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

A Bridge Too Far
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If you have a technical question about Microsoft A Bridge Too Far, see the following brief descriptions of the support options available from Microsoft Technical Support. For more information, please visit Microsoft Technical Support Online at http:// www.microsoft.com/support.
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Direct Assistance with a Microsoft Technical Engineer
Standard No-Charge Support
If you still need answers to your technical questions, Microsoft offers unlimited no­charge support for retail versions of this product.
To receive your Standard No-Charge Support, in the U.S., please call (425) 635-7008, 6:00
A.M. to 6:00 P.M. Pacific time, Monday through Friday, excluding holidays. In
Canada, please call (905) 568-3503, 5:00 through Friday, excluding holidays. In the U.S. and Canada, you can also submit your support question via the Internet with Web Response. For more details, go to Microsoft Technical Support Online at http://www.microsoft.com/support.
After-Hours Support
If you require support after normal business hours, you can purchase Pay-Per-Incident Support as follows:
In the United States, for a fee of $15US per incident, please call (800) 936-5600 or (900) 555-2400, 24 hours a day, 7 days a week, including holidays. In Canada, for a fee of $45CDN plus tax per incident, please call (800) 668-7975, 5:00
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Note
The services and prices listed here are available in the United States and
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A.M. to 5:00 P.M. Pacific time, Monday
A.M. to 9:00
Document No. X03-17108 0897
Contents
A Bridge Too Far i
iv Quick Start: Roadmap to Glory vi Y our Theater of War
Chapter 1: Introduction 1
1 The Game 2 Gearing Up for Gameplay
Chapter 2: Preparing for Battle 3
3 System Requirements 3 Installing A Bridge Too Far 4 Setting Options 4 Starting A Bridge Too Far 5 Choosing the Type of Action 6 Choosing Sides 6 Choosing Level of Difficulty 6 Customizing Level of Difficulty 7 Choosing a One-Player or
Two-Player Game
7 Starting the Battle
Chapter 3: On the Battlefield 8
8 Reviewing Y our Objective 8 Surveying the Battlefield 9 Deploying Units 10 Starting the Battle 10 Issuing Orders 11 Interpreting Order Dots 13 Using Y our Weapons Effectively 15 Taking Prisoners and Rallying Separated Soldiers 15 Using Bridges 17 Ending a Battle
Chapter 4: Using the Toolbar and
Monitors 18
18 The Toolbar 19 Battle Monitors 20 Soldier Monitor: Details 24 Identifying Battlefield Elements
Chapter 5: Fighting Operations and
Campaigns 26
26 Reviewing Your Objectives: Operations 26 Reviewing Your Objectives: Campaigns
27 Managing Resources 28 Operation Screens 28 Campaign Screens 28 Starting an Operation or Campaign 29 Checking Your Pre-Combat Status 30 Choosing Resources 32 Fighting the Battles 32 Debriefing Screen 33 Choosing a Cease-Fire Period 34 Allocating Supplies for Sectors
(Campaigns Only)
36 Viewing Details of Soldier Status
Chapter 6: Designing Your Own
Scenarios 39
39 Starting Battlemaker 40 Choosing a Map 41 Editing Victory Locations 42 Setting Requisition Points 43 Setting Resources 44 Saving Your Custom Scenario 44 Playing Your Custom Scenario 44 Giving the Battle to Another Player
Chapter 7: Tactics and Strategy 45
45 Using Units Effectively 50 Battlefield T actics 53 Campaign Strategy
Chapter 8: Playing Two-Player
Games 57
57 Types of Connections 58 Starting a Two-Player Game 59 Using the Net Status Bar 59 Communicating with Your Opponent
Chapter 9: History 60
60 Situation Report 60 Plans, Politics, and Logistics 65 Operation Market-Garden
Index 82
iv
Quick Start: Roadmap to GloryQuick Start: Roadmap to Glory
Quick Start: Roadmap to Glory
Quick Start: Roadmap to GloryQuick Start: Roadmap to Glory
This manual, Boot Camp, and Help provide information on how to best lead your troops when playing A Bridge Too Far. But if you just want to jump in and start fighting, here’s how.
Double-click the icon to launch the game.
Choose a battle by clicking the Battles tab. In the list of battles that appears, click the one you want to play.
Deploy your troops by
clicking a unit and dragging it to a new location in your deploy­ment zone—the un­shaded portion of the map. Repeat for the rest of your units. (Note: You move entire units, not individual soldiers.)
Click Begin to go to the combat screen.
Start the battle by clicking
Begin!
v
Issue orders to a unit by right­clicking any soldier in the unit and clicking a command on the drop-down menu. (Note: You issue orders only to entire units, not to individual soldiers.)
If the order requires that you designate a position or target, drag the line to this location.
To initiate a cease-fire, click the button showing a hand raised in a “halt” position. The battle ends when your opponent agrees to the cease­fire. If your opponent does not agree, you still want to stop fighting, and you are willing to concede the map, click the button showing a white flag.
vi
Your Theater of War
The following map of Holland shows the major components of Operation Market-Garden. The operation spans three sectors, which appear on the map as large squares. The Allied paratroopers initially drop in the Eindhoven sector. The operation proceeds northward through the Nijmegen sector, followed by the Arnhem sector.
The smaller squares on the map show the operations within each sector, and the dots within the smaller squares represent the individual maps—battles—within an operation.
Nijmegen Sector
The Island
Nijmegen Crossing
Arnhem Sector
Oosterbeek Arnhem Relief Effort
Arnhem Bridge Polish Drop
Nijmegen Bridge
Groesbeek
Heights
Eindhoven
Sector
Veghel
Schijndel
Son
Chapter 1
Introduction
September 17, 1944
Chapter 1: Introduction 1
The skies of Holland fill with parachutes, and three divisions of Allied paratroopers begin landing on Dutch soil. Their objective: seize and hold major bridges along a 60-mile corridor stretching from Eindhoven to Arnhem. Meanwhile, British armored units attack north toward Eindhoven. Their objective: cross the captured bridges, flank the German defenses, and take the first stride in a race across the North German Plain to Berlin—and the end of World War II in Europe. Operation Market­Garden has begun.
The Germans are taken by surprise but quickly rally. Aided by several strokes of luck, including capturing a copy of the Allied battle plan, the Germans derail the operation’s timetable. These delays place the para­troopers in jeopardy , especially those dropped around Arnhem. If the armored units don’t reach them soon enough, these paratroopers will have gone “a bridge too far.”
The Game
A Bridge Too Far offers real-time action that mak es the battlefield come alive with the sights and sounds of war. Your men in the trenches behave like real soldiers—they react realistically to the stress of combat and are affected by their fatigue level, ability, physical and mental condition, and other factors. Depending on these factors, your men may respond immediately to your orders, take time to respond, or not respond at all. However, your soldiers’ reactions are not out of your hands. Your ability to take control and make timely decisions determines whether, and how quickly, your men respond to orders.
In addition to battlefield tactics, A Bridge Too Far adds a strategic layer . You are faced with the challenge of manag­ing a limited set of resources, particularly if you are playing the Allied side. In the actual Operation Market­Garden, the Allies outdistanced their supply lines, while the Germans retreated into theirs. Regardless of which side you play, you need to plan an overall strategy, evaluate your status throughout the game, and decide how to best allocate your resources.
When you play the game, your short-term decisions affect your long-term success. Information about supplies, troop morale, health, equipment, and which maps you control is
In 1922, German advisors to the Soviet Union are interested to learn of an aerial “first”: an infantry force successfully parachutes from an airplane. Although the German Air Force (Luftwaffe) soon begins train­ing paratroops, the airborne arm of Germany’s military starts running at full speed only when Major General Kurt Student takes command.
Student combines the old and new to forge an impressive force. For the old, he employs proven equipment and training techniques, along with existing aircraft capable of carry­ing paratroops. For the new, Student develops specially designed gliders that can carry artillery, vehicles, and heavy supplies.
“Where is the Prince who can afford so to cover his country with troops for its defense, as that 10,000 men descending from the clouds, might not, in many places, do an infi­nite deal of mischief before a force could be brought together to repel them?”—Benjamin Franklin, American statesman, publisher, and inventor, 1784
2 A Bridge Too Far
Field Marshal Gerd von Rundstedt (center) is reinstated as Commander in Chief West (Oberbefehlshaber West) just two weeks before Operation Market-Garden begins.
carried over to the next battle. And any map you win doesn’t remain under your control indefinitely; your opponent can launch a counter­attack and take it back from you. You may be forced to retreat and fight for it again.
You are in control of the scope and complexity of your game. You can start simple—with individual battles—and then progress to opera­tions, campaigns, and finally, the game’s Grand Campaign. You can also design custom scenarios for battles. For example, you can set up a battle in which you are surrounded and outnumbered but have a greater amount of firepower and more-experienced infantry units than your opponent.
Gearing Up for Gameplay
A Bridge Too Far is a complex game with many features you may want to learn about. Chapter 2, “Preparing for Battle,” explains installation procedures and options you can choose prior to actually
playing the game. Chapter 3, “On the Battlefield,” explains the mechanics of the game from the standpoint of a single battle, while Chapter 4, “Using the Toolbar and Monitors,” describes the information you need to successfully monitor and command your forces.
When you have gained enough e xperience to take on new challenges, move on to Chapter 5, “Fighting Operations and Campaigns.” Chapter 6, “Designing Your Own Scenarios,” tells you how to create custom sce­narios, while Chapter 7, “Tactics and Strategy,” helps you win battles as well as operations and campaigns. Chapter 8, “Playing Two-Player Games,” explains how to set up a game against an opponent over a modem, local area network (LAN), or the Internet.
“That 2 Battalion [1st Parachute Brigade, Brit­ish 1st Airborne] held on for as long as it did is one of the epic tales of the Second World War. That it was required to do so is one of its sorriest blunders.”—John Ellis, author of
Force
Brute
Online Help
Online Help is not just this manual in electronic form. It provides addi­tional reference material, historical information, and tips you can use to best plan your winning strategy.
Boot Camp
To get you started with commanding troops, A Bridge Too Far provides Boot Camp, an online tutorial for learning basic battlefield skills. These topics provide an excellent way to become familiar with the game before risking your men in battle.
Chapter 2: Preparing for Battle 3
Chapter 2
Preparing for Battle
Before you move onto the battlefield, you need to install the game and get it running. You can also set options to determine the game’s look and feel as well as what type of game you want to play.
System Requirements
To run A Bridge Too Far on an IBM-compatible computer, you need:
Personal computer with a Pentium
90 or higher processor
(Pentium 133 recommended), 16 megabytes (MB) of RAM, at least 45 MB of available hard disk space, a 4×-speed CD-ROM drive, and a video card that supports 800 × 600 resolution or higher and 16-bit color.
Microsoft
or Windows NT
Windows 95 operating system version 4.0 or later,
TM version 4.0 or later.
Microsoft Mouse or compatible pointing device.
Headphones or speakers.
28.8 modem for head-to-head play.
To run A Bridge Too Far on a Macintosh
® computer, you need:
Power Macintosh personal computer, 16 megabytes (MB) of
RAM, at least 40 MB of available hard disk space, a 4×-speed CD­ROM drive, and a video card that supports 800 × 600 resolution or higher at “Thousands of colors.”
System 7.5 operating system or later.
Apple Mouse or compatible pointing device.
Headphones or speakers.
28.8 modem for head-to-head play.
Installing A Bridge Too Far
Field Marshal Bernard Montgomery is the author of the Operation Market­Garden plan.
To install A Bridge Too Far on an IBM-compatible computer 1
Insert the game CD into the CD-ROM driv e . Setup will run automatically .
Note
If Setup does not start, run Setup.exe from the Windows direc-
tory on the CD.
2
From the screen that appears, click Install. When Setup is complete, the Play button becomes av ailable.
4 A Bridge Too Far
“This is a tale you will tell your grandchildren, and mightily bored they’ll be.”—Lieutenant General Brian Horrocks, Commander, British XXX Corps, summarizing Opera­tion Garden to a de­lighted audience of subordinates on September 16, 1944
“To have the United States at our side was to
me the greatest joy. ...
All the rest was merely the proper application of overwhelming force.” —Winston Churchill on the United States entering World War II in December 1941
To install A Bridge Too Far on a Macintosh 1
Insert the game CD into the CD-ROM driv e .
2
Go to the Mac folder and click Install.
Setting Options
You can specify options and preferences to give A Bridge Too Far the look and feel you want.
To begin setting game options
Press F8. Or, on the combat screen’s toolbar, click Options. (For more information on using the combat screen, see Chapter 3, “On the Battlefield. ”) The Options dialog box appears.
Use the check boxes in the Options dialog box to adjust the following game options:
Sounds, such as gunfire and soldiers’ voices.
Music.
Game videos.
Screen resolution. (You can make the combat screen fill your entire
screen, hiding all battle monitors.)
Note
A game area size of 800 × 600 is recommended. However, if you
have more powerful hardware, you can consider a higher setting.
Whether trees appear on the combat screen. (If you have a slower
machine, remove trees for better performance.)
Whether soldiers killed in action appear on the combat screen. (If you
have a slower machine, remove soldiers killed in action for better performance.)
Game Speed
Game speed affects how quickly the game progresses in real time. If you set it to a slower speed, your men will move slower, giving you more time to think about your tactics. If you set it to a faster speed, action on the screen will be faster.
To adjust game speed
In the Options dialog box, in the Game Speed box, select either Fastest, Fast, Medium, or Slo w.
Starting A Bridge Too Far
After you start the game, the Command screen, shown in the following figure, and the Quick Help box appear. Quick Help gives you a brief introduction to the game and your objectives.
To start the game
Double-click the A Bridge Too Far icon. In W indows 95 or Windows NT, you can also click Start, point to
Programs, point to Microsoft Games, and then click A Bridge T oo Far.
Choosing the Type of Action
You can play four different types of action in A Bridge Too Far.
Boot Camp
Bridge Too Far .
Battles
carryover of supplies. You can play any individual map from Operation Market-Garden, or you can create custom battles. For information on how to customize battles, see Chapter 6, “Designing Your Own Scenarios.”
Operations
sectors of battle, each with a specific objective, such as a bridge or landing zone. For more information on operations, see Chapter 5, “Fighting Operations and Campaigns.”
Campaigns
game, or the Grand Campaign, which is fought on all three fronts simultaneously. For more information on opera tions and campaigns, see Chapter 5, “Fighting Operations and Campaigns. ”
Interactive examples and explanations of A
Warfare conducted on individual maps with no
Sets of linked maps from any of the three
All opera tions for any individual sector in the
Chapter 2: Preparing for Battle 5
“... from the moment the overwhelming industrial capacity of the United States made itself felt in any theater of war, there was no longer any chance of ultimate vic­tory in that theater ... tactical skill could only postpone the
collapse ... .”—Field
Marshal Erwin Rommel after his defeat in North Africa
Norway April 9, 1940 In the first airborne operations
in history, German airborne forces land on strategic targets in Denmark and Norway. In Denmark, airborne troops quickly secure the military airfield near Aalborg. In Norway, paratroops secure the Oslo airport, the military airfield at Stavanger, and an important rail­road junction near Dombas.
By securing the airport and air­fields, the Germans ensure superi­ority in the air, which severely hampers Allied efforts. While both sides score victories on the ground, the Allied efforts wane when the Germans launch their attack against France, Belgium, and Holland on May 10. By June 10, the Allies have evacuated their forces from Norway.
6 A Bridge Too Far
To choose the type of action
“Whether or not America enters the war is a matter of indifference
... .”—Adolf Hitler to
Benito Mussolini June 21, 1941
“It is bluff. They can make cars and refrigera­tors, but not aircraft.” —Reichsmarshall Hermann Göring in regard to American industrial capabilities in 1941
On the Command screen, click one of the following tabs: Boot Camp, Battles, Operations, or Campaigns.
To choose the specific game you want to play
In the game description box beneath the tab, click the Boot Camp topic, battle, operation, or campaign you want to play.
–or– In the saved games box in the left-center portion of the screen, click
the saved battle, operation, or campaign you want to play.
Choosing Sides
To choose the side you want to play
To switch between Allies and Germans, click Player Side.
Choosing Level of Difficulty
You can determine the relative strength of both sides, regardless of whether you choose one-player or two-player mode.
Recruit
strength, morale, and supplies. However, you can still lose the game if you don’t plan carefully.
Veteran
historically .
Your side is given every advantage in
The sides are balanced as they were
Allied paratroopers begin loading into American C-47s. Known as the Skytrain to the Americans and the Dakota to the British, this plane is the workhorse of Allied transport aircraft.
Hero
Your side is initially at a disadvantage in strength and, in campaign mode, has far fewer resources available.
Custom
You define the difficulty level more
specifically, as described in the following section.
To choose the level of difficulty
T o c ycle through the four levels, click Difficulty.
Customizing Level of Difficulty
If you choose Custom as your level of difficulty, you can adjust additional options of gameplay.
Strength
adjust each separately.
Units always obey order s
do.
Units are fearless
Allied and German strength is not interdependent. You can
Your units will obey whate v er you tell them to
Your units will not panic regardless of their situation.
Chapter 2: Preparing for Battle 7
Enemy soldiers are always visible
Enemy units will always appear on your screen. Normally , A Bridge Too Far gives you a limited—but realistic— view of the battlefield. Enemy soldiers that your troops have not noticed will not appear, although you can sometimes spot the smoke of their guns.
Enemy intelligence is always av ailab le
You will receive all information on the enemy just as you do for your own teams. For more information, see “Gathering Intelligence,” in Chapter 4, “Using the Toolbar and Monitors.”
To customize the level of difficulty 1
To cycle to Custom, click Difficulty.
2
Click Set Custom.
3
In the Custom Difficulty Level dialog box, shown in the following figure, click the check box corresponding to the option or options you want.
Note
It is assumed throughout this manual and Help that none of these
custom options have been set.
“If we do our stuff properly and no mistakes are made, then I believe that Germany will be out of the war this year.” —Field Marshal Bernard Montgomery, Commander, Allied 21st Army Group, two months before Opera­tion Overlord in Normandy
Choosing a One-Player or Two-Player Game
In a one-player game, the computer is your opponent. In a two-player game, you fight another player over a modem, local area network (LAN), or the Internet. For more information on two-player games, see Chapter 8, “Playing T w o-Player Games.”
To choose a one-player or two-play er game
To switch between the two options, click Players.
Starting the Battle
Now that you have selected and customized the type of game you want to play, you are ready to march onto the battlefield. For information on how to command your troops, see Chapter 3, “On the Battlefield.”
To start playing the game
Click Begin.
8 A Bridge Too Far
“If you see a white plane it’s American, if you see a black plane it’s RAF. If you see no planes at all it’s the Luftwaffe.” —German soldier on the Western Front, 1944
Chapter 3
On the Battlefield
This chapter provides information on the mechanics of gameplay. It de­scribes how to survey the battlef ield, deploy your units and issue orders to them, use your weapons, and destroy bridges.
However, remember that playing A Bridge Too Far inv olv es mor e than just mechanics. To best use the material in this chapter, study the corresponding sections in Chapter 7, “T actics and Strategy.” Also, be sure to learn how to use the information coming back from the field, as explained in Chapter 4, “Using the Toolbar and Monitors.”
This chapter does not cover information on playing battles within the context of an operation or campaign. If you are playing either of these larger scales of warfare, see Chapter 5, “Fighting Operations and Campaigns,” after you absorb the material in this basic chapter .
Reviewing Your Objective
Your objective is to contr ol the map. You must capture all of a map’s victory locations and be able to hold them until the enemy offers a cease-fire, flees, or retreats off the map. For more information on victory locations, see “Victory Loca tions,” later in this chapter.
Surveying the Battlefield
When you click Begin! the combat screen appears. The following figure sho ws an example of one of the combat screens in the game. Some areas of the combat screen appear either dark or light gray . The dark gray areas are enemy-controlled and the light gray areas indicate neutral territory . The unshaded area is the portion of the map that you currently control. After you start the battle, the shading disappears.
You can zoom in or out of the map, as well as scroll to different areas of the map. It is a good idea to zoom out prior to deploying troops to see a complete picture of the map and determine potential areas of strength and weakness.
To zoom in
On the toolbar, click the zoom-in button (magnifying glass with a plus sign).
To zoom out
On the toolbar, click the zoom-out button (magnifying glass with a minus sign).
T o scroll through the map
Chapter 3: On the Battlefield 9
Move the mouse to the right, left, top, or bottom edge of the screen. You can also use the arrow keys to scroll.
Victory Locations
Victory locations are buildings or terrain elements of strategic importance. They are designated by the symbol of the side that controls them—a star for Allies and a cross for Germans. If both sides are currently engaged in battle for a particular victory location, half of each flag is shown. You need to fight for the victory locations belonging to the other side and replace their symbol with yours.
A victory location has either primary , secondary, or tertiary importance. The larger a victory location’ s name appears, the more points it is worth relative to other victory locations. A primary victory location is worth four times more than a tertiary victory location, and a secondary two times more than a tertiary.
Buildings and Terrain
Most maps include a number of buildings as well as natural terrain features such as hills, ditches, and foliage. Multistory buildings are indicated by numerals (2, 3, or 4) that represent the number of floors in the building.
Use terrain to your best advantage. For example, controlling the high ground and occupying multistory buildings is usually a preferable position. It makes scouting easier, offers better fields of fire, and is more difficult to attack—and easier to defend and keep secure. For more information on using terrain, see “Using Cover ,” in Chapter 7, “Tactics and Strategy.”
When your soldiers take a building, they control all floors of the building. They hav e the advantages of the highest floor while guarding the ground floor against attacks.
Deploying Units
The computer initially deploys your troops for you. Although the default deployment may be satisfactory, you may want to change it to fit your own battle plan.
T o move your units to a starting position
Drag your units to the location you want. You can position your troops only on the unshaded areas of
the map. If you attempt to drop units on a shaded portion, they snap back to their original position.
You usually issue orders after the battle starts, but you can issue one preliminary order for each team during deployment.
Holland May 10, 1940 German airborne troops leap into
combat for the second time as part of Operation Sicklestroke— the German attack on France, Belgium, and Holland. As in Norway, relatively small forces achieve success by subduing strategic targets. A gliderborne force lands on the Belgian fortress at Eben Emael, blasts its way through the roof, and forces the garrison to surren­der. The capture of this fort crumples the Belgian line.
As a result of the German’s airborne successes, British Prime Minister Winston Churchill orders the creation of a para­chute unit “on a scale equal to five thousand.”
“There is no longer anything we can do. Every shot we fire now is harming ourselves, for it will be returned a hun­dred-fold.”—Field Marshal Erwin Rommel, Commander, German Army Group B, in July 1944, on the Allies’ massive advantage in men, machines, and materiél
10 A Bridge Too Far
“I have temporarily changed my basic plan of attacking both north and east in order to help Montgomery seize tremen­dously important objec­tives in the north­east.”—General Dwight Eisenhower, Supreme Commander of Allied Troops, in a letter to General George Marshall, U.S. Chief of Staff, in August 1944
For information on issuing orders, see “Issuing Orders,” later in this chapter . If you don’t issue a preliminary order, all teams are automatically in Hide mode, and all vehicles are in Defend mode.
To issue an initial order
Follow the procedure described in “Issuing Orders,” later in this chapter. Only one order can be issued per team prior to starting the battle. Issuing a
second order cancels the first order.
Starting the Battle
To start the battle
On the toolbar, click Begin!
After you start the battle, the shaded portions of the map become available. After this point, you cannot drag your troops to new locations; you must issue orders to reposition them, as explained in the next section.
Issuing Orders
In A Bridge Too Far, you use a menu to issue any of three types of orders: those that initiate movement (Sneak, Move, and Move Fast), those that
require a target (Fire and Smoke), and those that have your units hold their ground and dig in (Defend and Hide).
In England the thunder of aircraft engines disrupts church services; in Holland the formations roar across the sky for nearly three hours.
Any order you issue remains in effect until your unit carries it out completely. If you issue a new order before the first one is completed, the first order is canceled and the new one is carried out.
Note that you issue orders to an entire unit, not to individual soldiers.
T o issue an order 1
In Windows, right-click any soldier in the unit
to which you want to issue an order. The orders menu appears.
On the Macintosh, use
2
On the menu, drag to the order you want and click it.
3
If the order requires you to designate a position or target (Sneak,
OPTION+CLICK and hold.
Move, Move Fast, Fire, or Smoke), click the location on the combat screen where you want the order to take place or end. An order dot appears, as explained in the following section.
T o change an order y ou’ve already issued
Issue a new order, using the procedure for issuing orders described previously. The original order is countermanded.
T o cancel an order
Issue the Defend order.
Chapter 3: On the Battlefield 11
Defend is the default state.
T o change the target or destination of an order
Drag the order dot to a new location.
Using Keyboard Shortcuts
You can use keyboard shortcuts to issue orders, set options, get Help, and pause or stop the game.
Key(s) Order/Command
Z Move X Move Fast C Sneak V Fire B Smoke N Defend M Hide
Arrow keys Scroll the map during battle
CTRL+G Expand game area CTRL+T Remove trees CTRL+K Remove KIA soldiers CTRL+A Quit a battle ALT+F4 Exit F1 Help F3 Pause F8 Set game options
“... grotesque improvisa­tion on a grand scale.” —Colonel General Kurt Student, Commander, German First Parachute Army, on assembling his force in September 1944
“The danger of new re­verses ... can be removed only by speeding up the dispatch of the rein­forcements that have repeatedly been re­quested.”—Field Marshal Gerd von Rundstedt, German Commander in Chief West, writing to OKW in September 1944
Interpreting Order Dots
After you issue an order, an order dot appears on the map to remind you which order you issued. The following table shows orders and the corresponding colors of the order dot. (Because the Defend order is in effect by default, no order dot appears for this order.)
Order Color
Move Blue Move Fast Purple Sneak Y ello w Fire (Shoot) Beige (for indirect fire)
Red (for target fire)
Smoke Gray Hide Green
(For information on indirect fire and target fire, see “Using Your Weap­ons Effectively,” later in this chapter.)
12 A Bridge Too Far
“Until the middle of October the enemy could have broken through at any point he liked with ease, and would have been able to cross the Rhine and thrust deep into Germany almost unhin­dered.”—General Siegfried Westphal, Rundstedt’s Chief of Staff, referring to the state of German defenses in September 1944
Moving your Units (Sneak, Move, Move Fast)
The Sneak, Move, and Move Fast orders designate the speed of move­ment as well as how alert your troops are to danger around them as they move.
Sneak is your troops’ slowest and safest rate of movement. Sneaking soldiers crawl to their destination, stick to the best cover, watch carefully for signs of the enemy, and try to avoid detection. When the unit reaches its destination, the Hide order is in effect by default.
If you give a Sneak order to move a unit to an enemy location, they will crawl to the location and hide.
Move is the normal movement rate. When issued a Move order, the unit attempts to reach the destination while watching for, and defending against, possible attack. When the unit reaches its destination, the Defend order is in effect by default.
If you give a Move order to move a unit to an enemy location, they will try to get close and shoot it out with the enemy.
Move Fast is the maximum movement rate. Soldiers moving fast are less concerned with attack than they are with getting to their destination. This order is most effective when a unit has cover fire from one or more units.
Soldiers given a Move Fast order run to their destination.
A “stick” of 18 American paratroopers inside a C-47 on their way to Holland. Paratroopers often carried their own body weight (150 το 200 pounds) in equipment and supplies.
If you give a Move Fast order to move a unit to an enemy location, they will assault and try to engage the enemy in hand-to-hand combat.
T argeting (Fire, Smoke)
Fire and Smoke are the targeting orders. If you attempt to lay a smoke screen or fire on a target that you can’t reach, the order is ignored. Most infantry other than mortar units cannot throw smoke grenades farther than 30 meters.
Because the targeting orders are important ele-
ments of the game, make sure you are fully informed on how and when to use your weapons. For more information, see “Using Your Weapons Effectively,” later in this chapter, and the effectiveness chart on the back of this manual.
Digging In (Defend, Hide)
Defend and Hide are your “dig-in” orders. Defend tells your men to take cover and stand their ground. They will return fire as necessary, although they may decide to take the offensive on their own.
Hide tells members of a unit to keep their heads down at all cost. This is particularly valuable when your unit is out of ammunition or too injured
Crete May 20, 1941 German airborne forces (7th Paratroop
Division, XI Fliegerkorps) land on the island of Crete. The largest German air­borne operation of the war is preceded by four days of bombing. On the morning of May 20 landings take place near Máleme and Caneá, followed by afternoon landings at Rétimo and Herákloin. The battle for the island quickly becomes a battle for the airfields; unless the Germans can secure an airfield, they will not be able to resupply and reinforce the paratroops already on the ground.
The fighting on the first day is fierce; the forces and weapons are fairly equal. At Rétimo and Herákloin the Allies succeed in holding the Germans at bay; at Caneá the Germans are driven inland. However, at Máleme the luck of war turns for the invaders.
The day’s bitter fighting has left the airfield at Máleme a wasteland. During the night, a New Zealand battalion is with­drawn from its position; its commander is, through no fault of his own, unclear on the overall tactical picture. The Germans quickly seize the initiative at daylight; Colonel General Kurt Student quickly seizes the battle by changing his plan to fit the conditions. Student shifts all the resupply and reinforcement flights into the captured airfield at Máleme.
Chapter 3: On the Battlefield 13
The Germans build their strength by flying in the 5th Mountain Division. This force helps defeat an Allied coun­terattack at Máleme; by May 23 the Germans are landing artillery to pound the lighter-armed Allies and flying in fighter aircraft to cement their superi­ority in the air. By the next day, the Allies are being gradually pushed back. The Germans continue to reinforce and resupply (both by air and sea), while the Allies fight with what supplies they have.
By May 27, both Caneá and Suda are in German hands and the now-disorganized Allied forces are moving toward evacua­tion points. By June 1 the last Allied resistance ends. While the Allies evacu­ate nearly 19,000 men, losses are heavy; over 21,000 are killed, wounded, miss­ing, or captured.
German losses are much lower. Out of the 23,000 men Student sends into battle, only 7,000 are killed, wounded, or missing. But despite the relatively low number of casualties, the percentage killed (nearly 5,700) is unacceptable to Hitler; consequently, he forbids any further airborne operations. However, Student is allowed to continue recruit­ing and training airborne units. The Allies considered any airborne units they faced to be formidable opponents.
to be of much use to you in the current battle. If they still have ammuni­tion, your men will fire only if fired upon or if enemy soldiers pass very close to their hiding place. Hide is the default order at the beginning of the battle, although no order dot appears unless you specifically give the Hide order.
Using Your Weapons Effectively
Your supply of ammunition is finite, particularly if you are fighting as the Allies. You’ll want to evaluate which targets are worth shooting at before you open fire.
A Bridge Too Far has two types of fire: target and area. You use target fire when you want to hit a specific enemy target. You use area (suppres-
14 A Bridge Too Far
“Both Antwerp and Rotterdam are highly vulnerable to mining and blocking. If the enemy succeeds in these opera­tions, the time it will take to open [these] ports
cannot be estimated. ...
It will be necessary for coastal batteries to be captured before approach channels to the river route can be estab­lished.”—Admiral Sir Bertram Ramsay, Commander in Chief, Naval Opera­tions, SHAEF, to Field Marshal Bernard Montgom­ery, Commander, Allied 21st Army Group, on September 3, 1944
sion) fire at an entire area, not just one object. The pointer becomes a crosshair for target fire and a circle for area fire. Mortars, which fire indirectly, can only use area fire.
Determining Range
Range is the distance from a weapon to a target. Most weapons diminish in effectiveness as the distance increases. Some weapons, such as smoke and hand grenades, can be used only at very close range. If you try to target an area out of the effective range of your weapon, the order will be ignored.
Weapons have different range capabilities. When you issue a Fire order, a range indicator (in meters) appears at the end of the fire line. The color of the range indicator tells you if you are in range: green = good, yellow = adequate, red = bad, and black = out of range.
Using the Line of Sight
The color of the line tracing to the target indicates your team’s view of the target.
Bright green Dark green
the target or is firing through obstruc­tions.
Red
The unit cannot fire through the obstruction; the order will be
ignored.
The unit can see the target.
The unit cannot clearly see
T o determine range and line of sight
Issue the Fire order, and then point to the target. A read-out (in meters) appears about the target, and the color-coded
line indicates the line of sight.
Using Indirect Fire
When you’re using weapons such as mortars, you may see an orange line instead of a red or green line stretching to your target as you point to it. This tells you that it is indirect fire—that you are lobbing the explosive at your target instead of firing at it directly. An orange order dot appears on the combat screen above the target for mortars. With indirect fire, accuracy depends on the experience of your team, as well as whether it can actually see the target from its position.
Using Suppression Fire
You don’t have to hit a target directly; suppression fire can be effective at sapping enemy morale. As you concentrate fire in an area, it starts to turn red. The heavier the fire, the greater the suppression effects on any enemies in the area. Make sure you don’t move your own soldiers into an area that is being actively suppressed, as they too may get shot.
Chapter 3: On the Battlefield 15
Checking Status of Teams
Before issuing a Fire order, you can check the position of your soldiers on the combat screen to make sure they are ready to use their weapons:
A prone soldier can throw a grenade only one-third its
normal range.
A soldier must be crouched or standing to fire a bazooka or
Panzerschreck.
A crawling soldier cannot fire any weapon. Soldiers who are moving also have limitations:
A moving soldier cannot fire weapons that require setup to
fire, such as a machine gun or mortar.
A moving soldier cannot load his weapon unless it is a semiautomatic or automatic weapon, and he cannot reload (put a new clip in) any weapon.
You can also check the soldier monitor to see if a team still has its loader and assistants. Any weapon aided by a loader has a higher rate of fire and requires less time to reload than a weapon handled by just one man. Likewise, any weapon aided by assistants has greater accuracy than one without. For information on the soldier monitor, see Chapter 4, “Using the Toolbar and Monitors.”
North Africa November 8, 1942 The Allies launch Operation
Torch—the invasion of French North Africa. On November 12, a combined air and seaborne assault captures the port city of Bône, Algeria. Four days later, another airborne as­sault captures Souk el Arba, Tunisia. The British 1st and 3rd Parachute Brigades, and the U.S. 509th Parachute Regiment, all take part in the action.
Taking Prisoners and Rallying Separated Soldiers
When enemy soldiers surrender to you, they become your prisoners. They stand in place and do not participate in the battle.
To get enemy soldiers to surrender, you can try bracketing or surrounding them with suppression fire and then move into close range for an assault.
Soldiers can get separated from their units. A soldier may r ejoin his group without encouragement if given enough time. To encourage a separated soldier to rally with his original team, you can move the team closer to him.
Using Bridges
Bridges are especially important in A Bridge Too Far because the riv ers in Holland are too cold, deep, and swift to ford on foot.
The action you take toward bridges differs greatly depending on what side you choose to play. Only the German army can demolish a bridge and only the Allies can build one.
“... composed entirely of elderly gentlemen who hitherto had been guard­ing the north coast of Holland and had never heard a shot fired in anger.”—Colonel General Kurt Student, Commander, German First Parachute Army, describing the German 719th Division guarding the north bank of the Scheldt Estuary when the British captured Antwerp on September 4, 1944
16 A Bridge Too Far
Securing and Repairing Bridges (Allies Only)
If you are playing as the Allies, your progress is severely delayed when the Germans demolish a bridge. To keep a bridge from being destroyed, gain control of both sides.
If you are playing an operation or campaign, you can “repair” a bridge. You do not have to do anything for this to happen; just wait until the next battle. A pontoon bridge is built in place of the bridge that was de­stroyed.
Blowing Bridges (Germans Only)
If you are playing as the Germans, destroy a bridge only as a last resort. After the bridge is blown, you will be forced to retreat while the Allies repair the bridge.
The demolition timer determines when you can demolish a bridge. This timer counts down from the beginning of the battle. After it hits zero, the Blow Bridge button is active (your explosives are fully wired and authori­zation to blow the bridge has been received). Allied fighting forces can see the timer counting, but they cannot use the Blow Bridge b utton. Note that if the Allies control any of the bridge approaches, the bridge may not successfully blow. If it fails to blow, the timer will increment by one minute. After a minute passes, you can try to destroy the bridge again.
After you have successfully blown a bridge and the ba ttle has ended, a message appears telling you to leave the battlefield. Because the Allies have overwhelming air and artillery superiority, holding an exposed bridge position is too dangerous.
If a bridge is repaired, you can try to retake it and destroy it again.
To blow a bridge (Germans only)
Wait until the demolition timer counts down to zero, and then click Blow Bridge.
Sicily July 9/10, 1943 Allied airborne forces next saw action
during Operation Husky—the invasion of Sicily. On the night of July 9/10, 1943, the U.S. 82nd Airborne Division, commanded by Lieutenant General Matthew Ridgeway, is to drop on targets behind the American landing beaches. At the same time, the British 1st Airborne Division, commanded by Lieutenant General Frederick Browning, will float down on targets behind the British landing beaches.
The airborne forces enjoy both success and failure. High winds cause the Ameri­can paratroopers to be widely scattered. Assembly is difficult, and while some objectives are not secured, the para­troopers do disrupt the German and Ital­ian defenders. Although the British paratroopers land successfully, they lose one-third of their gliders; many are released too soon (by inexperienced pilots) and crash at sea. However, once on the ground, all the airborne forces acquit themselves well.
Chapter 3: On the Battlefield 17
Ending a Battle
A battle ends either when both sides press the cease-fire button, one side flees, or neither side has any soldiers on the map left alive or able to fight. Howev er, you can signal that you are willing to end a battle at any time. When both you and your opponent agree to a cease-fire, each side retains the territory it took during the battle, although neither side wins the map.
If your opponent does not agree to a cease-fire, you can either stay and fight, retreat, or flee. When you retreat, you do not surrender your teams; you just issue orders for them to move off the map. When you flee, the game ends immediately. The computer calculates the teams kept or lost, and the enemy takes control of the entire map.
After you end the battle, the Debriefing screen appears. For information on this screen, see Chapter 5, “Fighting Operations and Campaigns.”
To signal that you are willing to disengage
On the toolbar, click the cease-fire button (which shows a depiction of a dove).
The battle ends when both sides have clicked the cease-f i re b utton.
To retreat without surrendering
“I consider we have now reached the stage where one really powerful and full blooded thrust toward Berlin is likely to get there and thus end
the German war. ... In my
opinion the thrust likely to give the best and quickest results is one via the Ruhr.”—Field Marshal Bernard Montgom­ery, Commander, Allied 21st Army Group, writing to General Dwight Eisenhower, Supreme Allied Commander, on September 4, 1944
Use the Move command to move your teams off the right or left edge of the map.
To end the battle and surrender
On the toolbar, click the flee button (which shows a white flag).
T o quit the game after you cease-fire, retreat, or flee 1
On the Debriefing screen, click Command Screen.
2
On the Command screen, click Quit. You can also quit using
ALT+F4.
To stop a battle
In W indows, press CTRL+A. The battle stops and is not saved.
18 A Bridge Too Far
Pre-Battle T oolbar
Chapter 4
Using the Toolbar and Monitors
A Bridge Too Far provides two-wa y communication with your troops. Yo u send them orders, and they keep you up-to-date on their situation and condition as well as provide information on the enemy. Your troops’ means of communication are the toolbar and the game’s battle monitors.
The Toolbar
The toolbar provides you with various types of information about your troops while you are fighting a battle.
Before you click Begin! to start a battle, the toolbar provides only prelimi­nary information, as shown in the following figur e. After you start the battle, the toolbar shows its full range of data.
Battle T oolbar
[You must] supervise the refitting and rehabilita­tion of the 9th and 10th SS Panzer Divisions ... slowly disengage from the battle and immediately head north.”—Field Mar­shal Walter Model, Com­mander, German Army Group B, to Lieutenant General Wilhelm Bittrich, Com­mander, II SS Panzer Corps, at Model’s head­quarters near Liège on September 4, 1944
To view a summary of a particular team
Point to the team, either in the team monitor or on the map.
To get a summary of an enemy unit
Click or point to the unit. Information appears in the soldier monitor.
Team Summary
On the left of the toolbar is the team summary . This summary consists of the following information:
The bars at the far left of the toolbar indicate the team’ s degree of experi­ence: no bars = no experience; 5 bars = highly experienced.
To the right of the bars is the team type, such as AB Rifle or Mortar. Beneath the team type is the order the team is currently following. If the
text is green, the team is following the orders you issued. Red text indi­cates the team is intentionally acting against the command you issued due to battlefield conditions. White text indicates you have issued no com­mands to the team or the command you previously issued has been completed.
Chapter 4: Using the Toolbar and Monitors 19
AP
Team’ s effectiveness against personnel: green = good, red = bad, and
black = none.
AT
Team’s effectiveness against tanks: green = good, red = bad, and
black = none. The boxes under AP and AT indicate the health of each man on the team.
Troop Status Bar
The Troop Status bar shows the current health of all your troops as a whole (not just the team you’re pointing to). The bar is green at the beginning of a game, indicating good health. As men are wounded, the bar turns yellow; as killed, red.
Information from the Field
You can use the toolbar to get immediate feedback about a number of states and abilities applying to each soldier. However, you can track only one state at a time. The indicators use color as a guide to status: green = good, yellow = functional, and red = useless.
To choose a state to track
Click Info, and then drag to the state you want to track.
“I’ll tell you what I’ll do, Monty. I’ll give you whatever you ask to get you over the Rhine be­cause I want a bridgehead ... but let’s get over the Rhine first before we discuss anything else.” —General Dwight Eisenhower, Supreme Commander, SHAEF, to Field Marshal Bernard Montgomery, Commander, Allied 21st Army Group, at their meeting on September 10, 1944
Battle Monitors
You use the four monitors below the toolbar to tra ck detailed information: team information, soldier information, messages, and maps. (If you have set your screen resolution to 1,024 appears.) The following figure shows the battle monitors.
Using the Team Monitor
The team monitor displays the team type, its current order, and a summary of its overall health. The color-coding of the text is the same as that in the
Team Monitor
× 768, the spyglass monitor also
Soldier Monitor
Message Monitor
Map Monitor
20 A Bridge Too Far
“While agreeing with your conception and full­blooded thrust toward Berlin, I do not agree that it should be initi­ated at this moment to the exclusion of all other maneuvers.”—General Dwight Eisenhower, Su­preme Commander, SHAEF, writing to Field Marshal Bernard Montgomery, Commander, Allied 21st Army Group, regarding Montgomery’s single­thrust plan
“The object is to lay a carpet of airborne troops down over which our ground forces can pass.” —Lieutenant General Frederick Browning, Commander, British I Airborne Corps, to the officers responsible for planning Operation Market on September 10, 1944
team summary , described earlier in this ch apter. The plus sign (+), indicat­ing overall health, uses the same scheme as that in the toolbar: green = good, yellow = functional, red = useless.
To get information on a team
Click the team.
To go to that team on the map
Double-click the team in the monitor .
Using the Soldier Monitor
The soldier monitor gives information on each soldier in the selected team. Each field in the soldier monitor can display one of a large number of
different states and conditions. For a listing of all possible settings in the soldier monitor, see the next section, “Soldier Monitor: Details.”
If you are viewing information on an enemy team, the monitor may sho w blanks or question marks in some areas. This means that your men have not been able to determine certain information about the enemy. To get more enemy intelligence, see “Gathering Intelligence, ” later in this chapter.
At the far left of the soldier monitor is an insignia that indicates the team leader’s rank. The higher ranked a soldier is, the more likely that soldier can keep his men from panicking and can rally other soldiers near him. Also, the higher the rank, the larger the range in which soldiers are affected by that leader.
To the right of the insignia is the soldier’s name and current action. The color of the text showing the action provides the same information as that in the toolbar, as described earlier in this chapter.
To the right of the soldier’s name is his function in the team. Beneath the team function is a graphical display of the soldier’s we apon, followed by the name of the weapon and its ammunition type. Above the weapon information are indicators showing the physical state, emotional state, and fatigue level of each soldier.
To get information on an individual soldier in a team
Click the soldier.
Soldier Monitor: Details
The soldier monitor shows several aspects of y our men’s states and conditions. The following tables show all the possible values for these different aspects.
Chapter 4: Using the Toolbar and Monitors 21
Current action Description
Moving Soldier is moving. Resting Soldier is too tired to do anything but rest. Loading Soldier is loading his weapon. Aiming Soldier is aiming his weapon or waiting for
loader to finish loading.
Firing Soldier is firing his weapon. T aking Co v er Soldier is looking for better cover. Assaulting Soldier is moving forward and firing. On Watch Soldier is looking for targets. Holding Fire Soldier has loaded weapon and sees a target
but chooses not to fire.
Suppressed Soldier is suppressed by enemy fire (takes
cover) but will still fire.
Pinned Soldier is pinned down by enemy
fire; hides more than he shoots.
Cowering Soldier is pinned down but rarely
fires and refuses to move.
Routed Soldier is running away from the battlefield. Panicked Soldier is panicked and is seeking
cover out of sight of the enemy.
Unjamming Soldier is trying to clear a jammed weapon. Assisting Soldier is assisting another soldier with a
crew weapon.
Firing/T arget Soldier is firing at a specific target. Firing/Area Soldier is firing at an area or location. Firing Blind Soldier is firing at a target he cannot see. Out of Ammo Soldier is out of ammunition. Can’t See Soldier cannot see target. Friend Block Soldier’s line of f ire is blocked by friendly
soldiers.
Gun Broken Soldier’s gun is damaged. No T arget Soldier cannot see a target at which to fire. Crawling Soldier is cra wling toward cover or destination. Ambushing Soldier is ambushing the enemy. Hiding Soldier is hiding from the enemy . Bad Shot Soldier has a shot that is a waste of ammunition. In Building Soldier (mortar team) is inside building and
cannot fire.
No Weapon Soldier has no usable weapon.
“The OKW will henceforth often be no longer able to meet demands, however urgent and justifiable, for air, armor, and artillery support, even when enemy superiority is overwhelming. Any short­age of weapons, there­fore, must be made good by strengthening the morale of the troops.” —Oberkommando der Wermacht, August, 1944
“Owing to the reduced hours of daylight and the distances involved, it would not be possible to consider more than one lift per day ... casual­ties would result from pilot and crew fatigue.” —Major General Paul Williams, Commander, U.S. IX Troop Carrier Command, responsible for Operation Market’s air operations, commenting on the number of drops that can be made on D-Day
22 A Bridge Too Far
Current action Description
“... a narrow corridor through ... swampy heath, all the way to Arnhem ... a single two-lane high­way, bounded immediately by small, open cultivated fields hedged in by poplar trees and sur­rounded by drainage ditches. Occasionally the road ran past thick pine forests. Up the road the Irish Guards would lead XXX Corps on a front two tanks wide.”— page 417
“... the British ... seem ignorant of the signifi­cance Arnhem has for the
Fatherland. ... [Arnhem
represents] the gateway to Germany, and I did not expect the Germans to leave it open.”—Major General Stanislaw Sosabowski, Commander, Polish 1st Parachute Brigade, recalling his assessment of Operation Market-Garden
Brute Force
Repairing Soldier is repairing his weapon. Can’t T arget Target is outside the gun’s firing arc. Conserving Soldier is running low on ammunition so he’s
conserving it.
Too Close Soldier is too close to the target to fire. Separated Soldier is separated from his team. Stunned Soldier has been stunned by the concussion
effect of a grenade or other explosi ve, and can take no actions.
Function in team Description
Leader Leader of an infantry team. Assistant Assists the driver of a vehicle and fires bow
machine gun or is second in command on an infantry team.
Soldat German infantryman. G.I. American infantryman. Cmdr . Commander; leader of a vehicle team. Driver Driver of a vehicle. Gunner Fires v ehicle’s main weapon. Loader Loads v ehicle’s main weapon.
Ammo type Description
AP Armor piercing. HE High explosive; used ag ainst inf antry, light
vehicles, and structures.
HEA T High explosive, antitank; used against tanks, tank
destroyers, and motorized artillery . Not ef fective against infantry in the open but can be ef fective against infantry in structures.
Smoke Smoke shells or grenades. SP Special; includes canister and high-velocity AP.
Physical state Description
Healthy (green Physically able to obey all commands. background)
Hurt (yellow Soldier is slightly wounded; able to background) physically obey orders at a reduced level of
performance.
Incap. (orange Incapacitated; soldier is severely background) wounded and unable to obey commands.
Dead (red background) Soldier is dead.
Chapter 4: Using the Toolbar and Monitors 23
Emotional state Description
Berserk (red text on Soldier will sacrifice personal safety black background) to attack the enemy.
Fanatic (orange text on Soldier is slightly irrational and takes black background) chances to be a hero.
Heroic (yellow text on Soldier fights aggressive ly and is capable black background) of heroic acts.
Stable (black text on Soldier is emotionally stable. green background)
Panic (black text on Soldier is emotionally unstable and must red background) be rallied to become effectiv e.
Routed (black text on Soldier is running away from the battlef ield. red background
Fatigue level Description
Rested Soldier is well rested. Winded Soldier is temporarily out of breath but will
recover quickly if gi ven a chance to rest.
Fatigued Soldier is so tired that his performance is
affected.
“It was absolutely impos­sible to get them to face the realities of the situation; their personal longing to get into the campaign before it ended completely blinded them.”—Major Brian Urquhart, Chief of Intel­ligence, British I Air­borne Corps, commenting on state of mind among the officers planning Operation Market
Using the Message Monitor
The message monitor displays the messages you receive from the field. The panels at the top repre­sent the priority of the information coming in. Red is highest priority and white is lowest.
To select the unit that sent a particular message
Click the message.
To filter out certain messages
Click the colored panel at the top of the mes­sage monitor corresponding to the messages you want to filter out.
For example, to see messages only of the highest priority (red), click all four panels other than the red panel.
Using the Map Monitor
The map monitor provides a quick way to jump around the map. This monitor is constantly updated to show you the positions and dispositions of known units and victory locations. Your troops appear blue, and enemy teams are red.
Originally developed for use against aircraft (FlaK 18-37, FlaK41), the German 88mm gun achieves lasting fame as a tank killer. It is the main gun on the Tiger tanks and JagdPanther tank destroyer.
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