I. OVERVIEW
GAME BASICS
SCALE
Each hex represents about 50 miles or 80
kilometres. Turns vary in length and are dependant on
the time of year. SEASON
TURN LENGTH
Summer -> 1 week
Fall, Spring -> 2 weeks
Winter -> 1 month
MAP LAYOUT
The map has a total area that stretches
horizontally from the east coast of North America to the Ural
Mountains in Russia, and vertically from just below the Arctic
Circle to the north coast of Africa. All major terrain types
have been covered, including cities, ports, rivers, mountains,
marshes and forests with the addition of color coordinated
hexes for each country's zone of control.
TERRAIN SYMBOLS
Forest Marsh
Mountain
STRATEGIC RESOURCE SYMBOLS
City Capital
City Fortification
Port Oil
Mine
UNIT SYMBOLS
Head Quarters (HQ)
Corps
Army
Tank Group
Air Fleet
Strategic Bombers
Rocket Detachments
Battleships
Cruisers
Carriers
Subs
Transport
II.
REFERENCE
GENERAL UNIT CHARACTERISTICS
CHARACTERISTIC & MAX VALUE
Strength -> 10 (max 15)
Supply -> 10
Experience -> 4
Readiness -> 100%
Action Points -> Unit’s Action Point Value
Entrenchment* -> Terrain’s Maximum Allowable Value
*This characteristic
does not apply to naval units, since they cannot be entrenched
Each unit type will also have combat
values for:
· Spotting
· Strike Range
· Soft Attack
· Tank Attack
· Air Attack
· Naval Attack
· Strategic Attack
· Soft Defence
· Tank Defence
· Air Defence
· Naval Defence
Note: These values can be improved
through research and development. Please refer to
the Research and Development section for further details.
LAND UNITS
Both land and air units are attached to
an Army Group Commander specified by a Head Quarters (HQ)
unit. This can be seen in the command breakdown diagram
given below: HQ
HQ Commanders are available in a pool at
production time with a predetermined commander rating.
Examples:
HQ & COMMANDER RATING
Rommel 8
Zhukov 8
Patton 7
Wavell 7
The higher the commander rating of an
HQ, the higher the readiness value for all units attached
to his HQ.
In addition to influencing the readiness
of units under its command, HQ’s can also pass on a combat
morale bonus depending upon how well units perform in
the field. Any unit that performs well when attached
to an HQ will increase that HQ’s command experience and
subsequently increase their combat morale bonus at the same
time. While if units under an HQ face some sort of
disaster, then this HQ’s command experience is reduced,
in turn reducing the combat morale bonuses for all units
under its command.
HQ’s can also increase a unit’s supply
value when extended from other supply resources.
AIR UNITS
AIR FLEETS Air
Fleets can be used to attack any valid land, air, or naval
targets, while their strategic attacks are limited.
Air Fleets are very useful in a defensive role when placed
in the immediate vicinity of either tactical or strategic
targets and will be automatically activated in a defensive
role for all friendly units adjacent to them within their
flight radius.
STRATEGIC BOMBERS
Bombers can be used to attack any valid
land, air, or naval units, but are very useful in attacking
strategic resources. The bombing of enemy cities and
other resource areas can reduce their operational strengths,
which in turn reduces the overall number of MPP’s collected
at the end of an enemy’s turn.
NAVAL UNITS
BATTLESHIPS Battleships
can be used in regular naval combat as well as in shore
bombardments. Shore bombardments can be commenced
upon regular land or air units as well as strategic resources.
CRUISERS
Cruisers can be used in regular naval
combat as well as in shore bombardments.
CARRIERS
With an effective strike range, Carrier
units can be extremely useful in advanced strikes upon land,
air and other naval units.
SUBS
While subs can only be used in regular
naval combat, research and development can greatly enhance
this potentially effective naval unit.
TRANSPORTS
Transports can be used to transport
land units across fixed bodies of water.
MILITARY PRODUCTION
Military Production Points (MPP’s) are
collected at the beginning of each round and are based on
the number of cities, ports, mining sites and oil production
areas currently owned or occupied by either the axis or allied
sides. Only the following major countries will control
their own production while all other countries will fall under
either Axis or Allied Minor control. ·
United Kingdom
· France
· USA
· USSR
· Germany
· Italy
A country’s production can only occur
in those cities or ports that can trace a direct line of
land hexes back to their capital city. For example,
since the sea effectively cuts off London from the mainland,
the United Kingdom could never build units in mainland Europe.
Rather, they would have to build them in England first,
and then transport them there if it was so required
Strategic bombing, air attack, naval
bombardment, or rocket attack can reduce the operational
strength value of any valid strategic resource. This
results in strength losses and directly affects the number
of MPP’s collected at the beginning of each round.
On the plus side, for each turn that a strategic resource
is not attacked, the operational strength for that strategic
resource is re-strengthened by +1 point automatically up
to their maximum attainable value. This simulates
rebuilding and repair.
RESEARCH AND DEVELOPMENT
Only the Axis and Allied Major countries
can conduct research and development. The following
list of technologies is available for further research and
development: · Anti-Tank
Weapons
· Heavy Tanks
· Anti-Aircraft Radar
· Long Range Aircraft
· Jet Aircraft
· Heavy Bombers
· Sonar
· Advanced Subs
· Gun Laying Radar
· Rockets
· Industrial Technology
Each research type has a maximum level
of 5 and a maximum number of 5 research points that can
be put against it. At the beginning of each turn,
each research point has a 5% chance of returning the next
level of research (so 5 research points in anti-tank research
will give you a 25% chance per turn of getting the next
level), so the more research points put against a particular
type of research, the better the chances of achieving the
next level. Also, depending upon the type of research,
a variety of results can be achieved with each new level.
The following is a breakdown of the benefits for each type.
ANTI-TANK RESEARCH
Increases the tank defence and maximum
strength values for both Corps and Army units.
HEAVY TANK RESEARCH
Increases the tank attack, tank defence
and maximum strength values for Tank Groups.
ANTI-AIRCRAFT RADAR RESEARCH
Improves the air defence values for
all Strategic Resources.
LONG-RANGE AIRCRAFT RESEARCH
Increases the spotting, action points,
and strike range values for both Air Fleets, and Strategic
Bombers. Also, every new level of long-range aircraft
research increases the spotting, strike range, and maximum
strength values of Carriers.
JET AIRCRAFT RESEARCH
Improves the air defence, and air attack
for both Air Fleets and Carriers, while the air defence
value for Strategic Bombers is increased. In addition,
the maximum strength value for Air Fleets is increased.
HEAVY BOMBER RESEARCH
Improves the strategic attack and maximum
strength values for Strategic Bomber units.
SONAR RESEARCH
Improves the naval defence values of
Battleships, Cruisers and Carriers when attacked by submarines.
ADVANCED SUB RESEARCH
Improves the naval attack and maximum
strength values for submarines. Also, submarines in
general have a 25% chance of successfully diving from either
naval or air attack, but with each new level of advanced
sub research, this percentage improves by +5%.
GUN LAYING RADAR RESEARCH
Improves the naval attack, naval defence
and maximum strength values for both Battleships and Cruisers.
ROCKET RESEARCH
Improves the attack values and strike
range for all Rocket Detachments.
INDUSTRIAL TECHNOLOGY RESEARCH
Every new level of industrial technology
decreases the cost of production for each unit by 10%.
POLITICS
THE MAJOR COMBATANTS The
following political options will be available:
· Random – Randomly enter the
war within a historical context
· Neutral – Remain neutral throughout the war
· Historical – Enter the war at the historical time
Note: For Russia, the Historical
option is not available since they did not enter the war
until Germany invaded in June of 1941.
An important note on the random option
with respect to the major countries is that it is greatly
affected by the game play of either the Axis or Allied side.
Aggressive game play by the Axis for example, may be rewarded
with an early entry to the war by Italy, yet, overly rampant
aggression may backfire since Russia and/or the U.S. could
enter the war earlier than expected on the Allied side.
While on the other hand, if playing as the Allies, aggressive
declarations of war may also backfire with the U.S. delaying
its entry into the war.
The neutral and historical options will
play as expected regardless of how the Axis or Allied sides
choose to conduct the war.
MINOR COMBATANTS
All other countries in the European
Theater are treated as neutral until attacked by either
the Axis or Allied side, but for the historical Axis and
Allied minor countries like Canada, Hungary, Romania, Yugoslavia
etc., they also include the same three political options
for randomness, neutrality or historical entry. Once
again it will be the random option that can create many
new ‘what if?’ scenarios within a historical context for
the game. Expect to see countries such as Spain or
Turkey, both with close ties to Germany, to join the Axis
side if the UK is sufficiently knocked out of the war, or
perhaps Hungary and Romania may not join the Axis Alliance
if Germany attacks its fascist ally Spain. These and
many other ‘what if’ outcomes are all possible when playing
in in the Axis/Allied Minor random mode.
III.
GAME PLAY
TURN BREAKDOWN
Calculation Phase I
· Determine resource operational efficiency
· Calculate unit supply
· Determine unit entrenchment
· Calculate unit action points
· Determine fog of war Turn
Phase (No Specific Order)
· Orders – Move, Attack, Reinforce etc
· Politics – Declare War
· Production – Purchase Units
· Investment – Research and Development
Calculation Phase II
· Test for liberated countries
· Test for country surrender
· Test for historical dates and random joins
· Test for partisan activity
· Test for research and development (current side
only)
· Calculate military production points (MPP)
MOVING UNITS
Any unit that has not been moved is considered
active and will be displayed on the map with its lower section
flashing. This applies to all land, air, and naval units
and indicates that they can be moved within the limit of their
action point radius. Special movement rules such as
operational movements also apply.
LAND MOVEMENT
Land unit movement is divided into three
main areas: regular movement, operational movement,
and naval transport. REGULAR
MOVEMENT
Whenever an active land unit has been
selected with a left mouse click, its full movement range
is highlighted on the map as shown below.
Then depending upon the current mouse
position, the upper left hand corner of the screen will
display the total movement cost including all associated
terrain penalties as well as an additional action point
penalty if attempting to move through two or more adjacent
enemy units. Left clicking on a destination hex will
complete the movement.
OPERATIONAL MOVEMENT
An operational movement for land units
consists of rapid transfers via rail or other land transport
from a unit’s current position to any valid city or fortification.
Valid destinations include only those from which an unbroken
path of friendly land hexes can be followed from the selected
unit to final destination. Thus, land units cannot
be operationally moved over water and not while trapped
somewhere behind enemy lines. Other restrictions include
sufficient MPP to pay for the operational movement (10%
of unit’s current production cost), the unit’s supply value
must be >= 5, and the destination city or fortification
must have an operational efficiency of >= 50% as well.
In order to operationally move a land unit you must right
click on the unit and select Operate from the drop down
menu. Left clicking on any one of the highlighted
destination hexes will complete the movement.
NAVAL TRANSPORT
Naval transport consists of loading
a land unit onto a transport in order to move across a body
of water. In general, all land units can be transported
except rocket detachments and the cost of transport is 10%
of a unit’s current production cost.
In order to transport a land unit, the
unit must still be active and located adjacent a friendly
port. Then by right clicking on the unit and selecting
Transport from the drop down menu, the land unit will be
replaced by a transport icon either directly on top of the
port hex or right next to it. This step can then be
repeated until all water hexes adjacent the friendly port
have been filled up. The transported unit can then
be immediately moved to within the limit of it’s action
point radius. On your next turn, the unit can be unloaded
either into a friendly port or onto friendly or enemy territory.
See the Amphibious Landings section under Naval Movement
for further detail.
AIR MOVEMENT
Air unit movement is divided into two main
areas: re-basing and operational movement.
RE-BASING
Since air units must be able to re-locate
themselves as frontlines continuously change, they can be
re-based up to the full range specified by their action
points value. Unlike land units however, air unit
movement is not penalized by terrain costs or enemy unit
positions and can thus be re-based to any friendly hex,
including those behind enemy lines or even across bodies
of water.
In order to re-base an air unit, select
any active air unit and then left click on one of the highlighted
destination hexes to complete the movement.
OPERATIONAL MOVEMENT
An operational movement for an air unit
consists of the rapid transfer of an air fleet or group
of strategic bombers from one battlefront to another.
Since air units are not penalized by terrain or enemy unit
positions when moving, valid destinations can include any
friendly city or fortification with an operational efficiency
of >= 50%, regardless of its map location. Other restrictions
include sufficient MPP to pay for the movement (10% of the
current production cost), as well as a supply value of >=
3 for the selected air unit.
In order to operationally move an air
unit, right click on the unit and select Operate from the
drop down menu. Left clicking on any one of the highlighted
hexes will complete the movement.
NAVAL MOVEMENT
Naval unit movement is divided into two
main areas: regular movement and amphibious
landings. REGULAR MOVEMENT
All naval units can be moved by first
selecting the unit and then left clicking on any one of
the highlighted destination hexes.
AMPHIBIOUS LANDINGS
A transported land unit can be unloaded
in one of two ways: either in a friendly port or onto
friendly or enemy territory. When choosing to unload
in a friendly port you must first move the unit to the desired
port hex and finish its movement. The unit will remain
active however, but you will only be allowed to unload it
by either left clicking on it again, or by right clicking
and selecting Unload from the drop down menu. Left
clicking on any one of the highlighted landing hexes will
complete the movement.
The obvious advantage of unloading a
transported land unit through a friendly port is that the
entire sequence can be completed in a single turn.
The only other option which takes two turns would be to
move the transported unit next to the territory you wish
to unload to and wait until the next turn to actually unload
the unit. Also when unloading onto enemy territory
there is a 40% chance that a landing casualty penalty may
be incurred. The landing casualty penalty can be a
loss of anywhere between 1 and 5 strength points.
COMBAT
There are three basic types of combat:
land, air and naval. While most units can participate
in both attack and defence sequences, some restrictions do
apply and will be further explained in the sections below.
LAND COMBAT
A land unit can participate in two different
modes of combat: regular or blitz.
REGULAR COMBAT
Regular combat is whenever a land unit
has been selected to attack another unit without moving
first. This can be achieved by left clicking on a
unit and then moving the mouse cursor over an enemy unit
until a valid target is found. Valid targets are those
that are within strike range of the attacking unit.
Once a valid target has been found, both the attacker and
defender information is shown at the bottom of the screen
as well as the expected combat losses at the top middle
portion of the information bar. This can be seen below:
In general, the distance from which
any unit can attack is limited to its strike range.
While most land units have a strike range of 1 hex, rocket
attachments can achieve greater range through research and
development. See the Research and Development section
for further detail on developing rocket technology.
The only other consideration for land units is that HQ units
cannot attack since they are administrative in nature. See
the Land Units section for further detail on HQ units.
BLITZ ATTACK
A blitz attack is when a land unit first
moves and then attacks an enemy unit. The same limits
on strike range apply but they are calculated from the final
attacking position of the land unit and not from its original
position. Also whenever a unit is used to attack,
in either regular or blitz attack, this finishes its movement
until the next turn.
AIR COMBAT
Air combat is divided into four main areas:
interdiction, strategic bombing, escort duty
and defensive activation. INTERDICTION
Both air fleets and strategic bombers
can attack ground units as part of their regular combat
capabilities. However, air units can only attack if
they have not yet moved and the enemy target is located
within their strike range. An attack by any air unit
completes its movement for that turn.
STRATEGIC BOMBING
Both air fleets and strategic bombers
can attack strategic resources including all cities, fortifications,
ports, mines, and oil production areas. In general,
the effects of strategic bombing can greatly reduce an opponent’s
ability to wage war and can thus be extremely valuable when
properly executed.
Primarily, strategic bombing will reduce
the operational efficiency of a strategic resource and can
have the effect of rendering it almost useless for those
units that depend on it for supply. Also, if a city
or fortification is sufficiently damaged (operational efficiency
< 50%) then it will be excluded as a valid destination
for operational movement. The final benefit from strategic
bombing is that it will not only immediately reduce an opponent’s
MPP based on the amount of damage incurred, but will also
reduce the number of MPP an enemy can collect at the end
of their turn. This of course can affect the production
power of any country that has been effectively targeted
through strategic bombing.
ESCORT DUTY
Air fleets may be automatically activated
in an escort role when a strategic bomber run is likely
to encounter enemy interceptors. This will happen
whenever an escorting air fleet is within action point range
of an attacked unit/resource and if the escorting air fleet
has not yet moved with a strength value >= 5. Generally,
this duality makes air fleets extremely useful when properly
located on the map.
DEFENSIVE ACTIVATION
Air fleets may be automatically activated
in a defensive role whenever an enemy’s air unit is attacking
a friendly target. This will happen whenever a defending
air fleet is within action point range of an attacked unit
and if the defending air fleet has not yet moved with a
strength value >= 5. Generally, this duality makes
air fleets extremely useful when properly located on the
map.
NAVAL COMBAT
Naval combat is divided into three main
areas: regular, advanced strike, and shore
bombardment. REGULAR
COMBAT
A naval unit that attacks another naval
unit within its strike range prior to moving is considered
part of regular naval combat. The strike range for
naval units can vary and depends on the type of unit involved.
ADVANCED STRIKE
An advanced strike is whenever a naval
unit has moved and then attacked. This type of attack
can be extremely effective since it greatly increases a
naval unit’s strike range with respect to its original position.
Carriers for example, can often strike deep into an enemy’s
territory when participating in an advanced strike.
SHORE BOMBARDMENT
Shore bombardment can be commenced at
any time and at any land or air unit as well as strategic
resources. The shore bombardment of defensive units
can be helpful in the preparation of an amphibious assault,
while bombardment of strategic resources is treated the
same as strategic bombing of resources by air units.
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