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Your Guide to Microsoft Technical Support
If you have a technical question about Microsoft A Bridge Too Far, see the following
brief descriptions of the support options available from Microsoft Technical Support.
For more information, please visit Microsoft Technical Support Online at http://
www.microsoft.com/support.
Self-Help Tools to Find Answers Your self
http://www.microsoft.com/support/
Microsoft Technical Support Online uses innovative features such as Troubleshooting
Wizards and a technical Knowledge Base to help you access the most relevant
technical information and resources to answer your support questions.
Direct Assistance with a Microsoft Technical Engineer
Standard No-Charge Support
If you still need answers to your technical questions, Microsoft offers unlimited nocharge support for retail versions of this product.
To receive your Standard No-Charge Support, in the U.S., please call (425) 635-7008,
6:00
A.M. to 6:00 P.M. Pacific time, Monday through Friday, excluding holidays. In
Canada, please call (905) 568-3503, 5:00
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
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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
ivQuick Start: Roadmap to Glory
viY our Theater of War
Chapter 1: Introduction 1
1The Game
2Gearing Up for Gameplay
Chapter 2: Preparing for Battle 3
3System Requirements
3Installing A Bridge Too Far
4Setting Options
4Starting A Bridge Too Far
5Choosing the Type of Action
6Choosing Sides
6Choosing Level of Difficulty
6Customizing Level of Difficulty
7Choosing a One-Player or
Two-Player Game
7Starting the Battle
Chapter 3: On the Battlefield 8
8Reviewing Y our Objective
8Surveying the Battlefield
9Deploying Units
10Starting the Battle
10Issuing Orders
11Interpreting Order Dots
13Using Y our Weapons Effectively
15Taking Prisoners and Rallying Separated Soldiers
15Using Bridges
17Ending a Battle
Chapter 4: Using the Toolbar and
Monitors 18
18The Toolbar
19Battle Monitors
20Soldier Monitor: Details
24Identifying Battlefield Elements
Chapter 5: Fighting Operations and
Campaigns 26
26Reviewing Your Objectives: Operations
26Reviewing Your Objectives: Campaigns
27Managing Resources
28Operation Screens
28Campaign Screens
28Starting an Operation or Campaign
29Checking Your Pre-Combat Status
30Choosing Resources
32Fighting the Battles
32Debriefing Screen
33Choosing a Cease-Fire Period
34Allocating Supplies for Sectors
(Campaigns Only)
36Viewing Details of Soldier Status
Chapter 6: Designing Your Own
Scenarios 39
39Starting Battlemaker
40Choosing a Map
41Editing Victory Locations
42Setting Requisition Points
43Setting Resources
44Saving Your Custom Scenario
44Playing Your Custom Scenario
44Giving the Battle to Another Player
Chapter 7: Tactics and Strategy 45
45Using Units Effectively
50Battlefield T actics
53Campaign Strategy
Chapter 8: Playing Two-Player
Games 57
57Types of Connections
58Starting a Two-Player Game
59Using the Net Status Bar
59Communicating with Your Opponent
Chapter 9: History 60
60Situation Report
60Plans, Politics, and Logistics
65Operation 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, MoveFast, 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
ZMove
XMove Fast
CSneak
VFire
BSmoke
NDefend
MHide
Arrow keysScroll the map during battle
CTRL+GExpand game area
CTRL+TRemove trees
CTRL+KRemove KIA soldiers
CTRL+AQuit a battle
ALT+F4Exit
F1Help
F3Pause
F8Set 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.)
OrderColor
MoveBlue
Move FastPurple
SneakY ello w
Fire (Shoot)Beige (for indirect fire)
Red (for target fire)
SmokeGray
HideGreen
(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.
Hidetells 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 actionDescription
MovingSoldier is moving.
RestingSoldier is too tired to do anything but rest.
LoadingSoldier is loading his weapon.
AimingSoldier is aiming his weapon or waiting for
loader to finish loading.
FiringSoldier is firing his weapon.
T aking Co v erSoldier is looking for better cover.
AssaultingSoldier is moving forward and firing.
On WatchSoldier is looking for targets.
Holding FireSoldier has loaded weapon and sees a target
but chooses not to fire.
SuppressedSoldier is suppressed by enemy fire (takes
cover) but will still fire.
PinnedSoldier is pinned down by enemy
fire; hides more than he shoots.
CoweringSoldier is pinned down but rarely
fires and refuses to move.
RoutedSoldier is running away from the battlefield.
PanickedSoldier is panicked and is seeking
cover out of sight of the enemy.
UnjammingSoldier is trying to clear a jammed weapon.
AssistingSoldier is assisting another soldier with a
crew weapon.
Firing/T argetSoldier is firing at a specific target.
Firing/AreaSoldier is firing at an area or location.
Firing BlindSoldier is firing at a target he cannot see.
Out of AmmoSoldier is out of ammunition.
Can’t SeeSoldier cannot see target.
Friend BlockSoldier’s line of f ire is blocked by friendly
soldiers.
Gun BrokenSoldier’s gun is damaged.
No T argetSoldier cannot see a target at which to fire.
CrawlingSoldier is cra wling toward cover or destination.
AmbushingSoldier is ambushing the enemy.
HidingSoldier is hiding from the enemy .
Bad ShotSoldier has a shot that is a waste of ammunition.
In BuildingSoldier (mortar team) is inside building and
cannot fire.
No WeaponSoldier 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 actionDescription
“... 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
RepairingSoldier is repairing his weapon.
Can’t T argetTarget is outside the gun’s firing arc.
ConservingSoldier is running low on ammunition so he’s
conserving it.
Too CloseSoldier is too close to the target to fire.
SeparatedSoldier is separated from his team.
StunnedSoldier has been stunned by the concussion
effect of a grenade or other explosi ve, and can
take no actions.
Function in teamDescription
LeaderLeader of an infantry team.
AssistantAssists the driver of a vehicle and fires bow
machine gun or is second in command on an
infantry team.
SoldatGerman infantryman.
G.I.American infantryman.
Cmdr .Commander; leader of a vehicle team.
DriverDriver of a vehicle.
GunnerFires v ehicle’s main weapon.
LoaderLoads v ehicle’s main weapon.
Ammo typeDescription
APArmor piercing.
HEHigh explosive; used ag ainst inf antry, light
vehicles, and structures.
HEA THigh 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.
SmokeSmoke shells or grenades.
SPSpecial; includes canister and high-velocity AP.
Physical stateDescription
Healthy (greenPhysically able to obey all commands.
background)
Hurt (yellowSoldier is slightly wounded; able to
background)physically obey orders at a reduced level of
performance.
Incap. (orangeIncapacitated; 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 stateDescription
Berserk (red text onSoldier will sacrifice personal safety
black background)to attack the enemy.
Fanatic (orange text onSoldier is slightly irrational and takes
black background)chances to be a hero.
Heroic (yellow text onSoldier fights aggressive ly and is capable
black background)of heroic acts.
Stable (black text onSoldier is emotionally stable.
green background)
Panic (black text onSoldier is emotionally unstable and must
red background)be rallied to become effectiv e.
Routed (black text onSoldier is running away from the battlef ield.
red background
Fatigue levelDescription
RestedSoldier is well rested.
WindedSoldier is temporarily out of breath but will
recover quickly if gi ven a chance to rest.
FatiguedSoldier 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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