >= GGR
1940 4 2% 5% 1941 7 3% 7% 1942 11 7% 10% 1943 20 8% 15% 1944 20 8% 15% 1945 20 8% 15%
SUPPLIES/PRODUCTION
Units must be able to trace supply lines back to Army group units or friendly cities. New units are produced through Production Points (PP) which are received according to the number of cities, resource centers, and convoy points the player controls. Detailed rules for supply and production are described below.
Hex Control Determined
The main purpose of control is to allow the tracing of supply through friendly­controlled hexes. As a side effect, surrounding enemy units with friendly­controlled hexes disables their retreat, as it cuts their supply line. Each hex is either friendly, enemy-controlled, or contested. Control changes by two occa­sions during the game:
every time a unit enters a hex it
becomes friendly-controlled.
during the Supply Phase control of all
hexes is recalculated. All friendly units and all city hexes which were previ­ously friendly-controlled act as control bases for each side. Now each hex becomes friendly to that side which has the nearest control base in terms of Action Points. In case of a draw the hex becomes contested.
if the defender retreats or is dissolved.
Supply Partitions
The friendly-controlled territory is divided into Supply Partitions (SP). Two hexes are referred to as being in the same partition, if there is a continuous line of friendly-controlled hexes between them. The line is also blocked if traced across a border, or if one of the countries is not at war. Sea hexes also block partitions.
Examples: First, Germany has taken Poland and France, and is now engaged in Russia. There is now a big partition
from Brest to Russia. Second, Italy is at war. Then Italy is split into the two parti­tions: one in Italy and one in Africa. Third, Minsk is surrounded by German panzers. Minsk is therefore the only Russian city in its partition.
Partitions affect:
supply levels of cities elimination after combatinserting of new unitsstrategic movement
Isolation
A city is referred to as isolated if it is not in a partition with at least one other city, and one of the cities is in one of the player’s home countries. Major Cities (London, Berlin, Paris, Warsaw, Moscow, Alexandria, and Gibraltar) count double, while Tripoli and Tobruk do not count. Major Cities appear in dark gray.
Supply
After the recalculation of control, the supply value of all units of the active player (only) will be calculated. For this purpose all friendly-controlled cities and all friendly army groups count as supply sources for the active player. You get the new supply value of a unit by tracing a path through friendly-controlled hexes from a supply source to the unit and sub­tracting the Action Point cost of this path from the supply value of the source. The varying supply values of sources are:
SUPPLY SOURCE SUPPLY VALUE
Not isolated city in home country 10 Not isolated army group 10 City in sea supply in home country 10 Artificial harbor 10 City in sea supply 7 Isolated city in home country 5 Isolated army group 3 Not isolated city in enemy country 5 Isolated city in enemy country 0
Morale Adjustment
As the final step in the Supply Phase all units of the active player get a new morale value by the formulas:
ORALE
: = M
ORALE X
M
M
ORALE
: = M
M
ORALE) XSUPPLYVALUE
ORALE
+ (E
70%
FFICIENCY
/10
- O
LD
Sea Supply
A city in sea supply has an asterisk after its name. Move the cursor to the city and the city name will appear in the lower­left hand corner of the text window. If an asterisk does not appear, then the city is not in sea supply. A city which is isolated in terms of overland supply can still act as a limited supply source via sea supply. To be eligible two conditions have to be fulfilled:
the city is located in a coastal hex.there must be a line of sea zones to a
friendly supplied port which is not blocked as per rules in “Restrictions on Movement” on page 22. In each of these zones (not a harbor) there must be a friendly naval unit (not a sub).
Please keep in mind that although a city can obtain sea supply, it still has to trace a line to another friendly supplied port. A unit surrounded by enemy units can still be in supply due to sea supply. However, sea supply is not sufficient for the insert­ing of new units.
Effects of sea supply on units sharing the same partition:
dissolved units are not eliminatedarmy groups give 10 supply pointsthe city itself gives 7 or 10 supply points
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Production
Each turn, except for the first turn of a scenario, the Italian, Axis, Russian, Allied, and U.S. countries receive Production Points (PPs) based on the number of friendly cities, friendly resource centers, and convoys. The Status Menu will display the number of PPs for each country. Each major city and convoy is worth 1 point while resource centers are worth 2 points. The amount of PPs received in a turn is also adjusted by the Industrial Base Multiplier as shown below. If a country has been conquered then all resource centers and all eligible cities automatically belong to the conquering player. Only certain cities, once controlled, count for PP pur­poses. All cities in a country’s homeland count for PP purposes. The cities in Poland, Benelux, and France, which become German territory once they are conquered, will be added to the Axis pool. Rumania joins the Axis player so its cities will be added into the Axis pool. Once controlled all resource centers are added. Russia has its PPs divided by four until it is at war or preparing for war.
Players use PPs to buy various land, air, and naval units which are either dis­solved or purchasable in the Production Phase. PPs are further divided into pools per side which are namely: Axis/Italian and Allied/US/Russian. Axis points can be spent for all Axis units except Italian, which can only be purchased by Italian points. The same holds for the Allied, U.S., and Russian points. All PPs which are earned by the Axis player will be added to the Axis pool, except for spared
Italian PP, cities, and resources which are located in the Italian home country and resources which are declared as Italian in the Convoy Table. The same holds for the Allied/US/Russian player.
In the Purchase Menu you will get a list of eligible units together with the cost of the unit in PP and the number of turns it will take to produce the unit. You can only purchase a unit if you have suffi­cient PP remaining. Unused PP count as spared PP. Purchased units will become available as Reserve units after the shown delay. The color of the lettering indicates the status of the unit: light red means the unit is on the map, dark red means the unit is in Reserve, and blue means the unit is purchasable. Select BUY to purchase the unit. Select INFO to see various data on the unit.
Each side receives PP according to the following formula:
SPARED
PP =
REFIT
CLEARED CONVOY POINTS+ CONTROLLED
RESOURCES X
PP - PP
+ (
NUMBER OF CONTROLLED CITIES
SPENT ON AUTOMATIC
2) XI
NDUSTRIALBASE
M
ULTIPLIER
+
Industrial Base Multiplier
Countries at war over a period of time can increase their production of war materials. The table below represents the multiplier used in determining a nation’s new PPs during a given year.
INDUSTRIAL BASE MULTIPLIER
NATION 1939 1940 1941 1942 1943 1944 1945
Germany 1.0 1.0 1.0 1.2 1.6 2.0 2.0 Italy 1.0 1.0 1.0 1.0 1.0 1.0 1.0 Russia 1.0 1.0 1.2 1.6 1.8 1.8 2.0 UK & Allies 0.5 1.0 1.0 1.2 1.6 1.6 2.0 US 0.0 1.0 1.0 1.5 3.0 4.0 4.0
Unit Upgrade Level
All of the units in a country’s production pool are affected by the Unit Upgrade Level. You can increase your country’s level while in the Status Menu by clicking on the UPGRADE button. Each upgrade costs between 10-30 PPs depending on the country. Units receive a 10% increase in strength points per upgrade. It also costs an additional 20% in PPs per upgrade level to buy a unit. The maxi­mum level of upgrade is the total of the R&D levels in AT and Heavy Panzer.
COUNTRY UPGRADE PP COST
Italy 10 Germany 30 Russia 30 Allies 15 U.S. 20
Unit Refit
After calculating PP, just before purchas­ing units, an automatic refit of lost Strength Points (SP) will take place. Every unit which is on the map will have its SP restored to its maximum SP. This costs 1 PP for each SP of ground units and 2 PP for each SP of Air Units. Units are refitted up to the limit of available PPs. Refit cost will be multiplied by cur­rent upgrade level. Prior to production, this expense is automatically deducted.
WEATHER
At the beginning of each odd-numbered impulse the weather will be determined by a roll on the Weather Table. Weather influences:
The number of impulses in a turnThe number of AP of some units (See
“Land Movement” on page 20.)
The strength of Ground Strikes (air
strength divided by 3 in mud or snow)
The WEATHER option on the Information Menu allows you to view the current weather condition: Clear, Mud, or Snow. The background map color will change depending upon the current weather con­dition. During clear turns the map will be green, on mud turns the map is yellow­ish/brown, and on snow turns the color is gray. The weather is determined by the computer according to the table below:
WEATHER TABLE
DIE JAN/ MAR/ MAY/ JUL/ SEP/ NOV/ ROLL FEB APR JUN AUG OCT DEC
1 Clear Clear Clear Clear Clear Snow 2 Mud Clear Clear Clear Clear Snow 3 Snow Mud Clear Clear Clear Snow 4 Snow Mud Clear Clear Mud Snow 5 Snow Mud Clear Clear Mud Snow 6 Snow Mud Clear Clear Mud Snow
Russian Winter
In the first turn in any year in which Russia is at war and the weather is snow, the Russian player will be reinforced as follows:
the efficiency of all Russian units will
be increased by 20
Russian units with a maximum
strength of 2 will receive a new maxi­mum strength of 3.
the Russian shock units will be
instantly available as reserve units
in the first impulse Axis units in
Russia will lose Strength Points and Morale on a random basis. The effect on Axis units is harder the further east they are positioned.
all Axis supply values are halved.
The row of the CRT (1 column shift
left if snow)
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SPECIAL RULES
Blitzkrieg
The Germans originally planned for a repetition of the Schlieffen plan, which would have seen the bulk of the German army moving through Benelux into France. Only after a number of unfore­seen events the plan was changed to include a mighty panzer strike through the Ardennes Forest. Historically these divisions cut through to the channel and isolated the bulk of the Allied army in Benelux which still tried to counter the Schlieffen plan. It is questionable if an Axis victory in France would have been possible otherwise, but you cannot expect a player to repeat the Allied mis­take. The following rule takes place:
If the Axis player declares war on Benelux in 1940 and the weather is clear, then the Allied units suffer under Blitzkrieg. In this case every Allied unit in France or Benelux will instantly get a new morale between 10%-35%. Allies may also lose supply levels. This rule holds even if parts of France are already Axis controlled. So don’t be shy to attack in the winter of 1939/40.
Fortifications
The defenders in a fort receive a defense bonus of 3 strength points when attacked. Defenders will always have a minimum effective strength of at least one strength point. The computer defender receives an additional 70% bonus to its strength while defending in a fort. The forts will be removed if the hex is enemy-controlled at the end of the impulse. The Maginot Line on the French and German border is built at the start of the 1939 scenario. Other forts can be built by engineer units. Access the engineer unit and put them into fortifi-
cation mode. They will build a fort at the start of the next turn. They can also hin­der sea invasions with an unoccupied fort having a 50% chance of defeating a sea invasion. Forts are removed if control changes. While in fortification mode, they have an asterisk that replaces their AP number on the unit counter. While in fortification mode, an additional menu option MOVE will appear on the Unit Menu. Selecting this option will take the unit out of fortification mode.
Malta
While Allied controlled there is a 33% chance per impulse that Axis sea supply is terminated in both Mediterranean zones. Tobruk will be isolated and any Axis units dissolved will become elimi­nated. Should the Axis take Gibraltar, the fort in Malta will be removed. This should make an invasion possible. The Malta unit can never move.
German Disorganization
If any of the cities Cologne, Hannover, or Berlin are Allied-controlled, then there is a one-third chance per city that all German units can lose efficiency. Each unit has a one-third chance that it will lose up to a maximum of 50% of its effi­ciency permanently. This check is made only once a turn.
Norway
Axis units can be supplied in Norway, even without a harbor. The unit will receive a supply value of 9 if:
the year is 1940the weather is clearthe unit is located in a Norway
coastal hex
the North Sea is in sea supply (there is
an Axis ship located there)
Rommel
Rommel is the only army group with 3 AP. However, Rommel will only receive 2 AP if Rommel is in Russia and the Russian winter has not yet started. Other modifiers will take place after that nor­mally.
Homeguard
The strength of all CW ground units in England is doubled for combat. You will see the normal strength on the counter, but it will be modified in the combat dis­play. This rule does not apply to Malta and African CW territory.
Paratroops
Paratroop units can be put into prepara­tion mode from the Unit Menu during any impulse. During any subsequent first or second impulse, they are allowed to take part in assaults up to 4 hexes away. In this event, paratroop units have a 25% chance of disabling the defender’s terrain bonus, a 20% chance of disrupting the defender, and they automatically disable the effect of rivers. Paratroop units do not move when they take part in an assault. They stay in the original hex. While in preparation mode, they have an asterisk that replaces their AP number on the unit counter.
UNIT REORGANIZATION
After calculating Preparation Points and just before purchasing units, an auto­matic Refit of lost Strength Points (SP) will take place. Every unit which is on the map will have its SP restored to its maximum SP. This costs 1 PP for each SP of ground units and 2 PP for each SP of Air Units. The amount of refitting is limited to the number of PPs in the pool. To be eligible for refitting the unit must not be isolated. Weather has no effects on refitting.
REINFORCEMENTS
In the first or second Impulse of each turn all newly produced units can be brought onto the map. To do so move the cursor on an empty hex which is adjacent to a city or port hex and select NEW .
Examples: Commonwealth units must not be
inserted in France. Of course you can transport any unit to France normally.
Commonwealth units can be inserted
next to Alexandria, as Alexandria is a Major City.
If the Axis captures any city, it can be
used to insert German units.
VICTORY CONDITIONS
The Allied player wins whenever Germany and Italy are conquered. The Axis player wins whenever England and Russia are conquered. Otherwise, the game ends after the July/August 1945 turn.
Conquering a Country
A nation is conquered if all of its cities are enemy-controlled. A nation can never be reconquered. Some exceptions are noted below:
Commonwealth (CW):To conquer the CW you must occupy both Liverpool and London; Malta does not have to be con­quered.
Vichy: After the impulse the Axis took Paris, Bordeaux, Marseille, or Brest in, the Axis player may be asked to install a Vichy government. If Vichy is installed then the following takes place:
all French units are permanently
removed
French territory south of Paris will
become Vichy, the remaining French territory will become German
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Vichy is a neutral stateAxis units located in Vichy become
reserve
Allied units located in former France
are eliminated (dissolved for the com­puter)
If the Axis does not to install Vichy, then about 80% of the French units currently not on map are permanently removed.
Poland: After an Axis conquest of Poland the eastern part of Poland will become Russian, while the western part will become German territory. Any German units which are on Russian territory at this point will be placed in reserve.
Russia: Whenever Russia has reached 15 collapse points, then it will surrender. Collapse points are awarded once per turn and are displayed by a message on the screen. Whenever the Axis player controls Moscow, Leningrad, and Stalingrad, collapse points start accumu­lating. The number of collapse points for the five Russian cities is as follows:
CITY COLLAPSE POINTS
Leningrad 1 Sevastapol 1 Baku 2 Gorki 3 Saratov 4
SCENARIOS
Below is a summary of each scenario and some of the short-term objectives which you can wish to accomplish. Each sce­nario will only end if the enemy’s cities are conquered (see Victory Conditions above) or the game reaches the end of the Jul/Aug 1945 turn.
Poland 1939
This scenario starts Sep/Oct 1939 with Germany poised on the Polish frontier ready to unleash its devastating blitzkrieg attack. Light German forces are on the France/Benelux borders. The German player should attack Poland immediately and then attack France/Benelux as soon as sufficient forces are available. Review the section on “Blitzkrieg” on page 35. Allied forces should attempt to delay the German advances as much as possible trying to avoid being eliminated. Dissolved units can be purchased and come back on the map on the next turn.
Fall of France 1940
This scenario starts May/Jun 1940 with Germany already having conquered Poland and Norway. It is now ready to attack France/Benelux. Germany should attack France/Benelux remembering to garrison Poland enough so Russia does not enter the war prematurely. Allied forces should attempt to delay the German advances as much as possible, trying to avoid being eliminated. Dissolved units can be purchased and come back on the map on the next turn.
Operation Barbarossa 1941
This scenario starts May/Jun 1941 with Germany having now defeated Poland, Norway, Benelux, and France. Germany has deployed its main forces on the Russian front ready to again unleash its armored power. Germany should lightly
garrison the western front. Attack Russia and drive towards Moscow at full speed. To conquer Russia, Germany has to take Moscow and achieve 15 collapse points. The Axis player should remember the effects of Russian Winter and Russian Partisans. Eliminate units by cutting off their retreat routes so they will not be dissolved and come back next turn. The Allied player needs to give ground in Russia and avoid being surrounded by Axis units. Defend Moscow at all costs.
Drive to Stalingrad 1942
This scenario starts Jul/Aug 1942 with the main battle action in Russia. Germany could try another offensive against Moscow or instead drive south and southeast to take the resource cen­ters in order to deprive Russia of them and also to increase Axis production. To stop Russia, Germany must cut Russian production by the capture of cities and resource centers. Russian strategy should be to defend Moscow and keep as many cities and resource centers as pos­sible in its control. Use limited counterattacks when feasible.
Kursk 1943
This scenario starts Jul/Aug 1943 with the battle of Kursk on the Russian Front which turned into a disaster for the German army. The German player should be careful where it attacks avoid­ing Russian strong points. Another possible strategy is to let the Russian player attack and then counterattack when the Russian units have overex­tended themselves. The German player should be preparing for the inevitable Allied amphibious invasion of Europe by placing units in the ports and fortifying ports and empty coastal hexes with its engineer unit. The Allied player in Russia should attack at the German weak points in the line attempting to surround and
eliminate Axis forces as much as possi­ble. The western Allies need to decide upon where and when to invade Europe. The invasion must be in clear weather and on the first impulse only.
D-Day 1944
This scenario starts Mar/Apr 1944 with the western Allies poised for the invasion of Europe. The March turn is only one impulse long and the Axis player is restricted in his movement of most of his units on the western front. The Allied player should carefully select his target being mindful of German-fortified coastal areas. The Mulberry should be used initially and a port captured quickly. The Allies should attempt to sur­round German forces and eliminate them whenever possible. All German cities need to be captured to defeat Germany so coordination between Russian and western Allied forces is essential. German forces should attempt to contain the western Allied invasion in a narrow beachhead, keeping the major­ity of forces to counter the Russian advances. If it begins looking hopeless, possibly retreat to the south and defend the southern German cities. The German forces should try to delay the Allied advances as much as possible.
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STRATEGY AND TACTICS
There are many different strategic options available in the game which can lead to victory. This section will discuss a few strategies for the Allied and Axis players and also discuss how to use some of the various rules to your advantage.
Allied Player Strategy
When you are ready to amphibiously invade Europe, you have a few alterna­tives to consider. You can invade in: northwest Germany/Netherlands, west­ern France near Brest, Spain, southern France, Italy, or Greece. Before you decide on your main landings you should make sure the beachhead and surround­ing areas are within 7 hexes of your air units to give you additional support unless the enemy is very weak. You may want to make some preliminary landings in nearby areas to secure safe areas for your air units to give you closer support. Spain, Italy, southern France, and Greece have mountainous terrain which is slower and provides better defensive positions for the Axis player. These are farther away from the heart of Germany, but are also probably less defended. Keeping sizable forces in Africa and England will help keep the German player off balance.
The Russian player should try to give ground in the initial Russian assault instead of trying to hold every inch. After a few impulses the German units will outrun their Army Groups and their effectiveness will decrease due to a lack of supply. Hold Moscow at all costs. You can use your engineer unit to build up a line of fortifications around the city to help in its defense. Try to keep as many cities and resource centers as possible since your production points come from
these. Do not let the Axis player get into southern Russia and take the valuable resource centers as they will give Germany a large boost to their produc­tion and severely curtail your own. Try to avoid letting the Axis player surround your units. Elimination means a full year’s delay before they can be repur­chased and at full cost whereas a dissolved unit in supply can be bought the next turn at 40% the cost. Use your engineer unit to strengthen your lines. Use a few groups of reserves behind your front lines to help counter any German breakthroughs and counterattack his panzer units.
Axis Player Strategy
Initial German strategy should probably be close to the actual historical strategy in invading Poland and Benelux/France in 1939 and 1940. Place your air units on the coastline and attack English air and land units. If you can reduce them enough, you can want to consider an invasion of England with your artificial harbor. The time for this would be May or July 1941 which gives you time to build your transports and an artificial harbor. London must be your objective since you need to capture a port within the turn. You can use your paratroop unit to negate terrain advantages. In defending against the inevitable invasion of Europe, try to keep enough reserve forces to seal off any beachheads and defend the ports vigorously. Try to fortify the coastline as much as possible.
In dealing with Russia your invasion time should be May 1941 to give you time to reach Moscow in 1941. To con­quer Russia you must capture this city so your main thrust with your best units should be north of the Pripet Marshes, the large area of swamps in the middle of the Russian line. Concentrate all of your
panzer forces and head as fast as possible towards Moscow. Bypass resistance where possible, letting the infantry do the mopping up. Use your panzers to surround and cut off the retreat routes of Russian units. Try to eliminate them so they will not come back the next turn. Once Moscow has been captured you should go after some of the Russian cities which will cause the Russian gov­ernment to collapse. Try to garrison captured Russian cities to cut down on partisan activity. If you fail to conquer Russia, try to capture as many Russian cities as possible to deny him of further production. Keep mobile reserve panzer groups behind the line to take advantage of counterattack or offensive opportuni­ties that might occur. Use your engineer unit to fortify weak areas.
General Tactics/Strategy
Your production needs are dependent upon your overall strategy. If you are going to amphibiously invade, you will need to build transports and an artificial harbor. If the enemy fleet is fairly strong, you will also need combat ships to pro­tect the transports. You should usually try to produce as many ground units as possible, upgrading them when sufficient PPs are available. You will need to also place research points into the AT and Heavy panzer areas to be able to upgrade your units. Air units are always good to have around as they boost your attacks/defense. Strategic bombers can help reduce enemy movement allowances if you target oil centers. Your other targets cause the enemy to spend more on building new units.
Research areas are very important. To upgrade units and also to provide more effective tank and anti-tank support, it is usually a good idea to place 3 research points in AT and Heavy Panzer areas and
spread one point among most of the other areas. MRLS and Panzerfaust are other areas that need to be built up as well. What areas you concentrate in are dependent upon your overall strategy and what the enemy is doing as well.
In attacking forts or units behind rivers, paratroops provide an excellent method to negate the defender’s advantage. Also try to surround and cut off the fortified position from supplies if it is too tough to take. Getting an MRLS combat result will also halve the defender. Use air power to help soften up the defender as well.
Use Reserve and Operational Movement to transfer mobile forces around your front to keep the enemy off balance and provide you with additional strength to hit a weak spot in the enemy line. Use it also to transfer units over long distances between fronts.
Use your engineer unit to build fortifica­tions in weak areas or to give additional defensive power to areas where the enemy can be or is attacking. Build them on and around key cities and ports or along coastlines to help defend against amphibious invasions.
In politics it is usually not a good idea to pressure a country which the enemy player is probably going to declare war on. Reserve your points to help keep your Alliance Levels above 50 points and enemy Alliance Levels below 50 points. Focus on countries which are closer to the 100 level so they will join you or keep pro-enemy forces away from reaching 100. Avoid countries which have high Break Values as they are resistant to pressure.
In land combat the use of Assault is vital to help concentrate your forces to gain better odds which cause more defender
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losses and reduce your own. At times moving one assault team away and mov­ing another team in can be enough pressure to crack a strong position. A weakened enemy unit can be dissolved or eliminated by an Overrun if the assault has failed. The best tactic to employ is to surround enemy units cutting them off from their supplies. Units that are removed with no supply lines are elimi­nated and cannot be repurchased for a full year. A wide envelopment maneuver with panzer units cutting deep into rear areas can cut off the supply line allowing the slower infantry to mop up the reduced enemy units.
TUTORIAL
The tutorial below will help you to understand a few of the game mechanics. Besides the tutorial you should read the “Quick Start” section to get an overview of the game. The tutorial assumes you are using a mouse and have already installed the game and gone through the Sound Card Setup routine and are at the Setup Menu. Whenever any reference is given to click the mouse, it means to click the left mouse button (unless oth­erwise stated).
In the Setup Menu place the mouse pointer over the SCENARIObutton and click. Next select the Poland 1939 sce­nario by clicking the mouse while the pointer is on the SELECTbutton. You are now back in the Setup Menu. To see that the Axis player is human-controlled, make sure that the button AXIScomputer
not
player does right of the button description. If there is a check mark, place the pointer over AXIS and click to remove the checkmark. Now make sure that the button ALLIEDcom­puter player the right of the button description so
have a check mark to the
does
have a check mark to
that the Allied player will be computer­controlled. Next place the pointer over the button GAME and click. This will start the game.
The game map will now be displayed. The red cursor is in the middle of the map. The right-hand portion of the map shows Germany and western Poland. The German army (gray units) is poised to launch their invasion of Poland. In the lower-right hand corner of the screen is a text box showing that it is the Axis turn, the date is Sep/Oct 1939, and it is the first impulse. Each turn is composed of a number of random impulses (1-10). Each player has an impulse to move/fight. Currently it is the Axis’ turn. Place the mouse pointer over the INFO button and click. Next select WEATHER and click. The weather is clear (the map background color is green). If the weather was mud, the background would be a yellowish/brown color and if snow the color would be gray. Move the mouse pointer outside of the weather text win­dow and click; this removes the window from the screen. In the lower left corner of the screen is an information box which currently shows 17/14 which means that the cursor is over the hex located at x coordinate 17 and y coordi­nate 14. The box to the right is a strategic map display; if you click on any point of this reduced map, it will center the normal map at those coordinates. The box to the right of the map is blank for now. It is used to display any units that are in Reserve, which could be placed on the map. New units that have come out of production or units that have been placed into Reserve status are shown in this box.
Place the mouse pointer on the topmost light gray German unit on the screen (5-
2) and click. The left corner text box shows that the cursor is at 20/11 and the
unit is named Bock. Click again. The unit’s information is now displayed showing that it has a strength of 6, a maximum Action Point (AP) allowance of 2, a morale of 85%, an efficiency of 85%, and a supply value of 10. Move the mouse pointer just one hex to the east (right) across the border and click. The unit should move to the new hex. Note that the unit is now a (5-1). The first number is the unit’s effective strength, which is the strength modified by morale. The second number is the number of APs the unit has left. The unit used one AP to move the one hex. It will use the last AP to attack. Click the right mouse button to exit from the unit and return to the Main Menu.
Next move the mouse pointer to the German (3-6) panzer unit and click twice. The unit should be Hoth with a strength of 4 and a morale of 87%. Move the mouse pointer two hexes away in the SE direction where the pick and shovel symbol (resource center) is and click. The panzer unit should have moved to the new hex and should show (3-4) on the unit counter. Click the right mouse button to exit from the unit. Move the pointer one hex to the NE to the Polish (1-2) unit in the woods and click. Place the pointer over the STRIKEbutton and click. The German air unit Luftfl.1 (4-2) has an effective strength of 3 and is now attacking the Polish unit with an Air Strike. Note that the air unit is now (2-1) which means that its effective air strength is now only 2 and it can make 1 more Air Strike. The second number is the number of Air Strikes the unit can perform. Also air units have a range of 7 hexes. Now move the pointer over the ASSAULT button and click. The Polish unit is now highlighted in red and the German Hoth panzer unit (3-4) is also highlighted white. You are now asked a
question to “Part in Assault YES NO.” Click over the YESbutton. The (5-1) unit is now highlighted. Click on YESagain. The (4-3) unit is highlighted. Click on YES again. The combat result is now dis­played. Due to randomness not all combats will be the same. The informa­tion window shows you are assaulting the Pomerehon unit. Your effective strength is 10.7 and the enemy effective strength is probably between .6-.8. The odds are 10 : 1, the maximum odds. Combat icon symbols should be dis­played on the very bottom line of the combat results window (see the section “Combat Icons” for a description of the icons). There is a good chance at these odds that the Polish unit will be dis­solved. If so, the unit will be removed from the map; otherwise the unit should retreat. Note that one Action Point has been subtracted from each of the three units that attacked. Once a unit has Assaulted in an impulse, it cannot Assault again until the next impulse.
Now move the pointer to the German (4-
3) unit which is one hex below the German (4-7) panzer unit. Click twice on the unit. Place the mouse pointer one hex to the NE and click. The unit should move and be at (4-2) adjacent to two Polish units. Click the right button to exit. Next place the pointer on the German (4-7) panzer unit and click twice. Place the cursor one hex to the SE and click. The unit now shows (4-6). Place the pointer two hexes east and click. The unit is now (4-3) expending one AP for the first hex and two APs for the second hex using infiltration move­ment, which is moving from one hex which is next to an enemy unit directly to another hex which is also adjacent to an enemy unit. Click the right button to exit. Move the pointer to the SW to the Polish Krakow (1-2) unit in hex 22/1 and
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click. Place the pointer in the STRIKEbut­ton and click to launch your Air Strike. Next place the pointer over the ASSAULT button and click. Click on the YESbutton three times. The Polish unit attacked can be dissolved (removed from the map) or retreat depending upon the random in the combat result.
Move the pointer to the German (3-3) unit located in the upper-right part of the screen 3 hexes north of the Polish capital of Warsaw. Click twice to access the unit. Move the 3.Armee unit to the SW one hex. Place the pointer on the adjacent Polish unit (1-2) and click. You have now just attempted to Overrun (attack) the Polish unit with just the one German unit. The odds are not high since you only have one unit; the Polish unit will probably not retreat.
Move the pointer westward to the German (2-4) unit located in the city of Berlin, which is next to two German air units. Click the mouse button. Now click the right mouse button. This will center the map on Berlin. Click the left button to access the 29.Korps unit. Move the pointer two hexes to the west and click. The unit should move showing (2-2). Now place the pointer over the OOPSbut­ton and click. The unit should move back to Berlin and again be at (2-4). The OOPS option allows you to take back your movement to either move somewhere else or exit. Next click on the OPERAT. button. Place the pointer in one of the two resource centers to the SW and click. Next click on the MOVE TObutton which will move the unit using
Operational Movement. A maximum of one unit per impulse can use this special movement allowing you to move up to 10 hexes away. The (2-4) unit is now at (2-0). Click the right button to exit.
Now place the pointer on the German (2-
4) unit in the city of Hamburg, which is on the coast five hexes to the north. Click twice. The 17.Korps unit should be displayed. Place the pointer over the RESERVE button and click. A window should appear showing that you have three transport points left. Moving each unit by Reserve Movement costs one transport point. Click on the RESERVE button in the window. The unit should be removed from the map and placed into Reserve status; its unit symbol appears in the third text box on the bot­tom of the screen. All units in Reserve and new units coming out of production will appear in this box reminding you to deploy the units on the map. All units placed in Reserve must be placed back again on the map before you end your impulse. Now move the pointer one hex east of Berlin (which is next to two air units). Click on the NEWbutton. The Reinforcement Menu should now appear with the 17.Korps unit displayed. Click on the INSERT button. The (2-4) unit should now be placed on the map and appear as (1-0). The unit’s strength shown on the counter has decreased since the unit lost morale points as it moved. All Reserve units must be placed back on the map on or adjacent to a city in a hex which is friendly-controlled. To see the controlled hexes, click on the CNTL button. First the Axis controlled hexes are displayed and next the Allied hexes. Click on the CLEARbutton which
will remove all of the units from the map so you can see the terrain under the units more clearly. Next click on the MAP button. The entire map is displayed. Click on the SEA button which displays the seven sea zones on the map shown with either white or blue squares. Click on CNTL which shows you the hexes you control on the map. COUNTRdisplays the various countries on the map. If you wanted to see a different portion of the normal map, you could click on a loca­tion on the map and then select GET. Select GET to return to the normal map.
Click on the INFO button and then click on the RESEARCH button. Your current research settings are displayed. The MRLS (Multiple Rocket Launchers) is outlined. Click on the LESSbutton which
removes one research point from the MRLS. Place the pointer over the words “Heavy tank” and click. Click on the MORE button. You now have two research points allocated to Heavy Tanks. Select VIEW to display the research standings for both sides. The Allied player’s standings are approximate with a question mark next to the numbers. Move the pointer outside of the windows and click three times to return you to the Main Menu. Click on END to end the impulse. This ends the tutorial section.
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HISTORICAL TIMELINE
Date Place Event
Sep/Oct 1939 Poland Germans invade Sep/Oct 1939 Warsaw Germans capture Sep/Oct 1939 Poland Surrenders
Nov/Dec 1939 Finland Russia invades
Jan/Feb 1940 Finland Surrenders
Mar/Apr 1940 Denmark Germans invade Mar/Apr 1940 Denmark Surrenders Mar/Apr 1940 Norway Germans invade Mar/Apr 1940 Oslo Germans capture Mar/Apr 1940 Norway Surrenders
May/Jun 1940 Norway Allies land at Narvik May/Jun 1940 Norway Allies withdraw troops May/Jun 1940 Netherlands Germany invades May/Jun 1940 Belgium Germany invades May/Jun 1940 France Germany invades May/Jun 1940 Antwerp Germany captures May/Jun 1940 Paris Germany captures May/Jun 1940 Brest Germany captures May/Jun 1940 Bordeaux Germany captures May/Jun 1940 Netherlands Surrenders May/Jun 1940 Belgium Surrenders May/Jun 1940 France Surrenders May/Jun 1940 Italy Joins Axis
Jul/Aug 1940 Hungary Joins Axis Jul/Aug 1940 Rumania Joins Axis
Sep/Oct 1940 Egypt Italy invades
Date Place Event
Nov/Dec 1940 Greece Italy invades Nov/Dec 1940 Egypt Allies attack Italians Jan/Feb 1941 Bulgaria Joins Axis Jan/Feb 1941 Tobruk Allies capture
Mar/Apr 1941 Yugoslavia Germany invades Mar/Apr 1941 Belgrade Germany captures Mar/Apr 1941 Yugoslavia Surrenders Mar/Apr 1941 Greece Germany invades Mar/Apr 1941 Athens Axis capture Mar/Apr 1941 Greece Allies evacuate Mar/Apr 1941 Tobruk Allied forces isolated
May/Jun 1941 Crete Germany invades May/Jun 1941 Crete Allies evacuate May/Jun 1941 Russia Germany invades May/Jun 1941 Minsk Axis capture May/Jun 1941 Riga Axis capture
Jul/Aug 1941 Kiev Axis capture
Sep/Oct 1941 Odessa Axis capture Sep/Oct 1941 Smolensk Axis capture Sep/Oct 1941 Kursk Axis capture
Nov/Dec 1941 Tobruk Allied forces relieved Nov/Dec 1941 Stalino Axis capture
May/Jun 1942 Tobruk Axis capture
Jul/Aug 1942 Egypt 1st Battle of El Alamein Jul/Aug 1942 Voronezh Axis capture Jul/Aug 1942 Rostov Axis capture Jul/Aug 1942 Maykop Axis capture
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Date Place Event
Sep/Oct 1942 Stalingrad Axis attack Sep/Oct 1942 Egypt 2nd Battle of El Alamein
Nov/Dec 1942 Morocco Allies amphibiously invade Nov/Dec 1942 Algeria Allies amphibiously invade Nov/Dec 1942 Tunisia Allies attack Nov/Dec 1942 Stalingrad Russian counterattack
Jan/Feb 1943 Maykop Russians capture Jan/Feb 1943 Rostov Russians capture Jan/Feb 1943 Voronezh Russians capture Jan/Feb 1943 Kursk Russians capture Jan/Feb 1943 Tripoli Allies capture Jan/Feb 1943 Tunisia Battle of Kasserine Pass
May/Jun 1943 Tunis Allies capture
Jul/Aug 1943 Kursk Battle of Kursk Jul/Aug 1943 Sicily Allies invade/capture
Sep/Oct 1943 Smolensk Russians capture Sep/Oct 1943 Stalino Russians capture Sep/Oct 1943 Taranto Allies capture Sep/Oct 1943 Italy Surrenders
Nov/Dec 1943 Kiev Russians capture
Mar/Apr 1944 Odessa Russians capture
Date Place Event
Jul/Aug 1944 Minsk Russians capture Jul/Aug 1944 Bucharest Russians capture Jul/Aug 1944 Marseilles Allies capture Jul/Aug 1944 Paris Allies capture
Sep/Oct 1944 Netherlands Operation Market-Garden Sep/Oct 1944 Riga Russians capture Sep/Oct 1944 Belgrade Russians capture Sep/Oct 1944 Brest Allies capture Sep/Oct 1944 Antwerp Allies capture
Nov/Dec 1944 Belgium Battle of the Bulge
Jan/Feb 1945 Budapest Russians capture Jan/Feb 1945 Warsaw Russians capture
Mar/Apr 1945 Munich Allies capture Mar/Apr 1945 Hannover Allies capture Mar/Apr 1945 Cologne Allies capture Mar/Apr 1945 Genoa Allies capture
May/Jun 1945 Trieste Allies capture May/Jun 1945 Hamburg Allies capture May/Jun 1945 Konigsberg Russians capture May/Jun 1945 Prague Russians capture May/Jun 1945 Berlin Russians capture May/Jun 1945 Germany Surrenders
May/Jun 1944 France Allies invade Normandy May/Jun 1944 Rome Allies capture
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GAME ABBREVIATIONS
Abbreviation What it Means...
AA Anti-Aircraft AP Action Point
ASW Anti-Submarine Warfare
A-T Anti-Tank
BB Battleship CV Carrier
CW Commonwealth
GGR German Garrison Requirement
GGV German Garrison Value
MRLS Multiple Rocket Launchers
OB Order of Battle
PP Production Point
RP Research Point
SBP Strategic Bombing Point
SP Strength Point SP Supply Partition SV Supply Value
ZOC Zone of Control
ORDER OF BATTLE
The Orders of Battle are listed for each player in each scenario. The following information is displayed for each unit:
NAME: name TYPE: type S: Strength Points C: Capacity (for Transporter Naval Units) EF: Efficiency A: Action Points RV: Raid Value (for naval units) PP: production point cost to buy the unit T: the number of turns in production before the unit arrives
39.40,41,42,43 or 44:which of the scenarios the unit is in
The status of each unit is coded for each scenario:
“M”: the unit is on the map “B”: you can buy the unit “I”: the unit is in production “R”: the unit is in reserve
The unit values were taken from the Poland 1939 scenario. Some of the efficiencies, Action Points, and production costs are different (usually higher) in the later scenarios.
Additionally, the following abbreviations are used for “TYPE” in the tables:
AG = Army Group HAR = Artificial Harbor AIR = Air-Unit PARA = Paratroop AFV = Panzer
(Armored-Fighting Vehicle) ESC = Escort ARM = Army CAR = Carrier COR = Corps TRA = Transport ENG = Engineer SUB = Submarine
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ALLIED COUNTRIES’ ARMIES
British Army
NAME TYPE S A EF PP T 39 40 41 42 43 44
Alexander AG 6 2 70 20 5 M B M M M M Montgom. AG 6 2 75 21 5 B R B M M M AASF AIR 5 2 80 16 5 B B B B M M RAF AIR 5 2 85 17 5 M M M M M M
1.Homgrd COR 2 2 55 5 2 - - - - - M
8.Army ARM 4 4 70 16 2 M M M M M M BEF ARM 4 4 70 16 2 M M - B B M Beirut COR 1 3 20 2 2 M M - - - ­Br.1.Cps COR 2 4 70 9 2 M M M M M M Br.10.Cps COR 2 4 75 9 2 B B M B M B Br.12.Cps COR 2 4 70 9 2 B B M M M M Br.2.Army ARM 4 4 65 15 3 B B B B B M Br.2.Cps COR 2 4 65 8 2 M M M M M M Br.30.Cps COR 2 4 65 8 2 M M M M M B Br.5.Army ARM 4 4 70 16 2 - - M M B B Can.2.Cps COR 2 4 75 9 2 B M M M M M Cn.1.Army COR 4 4 75 17 3 B B B B M M Free Frnch COR 2 4 65 8 2 B B B M B M Gibraltar COR 1 2 60 4 2 M M M B M M Malta COR 1 2 60 4 2 M M M M M M Pol.2.Cps COR 2 4 65 8 2 B B M M M M Mulberry HAR 3 0 80 9 5 B B B B R R
French Army
NAME TYPE S A EF PP T 39 40 41 42 43 44
DCR AFV 2 5 60 8 4 M M - - - ­CinC AF AIR 5 2 60 13 5 M M - - - ­OC Air AIR 5 2 60 19 3 B B - - - ­DeGaulle ARM 5 2 70 17 5 B B - - - -
1.Army ARM 4 2 55 10 2 M M - - - -
2.Army ARM 4 2 60 11 2 M M - - - -
3.Army ARM 4 2 60 11 2 M M - - - -
4.Army ARM 4 2 65 12 2 M M - - - -
5.Army ARM 4 2 50 9 2 M M - - - -
6.Army ARM 4 2 60 11 2 M M - - - -
7.Army ARM 4 2 60 11 2 M M - - - -
8.Army ARM 4 2 55 10 2 M M - - - -
9.Army ARM 4 2 60 11 2 M M - - - -
10.Army ARM 4 2 55 10 3 B M - - - -
11.Army ARM 4 2 50 9 3 B M - - - ­Frz 7 COR 2 2 65 8 2 B - - - - ­Garrison COR 1 2 55 4 2 M M - - - ­Garrison COR 1 2 55 4 2 M M - - - ­Leg.Etran. COR 3 2 70 10 2 M M - - - -
Polish Army
NAME TYPE S A EF PP T 39 40 41 42 43 44
Pol.AF AIR 3 1 50 7 2 M - - - - ­Karpaten COR 4 2 60 11 2 M - - - - ­Krakow COR 4 2 55 10 2 M - - - - ­Lodz COR 4 2 55 10 2 M - - - - ­Modlin COR 4 2 55 10 2 M - - - - ­Narew COR 4 2 55 10 2 M - - - - ­Pomerhon COR 4 2 55 10 2 M - - - - ­Poznan COR 4 2 55 10 2 M - - - - ­Warsaw COR 4 2 55 10 2 M - - - - -
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United States Army
NAME TYPE S A EF PP T 39 40 41 42 43 44
Patton AFV 4 6 90 24 4 B B B R M M
8.USAF AIR 5 2 90 18 5 B B B M M M Bradley AG 5 2 70 17 5 B B B B B M Eisenhow. AG 6 2 80 22 5 B B B R M M
9.USAF AIR 5 2 90 18 5 B B B B M M
15.USAF AIR 5 2 90 18 5 B B B B B M
1.US Arm ARM 4 4 70 16 2 B B B M M M
3.US Arm ARM 4 4 70 16 2 B B B R M M
5.US Arm ARM 4 4 70 17 2 B B B B M M
7.US Arm ARM 4 4 70 16 2 B B B B B R
9.US Arm ARM 4 4 70 16 2 B B B B B B US II Cps COR 2 4 80 10 2 B B B M M M US VI Cps COR 2 4 70 7 2 B B B B R M US-Para PARA 2 3 90 14 4 B B B B B M
Russian Army
NAME TYPE S A EF PP T 39 40 41 42 43 44
1st Tank AFV 4 4 40 14 4 M M M M M M 2nd Tank AFV 4 4 45 15 4 B B B R M M 4th Tank AFV 4 4 45 15 4 B B B B B M
1.Gd Tank AFV 4 5 60 19 4 B B B B M M
2.Gd.Tank AFV 4 5 55 18 4 B B B B R M Red.3.AF AIR 5 2 60 13 5 B B B M M M Red.4.AF AIR 5 2 60 13 5 B B B B B M Red.16.AF AIR 5 2 60 13 5 B B B B M M
1.Shock ARM 5 4 65 23 - I R R M M M
2.Shock ARM 5 4 60 22 - I R R M M M
3.Shock ARM 5 4 55 20 - I R R M M M Brjansk.F AG 7 2 40 20 4 B B B B B M NW Front AG 7 2 40 20 4 B B M M M M S. Front AG 7 2 40 20 4 B B M M M M W.Front AG 7 2 45 21 4 B B B M M M Zhukov AG 7 2 60 25 4 B B B B M M
3.Army COR 3 2 35 7 1 M M M M M M
4.Army COR 3 2 35 8 1 M M M M M M
NAME TYPE S A EF PP T 39 40 41 42 43 44
5.Army COR 3 2 35 8 1 M M M M M M
6.Army COR 3 2 30 7 1 M M M M M M
8.Army COR 3 2 35 8 1 M M M M M M
9.Army COR 3 2 40 9 1 M M M M M M
10.Army COR 3 2 40 9 1 M M M M M M
11.Army COR 3 2 35 8 1 M M M M M M
12.Army COR 3 2 35 8 1 M M M M M M
13.Army COR 3 2 35 8 1 M M M M M M
16.Army COR 3 2 35 8 1 B B B B B B
18.Army COR 3 2 35 8 1 M M M M M M
19.Army COR 3 2 35 8 1 B B B B B B
20.Army COR 3 2 30 7 1 M M M M M M
21.Army COR 3 2 35 8 1 M M M M M M
22.Army COR 3 2 35 8 1 B B B M M M
23.Army COR 4 2 35 10 1 M M M M M M
24.Army COR 3 2 30 7 1 B B B M M M
26.Army COR 3 2 35 8 1 M M M M M M
28.Army COR 3 2 35 8 1 B B B B B B
29.Army COR 3 2 40 9 1 B B B M B B
30.Army COR 3 2 35 8 1 B B B B B B
34.Army COR 3 2 35 8 1 B B B M M M
38.Army COR 3 2 35 8 1 M M M M M M
42.Army COR 3 2 40 9 1 B M M M M M
43.Army COR 3 2 35 8 1 B B B B B B
50.Army COR 3 2 35 8 1 B B B B B B
52.Army COR 3 2 30 7 1 B B M M M M
54.Army COR 3 2 35 8 1 B B R M M M
59.Army COR 3 2 35 8 1 B B B M M M
1.Cav.Cps COR 2 2 40 6 1 B R M M M M
2.Cav.Cps COR 2 2 35 6 1 B B M M M M Engineer ENG 2 3 35 12 4 B R M M M M GDS Para PARA 2 3 55 12 4 B B B B R M
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NEUTRAL COUNTRIES’ ARMIES Greek Army
NAME TYPE S A EF PP T 39 40 41 42 43 44
Gre.Mtn COR 2 2 70 8 - - - - - - ­Gre.Army COR 2 2 60 7 - - - - - - -
Rumanian Army
NAME TYPE S A EF PP T 39 40 41 42 43 44
1.Rum.Ar ARM 2 2 55 6 3 B B - - - -
2.Rum.Ar ARM 2 2 55 6 3 B B - - - -
3.Rum.Ar ARM 4 2 45 9 3 B B M M M M
4.Rum.Ar ARM 4 2 50 9 3 - - M M M M
Benelux Army
NAME TYPE S A EF PP T 39 40 41 42 43 44
Belg.Army COR 3 2 60 9 - - M - - - -
Norwegian Army
Spanish Army
NAME TYPE S A EF PP T 39 40 41 42 43 44
1.Span.Cp COR 3 2 65 10 - - - - - - -
2.Span.Cp COR 3 2 60 9 - - - - - - -
3.Span.Cp COR 3 2 60 9 - - - - - - -
4.Span.Cp COR 3 2 60 9 - - - - - - -
5.Span.Cp COR 3 2 55 8 - - - - - - -
6.Span.Cp COR 3 2 50 8 - - - - - - ­Garrison COR 2 2 45 8 - - - - - - -
Swedish Army
NAME TYPE S A EF PP T 39 40 41 42 43 44
1.Swed.Ar COR 3 2 60 9 - - - - - - -
2.Swed.Ar COR 3 2 60 9 - - - - - - -
Bulgarian Army
NAME TYPE S A EF PP T 39 40 41 42 43 44
1.Bulg.Ar ARM 2 2 55 6 3 B B - - - -
2.Bulg.Ar ARM 2 2 55 6 3 B B - - - ­Bulg.Corp COR 2 3 35 5 3 - - M M M M
NAME TYPE S A EF PP T 39 40 41 42 43 44
Norg. Arm COR 2 2 60 7 - - - - - - -
Persian Army
NAME TYPE S A EF PP T 39 40 41 42 43 44
Kuwait COR 2 2 55 6 - - - - - - ­Iraq COR 2 2 50 6 - - - - - - -
Swiss Army
NAME TYPE S A EF PP T 39 40 41 42 43 44
1.Swiss.Ar ARM 3 2 60 9 - - - - - - -
2.Swiss.Ar ARM 3 2 60 9 - - - - - - -
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Hungarian Army
NAME TYPE S A EF PP T 39 40 41 42 43 44
1.Hun.Ar ARM 2 2 55 6 3 B B - - - -
2.Hun.Ar ARM 4 2 55 10 3 B B - - - ­Hun.Corps COR 2 4 55 7 3 - - M M M M
Turkish Army
NAME TYPE S A EF PP T 39 40 41 42 43 44
1.Turk.Ar COR 3 2 60 9 - - - - - - -
2.Turk.Ar COR 3 2 55 8 - - - - - - -
3.Turk.Ar COR 3 2 55 8 - - - - - - -
4.Turk.Ar COR 3 2 50 8 - - - - - - -
5.Turk.Ar COR 3 2 50 8 - - - - - - -
Yugoslavian Army
NAME TYPE S A EF PP T 39 40 41 42 43 44
Belgrade COR 2 2 60 7 - - - - - - ­Zagreb COR 2 2 55 6 - - - - - - ­Slov.Ex.C COR 2 4 50 7 2 - - B M M M
AXIS COUNTRIES’ ARMIES
Finnish Army
NAME TYPE S A EF PP T 39 40 41 42 43 44
Finn.4.Cps COR 2 4 75 9 2 M M M M M M Finn.2.Cps COR 2 4 75 9 2 M M M M M M Finn.SE-A ARM 4 3 70 14 3 B B B R M M
German Army
NAME TYPE S A EF PP T 39 40 41 42 43 44
Guderian AFV 4 7 99 28 4 M M M B B M Hoepner AFV 4 6 90 24 4 B B M M M M Hoth AFV 4 6 90 24 4 M M M M M M Kleist AFV 4 6 95 25 4 B B M M M M Manteuffel AFV 4 6 95 25 4 B B B M M B Bock AG 6 2 85 23 5 M M M M - ­Kesselring AG 6 2 95 26 5 B B B B R M Kluge AG 6 2 85 27 5 - - - - M M Manstein AG 6 2 99 27 5 B M M M M M Rommel AG 4 3 90 20 5 B B M M M M Rundstedt AG 6 2 95 26 5 M M M M M M Luftfl.I AIR 5 2 90 18 5 M M M M M M Luftfl.II AIR 5 2 90 18 5 M M M M M M Luftfl.IV AIR 5 2 85 17 5 B B B B B B Luftfl.X AIR 5 2 90 18 5 B B B M M M
3.Armee ARM 6 3 70 20 3 M M M M M B
4.Armee ARM 6 3 70 20 3 M M M M M M
6.Armee ARM 6 3 70 20 3 B M M M M M
8.Armee ARM 6 3 70 20 3 M B B B B M
14.Armee ARM 6 3 80 23 3 B B B B B B
16.Armee ARM 6 3 80 23 3 B R B M B M
17.Armee ARM 6 3 80 23 3 B B B M M B
10.Armee COR 6 3 70 20 3 B B B B B B
11.Armee COR 6 3 70 20 3 B B M M M B
1.Korps COR 2 4 80 10 2 M M M M M M
2.Korps COR 2 4 75 9 2 B B M M M M
4.Korps COR 2 4 80 10 2 M M M M M M
5.Korps COR 2 4 80 10 2 M R M M M M
6.Korps COR 2 4 80 10 2 B B B M B M
7.Korps COR 2 4 80 10 2 M M M M M M
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German Army cont.
NAME TYPE S A EF PP T 39 40 41 42 43 44
8.Korps COR 2 4 80 10 2 B B M M M M
10.Korps COR 2 4 75 9 2 B B B M M M
11.Korps COR 2 4 75 9 2 B B B M B M
12.Korps COR 2 4 80 10 2 M M M M M M
17.Korps COR 2 4 80 10 2 M M M M M M
26.Korps COR 2 4 80 10 2 M M M M M M
29.Korps COR 2 4 80 10 2 M M M M M M
30.Korps COR 2 4 80 10 2 M M M M M M
42.Korps COR 2 4 80 10 2 B B B M B M
49.Gebjgr COR 2 4 85 10 2 B M M M M M
51.Korps COR 2 4 80 10 2 B B B M M M
53.Korps COR 2 4 80 10 2 B B B M M M Bef 101 COR 2 4 60 8 2 B B B M M M Bef 102 COR 2 4 60 8 2 B B B B B M Pionere ENG 2 4 70 15 4 B R R M M M g.Freheit HAR 3 0 80 12 5 B B B B B B Fsjgr PARA 2 3 95 14 4 B M M B M M
Italian Army
NAME TYPE S A EF PP T 39 40 41 42 43 44
Ariete AFV 2 5 55 8 5 B B M M B ­Garibaldi AG 6 3 55 16 5 M M M M B ­It.AF1 AIR 4 2 70 12 5 B M M M M ­It.AF2 AIR 4 2 70 12 5 B R M M B -
2.It.Army ARM 4 2 55 10 2 M M M M M -
6.It.Army ARM 4 2 50 9 2 M M M M M -
8.It.Army ARM 4 2 55 10 3 B B M M B -
9.It.Army ARM 4 2 50 9 2 M M M M M -
11.It.Army ARM 4 2 50 9 2 M M M M M -
2.It.Cps COR 2 3 50 6 2 M - - - - -
9.It.Cps COR 2 3 50 6 2 - M M M B -
10.It.Cps COR 2 3 55 6 2 M M M M M -
20.It.Cps COR 2 3 55 6 2 M M M M B
21.It.Cps COR 2 3 50 6 3 B B B M B ­IT.Exp.A. COR 4 2 55 10 3 B B B B B -
AXIS COUNTRIES’ NAVAL FORCES
German Navy
NAME TYPE S/C RV PP T 39 40 41 42 43 44
Seydlitz CAR 4 3 15 9 B B B B B B Zeppelin CAR 4 3 15 9 B B B B B B Bismarck ESC 5 4 12 7 B R M B - ­Gneisenau ESC 4 3 10 7 M M M M M M Scharnh. ESC 4 3 10 7 M M M M M ­Tirpiz ESC 5 4 12 7 B B B M M M U1 SUB 2 4 6 3 M M M M M M U2 SUB 2 4 6 3 B M M M M M U3 SUB 2 4 6 3 B B R M M B U4 SUB 2 4 6 3 B B B R M B Helgoland TRA 2 0 6 4 B B B B B B Juetland TRA 1 0 4 4 B B B B B B Kiel TRA 2 0 6 4 M M M M M M
Italian Navy
NAME TYPE S/C RV PP T 39 40 41 42 43 44
Ceasare ESC 3 2 8 7 M M M M M ­Doria ESC 3 1 7 7 M M M M M ­Duilio ESC 3 1 7 7 M M M M M ­Impero ESC 4 3 10 7 B B B B B ­Littorio ESC 4 3 10 7 M M M M M ­Roma ESC 4 3 10 7 B B B R M ­Veneto ESC 4 3 10 7 B B B M M ­It.Sub SUB 2 4 6 3 B B B B B ­It.Tran.1 TRA 2 0 6 4 M M M M M ­It.Tran.2 TRA 1 0 4 4 B B B B B -
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ALLIED COUNTRIES’ NAVAL FORCES
British Navy
NAME TYPE S/C RV PP T 39 40 41 42 43 44
Ark Royal CAR 4 2 14 9 M M M M M M Glorious CAR 3 2 12 9 M M M M M M Conqueror ESC 4 2 9 7 B B M M M M Hood ESC 4 2 9 7 M M M M M M Malaya ESC 4 2 9 7 M M M M M M Nelson ESC 5 2 10 7 M M M M M M Q.Elizab. ESC 4 2 9 7 M M M M M M Repulse ESC 3 2 8 7 M M M M M M Rodney ESC 5 2 10 7 M M M M M M Valiant ESC 4 2 9 7 M M M M M M Vanguard ESC 4 2 9 7 B B B B B B Warspite ESC 4 2 9 7 M M M M M M Br.Tran.1 TRA 2 0 6 4 M M M M M M
French Navy
NAME TYPE S/C RV PP T 39 40 41 42 43 44
Dunkerque ESC 4 2 9 7 M M - - - ­Gascoine ESC 4 2 9 7 M M - - - ­Lorraine ESC 3 2 8 7 M M - - - -
United States Navy
NAME TYPE S/C RV PP T 39 40 41 42 43 44
Montana ESC 5 2 10 7 B - - B B M Texas ESC 3 2 8 7 B B B M M M Ranger CAR 4 2 14 9 B B B M M M Nevada ESC 4 2 9 7 B B B M M M Arkansas ESC 5 2 10 7 B B B M M M Ohio ESC 5 2 10 7 B B B B B B US.Tran.1 TRA 2 0 6 4 B B B M M M US.Tran.2 TRA 3 0 8 4 B B B B M M US.Tran.3 TRA 3 0 8 4 B B B B B B
Russian Navy
NAME TYPE S/C RV PP T 39 40 41 42 43 44
SU-Sub SUB 1 3 4 3 M M M M M M Oct.Rev ESC 2 2 7 3 M M M M M M Sovjetzki ESC 3 2 8 7 M M M M M M
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KEYBOARD HOT KEY COMMANDS
Main Menu Edit Game Options Menu
U MENU S SOUND E END P PANZER A ASSAULT M MORE S STRIKE I IMPULS V NAVY T AUTO N NEW C SCROLL L UNLOAD R ATTACK P PRODUCT O D6SOUND M MAP N D6ANIM I INFO H HEXGRID C CNTL L SLIDE R CLEAR U UNITEXIT * STRIKE / ASSULT
CREDITS
C
LASH OFSTEEL
Developed by
Martin Scholz
Strategic Simulations, Inc.
Rule Book Writer
Dave Landrey
Rule Book Editors
Eileen Matsumi André Vrignaud
Jonathan Kromrey
Clash of Steel
Information Menu Setup Menu
S STATUS G GAME E SEA ZONE C SCENARIO H HISTORY L LOAD O OB S SAVE R RESEARCH A AXIS P POLITICS I ALLIED B BOMBER R RULES W WEATHER O COMP
D EDIT
Unit Menu Rules Options Menu
P OPERAT. S SELECT R RESERVE C CHAOS H AMPHIB H HOLD B REBASE P PARTISAN A PREPARE J JAPAN F FORTIFY L LIBERATE M MOVE O OOPS
Producer
Bret Berry
Associate Producer
James Young
Testers
Steven Okano, Tom MacDevitt, Chris Warshauer
Graphic Design and DTP
Louis Saekow Design: David Boudreau, Leedara Zola
Page 34
STRATEGIC SIMULATIONS, INC. LIMITED WARRANTY
Strategic Simulations, Inc. (“SSI”) warrants that the diskette(s) on which the enclosed program is recorded will be free from defects in materials and workmanship for a period of 30 days from the date of purchase. If within 30 days of purchase the diskette(s) prove defective in any way, you may return the diskette(s) to Strategic Simulations, Inc., 675 Almanor Avenue, Suite 201, Sunnyvale, CA 94086-2901 and SSI will replace the diskette(s) free of charge. In addition, if the diskette(s) prove defective at any time after the first 30 days, return the diskette(s) to SSI and SSI will replace the diskette(s) for a charge of $10.00 (each disk) plus $4.00 for shipping and handling. California residents, add applicable sales tax.
SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFTWARE PROGRAM RECORDED ON THE DISKETTE OR THE GAME DESCRIBED IN THIS RULE BOOK, THEIR QUALITY, PERFORMANCE, MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. THE PROGRAM AND GAME ARE SOLD “AS IS.” THE ENTIRE RISK AS TO THEIR QUALITY AND PERFORMANCE IS WITH THE BUYER. IN NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT, INCI­DENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN IF SSI HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. (SOME STATES DO NOT ALLOW THE EXCLUSION OR LIMITA­TION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU.)
The enclosed software program and this rule book are copyrighted. All rights are reserved. This rule book may not be copied, photographed, reproduced, or translated or reduced to any electrical medium or machine-readable form, in whole or in part, without prior written consent from SSI. The program accompanying this rule book may be copied, by the original purchaser only, as necessary for use on the computer for which it was purchased.
Any persons reproducing any portion of this book for any reason, in any media, shall be guilty of copyright violation and subject to the appropriate civil or criminal action at the discretion of the copyright holder(s).
1994 Strategic Simulations, Inc. All Rights Reserved.
WHAT TO DO IF YOU HAVE A DEFECTIVE DISK
Each of our games undergoes extensive playtesting prior to its release. Through this process we hope to uncover and cor­rect any errors in programming. However, due to the complex nature of our simulations, some program errors may go undetected until after publication. In addition to errors in the program, there are occasionally problems with the disk itself. We experience the industry standard of approximately a 3 to 5% failure rate of duplicated disks. Before assuming that a disk is defective, make sure to check your disk drive. Up to 95% of the disks returned to us as defective will run fine on our computer systems. Often the problem is with a disk drive that needs servicing for alignment, speed, or cleaning.
Should you have a defective disk, please return the disk only (keep all other parts of the game) to our Customer Support Department, along with a note describing the problem you have encountered. A replacement disk will be provided upon our receipt of the defective disk.
Should you uncover an error in the program, return both your game disk and any “save game” disks to our Customer Support Department. Please enclose a description of what was taking place in the game when the error occurred. Upon cor­rection of the program error, we will return an updated disk to you.
Always make sure to include your name, address, and daytime telephone number with any correspon-
dence. We will do our best to see that any problems are corrected as soon as possible.
QUESTIONS OR PROBLEMS?
Our main business number is (408) 737-6800. If you encounter disk or system related problems you can call our Technical Support Staff at (408) 737-6850 between 11 a.m. and 5 p.m., Pacific Time, Monday through Friday, holidays excluded. NO GAME PLAYING HINTS WILL BE GIVEN THROUGH THIS NUMBER. You can write to us
for hints at: Hints, Strategic Simulations, Inc., 675 Almanor Avenue, Suite 201, Sunnyvale, CA 94086 (include a self­addressed, stamped envelope for reply).
IBM COMPATIBLE COMPUTER INFORMATION:
Many of our games will work on IBM compatible computers. If you own an IBM compatible computer we suggest that you consult with our Technical Support Staff at (408) 737-6850between 11 a.m. and 5 p.m., Pacific Time, Monday through Friday, (holidays excluded) to see if an SSI game you're considering purchasing is compatible with your computer. If we have insufficient data to determine compatibility, you may wish to purchase the game and test for compatibility yourself. If the game proves to be incompatible, you may return it within 14 days with your dated receipt and we will refund your money. Or, if you return the game within 30 days, you may exchange the game for another.
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