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:
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...
Clash of Steel
3
Clash of Steel
4
♦ 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
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)
Clash of Steel
5
Clash of Steel
6
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.
# 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.
Clash of Steel
7
Clash of Steel
8
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 SOURCESUPPLY VALUE
Not isolated city in home country10
Not isolated army group10
City in sea supply in home country10
Artificial harbor10
City in sea supply7
Isolated city in home country5
Isolated army group5
Not isolated city in enemy country5
Isolated city in enemy country0
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.
Clash of Steel
9
Clash of Steel
10
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
Clash of Steel
11
Clash of Steel
12
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:
♦ Production
♦ Reserve movement
♦ Amphibious transport and invasion
♦ Navy battles
♦ German disintegration
♦ Placing 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 War
♦ Buy Strategic Bombers
♦ Check Production menu for
Reinforcements — place on map
♦ Move land units using normal, reserve,
or operational movement modes
♦ Make air strikes/shore bombardment
♦ Make ground attacks/assaults
♦ Make forts with engineers
♦ Make paradrops
♦ Move navies
♦ Make amphibious assaults
Clash of Steel
13
Clash of Steel
14
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.
Clash of Steel
15
Clash of Steel
16
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 MOVETO 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
Clash of Steel
17
Clash of Steel
18
Economy Phase, there is a test for
advance on each field:
TECHNICAL RESEARCH INCREASE TABLE
# RP ASSIGNED% CHANCE
1-27%
3-514%
6-920%
1027%
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
Clash of Steel
19
Clash of Steel
20
♦ 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.
Loading...
+ 23 hidden pages
You need points to download manuals.
1 point = 1 manual.
You can buy points or you can get point for every manual you upload.