Wite Manual (Light)
Wite Manual (Light)
Wite Manual (Light)
2010 Matrix Games Ltd. All Rights Reserved. Matrix Games Ltd. and the Matrix Games
Ltd. logo are trademarks of Matrix Games Ltd . All other trademarks and trade names are the
properties of their respective owners and Matrix Games Ltd. make no claim thereto.
USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT AND LIMITED WARRANTY
CONTENTS
1. GARY GRIGSBYS WAR IN THE EAST............................................................... 14
1.1. Minimum System Requirements....................................................................... 14
1.2. Recommended System Requirements............................................................... 14
1.3. Installation Procedure....................................................................................... 14
1.4. Uninstalling the Game....................................................................................... 14
1.5. Product Updates............................................................................................... 14
1.6. Game Forums................................................................................................... 15
1.7. Need Help?....................................................................................................... 16
2. INTRODUCTION................................................................................................ 16
2.1. Background...................................................................................................... 16
2.2. The Game......................................................................................................... 16
2.3. The Main Manual.............................................................................................. 17
2.3.1. The Hardcopy Manual......................................................................................... 17
3. GETTING STARTED........................................................................................... 17
3.1. Glossary............................................................................................................ 17
3.2. Controls............................................................................................................ 21
3.2.1. Hotkey List......................................................................................................... 21
3.3. Starting a Game and the Main Menu................................................................. 25
3.3.1. Human/Computer Opponent Selection................................................................. 25
3.3.2. Difficulty Level................................................................................................... 25
3.3.3. Game Options.................................................................................................... 26
3.3.4. User Preferences................................................................................................ 28
3.3.5. Map Preferences................................................................................................ 31
3.3.6. Pick Scenario..................................................................................................... 34
3.3.7. Play by E-Mail (PBEM)........................................................................................ 34
3.3.8. Load Saved Game.............................................................................................. 35
3.3.9. Multiplayer......................................................................................................... 35
3.3.10. Credits.............................................................................................................. 38
3.3.11. Editor................................................................................................................ 38
4. SEQUENCE OF PLAY......................................................................................... 38
4.1. Game Turn Overview......................................................................................... 38
4.2. Logistics Phase Details..................................................................................... 39
5. GAME INTERFACE............................................................................................ 42
5.1. Top Panel.......................................................................................................... 43
5.1.1. Title Bar............................................................................................................. 43
5.1.2. Menu Tabs and Associated Toolbars.................................................................... 43
5.1.3. Soft Factors....................................................................................................... 47
5.1.4. Mode Toolbar..................................................................................................... 48
5.1.5. General Information and City Box....................................................................... 50
5.2. The Main Map Area........................................................................................... 51
5.2.1. Hex Pop-up........................................................................................................ 52
5.2.2. Hex Selection and Unit Counter Border Colour...................................................... 54
5.2.3. Unit Bar............................................................................................................. 56
3
5.3. Using the Interface to Conduct Actions.............................................................. 59
5.3.1. Move Mode (F1)................................................................................................. 59
5.3.2. Rail Mode (F2)................................................................................................... 62
5.3.3. Naval Transport Mode (F3).................................................................................. 64
5.3.4. Amphibious Transport Mode (F4)......................................................................... 65
5.3.5. Air Recon Mode (F5)........................................................................................... 66
5.3.6. Bomb Unit Mode (F6).......................................................................................... 66
5.3.7. Bomb Airfield Mode (F7)..................................................................................... 67
5.3.8. Bomb City Mode (F8).......................................................................................... 68
5.3.9. Air Transport Mode (F9)...................................................................................... 69
5.3.10. Air Transfer Mode (F10)...................................................................................... 72
5.4. Interface Screens and Windows........................................................................ 73
5.4.1. Order of Battle (OOB) Screen.............................................................................. 73
5.4.2. Show Losses Screen.......................................................................................... 74
5.4.3. Production Screen.............................................................................................. 77
5.4.4. City Production List Window................................................................................ 81
5.4.5. Victory Screen.................................................................................................... 82
5.4.6. Weather Screen................................................................................................. 85
5.4.7. Air Doctrine Screen............................................................................................ 86
5.4.8. Reinforcement and Withdrawal Schedule............................................................. 87
5.4.9. Commanders Report.......................................................................................... 88
5.4.10. Save Game Screen............................................................................................. 89
5.4.11. Combat Resolution Report and Battle Locator (F11).............................................. 90
5.4.12. Logistics Phase Event Log Screen....................................................................... 94
5.4.13. Combat Unit Detail............................................................................................. 96
5.4.14. Support Unit Detail Window................................................................................. 98
5.4.15. Pick Support Unit Window................................................................................. 100
5.4.16. HQ Unit Detail Window...................................................................................... 101
5.4.17. Air Base Unit Detail Window.............................................................................. 103
5.4.18. Air Group Unit Detail Window............................................................................ 106
5.4.19. Select Air Group Unit from National Reserve Window.......................................... 108
5.4.20. Ground Element Detail Window......................................................................... 109
5.4.21. Leader Detail Window....................................................................................... 110
5.4.22. Pick New Leader Window................................................................................. 111
5.4.23. Unit Table of Equipment (TOE) Window............................................................... 112
5.4.24. TOE Upgrade Window....................................................................................... 112
5.4.25. Pick New HQ Window....................................................................................... 113
5.4.26. Unit Supply Detail window................................................................................. 113
5.4.27. City Detail Window........................................................................................... 116
5.4.28. Pick Target Type Window.................................................................................. 118
5.4.29. Pick Air Units for Mission Window...................................................................... 118
5.4.30. Find Hex/City/Unit/Air Group Unit Window.......................................................... 119
5.4.31. Pick Unit Type Window (Soviet Player Only)........................................................ 120
6. MAP AND TERRAIN........................................................................................ 120
6.1. Map Area ....................................................................................................... 120
4
6.1.1. Map Boundary Areas........................................................................................ 121
6.2. Terrain............................................................................................................ 121
6.2.1. Types of Terrain Hexes...................................................................................... 121
6.2.2. Terrain Features............................................................................................... 123
6.3. Hexes and Zones of Control............................................................................. 124
6.3.1. Control of Hexes............................................................................................... 124
6.3.2. Zones of Control............................................................................................... 125
6.3.3. Conversion of Enemy Hexes.............................................................................. 125
6.3.4. Conversion of Isolated Hexes............................................................................ 125
6.4. Stacking......................................................................................................... 126
7. GROUND UNITS.............................................................................................. 126
7.1. Combat Value (CV)........................................................................................... 126
7.1.1. Initial and Modified Combat Value in Battles....................................................... 127
7.1.2. Vehicle Shortage CV Modifier............................................................................ 127
7.1.3. Zero CV Units................................................................................................... 127
7.2. Ground Elements and Tables of Equipment (TOE)............................................. 128
7.2.1. Ground Elements.............................................................................................. 128
7.2.2. Table of Equipment (TOE)/Unit Level Order of Battle (OB)..................................... 130
7.3. Depleted and Unready Units............................................................................ 131
7.4. Support Units.................................................................................................. 132
7.4.1. Antiaircraft Support Units in Cities..................................................................... 132
7.5. Combat units.................................................................................................. 133
7.5.1. Fortified Regions and Zones.............................................................................. 133
7.5.2. Attachment of Support Units to Combat Units..................................................... 134
7.5.3. Combat Unit Buildup, Breakdown and Merging................................................... 135
7.5.4. Static Combat Units.......................................................................................... 138
7.5.5. SS Division Re-designation............................................................................... 139
7.6. Headquarter Units (HQ)................................................................................... 139
7.6.1. Headquarter Unit Types..................................................................................... 140
7.6.2. Attachment of Combat Units to Headquarter Units and Command Capacity.......... 142
7.6.3. Attachment of Support Units to Headquarter Units.............................................. 143
7.6.4. Provision of HQ Support and Command Range .................................................. 146
7.6.5. Headquarters Unit Relocation............................................................................ 146
7.6.6. Soviet Military District and Front Transformations............................................... 147
7.6.7. German Army Group South Re-designation........................................................ 148
7.7. Combat and Headquarters Unit Auto-Attachment............................................. 148
7.7.1. Auto-Attachment Rules..................................................................................... 148
8. AIR UNITS...................................................................................................... 150
8.1. Air Group Units................................................................................................ 150
8.1.1. Air Group Unit Aircraft Status............................................................................ 150
8.1.2. Air Group Unit Group Types............................................................................... 150
8.1.3. Air Group Unit Functional Types......................................................................... 151
8.1.4. Air Group Unit Names....................................................................................... 152
8.1.5. Air Group Unit Aircraft Model Upgrade/Downgrade and Swaps............................ 154
8.2. Air Base Units................................................................................................. 156
5
8.2.1. Soviet Air Base Unit Names............................................................................... 157
8.2.2. Disbandment of SAD Air Base Units................................................................... 157
8.3. Air Headquarters Units.................................................................................... 158
8.3.1. Air Headquarters Units Attachment Restrictions.................................................. 158
8.3.2. Soviet Air Command HQ Re-designation............................................................ 158
8.4. National Air Reserve and Air Group Unit Transfer............................................. 159
8.4.1. National Air Reserve Transfer Restrictions.......................................................... 159
8.4.2. Transfer of Air Group Units to the National Air Reserve........................................ 160
9. MORALE, ELITE UNITS, EXPERIENCE, FATIGUE, ATTRITION, AND RELIABILITY..
161
9.1. Unit Morale .................................................................................................... 161
9.1.1. Ground Unit Morale Changes............................................................................ 161
9.1.2. Air Group Unit Morale Changes......................................................................... 162
9.1.3. Basic Levels of National Morale......................................................................... 162
9.2. Elite Units....................................................................................................... 163
9.2.1. Modifiers for Elite Unit Types ............................................................................ 164
9.2.2. Creation of Soviet Guards Ground Units ............................................................ 164
9.2.3. Creation of Soviet Guards Air Units.................................................................... 165
9.2.4. Soviet Shock Army Attached Unit Morale Bonus................................................. 165
9.3. Experience...................................................................................................... 165
9.3.1. Ground Element Experience.............................................................................. 165
9.3.2. Air Group Unit Experience................................................................................. 166
9.4. Fatigue........................................................................................................... 166
9.4.1. Ground Element Fatigue................................................................................... 166
9.4.2. Air Group Unit Fatigue...................................................................................... 167
9.5. Attrition........................................................................................................... 167
9.5.1. Ground Element Attrition................................................................................... 167
9.5.2. Front Line Attrition............................................................................................ 168
9.5.3. Vehicle Movement Attrition................................................................................ 168
9.5.4. 9.5.4.............................................................................................. Air Unit Attrition.
168
9.6. Aircraft and AFV/Combat Vehicle Reliability...................................................... 168
9.6.1. AFV Reliability Based Damage........................................................................... 169
10. FROZEN UNITS............................................................................................... 169
10.1. Frozen Unit Restrictions.................................................................................. 169
10.2. Soviet Frozen MD and MDZ HQ Units............................................................... 169
10.3. Axis Allied Frozen Garrisons............................................................................ 170
11. LEADERS........................................................................................................ 170
11.1. Leader Ranks, Designations and Restrictions.................................................. 170
11.1.1. Leader Designation.......................................................................................... 171
11.1.2. Leader Command Restrictions.......................................................................... 171
11.1.3. Leader Designation and Command Restrictions Summary................................... 171
11.2. Leader Ratings................................................................................................ 171
11.2.1. Political Rating................................................................................................. 171
11.2.2. Morale Rating.................................................................................................. 172
6
11.2.3. Initiative Rating................................................................................................ 172
11.2.4. Administrative Rating........................................................................................ 172
11.2.5. Combat Ratings............................................................................................... 172
11.2.6. Leader Ratings Increase................................................................................... 173
11.3. Leader Rating Checks..................................................................................... 173
11.3.1. Leader Rating Check Procedure........................................................................ 173
11.3.2. Command Range Modifier................................................................................ 174
11.4. Leader Promotion and Dismissal..................................................................... 175
11.4.1. Battle Win and Loss Credit................................................................................ 175
11.4.2. Leader Promotion............................................................................................. 176
11.4.3. Leader Dismissal and Replacement................................................................... 176
11.5. Death of a Leader........................................................................................... 177
12. ADMINISTRATIVE POINTS............................................................................. 178
12.1. Gaining Admin Points...................................................................................... 178
12.2. Expending Admin Points.................................................................................. 178
12.2.1. On-Map Unit Attachment Change Cost Worksheet.............................................. 179
12.2.2. Leader Dismissal Cost Worksheet...................................................................... 180
12.2.3. Support Unit Attachment Change Cost............................................................... 181
12.2.4. Admin Costs for Creating Soviet Units or Forming Soviet Corps Combat Units...... 181
12.2.5. Other Admin Costs........................................................................................... 182
13. ENEMY UNIT DETECTION LEVEL (DL) AND FOG OF WAR (FOW) ................... 183
13.1. Detection Level (DL)........................................................................................ 183
13.1.1. Air Reconnaissance and Detection Level............................................................ 184
13.2. Fog of War (FoW)............................................................................................. 184
13.2.1. FoW and DL Information................................................................................... 185
13.2.2. Movement Fog of War (FoW)............................................................................. 186
14. GROUND UNIT MOVEMENT............................................................................ 186
14.1. Tactical Movement.......................................................................................... 187
14.1.1. Maximum and Minimum Movement Points......................................................... 187
14.1.2. Determining Movement Point Allowances........................................................... 187
14.1.3. Temporary Motorization of Non-motorized Units................................................. 189
14.1.4. June 22, 1941 and Early War Movement Costs.................................................. 189
14.1.5. Tactical Movement Point Cost Chart.................................................................. 190
14.2. Strategic movement........................................................................................ 192
14.2.1. Strategic Rail Transport..................................................................................... 193
14.2.2. Rail Line Repair................................................................................................ 193
14.2.3. Naval Transport and Amphibious Naval Transport ............................................... 196
15. GROUND COMBAT.......................................................................................... 198
15.1. Combat Sequence........................................................................................... 198
15.2. Types of Attacks.............................................................................................. 199
15.2.1. Hasty Attack..................................................................................................... 199
15.2.2. Deliberate Attack.............................................................................................. 200
15.3. Fortification Defensive Modifier....................................................................... 201
15.3.1. Terrain............................................................................................................. 201
15.3.2. Fortification Levels........................................................................................... 202
7
15.4. Support Units in Combat................................................................................. 206
15.4.1. Support Unit Commitment................................................................................. 206
15.5. Reserve Combat Units..................................................................................... 207
15.5.1. Reserve Unit Commitment................................................................................ 207
15.5.2. Reserve Commitment MP Requirement............................................................. 208
15.5.3. Defensive Reserve Unit Special Rules................................................................ 209
15.6. General Ground Combat Rules........................................................................ 209
15.6.1. Description of Ground Combat.......................................................................... 209
15.6.2. Combat Value (CV) and Ground Combat............................................................. 210
15.6.3. Unready Combat Units Attack Restrictions.......................................................... 212
15.6.4. Cross River Attack............................................................................................ 212
15.7. Combat Results and Battle Losses.................................................................. 212
15.7.1. Combat Result Effects...................................................................................... 212
15.7.2. Battle Losses................................................................................................... 213
15.8. Determining the Winner in Ground Combat ..................................................... 214
15.8.1. Factors Influencing Modified Combat Value........................................................ 215
15.9. Effect of Defender Retreat Result ................................................................... 215
15.9.1. Defender Retreat Path Priorities........................................................................ 216
15.9.2. Effects of Shattering......................................................................................... 217
15.9.3. Effects of Surrender......................................................................................... 217
15.9.4. Effect of Routing.............................................................................................. 218
15.10. Displacement Moves....................................................................................... 218
15.10.1. Displacement Move Procedure.......................................................................... 218
15.10.2. Air Base Unit Displacement............................................................................... 219
15.10.3. Isolated Unit Displacement................................................................................ 219
15.11. Retreat Attrition .............................................................................................. 219
15.12. Isolated Units and Hexes................................................................................. 220
15.12.1. Isolated Unit Combat Value Penalties................................................................. 220
15.13. Captured Equipment....................................................................................... 221
15.14. Captured Supplies and Fuel............................................................................ 221
16. AIR MISSIONS AND AIR DOCTRINE............................................................... 222
16.1. General Air Mission Rules................................................................................ 222
16.1.1. Air Group Unit Miles Flown................................................................................ 222
16.1.2. Individual Aircraft Abort and Operational Losses................................................. 223
16.1.3. Air Mission Staging Bases................................................................................ 223
16.1.4. Graphical Depiction of Air Missions.................................................................... 224
16.1.5. Air Missions and Weather Impact...................................................................... 224
16.1.6. Day and Night Missions.................................................................................... 225
16.1.7. Fighter Bombers.............................................................................................. 226
16.1.8. Air Mission Geographical Restrictions................................................................ 226
16.2. Air Mission Sequence...................................................................................... 226
16.2.1. Air to Air Combat.............................................................................................. 227
16.2.2. Anti-Aircraft Defense........................................................................................ 227
16.2.3. Air to Ground Combat....................................................................................... 228
16.3. Air Missions.................................................................................................... 228
16.3.1. Limits on Conducting Air Missions..................................................................... 228
8
16.3.2. Air Reconnaissance.......................................................................................... 229
16.3.3. Bombing Missions............................................................................................ 229
16.3.4. Air Transport of Supplies and Fuel..................................................................... 231
16.3.5. Air Transport of Units........................................................................................ 232
16.3.6. Air Dropping Units............................................................................................ 232
16.3.7. Air Group Unit Transfer..................................................................................... 233
16.4. Air Doctrine..................................................................................................... 233
16.5. Determining Win/Loss for Air Missions............................................................ 235
17. SOVIET PARTISANS AND AXIS GARRISONS.................................................. 235
17.1. Soviet Partisans.............................................................................................. 236
17.1.1. Partisan Night Air Supply.................................................................................. 236
17.1.2. Partisan Attacks............................................................................................... 237
17.1.3. Anti-Partisan Attacks and Axis Unit Interaction.................................................... 237
17.1.4. Partisan Unit Limitations................................................................................... 238
17.2. Axis Garrisons................................................................................................. 238
17.2.1. Axis Garrison Requirements.............................................................................. 238
17.2.2. Partisan Creation from Un-garrisoned Populations.............................................. 239
18. REINFORCEMENTS AND REPLACEMENTS..................................................... 239
18.1. Receiving Reinforcements and Creating New Units.......................................... 239
18.1.1. Reinforcement Placement................................................................................. 239
18.1.2. Creating New Soviet Combat and Headquarters Units......................................... 242
18.1.3. Creating New Soviet Support Units.................................................................... 243
18.1.4. Creating New Soviet Air Group Units.................................................................. 243
18.1.5. Creating New Soviet Air Base Units.................................................................... 243
18.1.6. Creating Fortified Region and Zone Units........................................................... 244
18.2. Replacements................................................................................................. 244
18.2.1. The Replacement Segment............................................................................... 245
18.2.2. Ground Element Replacements and TOE............................................................ 246
18.2.3. Ground Element Replacement Availability........................................................... 247
18.2.4. Air Group Unit Replacement Aircraft.................................................................. 248
18.3. Refit Mode...................................................................................................... 248
18.4. Axis Unit Withdrawal....................................................................................... 249
18.4.1. Withdrawing Units Requirements and Restrictions.............................................. 249
18.5. Disbanding Units............................................................................................. 249
18.5.1. Disband Requirements and Restrictions............................................................. 250
18.5.2. Automatic Disbanding of Soviet Corps HQ Units................................................. 250
19. AXIS AND SOVIET ALLIED COUNTRIES AND ARMIES.................................... 250
19.1. Axis Allies....................................................................................................... 250
19.1.1. Axis Southern Allies General Rules.................................................................... 250
19.1.2. Finland............................................................................................................ 251
19.1.3. Italian Withdrawal............................................................................................. 252
19.1.4. Surrender of Axis Allied Forces.......................................................................... 252
19.2. Bulgaria and Yugoslavia.................................................................................. 255
19.3. Soviet Allied Armies......................................................................................... 255
20. SUPPLY.......................................................................................................... 256
9
20.1. The Supply Grid.............................................................................................. 256
20.1.1. Rail Network and Railheads............................................................................... 256
20.1.2. Permanent Supply Sources............................................................................... 257
20.1.3. Port Supply...................................................................................................... 258
20.1.4. Motor Pool....................................................................................................... 258
20.1.5. Headquarters Units and Supply......................................................................... 260
20.2. Supply States.................................................................................................. 261
20.2.1. Beachhead Supply State................................................................................... 262
20.2.2. Isolated State................................................................................................... 263
20.3. Types and Usage of Supply............................................................................. 263
20.3.1. General Supplies.............................................................................................. 263
20.3.2. Ammunition..................................................................................................... 263
20.3.3. Fuel................................................................................................................. 264
20.4. Tracing and Receiving Supply.......................................................................... 264
20.4.1. Tracing Supply................................................................................................. 264
20.4.2. The Supply Segment........................................................................................ 266
20.4.3. Receiving Supply.............................................................................................. 267
20.4.4. Return of Excess Supply................................................................................... 268
20.5. Supply Effects................................................................................................. 268
20.5.1. Manpower Starvation Damage.......................................................................... 268
20.6. Headquarters Unit Supply Buildup................................................................... 269
20.6.1. Admin Point Cost ............................................................................................ 269
20.6.2. HQ Supply Accumulation................................................................................... 269
20.6.3. HQ Supply Buildup Penalties............................................................................. 270
20.6.4. Attached Unit Supply Accumulation................................................................... 270
20.6.5. Supply Segment Effects.................................................................................... 270
21. PRODUCTION................................................................................................. 270
21.1. The Production System................................................................................... 271
21.1.1. Resource Production........................................................................................ 272
21.1.2. Heavy Industry (Supplies) Production and Allocation............................................ 272
21.1.3. Armament Production....................................................................................... 272
21.1.4. Synthetic Fuel Production................................................................................. 273
21.1.5. Oil and Fuel Production..................................................................................... 273
21.1.6. Vehicle Production and Repair........................................................................... 274
21.1.7. Aircraft, AFV and Combat Vehicle Production...................................................... 275
21.1.8. Aircraft, AFV and Combat Vehicle Factory Expansion and Build Limit.................... 276
21.1.9. Factory Upgrades............................................................................................. 276
21.1.10. Manpower Production and Migration................................................................. 277
21.1.11. Port and Rail yard Capacity............................................................................... 279
21.2. Factory Capture, Damage, Repair and Evacuation........................................... 279
21.2.1. Soviet Factory Evacuation................................................................................. 280
21.3. Captured Equipment....................................................................................... 282
21.4. Production to Other Fronts.............................................................................. 282
21.4.1. German Armament Points to Axis Allies.............................................................. 283
21.5. Lend Lease..................................................................................................... 283
10
21.5.1. Lend Lease Aircraft, AFV and Combat Vehicles................................................... 283
21.5.2. Lend Lease Supplies and Generic Vehicles......................................................... 283
21.6. Production Chart............................................................................................. 284
22. WEATHER....................................................................................................... 285
22.1. Weather and its Effects................................................................................... 285
22.1.1. Ice Levels and Frozen Lakes and Rivers............................................................. 285
22.2. Determining Weather Conditions..................................................................... 286
22.2.1. Non-Random Weather Table.............................................................................. 286
22.2.2. Random Weather Determination Table............................................................... 287
22.3. First Winter Rule.............................................................................................. 289
22.3.1. Combat Value Modifications.............................................................................. 289
22.3.2. Ground Element Damage and Disruption............................................................ 289
22.3.3. Unit Morale Reduction...................................................................................... 290
22.3.4. First Winter Supply Modifier.............................................................................. 290
22.3.5. Mitigation of First Winter Rules in Cities............................................................. 290
22.3.6. Soviet Leader Checks....................................................................................... 290
23. SCENARIOS.................................................................................................... 290
23.1. Scenario List................................................................................................... 291
23.2. Starting Movement Allowances and Unit Win/Loss Numbers............................ 291
23.3. Scenarios Commencing 22 June 1941............................................................ 291
23.3.1. Frozen Units, Geographical Movement Restrictions and HQ Conversion................ 291
23.3.2. Soviet Rail Capacity Reduction.......................................................................... 292
23.3.3. Soviet Generic Vehicle Mobilization.................................................................... 292
23.3.4. 22 June 1941 Turn Surprise Rules.................................................................... 292
24. VICTORY CONDITIONS................................................................................... 294
24.1. Campaign Scenario Victory Conditions............................................................ 294
24.1.1. Victory Point Locations and Values.................................................................... 294
24.1.2. Automatic and Point Value Victory Conditions..................................................... 295
24.2. Non-Campaign Scenario Victory Conditions..................................................... 296
25. STRATEGY AND TACTICS AND DEVELOPER NOTES....................................... 297
25.1. Strategy and Tactics ....................................................................................... 297
25.1.1. Critical Factors................................................................................................. 297
25.1.2. Axis Strategy.................................................................................................... 298
25.1.3. Soviet Strategy................................................................................................. 299
25.1.4. Battle Tactics................................................................................................... 300
25.2. Developer Notes ............................................................................................. 302
26. APPENDICES.................................................................................................. 304
26.1. Appendix A: Unit Designations and Combat Value............................................ 304
26.1.1. Unit Sizes........................................................................................................ 304
26.1.2. Unit Types and Symbols.................................................................................... 305
26.1.3. Unit Colors....................................................................................................... 305
26.2. Appendix B: List of Creatable Soviet Units ...................................................... 309
26.3. Appendix C: Commanders Report (CR)............................................................ 311
26.3.1. General CR Interface Mechanics....................................................................... 311
26.3.2. Units Tab......................................................................................................... 312
11
26.3.3. HQs (Headquarters Units) Tab............................................................................ 316
26.3.4. Air Groups (Air Group Units) Tab........................................................................ 319
26.3.5. Leaders Tab..................................................................................................... 324
26.3.6. Battles Tab....................................................................................................... 326
26.3.7. Locations Tab................................................................................................... 327
26.3.8. Equipment Tab................................................................................................. 329
26.4. Appendix D: Black Cross/Red Star: The German and Soviet Armies in GGWITE.335
26.4.1. The German Army............................................................................................ 335
26.4.2. The Red Army.................................................................................................. 340
26.4.3. Conclusion....................................................................................................... 349
26.5. Appendix E: Recommended Reading............................................................... 350
26.5.1. World War II..................................................................................................... 350
26.5.2. Eastern Front................................................................................................... 351
26.5.3. Barbarossa...................................................................................................... 351
26.5.4. Typhoon and Soviet Winter Offensives............................................................... 352
26.5.5. Leningrad........................................................................................................ 352
26.5.6. Blau, Stalingrad and Soviet Offensives .............................................................. 352
26.5.7. Zitadelle and Soviet Offensives ......................................................................... 353
26.5.8. Soviet Jan-Apr 1944 Offensives........................................................................ 353
26.5.9. Bagration and other Soviet May-Dec 1944 Offensives........................................ 354
26.5.10. Soviet Jan-Apr 1945 Offensives, Axis Hungarian Counter-attack......................... 354
26.5.11. End of the war, Fall of Berlin.............................................................................. 354
26.5.12. Soviet Army..................................................................................................... 355
26.5.13. Soviet Air Force................................................................................................ 357
26.5.14. Soviet Armoured Forces ................................................................................... 358
26.5.15. German Army................................................................................................... 360
26.5.16. German Air Force ............................................................................................ 361
26.5.17. German Armored Forces .................................................................................. 362
26.5.18. Axis Armed Forces........................................................................................... 362
26.5.19. Introductory/Light Reading................................................................................ 363
26.5.20. Memoirs.......................................................................................................... 363
27. INDEX............................................................................................................. 365
28. CREDITS......................................................................................................... 373
12
BROTHER AGAINST BROTHER
Promote and cultivate talented young colonels or brigadiers to build Corps and Army
commanders that will help you fight and manage the war effort from battles to training of
recruits with the utmost efficiency and success. An innovative multi-faceted rank promotion
system allows leaders to gain in abilities and power based on their successes, while also
simulating the historical progression of leaders during the war. Each decision you make must
be weighed carefully, as promoting and demoting leaders, entering neutral states, raising troops
and many other actions cost you the political capital that will determine your ability to achieve
victory.
Explore the historical tactics of the day to find the best way to win. Use cavalry to raid the
enemy supply depots and conduct reconnaissance to determine the best place to strike and
then engage the enemy head on and watch the epic push and pull of battle unfold in front of
you. In between battles, the mighty Union navy or brave Confederate raiders can strangle and
disrupt supply flow at critical times in your campaign. Build river gunboats and transports to
exploit the strategic value of the Mississippi and entrench and fortify key locations to deny
passage to the enemy.
1. GARY GRIGSBYS WAR IN THE EAST
1.1. MINIMUM SYSTEM REQUIREMENTS
OS: Windows XP/Vista/7
CPU: 1.5GHz+
RAM: 1GB
Video Card: 128MB DirectX 9+ Compatible
Sound Card: 16 bit DirectX 9+ Compatible
Hard Drive Space: 1.5 GB Free
DirectX 9.0c or higher
14
free on our website and can also be downloaded quickly and easily by using the Update Game
shortcut in your Windows START menu folder for the game.
We also periodically make beta (preview) updates and other content available to registered
owners. Keeping up with these special updates is made easy and is free by signing up for a
Matrix Games Member account. When you are signed up, you can then register your Matrix
Games products in order to receive access to these game-related materials. Doing so is a
simple two step process:
Sign Up for a Matrix Games Member account - THIS IS A ONE TIME PROCEDURE; once you
have signed up for a Matrix account, you are in the system and will not need to sign up again.
Go to www.matrixgames.com and click the Members hyperlink at the top. In the new window,
select Register NOW and follow the on-screen instructions. When youre finished, click the
Please Create My New Account button, and a confirmation e-mail will be sent to your specified
e-mail account.
Register a New Game Purchase - Once you have signed up for a Matrix Games Member
account, you can then register any Matrix Games title you own in your new account. To do so,
log in to your account on the Matrix Games website (www.matrixgames.com). Click Register
Game near the top to register your new Matrix Games purchase.
We strongly recommend registering your game as it will give you a backup location for your
serial number should you lose it in the future. Once youve registered your game, when you log
in to the Members section you can view your list of registered titles by clicking My Games. Each
game title is a hyperlink that will take you to an information page on the game (including all the
latest news on that title). Also on this list is a Downloads hyperlink that takes you to a page that
has all the latest public and registered downloads, including patches, for that particular title.
You can also access patches and updates via our Games Section (http://www.matrixgames.
com/games/), once there select the game you wish to check updates for, then check the
downloads link. Certain value content and additional downloads will be restricted to Members
Area members, so it is always worthwhile to sign up there.
Remember, once you have signed up for a Matrix Games Member account, you do not have to
sign up again at that point you are free to register for any Matrix Games product you purchase.
Thank you and enjoy your game!
15
1.7. NEED HELP?
The best way to contact us if you are having a problem with one of our games is through
our Help Desk. Our Help Desk has FAQs as well as a dedicated support staff that answer
questions within 24 hours, Monday through Friday. Support questions sent in on Saturday and
Sunday may wait 48 hours for a reply. You can get to our Help Desk by going to http://www.
matrixgames.com/helpdesk.
2. INTRODUCTION
2.1. BACKGROUND
On 22 June, 1941, Germany and its allies launched an invasion of the Soviet Union, commencing
a four year conflict of unprecedented scale. The largest clash of armies and armoured forces
in history, at its height close to four million Axis troops faced over six million Soviet forces, with
thousands of armoured fighting vehicles (AFV) on each side. The Axis onslaught penetrated to
the gates of Leningrad, Moscow, Stalingrad, and Grozny, but Soviet counter-offensives in the
winter of 1941, the winter of 1942, and the summer of 1943 first blunted and then drove back
the invaders. When the Great Patriotic War ended with the capture of Berlin in May 1945,
an estimated four million Axis and ten million Soviet soldiers had been killed in this titanic
struggle.
16
2.3. THE MAIN MANUAL
This manual provides a detailed description of the games rules, functions and user interface.
Cross referencing of applicable sections has been included in the format (x.xx.x), for example,
(14.1.2) refers to section 14.1.2 in the manual. Where appropriate, the formulas underlying the
game functions are provided. In some cases, knowledge of specific formulas was deemed to
allow overly gamey behaviour, or is too complex to detail, so they are kept under the hood.
3. GETTING STARTED
We recommend players start by playing the Velikie Luki 42 scenario. After that, follow up with
some of the smaller scenarios. Players should focus at first on just moving and attacking with
their on-map units before exploring other parts of the game. Theres so much to learn in terms
of both the interface and rules that it could be overwhelming, though much of it is not needed
to play the game out of the box, but can be absorbed in stages as the player becomes more
experienced. Bottom line, players shouldnt feel they need to learn everything in order to start
playing the game.
3.1. GLOSSARY
Armoured Fighting Vehicle (AFV): Various summary displays refer to AFVs. For game
purposes, the AFV designation generally is given to tanks, tank destroyers, and self-propelled
guns. The following types are specifically designated as an AFV:
Light Tank, Medium Tank, Heavy Tank, CS Tank, Flame Tank, Assault Gun, SP
Artillery, DD Tank, MSW Tank, Engineer Tank, SP Inf-Gun, Tank Destroyer, Hvy Tank
Destroyer, Infantry Tank, Cavalry Tank, Hvy Cavalry Tank, Hvy Assault Gun, Lt Tank
Destroyer, HT - CS Howitzer
Type designation can be found in the Ground element detail window (5.4.20) or the City
Production List Window (5.4.4).
Attached Unit: A unit that has been assigned to a headquarters unit, or in the case of support
units, directly attached to an eligible combat unit. Unit attachments define the chain of
command of units from a High Command level headquarters unit through any intermediate
17
headquarters units down to combat and support units by which command and control (C2) is
exercised through the headquarters units leaders.
Attrition: Damage and losses to men and equipment not directly caused by player initiated
combat. Attrition occurs during the phasing players logistics phase.
Axis: The group of nations, led by Germany, that participated in the invasion of the Soviet Union.
The Axis side includes forces from Germany, Finland, Hungary, Italy, Rumania, and Slovakia.
Chain of Command: The hierarchal organization that determines the subordination of one unit
to another to allow the flow of orders and support. The chain of command starts with a High
Command level headquarters unit and is defined by the attachment of other headquarters,
support, combat and air group units to form either a direct link or a series of linked headquarters
units by which the leaders in command of the headquarters units exert command and control.
The Order of Battle (hotkey o) displays the current chain of command for the phasing players
forces.
Combat Value (CV): Numerical value assigned to a ground unit that is used to determine the
results of a battle and represents its ability to take or hold territory, e.g. boots on the ground.
The unit CV is equal to the sum of the individual CVs for each ground element in the combat
or support unit. CV is not a fixed value; it is a calculated value that can only provide players an
idea of the combat ability of the unit.
Command and Control (C2): The method by which forces are controlled to allow orders and
information to flow up and down the chain of command. In Gary Grigsbys War in the East, C2
is exercised by the leaders in the headquarters units that other units are attached to through
the use of leader rating checks.
Command Capacity (CC): A numerical rating, expressed in command points, which delineates
the number of combat units that can be attached to a headquarters unit without affecting its
performance. If this normal capacity is exceeded, the leader of the headquarters unit will suffer
penalties when conducting leader checks.
Command Point (CP): A value assigned to each combat unit based on its size, e.g. regiment,
division, corps. Headquarters units have a command capacity expressed in command points
that determines the number of combat units that can be attached without affecting the
performance of that headquarters unit leader.
Commitment: The process that determines which eligible support units and reserve mode
combat units participate in a battle. Reserve mode combat units and support units attached
to headquarters units must pass a series of checks to be committed to battle, while support
units directly attached to combat units participating in a battle are automatically committed.
Device: A specific item of war fighting equipment that is either installed in an aircraft, AFV or
combat vehicle for operation by the crew, or that are used by the manpower in all other ground
elements. Most devices are weapons, to include bombs, rockets, rifles, machine guns, artillery,
AA and AT guns, but devices also include electronic warfare systems and aircraft drop tanks.
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Die(x): The computer simulates the roll of a die, with an equal chance to roll a number from
one to x.
Equipment: General term for war fighting material that includes aircraft, AFV, combat vehicles
and their installed devices as well as all other devices that are part of ground elements.
Factories: Generic term for all items that either produce manpower and materiel for
production or supply or provide capacity for strategic movement. Factories are located in town,
city and urban hexes and Include manpower, ports, railyards, resource production, fuel and oil
production, armaments production, vehicle production, heavy industry and individual aircraft,
armoured fighting vehicle, and other combat vehicle production.
Fortification Defense Modifier: The total defense modifier to the combat value of defending
units, which is a combined value that takes into account both the terrain fortification level and
any man made fortification level in the hex (15.3).
Ground Element: Individual squads, guns, AFVs, or other combat vehicles such as halftracks
and armoured cars and associated manpower that are the building blocks of ground units. The
type and number of ground elements comprising a ground unit are specified in the Table of
Organization and Equipment (TOE) for that unit.
Guns: Devices that are individual ground weapons of 20mm size or greater, with the exception
of most mortars. Usually any device that has the word gun in its name, but howitzers, Heavy
Mortars (160mm or greater) and Multi-Barrel Rocket Weapons (Nebelwerfer and Katyusha) are
also designated as guns.
OB: Unit level Order of Battle: Equivalent to TOE (OB). OBs are Tables of Equipment (TOE) that
list the notional number and specific type (i.e. Panzer IIIm) of ground elements contained in a
ground unit. OB is the term used in the game editor, while TOE (OB) is used for in-game screens
and windows.
OOB: Armed Forces level Order of Battle. The OOB screen displays the command and control
(C2) structure of each sides forces, starting at the high command level and tracing ground and
air unit attachments down to the individual support and air group unit.
Permanent Supply Source: The ultimate sources of supply for each sides sources. The
establishment of a rail network and connection to the supply grid requires the tracing of a
contiguous path of rail line hexes to a permanent supply source. See section 20.1.2 for a list
of permanent supply sources.
Railhead: Any friendly controlled undamaged rail line hex connected to a rail network. A
railhead is considered a supply source.
Rail Network: A contiguous path of friendly controlled undamaged rail line hexes connected
to a permanent supply source.
Random(x): The computer generates a random number from 0 to x-1.
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Railroad Repair Value (RRV): A numerical value based on the number of construction support
units attached to a railroad repair unit (FBD or NKPS) that delineates the maximum number
of hexes a railroad repair unit can be from a railhead and still repair damaged rail line hexes.
Railroad Repair Cost (RRC): The cost in movement points for a railroad repair unit (FBD or
NKPS) to repair a damaged railroad hex.
Reserve Aircraft: An aircraft assigned to an air group unit that is categorized as unready
and will not participate in air missions. Reserve aircraft are not counted against the maximum
number of aircraft allowed in a particular air group unit.
Select: In interface terms, select means to left click with the mouse on a unit, button or link
Supplies: The type of supply used for food, maintenance and horse fodder. Ammunition,
though a separate type of supply, is not produced separately, but is broken out from supplies
based on unit need. Also referred to as general supplies.
Supply: The overall term for consumable logistical items required by units to function
effectively. There are three types of supply; general supplies, ammunition, and fuel.
Supply Grid: The physical infrastructure used to transport and store supply and production
resources. The main part of the supply grid consists of permanent supply sources connected
by a rail network of undamaged rail line hexes and includes stockpiles of supply in city and
urban hexes. Ports can also be connected to the supply grid, allowing tracing of supply over
water. Units must be able to trace to the supply grid to be in supply.
Supply Source: A rail line hex that is part of a rail network and thus connected to the supply
grid, to include railheads. The distance requirements for tracing supply (see section 20.4) do
not begin until after the supply source.
Support Unit: Single purpose independent battalions, brigades and regiments of various types.
With the exception of construction battalions, which can be automatically detached to repair
rail lines, support units will not appear on the map, but will be attached to headquarters and
certain combat units and will be listed in the detail window of the unit to which they are
attached.
Support Squad Ground Element: Ground elements that provide the administrative and
logistical backbone required for a unit to operate effectively. Note that, despite the similarity in
name, support squads and support units are different entities.
TOE: Tables of Equipment. Lists the number and type of ground elements contained in a
ground unit. TOE is used as a general term for all TOEs in the game, whether they are notional
or actual, generic or specific. The TOE window displays a notional and actual unit TOE with
generic types of ground elements (i.e. medium tank)
TOE (OB): Table of Equipment that uses the OB from the game editor, displaying specific types
of ground elements (i.e. T-34 1942M).
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Unit Box Type: Symbol inside the unit counter graphic displaying the type of unit, such as
infantry, armour or artillery. See section 27.1.2 (Appendix A).
3.2. CONTROLS
The game is controlled primarily by the mouse, with for the most part left click being used
to select and right click or shift-right click being used to conduct actions (exceptions include
use of the shift key to select multiple hexes and shift-left click for air transport missions). In
addition, many functions are accessible through the keyboard and some non-critical functions,
such as displaying Axis garrison requirements, are available only through the keyboard. A list
of all hotkeys can be displayed by pressing Shift-h while in the game. Details on the game
interface and associated controls are located in the rest of this section and in section 5.0.
21
n Toggle day/night on/off (for air missions)
o Show Order of Battle screen
p Show Production screen
q Quick save - (The quick save will save to a.psv file if PBEM is enabled and will save
to a .sav file if in a non-PBEM game).
r Toggle rail damage info on/off - (In addition to rail damage, hexes further than 10
hexes or 25 MP from a railhead are shaded light gray, hexes further than 25 hexes
or 100 MP from a railhead are shaded dark grey, enemy hexes are shaded the
same color as if toggled, FBD and NKPS are bordered in yellow, and all permanent
supply source hexes are shaded in red).
s Toggle soft factor on unit counters
t Toggle counters on map on/off
u Undo last move (if selected unit is eligible)
v Show Victory screen
w Show Weather Zone screen
y Toggle unit values display type (graphic/numeral)
z Toggle unit counter info (attack/defense/move values)
Shift-A Toggle shading of allowed movement on/off
Shift-B Build new unit (Soviet only, in or adjacent to urban hex)
Shift-C Center map on selected hex
Shift-E Show Logistics Phase Event Log
Shift-F Create fortified unit in selected hex
Shift-G Show Game Options screen
Shift-H Show Hotkey list
Shift-I Toggle identify army/front by color on/off
Shift-J Toggle Jump map on/off
Shift-K Show Axis garrison requirement (Red = No Garrison, Yellow = 1-99% Garrison,
Blue = 100%+ Garrison)
Shift-L Toggle factory locations on/off
Shift-M Toggle move path (in MPs) on map on/off
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Shift-O Toggle units isolated, far from railhead, receiving beachhead supply (Red =
Isolated units, Yellow = Units with Supply Path greater than 50 MP, and Orange =
Beachhead Supply status)
Shift-P Show Preferences screen
Shift-Q Quit and exit to main menu. Note that this hot key is disabled during AI vs AI
continuous play or during the computer AI turn of a human vs computer game.
Shift-R Toggle unit modes on/off (Purple = Reserve Mode, Blue = Refit Mode, White =
Static Mode, Red = Withdraw Mode)
Shift-S Show Save Game screen
Shift-T Selected units to Static mode
Shift-V Toggle Victory locations on/off - Displays flag that is either red (Soviet), black
(German) or 50/50, which indicates both sides consider the hex an objective.
Shift-W Toggle weather zones on/off (Europe Zone = unchanged, South Soviet Zone =
yellow, Central Soviet Zone = green, North Soviet Zone = purple.
Shift-X Exit from continuous play (for AI vs. AI games)
Shift-Y Reactivate selected units in a hex from Static Mode
= and + Zoom Map In
- Zoom Map Out
. Select next hex with friendly unit
, Select previous hex with friendly unit
Note that the above select next/previous hex functions scans
from the current selected hex or X1,Y0 if no hex is currently
selected, going south and then one row east to the top of the
map to find the next hex containing a friendly unit (or north
and then west if previous). It then selects all units in the hex
as if the player had left-clicked on that hex. If a hex with units
off the viewable map area is selected the map will re-center on
that hex.
23
F5 Air Recon Mode
F6 Bomb Unit Mode
F7 Bomb Airfield Mode
F8 Bomb City Mode
F9 Air Transport Mode
F10 Air Transfer Mode
F11 Show Battle Sites
, Previous Battle in Hex (when show battle sites (F11) selected)
. Next Battle in Hex (when show battle sites (F11) selected)
F12 End this turn
0 ... 7 Combat resolution message levels (0=off or levels 1 to 7)
Ctrl-0 Highlight Partisan Units
Ctrl-1 Highlight HQs (Red = High Command (Type 1), Orange = Axis Army Group/Soviet
Front/Military District/Moscow Defense Zone (Type 2), Yellow = Army (Type 3), Blue
= Corps (Type 4).
Ctrl-2 Highlight Airbases (Air Base Units)
Ctrl-3 Highlight Armor/Motorized/Mechanized Combat Units
Ctrl-4 Highlight Cavalry Combat Units
Ctrl-5 Highlight Non-mechanized Infantry Combat Units
Ctrl-6 Highlight Security Combat Units
Ctrl-7 Highlight Soviet Artillery and Anti-tank Combat Units
Ctrl-8 Highlight Fortified Region and Zone Combat Units
Ctrl-9 Highlight Rail Repair Units
Note Ctrl-# are toggle on/off hotkeys that border applicable unit
types from both sides in red. When Fog of War is enabled, only
enemy units that have their type identified will be highlighted.
Pressing the key toggles the item on/off. Use of a Ctrl-# hotkey
or selecting an on-map unit will automatically toggle off any
other Ctrl-# hotkey. Ctrl-# hotkeys will only function if either a
hex with no units or no hex is selected. The unit type box for the
units being currently displayed will show in the top bar above
the Soft factors button.
24
Space bar Speed up move in progress or toggle message pause on/off
TAB Hold down key to show weapons/aircraft icons if weapons pop-up is disabled
Load the game by selecting (left clicking on) the War in the East icon. The main menu screen
will appear which allows access to the game set up functions. The player can quickly choose
whether to play a human or computer opponent and set the game difficulty level, or use the
game options to change the default game settings. Both the user and map interfaces can be
customized before and during a game by accessing the preferences button. The main menu
is also used to access the game scenarios, Play by E-Mail (PBEM) set up and load save game
screens. In addition, the Main menu is where the game editor is accessed. All of the functions
can be accessed by selecting the appropriate button with the mouse.
25
player, Easy difficulty level has all values set to 120/80, Normal has all values set to 100/100,
Challenging has all values set to 90/110, Hard has all values set to 80/125, and Impossible has
all values set to 70/150. Players can generate a custom difficulty level by manually setting any
of the factors for either side. The default setting is Normal.
Whenever the morale level is set to 110 or greater, then leader admin checks for movement
allowances are always successful (14.1.2) and the Soviet AI is able to build combat units so as
to maintain a force of 300 divisions and 100 brigades at no additional admin cost (see section
12.2.4). In addition, whenever the morale level is set to 125 or greater, all leader initiative
checks for movement allowances points are also automatically successful.
Below are listed the options available to the player to set up how the game is played. Note
that some game options will be locked and unchangeable after the set up of PBEM and head
to head (H2H) games. These options will be grayed out in the screen once that type of game is
started. Select (left click with mouse) inside the applicable box to change the setting.
Computer Controlled: On/Off for each player; on is AI control, off is human control. The default
setting is German Human and Soviet Computer Controlled.
Fog of War (FOW): On/Off for each player. If checked on, human players are limited by FOW
rules (see section 13.2) The default setting is FOW off.
26
Movement Fog of War: Only displays when FOW is enabled and can only be used in
conjunction with FOW. On/Off for each player. If checked on, the show movement path and
show movement allowed functions (3.3.5) will only display movement options to hexes if the
movement path could be traced via friendly/pending friendly hexes or to hexes adjacent to
friendly/pending friendly hexes. The default setting is Movement FoW off and not displayed.
Lock HQ Support: On/Off for each player, when on players HQs have their HQ Support Level
Locked at start. The default setting is lock HQ support off.
Non-Random Weather: On/Off; when on the non-random (fixed) weather rules apply. When
unchecked, the random weather rules apply (22.2). The default setting is non-random weather
on.
General Difficulty Level: Cycles through Easy, Normal, Challenging, Hard, and Impossible
play levels. These impact the various help levels listed. If a player modifies one of the levels
manually, then the General Difficulty play level changes to Custom. For the various help levels
that are impacted by the general difficulty levels, a value of 100 percent is the historical
setting. Values less than 100 make it harder on the player, while values greater than 100 give
the player an advantage. These values can range from 25 to 400. The default value for the
General Difficulty play level is Normal, with all help levels set to 100 for both players.
Morale Level: Impacts the starting morale of units, the amount they increase or decrease
during game play, and the likelihood of making various leader morale checks (9.1).
Fort Build Level: Impacts the speed at which fortification levels are built (15.3.2).
Logistics Level: Impacts the formulas that determine the amount of supply and replacements
a unit receives based on its supply trace, the amount of attrition a unit suffers due to
movement, the amount of fatigue added or removed from a unit during a turn, and the amount
of fuel expended by generic vehicles. This level also affects the ability of leaders to conduct
successful admin checks.
Transport Level: Impacts the amount of rail capacity a player receives each turn.
Admin Level: Provides a straight percentage modifier for the number of admin points that a
player gets at the start of a scenario, as well as at the start of their player turn (12.0).
Reset to Default: Selecting this button will return all Game Options to their default settings.v
27
3.3.4. USER PREFERENCES
The below settings can be used to customize aspects of the interface. Many of these settings
can be changed at any time during the player turn, but some require the player to exit the game
and reload prior to the change taking place. As a reminder, the use of the word select means
to left click with the mouse.
Graphic Quality: Select the appropriate box for low or high graphic quality. The down (left
choice) arrow is the low setting, while the up (right choice) arrow is the high setting. The
game must be exited and reloaded for the change to take effect. Note that a low setting is
recommended for older computers or those with low memory or older graphics cards. If map
scrolling and combat or move animations look sluggish, try the low setting. The default graphic
quality is the high setting.
Scroll Speed: Sets the time it takes to scroll across the map. Select the left arrow to decrease
the time and the right arrow to increase the time or select directly inside the box with the
current number and enter the desired time. Scroll speed can be set from 1 to 30 in .5
increments (if directly entered it can be set in .01 increments). The default scroll speed is 4.00.
Message Delay: This sets the amount of time (in seconds) a standard pop-up text message
will display on the game screen, to include reserve unit commitment messages. By selecting
the left (decrease) or right (increase) arrows or by selecting directly inside the box with the
current number and entering the desired time, the value can be set from 0 to 30 seconds
in .5 increments (if directly entered it can be set in .01 increments), with a 0 resulting in no
messages being displayed. The default setting is 2.00 seconds.
Hex Pop-up Delay: Sets the amount of delay in seconds before the hex pop-up triggered by
the mouse cursor will appear (5.2.1). The hex pop-up describes the hex on the map the mouse
cursor is currently over. This information includes the terrain, hex number, fort level, control
and rail information, and information on units in the hex. If View Production Facilities has
been toggled on, production information will also be displayed in the hex pop-up. By selecting
the left (decrease) or right (increase) arrows, or by selecting directly inside the box with the
current number and entering the desired time, the value can be set from 0 to 30 seconds in
.5 increments (if directly entered it can be set in .01 increments). Setting this value to 0 will
prevent the hex pop-up from appearing. The weapon/aircraft icons box (see map preferences
28
below) will be triggered at the same time and with the same delay as the hex pop-up and will
also be prevented from appearing if that value is set to 0. The default setting is .33 seconds.
Mouse over Delay: Sets the amount of delay in seconds before a pop-up triggered by the
mouse cursor will appear, with the exception of the hex pop-up, which has a separate delay
setting (see above). By selecting the left (decrease) or right (increase) arrows, or by selecting
directly inside the box with the current number and entering the desired time, the value can be
set from 0 to 30 seconds in .5 increments (if directly entered it can be set in .01 increments).
The default setting is .33 seconds.
Combat Resolution Message Level: This determines the amount of information given about
a battle in the Combat Resolution window that appears at the top of the screen during combat
resolution. By selecting the left (decrease) or right (increase) arrows, or by selecting directly
inside the box with the current number and entering the desired number, the value can be set
from 0 to 7 in increments of 1. A level of 0 will keep this window from appearing at all. Level 1
will provide only a minimum level of information messages, resolving the battle as quickly as
possible. Level 1 will also prevent the window from appearing for Recon Air Missions. As the
level is increased from 2 to 7, the amount of information reported will increase, with level 7
describing each shot fired by the units in combat. Note that not all shots are displayed even at
level 7 message settings. There is no message for a shot that is considered to have too low a
probability of a hit, defined as much less than one percent. This level may be set during game
play, to include during combat resolution, by pressing the numbers 0-7. The default setting is
1. Note: Pressing the X (exit) button or the Esc key will close the combat resolution window.
Selecting the pause button will freeze the combat resolution in place and keep the window
from closing down, but the combat resolution messages cannot be restarted for that combat,
requiring the user to left click on the X or press Esc to close the window.
Combat Resolution Message Delay: This delay sets the amount of delay in seconds before
the next combat resolution text message appears in the Combat Resolution window. By
selecting the left (decrease) or right (increase) arrows, or by selecting directly inside the box
with the current number and entering the desired time, the value can be set from 0 to 30
seconds in .5 increments (if directly entered it can be set in .01 increments). The default setting
is 1.00 seconds
Combat Resolution Close Delay: This delay sets the amount of time in seconds that the
combat resolution report window will remain displayed after the battle is resolved and the
last message is displayed. By selecting on the left (decrease) or right (increase) arrows, or
by selecting directly inside the box with the current number and entering the desired time,
the value can be set from 0 to 30 seconds in .5 increments (if directly entered it can be set in
.01 increments). The default setting is 5.00 seconds. Note: Pressing the X (exit) button or the
Esc key will close the combat resolution window. Selecting the pause button will freeze the
combat resolution in place and keep the window from closing down, but the combat resolution
messages cannot be restarted for that combat, requiring the user to left click on the X or press
Esc to close the window.
29
Auto-Save Game: When enabled by selecting the check box to the right of the Auto-Save
Game text, the current game will be automatically saved at the end of each player turn.
The default setting for Auto-Save game is off. Note that the auto-save game function is not
available for PBEM games.
Starting Zoom Level: Sets the default map zoom level that will be used whenever a new
scenario or save game is loaded. Select inside the box to the right of Starting Zoom Level to
toggle between the five zoom levels, Max-Out (level 5), Out (level 4), Medium (level 3), In (level
2), Max-In (level 1). The default setting is level 2 (In).
Show Move Animation: When enabled by selecting the check box to the right of the Show
Move Animation text, friendly units will be shown moving from hex to hex on the map,
accompanied by their respective sound effect if that preference is enabled. If not enabled,
units will move directly to their destination. While a unit is moving with the animation enabled,
the player may press the space bar to have the units immediately move to their destination.
This preference does not impact computer controlled units. The default setting has show move
animation enabled.
Animation Speed: This sets the amount of delay in seconds between each hex moved for a
unit using move animation. By selecting the left (decrease) or right (increase) arrows, or by
selecting directly inside the box with the current number and entering the desired time, the
value can be set from 0 to 30 seconds in .5 increments (if directly entered it can be set in .01
increments). The default setting is .33 seconds.
Music Volume: Sets the volume for music by selecting the left (decrease) or right (increase)
arrows, or by selecting directly inside the box with the current number and entering the desired
time. The value can be set from 0 to 10 in increments of 1, with a value of 0 resulting in no
music. The default setting is 10.
Sound Effects Volume: Sets the volume for sound effects by selecting the left (decrease) or
right (increase) arrows, or by selecting directly inside the box with the current number and
entering the desired time, The value can be set from 0 to 10 in increments of 1, with a value of
0 resulting in no sound effects and no mouse click noise (see below). The default setting is 10.
Mouse Click Volume: Set the volume for mouse clicks by selecting the left (decrease) or
right (increase) arrows, or by selecting directly inside the box with the current number and
entering the desired time. The value can be set from 0 to 10 in increments of 1, with a value of
0 resulting in no mouse clicks. If sound effects volume is set to 0, then mouse click volume is
overridden and no mouse clicks will be heard. The default setting is 10.
Reset to Default: Select the button to the right of the Reset to Default text to return all user
preferences to their default settings. Note that there is a separate default reset for both the
user and map preferences section of the preferences screen.
30
3.3.5. MAP PREFERENCES
The below settings can be used to customize aspects of the map area. Many of these settings
can be changed at any time during the player turn, but some require the player to exit the game
and reload prior to the change taking place. As a reminder, the use of the word select means
to left click with the mouse. If the appropriate box has a check mark displayed, that feature is
enabled; if blank, that feature is disabled.
Show Hex Grid: Select the check box to the right of the Show Hex Grid to have hexes printed
on the map, otherwise no hexes will be shown. The game must be exited and reloaded for the
change to take effect. The default setting has show hex grid enabled.
Show Jump Map: Select the check box to the right of the Show Jump Map to display a
small jump map in the bottom left corner of the screen that shows the entire map area. Units
will be displayed as dots, with black for Axis and Red for Soviet units. If Fog of War is enabled,
units with a zero detection level will not be shown (see section 13.0). When using a scenario
that uses only a portion of the map area, a blue box will display around the playable area. The
default setting has show jump map enabled.
Show Ground Element/Aircraft Icons: Select the check box to the right of the Show Ground
Element/Aircraft Icons text to display a pop-up window at the bottom of the screen when the
mouse cursor is placed over hexes with units in the map area. Icons will appear in this pop-
up representing the ground elements and aircraft located in the hex along with the number
of each ground element/aircraft that is in the hex. Armoured Fighting Vehicles, other combat
vehicles, and aircraft are shown separately, while guns and squads are grouped according
to their type. Axis icons face to the right and Soviet icons face to the left. Icons representing
equipment captured since June 1941 and incorporated into units keeps its original facing.
Equipment captured from other countries in campaigns previous to June 1941 (mostly Axis
Allies equipment) will face the same direction as non-captured equipment. If this preference
is disabled, the information can be temporarily display by pressing and holding the Tab key;
releasing the Tab key will remove the additional information from the display. The default
setting has show ground element/aircraft icons enabled. Setting the hex pop-up delay (3.3.4)
to 0 will also disable the ground element/aircraft icons.
Show Army/Front Colors: Select the check box to the right of the Show Army/Front Colors
text, to enable each Axis Army, Soviet Front, and Soviet Military District to be represented by
a distinct color. This color will fill in the unit type box of all units that are part of the Axis Army
31
or Soviet Front/Military District instead of the standard white fill color. The default setting has
show Army/Front colors enabled.
Show Move Paths: Select the check box to the right of the Show Move Paths text, to display
compass symbols on the map indicating the path of hexes the currently selected unit(s) will
move through to reach the hex where the mouse cursor is presently located. Each hex on the
path will contain a compass symbol with the anticipated movement points remaining for the
unit if it were to move to the hex. If there are multiple selected units, the numbers displayed
will be equal to the anticipated MPs remaining for the unit that is expected to have the least
number of remaining MPs upon moving to the hex. Due to idiosyncrasies of the movement
routines and the impact of morale and unit motorized status on movement costs, it is possible
for the actual number of MPs remaining to be higher than what is anticipated by the number
on the compass. The default setting has show move paths enabled. If a unit is moved when the
map is at zoom level 5 (Max-Out) then the movement path will not be displayed.
Show Allowed Movement: Select the check box to the right of the Show Allowed Movement
text, to display those hexes that the currently selected unit(s) may move to by shading the
hexes the unit(s) cannot move into as well as shading hexes that can be moved into with an
additional movement cost. The different shadings are as follows:
No shading - Friendly hex that can be moved into.
Light gray - Pending friendly hex that can be moved into.
Light red - Enemy hex that can be moved into.
Very dark gray - Movement to that hex is not possible.
Very dark red - Enemy (or impassable) hex that the unit cannot move into.
The default setting has show allowed movement enabled.
Unit Values Display Type: This sets whether numerals, graphic bars, or neither will be
displayed on the unit counters reflecting the combat strength and/or movement points of the
unit. This can be set to Numeral, Graphic or None by selecting the box to the right of the Unit
Values Display Type text. Numerals will only be displayed at the Max-In and In (levels 1-2)
zoom levels, and graphic bars will only be displayed at the Max-In, In and Medium zoom levels
(levels 1-3). The default setting is Numeral.
Unit Counter Info: This sets the specific information displayed on the unit counters regarding
a units combat strength and movement points. This preference works together with the
Unit Values Display Type preference. This preference can be set to CV-Move or COMBAT by
selecting the box to the right of the Unit Counter Info text. If CV-Move is selected while the
Unit Values Display is set to Numeral, then the counters will display the CV and Movement
Points remaining. If CV-Move is selected while the Unit Values Display is set to Graphic, then
the counters will display a graphic bar indicating the movement points remaining. If COMBAT
is selected while the Unit Values Display is set to Numeral, then the counters will display the CV
value followed by another CV value that accounts for the fortification defense modifier (15.3).
32
If COMBAT is selected while the Unit Values Display is set to Graphic, then the counters will
display a graphic bar indicating the CV value. In all cases the CV displayed is the total for all
units in the hex and the MPs displayed is the most MPs remaining by any unit in the hex. The
default setting is CV-Move. Note: Regardless of the Unit Counter Info setting, enemy units will
always be displayed on the map as if the setting is COMBAT; i.e. with the CV value followed by
the CV value with the fortification defense modifier.
Hex Pop-up Location: The default setting results in the hex pop-up appearing on the map
where the cursor is currently located. This can be changed so that the hex pop-up will appear
in one location based on inputting x and y map pixel coordinates. Select inside the black text
box to the right of the Hex Pop-up Location text. Enter an X position and select the check;
then enter a Y position and select the check. The map grid is set up with (0 X, 0 Y) in the top
left corner and the map size is approximately 720x550 pixels. The region pop-up location can
be reset to the cursor by entering -1 for the X coordinate.
Show Weather Graphics: Select the check box to the right of the Show Weather Graphics,
to shade/mark hexes that are currently affected by mud, snow or blizzard weather as follows:
Mud: Hexes shaded tan with clear hexes marked with tan clumps.
Snow: Hexes shaded white with clear hexes marked with light speckles.
Blizzard: Hexes shaded white with all hexes marked with dark speckles.
The default setting has show weather graphics enabled.
Show River/Rail Info: Select the check box to the right of the Show River/Rail Info, to enable
additional hex pop-up information. When enabled, the hex pop-up text will include information
about any adjacent river hexsides, impassable lake hexsides, rail lines that enter the hex,
points for victory objectives in non-campaign scenarios, and unit numbers of any units in the
hex. Information about points for victory objectives will be in the format xx/xxx, where the first
number is the amount of points received by the applicable player every player-turn for control
of the hex and the second number is the amount of points the applicable player will receive for
control of the hex at the end of the scenario. For example, a hex that displays Soviet Victory
Points 10/400 will give the Soviet player 10 points every player-turn they control the hex and
a separate 400 VPs if the Soviet player controls the hex at the end of the scenario. The default
setting has Show River/Rail Info enabled.
Reset to Default: Select the check box to the right of the Reset to Default text to return all
map preferences to their default settings. Note that there is a separate default reset for both
the user and map preferences section of the preferences screen.v
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3.3.6. PICK SCENARIO
The left side of the screen displays the list of available scenarios and the date and time of the
latest updates to those scenarios. The list of scenarios can be sorted either alphabetically by
title or by date through selection of the applicable arrow at the top of the display. Selecting
a scenario title will bring up a description on the right side of the screen. To load a scenario,
select the title and, once the title font becomes green, select the load button located at the
bottom left of the screen.
34
addition, the Loss screen does not come up automatically when the end of turn save is loaded
by the next player. If the player views the Loss screen before doing anything else, however,
they will see the last turns losses, including their own attrition losses. At the conclusion of a
game, the player that sees the end game info can save the game and exit and the save created
becomes a PBEM save that the next player can load using his password in order to view the
same end game info.
The left side of the screen displays the list of available saved games and the date and time
when that game was saved. The list of saves can be sorted either alphabetically by title or by
date through selection of the applicable arrow at the top of the display. Selecting a save game
title will bring up a description on the right side of the screen that includes the title of the
scenario being played, the current turn of that scenario and whether the players are human or
computer. To load a saved game, select the title and, once the title font becomes green, select
the load button located at the bottom left of the screen. There is a separate PBEM Load Saved
Game screen with the same type of information that will appear if PBEM is enabled either by
toggling the PBEM button on the main screen or the PBEM button at the bottom of the load
saved game screen. A check will appear in the PBEM button if PBEM is enabled.
3.3.9. MULTIPLAYER
Multiplayer (MP) allows human players to play the game over the internet through a server
based system hosted by Slitherine Ltd. Players can log on to the server, post and accept game
challenges, and conduct their turn in any scenarios they are currently playing. An internet
connection and a Slitherine account will be required to utilize the multiplayer system.
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3.3.9.1. LOGIN PROCEDURE
The first time the multiplayer system is used after the game has been installed, the player will
be taken to an initial login screen with fields for username, password and registry number,
which will already be automatically entered. A Slitherine account (www.slitherine.com) is
required. If the player already has a Slitherine account, they can enter that username and
password and select the login button. If the player does not have a Slitherine account, then
they will select the register button, which will bring up the account registration screen. Here
they will be prompted to enter a username, password and e-mail address to obtain a Slitherine
account. Upon completion of either initial login or account registration, and on any subsequent
selection of the multiplayer button, the standard login screen will appear. The standard login
screen will already display username, password and registry number. Select the connect
button to access the MP server and the MP screen.
36
3.3.9.2. MULTIPLAYER PROCEDURE
37
end turn button (F12), the scenario listing will be updated to reflect that it is the other sides
turn. Note that the player can save their player turn in progress, but whenever a game is saved
when using the Multiplayer feature, the player is returned to the main menu.
3.3.10. CREDITS
This screen displays a list of the people involved in making Gary Grigsbys War in the East
possible, as well as a list of official web sites related to the game.
3.3.11. EDITOR
Selecting this button brings up the main menu of the game editor. See the game editor manual
.pdf file for details.
4. SEQUENCE OF PLAY
Gary Grigsbys War in the East is a turn based game, with each game turn composed of separate
Axis and Soviet Player turns. The term phasing player is used for the player who is currently
conducting their player turn. For example, during the Axis player turn, the Axis player is the
phasing player and the Soviet player is the non-phasing player. Each player turn consists of a
player specific logistics phase and a general logistics phase, which are comprised of a number
of segments and sub-segments and are both conducted automatically by the computer,
followed by an action phase where all movement, combat and other player manual actions are
conducted. The computer may conduct actions with the non-phasing players forces during the
action phase, to include commitment of support units and reserve combat units to battles and
air missions such as interception, interdiction and defensive ground support.
38
3) Soviet Player PBEM Save Break Phase (PBEM only)
4) Axis Action Phase
B. Soviet Player Turn
5) Soviet Logistics Phase
6) General Logistics Phase (for Soviet units only)
7) Axis Player PBEM Save Break Phase (PBEM only)
8) Soviet Action Phase
There are no logistics phases for the first player on the first turn of any scenario. If the Axis
player is the first player, the scenario will start with the Axis action phase, if the Soviet player is
the first player, the scenario will start with the Soviet action phase. On turn two and following
turns the game will follow the normal sequence of play. Note that this means that in scenarios
with the Soviet as the first player, the first seven phases of the Game turn are skipped on the
first turn, so that the Axis player has no first turn and the Soviet player has no logistics phases.
39
Lend Lease delivery segment (21.5)
Recruit Partisan Units segment (17.1)
Partisan Air Supply segment (17.1.1)
Partisan Attack segment (17.1.2)
General Logistics Phase (for both players):
Withdraw Air Group Units segment (8.4.2)
Recover Disabled Manpower segment (18.2)
Add Admin Points segment (12.1)
Take Control of Isolated Hexes segment (15.12)
Determine if Town, City and Urban hexes are linked to the Supply Grid segment (20.1)
Upgrade Unit Fortification Level Status segment (15.3.2)
Reinforcement segment (18.1.1)
Reduce Unit Delays sub-segment
Reinforcement Arrival sub-segment (18.1.1)
Upgrade Unit TOE (OB) segment (7.2.2.1)
Ground Element segment (7.2.2.1, 21.1.9)
Upgrade Ground Element Types sub-segment
Swap Ground Element Types sub- segment
Aircraft segment (8.1.5, 21.1.9)
Upgrade Aircraft Types segment
Swap Aircraft Types segment
Production segment (21.0)
Add New Production sub-segment (21.1)
Upgrade Factories sub-segment (21.1.9)
Expand Factories sub-segment (21.1.8)
Calculate Total Rail Capacity sub-segment (21.1.11)
Supply Town, City and Urban hex sub-segment (21.1)
Calculate Vehicle Fuel Requirements segment (20.3.3)
Ground Element Training segment (9.3.1)
40
Air Group Unit Training segment (9.3.2)
Replacement segment (18.2)
Return damaged Ground elements sub-segment (18.2.1)
Return excess support squad Ground elements sub-segment (18.2.1)
Refit sub-segment (18.2.1)
Normal replacement sub-segment (18.2.1)
Aircraft replacement sub-segment (18.2.4)
Supply segment (20.4.2)
Emergency vehicle reallocation sub- segment (20.1.4.2)
Set Unit Supply Requirements sub-segment (20.1)
First supply delivery sub-segment (from HQ units) (20.4.2)
Automatic Rail Repair Unit movement sub-segment (14.2.1.1)
Emergency Rail Repair sub-segment (14.2.1.1)
Second supply delivery sub-segment (from Railheads) (20.4.2)
Vehicle Attrition segment (20.1.4.3)
Adjust Vehicles in Units segment (20.1.4.2)
Add Unit Fatigue segment (9.4)
Ground element attrition segment (9.5)
Reduce Fatigue and Repair Ground Elements segment (9.4.1)
Ready and Repair Aircraft segment (8.1.1, 18.2)
Aircraft attrition segment (9.5.4)
Unit withdrawal segment (18.4)
Support Unit Transfer segment (7.6.3.2)
Fortification level build segment (15.3.2)
Damaged Rail line hex repair segment (14.2.1.1)
Recall Construction support units sub-segment
Ground Reconnaissance segment (13.1)
Rally Routed Units segment (15.9.4.1)
Leader segment (11.0)
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Promote Leaders sub-segment (11.4)
Improve Leader Ratings sub-segment (11.2.6)
Change Leaders sub-segment (11.4.3)
Set Unit Move Allowance segment (14.1.2)
Freeze Inactive Units segment (18.1.1)
Check Isolated Unit Surrender segment (15.12)
Change Leader Status segment (11.0)
Remove Empty Units segment
Combat units without any ground elements are removed from the game
5. GAME INTERFACE
The interface consists of a top panel, map area, unit bar (when units are selected) and a myriad
of associated screens and windows for providing information and conducting various actions.
As previously discussed, with the exception of some actions in the map area (5.3), selecting is
done by left clicking with the mouse on buttons and selectable text links. Active selectable text
links are usually blue and become yellow when the mouse pointer is over them.
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5.1. TOP PANEL
The top panel is a multi-purpose interface that provides information and allows interaction with
the map area and on-map units. It consists of a title bar, three menu tabs (Map Information,
Information Screens, and Administration), each with a separate associated toolbar, unit soft
factor selector, action mode selection toolbar, and a general information and city box. With the
exception of the title bar, the top panel color will be grey during the Axis player turn and brown
during the Soviet player turn. In addition a German or Soviet flag symbol will be displayed in
the far right of the top panel to indicate the current player turn.
The tool bar buttons associated with this tab offer a mixture of different map area views and
unit action buttons as follows:
View Units on Map (hotkey t): Hides all on-map units when toggled to allow unfettered view
of the map area
Zoom Map in (hotkey + or scroll): Five zoom levels available.
Zoom Map out (hotkey - or scroll): Five zoom levels available.
43
Note that at Zoom levels 1 and 2 ((Max-In and In)) the Y key can be used to
display either numbers on counters or a graphic bar or blank info. At zoom
level 3 only the graphic bar or a blank is displayed, and at zoom levels 4 and
5 (Out and Max-Out) the information is blank. Soft factors and movement
status can be viewed in zoom levels 1 through 3 and unit type and size at
zoom levels 1 through 4. At zoom level 5, only unit nationality and whether the
unit is German SS or Soviet Guard will be displayed by the color of the unit.
View Enemy Hexes On/Off (hotkey e): Distinguishes between friendly, pending friendly and
enemy hexes (6.3). Friendly hexes will be clear. Enemy hexes will be shaded rose, and pending
friendly hexes will be shaded grey.
View Fort Levels On/Off (hotkey f): Displays a circular symbol with a number in hexes that
have a man made fortification level of one or greater (15.3.2). The inner ring of the symbol is
grey for Axis fort levels and yellow for Soviet fort levels and the number indicates the current
fort level. Note that the ability to view enemy fort levels is limited when Fog of War (FOW) is
enabled (13.2).View Rail Damage Info On/Off (hotkey r): Displays status of railroads in friendly
and pending friendly hexes. The symbol is green for undamaged rail, red for damaged rail and
orange for rail undergoing repair that turn. Rail hexes that have white dots within a green circle
are hexes that have been converted but are not connected to the rest of the rail network or
are rail hexes that cannot be used for strategic rail movement or supply purposes due to being
adjacent to enemy units. In addition to rail damage, hexes further than 10 hexes or 25 MP from
a railhead are shaded light gray, hexes further than 25 hexes or 100 MP from a railhead are
shaded dark grey, enemy hexes are shaded rose, FBD and NKPS rail repair units are bordered
in yellow, and all permanent supply source hexes are shaded in red.
View Unit Modes On/Off (hotkey Shift-R): Highlights on-map unit counters with a colour
border if they are in one of four different modes. Units in Refit (18.3) will be bordered in blue,
Withdrawing units (18.4) in red, Reserve units (15.5) in pink and Static units (7.5.4) in white.
Note that on-map highlighting will only display if no hex or a hex with no units is selected. If a
hex containing a unit in one of the above modes is selected, that unit will have that unit mode
border around its counter display in the unit bar.
View Supply Status (hotkey Shift-O): Highlights on-map unit counters with a colour border
if they are in one of three supply states. Units greater than 50 movement points (MPs) from
a railhead hex will be bordered in yellow, units receiving beachhead supply will be bordered
in orange and isolated units will be bordered in red (20.2). Note that on-map highlighting will
only display if no hex or a hex with no units is selected. If a hex containing a unit in one of the
above states is selected, that unit will have the appropriate colour border around its counter
display in the unit bar.
View Factory Locations On/Off (hotkey Shift-L): Town, City and Urban hexes with factories,
to include manpower, ports, rail yards and resource production have their hex shaded red.
Hex pop-up text rollover will now include detail on production facilities. Towns with manpower
production only will not be shaded, but hex pop-up rollover text will list manpower factory.
44
Combat Unit Buildup and Breakdown (hotkey b): Select this button after selecting the hex
containing combat unit(s) to buildup or breakdown (7.5.3). Selecting the button again will
reverse the action just taken.
Create Fortified Unit in Selected Hex (hotkey Shift-F): Creates the applicable combat unit
(7.5.1). Select this button after selecting an eligible hex on the map where the unit is to be built.
Build Combat or Headquarters Unit (hotkey Shift-B): Used to create new Soviet units
(18.1.2). Note that this button will only display for the Soviet player when a light/heavy urban
or adjacent hex is selected on the map. Selection of this button will bring up the Pick Unit
Type window (5.4.31).
Auto Assign Unit(s) to Nearest Headquarters (hotkey g): Automatically attaches combat
and headquarters units to the nearest eligible headquarters unit while the units are selected
in Move mode (F1) (7.7).
View Weather Zones (Shift-W): Highlights each weather zone by shading all hexes in each
zone differently. The Europe Zone is unchanged (clear), the South Soviet Zone is shaded yellow,
the Central Soviet Zone is shaded green, and the North Soviet Zone is shaded purple.
View Victory Point Locations (Shift-V): Displays flag symbols at victory point locations for
non-campaign scenarios. Red flags indicate Soviet VP locations, black flags indicate Axis VP
locations, and red and black flags indicate a VP location for both sides.
The majority of the below screens accessed through the tool bar buttons on this tab are
informational only, but the player can influence air operations in the Air Doctrine screen and
the Commanders Report screen can be used to change various unit settings.
Display Order of Battle Screen (hotkey o): This screen provides the phasing player a
complete Order of Battle down to the individual unit level and also provides a summary of the
status of each countrys army and air force (5.4.1).
Display Loss Screen (hotkey l): This screen provides the phasing player a summary of each
sides current casualties (damaged and destroyed) and permanent losses in terms of men,
guns, AFVs, vehicles, supply and fuel dumps, and aircraft. A per turn listing of destroyed or
disbanded units is also provided (5.4.2).
Display Production Screen (hotkey p): This screen displays production information for
aircraft, ground elements, supply, manpower, and various other inputs to the production
process. The phasing player will only be able to see information for their side (5.4.3).
45
Display Victory Point Screen (hotkey v): There are two different types of victory screens, one
for campaign scenarios and one for all other scenarios. Both types of victory screens provide a
running tally of current victory points. The non-campaign scenario victory screen also displays
how victory points are earned for each side during a scenario (5.4.5).
Display Weather Zone Screen (hotkey w): The weather screen displays the four weather
zones graphically superimposed on the map area with the current weather for each of the
zones annotated on the map (5.4.6).
Display Air Doctrine Screen (hotkey d): The air doctrine screen displays the settings that
determine what, if any, priority will be given to the various types of air missions. The player
changes these settings in the air doctrine screen (5.4.7)
Display Unit Reinforcement and Withdrawal Screen (hotkey i): This screen lists
reinforcements and withdrawals for the phasing player (5.4.8).
Display Commanders Report Screen (hotkey c): This screen is a multi-tabbed list of
information on units, leaders, equipment and battles that can be sorted and filtered in
numerous ways. In addition, many unit settings can be changed for both individual units and
groups of units using this screen (5.4.9).
Display Logistics Phase Event Log Screen (hotkey Shift-E): Provides information on
numerous events that have occurred during the most recent logistics phase as well as
reporting on some actions that occurred during the previous action phases (5.4.12).
46
end continuous play (there may be a long delay as the AI may finish its move first before
returning control to the player). There is no way to return to the main menu once the AI is
processing its turn.
Show Preferences Screen (hotkey Shift-P): Allows the player to review and change the user
and map preferences (3.3.4, 3.3.5).
Show Game Options Screen (hotkey Shift-G): Displays the Game Options Screen and allows
the player to change options if not locked out due to PBEM mode (3.3.3).
Show Save Game Screen (hotkey Shift-S): Allows the player to save the current scenario
(5.4.10). Note that save game names are limited to 30 characters.
Show Hotkey List (Shift-H): Displays the complete list of hotkeys available (3.2.1).
Color Code
Symbol Soft Factor Bright Dark Yellow Orange Red
Green Green
Experience >85% 71-85% 56-70% 41-55% <41%
47
Color Code
Symbol Soft Factor Bright Dark Yellow Orange Red
Green Green
Number of 0 N/A 1 2 3
Support Units
attached to a
Combat Unit
Number of 0 1-6 7-12 13-18 19+
Support Units
attached to
a HQ Unit
No Soft N/A N/A N/A N/A N/A
Factor
Selected
The majority of the buttons in this toolbar allow the player to select the different modes used to
conduct actions in the map area. Only one mode can be selected at a time, to include the Battle
Locator mode, which provides information only. The mode currently selected will be displayed
to the far right in the same row as the three menu tabs. Depending on the mode selected and
the circumstances, several other action buttons may become available to the player.
Move Mode (hotkey F1): Mode used to conduct tactical movement of ground units, and
ground battles (5.3.1).
Rail Mode (hotkey F2): Mode used for the strategic transport of ground units using the rail
network (5.3.2).
Naval Transport Mode (hotkey F3): Mode used to for the strategic transport of ground units
between friendly ports via water hexes (5.3.3).
Amphibious Transport Mode (hotkey F4): Mode used for the strategic transport of combat
units from a friendly port to a coastal hex, to include amphibious assaults against enemy units
(5.3.4).
Air Recon Mode (hotkey F5): Mode used to conduct air reconnaissance missions (5.3.5).
Bomb Unit Mode (hotkey F6): Mode used to conduct air missions against enemy ground
units (5.3.6).
48
Bomb Airfield Mode (hotkey F7): Mode used to conduct air missions against enemy air base
units (5.3.7).
Bomb City Mode (hotkey F8): Mode used to conduct air missions against factories in enemy
town, city and urban hexes (5.3.8).
Air Transport Mode (hotkey F9): Mode used to conduct air transport of supply and units
(5.3.9).
Air Transfer Mode (hotkey F10): Mode used to transfer air group units between on-map air
base units (5.3.10).
Battle Locator Mode (hotkey F11): Information only mode that will display symbols over
hexes where air missions and ground combat have taken place on the map. Selecting a
specific hex will display the combat report window for any battles that have taken place in
the location during that turn. The list of units that have been retreated, routed or shattered will
also include any fortification level reduction that occurred as a result of that battle (5.4.11).
End this Turn (hotkey F12): Selecting this button end the phasing sides player turn (4.1).
Toggle Shift Key On: This button when toggled on acts as a Shift key lock, allowing the
player to conduct certain selections and actions that require the shift key (i.e selecting units in
multiple hexes) without having to keep the shift key depressed (5.3).
Undo Move (hotkey u): This button will appear on the mode toolbar when a ground unit in
move (F1) or rail mode (F2) is eligible to undo its previous move (14.0).
Toggle Night Air Mission On (hotkey n): This button will display when bomb unit, bomb
airfield, bomb city or air transport mode has been selected. The default is day missions (sun
symbol). When toggled to night (moon symbol), only air group units with night mission selected
in the air group unit detail window can conduct missions, to include any auto-interception by
the non-phasing players air group units (16.1.6).
Show Air Doctrine Screen (hotkey d): This button will display if any air mission mode
is selected and is a duplicate of the same screen accessed through the Info Screens Tab
(5.1.2.2).Activate Air AI (hotkey a): This button will display if air recon, bomb airfield, or air
transport mode is selected. If the AI button is selected, the computer will automatically conduct
a number of missions of the mode selected.
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5.1.5. GENERAL INFORMATION AND CITY BOX
The right hand corner of the top panel
has a number of slots that provide game
information. In addition, if a town, city or
urban hex is selected, its name will appear
along with other information. The name can
be selected to access the applicable City
Detail window. The following information is
provided from top to bottom and left to right:
Turn Date and Number: Displays the
scenario turn number and the date of that
turn.
City Name: Displays the name of the town, city or urban hex currently selected. Though the
name is not in blue text, it can be selected to access the City Detail window (5.4.27). If the hex
requires an Axis garrison a number in parentheses next to the name will display indicating the
percentage of the garrison requirement being met (17.2). An anchor symbol will be displayed if
the town, city or urban hex is a port. For non-campaign scenarios, if a town, city or urban hex
is a victory point location, a star symbol will be displayed.
Motor Pool: Displays the status of the phasing players motor pool (20.1.4). The first number
is the total number of operational vehicles currently in the motor pool; the second number is
the need or total number of vehicles that would be required to bring the motor pool up to
100 percent capacity. If the number of operational vehicles is less than one third of need, then
this text will turn yellow. If the number of operational vehicles is less than one quarter of need,
then the text will turn red.
Admin Points: The current number of administrative points held by the phasing player (12.0).
This number will change with each action that expends or gains admin points.
Weather: The weather (22.1) for the zone the currently selected hex is located in is displayed
using the following graphics:
Clear
Mud
Snow
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Blizzard
Ice Level: The ice level (22.1.1) for the weather zone the currently selected hex is located in is
indicated using both a graphic and a number to indicate the exact level.
The majority of game actions will take place through interaction with the main map area and
the displayed ground unit counters. As yet another reminder, generally, mouse left clicks will be
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used to select/deselect something, while mouse right clicks will be used to conduct an action,
but there are exceptions that will be detailed below.
Even at maximum zoom out (zoom level 5), the entire map area will not appear on the screen.
A jump map (hotkey j) is provided to allow the player to quickly move to a different part of the
map area by selecting in the desired vicinity. Units will be displayed as dots, with black for
Axis and Red for Soviet units. If Fog of War (FOW) is enabled, units with a zero detection level
will not be shown. The Find Hex function (hotkey h) can also be used to navigate to a specific
hex on the map.
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number is the amount of points the applicable player will receive for
control of the hex at the end of the scenario. For example, a hex that
displays Soviet Victory Points 10/400 will give the Soviet player 10
points every player turn they control the hex and a separate 400 VPs
if the Soviet player controls the hex at the end of the scenario.
Fortification Level: Given as 0-5, with the percentage of completion towards the next level
in parentheses.
Hex Control and Rail Line Status:
Hexes that are pending friendly will reflect control by phasing player (6.3).
Operating rail line will just state Rail. Inoperable rail lines
will reflect percentage of damage (from 1 to 100).
Off Rail Range: Number of hexes from the hex to a railhead linked through the supply grid to
a permanent supply source.
Off Rail MP: Number of movement points from the hex to a railhead linked through the supply
to a permanent supply source (20.1).
Port and Water Hex Information:
Sea Zone: The name of the associated sea or
lake zone for the port or water hex.
Shipping Available: Number of shipping points available in the associated
sea zone for the sea transport of ground units between friendly ports.
Amphibious Available: Number of amphibious points available
for the associated sea zone for the amphibious transport of
combat units from a friendly port to coastal hexes.
Factory Locations: If View Factory Locations has been toggled on (5.1.2.1), than the
hex pop-up will include information about the specific factories in the hex, to include, port,
manpower, railyard, resources and other production factories. Any factories with damage will
have the percentage displayed in parentheses next to the number of factory points of that type
in that location.
Unit Number: Each unit in the hex will have a unit number listed just above the information
about the unit itself (game editor .pdf manual).
Combat Unit Information: Unit Name (CV/Fortification Defense Modifier CV, Percent of TOE),
MP = Current Movement Points, SP = Supply Path where number is distance to nearest
railhead. Isolated units will have -1 as their SP value in the text box. Units in Beachhead
Supply status will have 150 as their SP value.
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Headquarters Unit Information: Unit Name, CU = Combat units attached, SU = Non-
construction type Support units attached, MP = Current movement points, SP = Supply Path
where number is distance to nearest railhead.
Air Base Unit Information: Unit Name (Number of Ready Aircraft/Total Aircraft attached,
Percent of TOE) MP = Current Movement Points, SP = Supply Path where number is distance
to nearest railhead.
FBD/NKPS Rail Repair Unit Information: Unit Name (Zero CV unit/Zero CV unit, Percent of
TOE) MP = Current Movement Points, SP = Supply Path where number is distance to nearest
railhead.
Aircraft in Range: Displays when air mission modes (F5-F9) are selected and a staging base
has been manually selected (16.1.3). Lists the current number of fighter and bomber aircraft
that are capable of reaching a target hex using that staging base. Fighter bombers with their
Type Mission set to Fighter will be listed in the fighter row.
MP: Displayed at the bottom of the hex pop-up if units are selected in a hex. When the cursor
is on the selected hex, the number displayed will match the lowest value of remaining MPs of
any unit in the hex. If the cursor is then moved to another hex, without deselecting the current
hex, the MP field will remain, but the number will change to match the number in the compass
if show movement path (3.3.5) is enabled and serves the same purpose of showing the
anticipated MPs remaining for the unit that is expected to have the least number of remaining
MPs upon moving to the hex the cursor is currently over.
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stack will be selected. Each selected unit in the stack will be bordered in purple. In addition,
other units in other hexes on the map and deselected units in the same hex (5.2.3) that have
certain relationships to the selected unit(s) current chain of command will have border colors
as follows:
Next Higher Headquarters Unit: Orange
Peers: Yellow
Those units that are also attached to that units next higher headquarters.
Subordinates: Blue or Red
Those units directly attached to the selected unit.
Blue if within 5 hexes of the headquarters unit that the unit is attached.
Red if they are greater than 5 hexes from their HQ unit (no restrictions)
or cannot trace a path through friendly or pending friendly hexes
less than 20 MPs in length to the HQ unit. With the exception of
railroad repair and air base units, this red shading does not apply to
other HQ units, as they do not draw supply from other HQ units.
Exceptions to the above are regimental and brigade breakdown units from German Divisions
and Soviet Tank and Mechanized Corps, as well as divisions from broken down Soviet Cavalry
and Rifle Corps combat units. Breakdown units in other hexes belonging to the same original
unit, for example 1/292 and 2/292 regiments from the 292nd Infantry Division, will have a
border color of blue rather than the yellow normally associated with peer units.
If both a next higher headquarters and one of its subordinate units are selected in the same
hex, the border colors of units in other hexes will reflect the next higher headquarters rather
than the subordinate unit. If there are units from multiple organizations in the same hex, all
applicable units will be bordered.
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5.2.2.2. OTHER MODES HEX SELECTION
Selecting a hex in one of the air modes (F5-F10) will border all friendly air base units in yellow,
with exception of air transport mode, which will only yellow border air base units with air group
units eligible to conduct the air transport mission. While an air mode is selected, the unit bar
will only display air base units.
In Battle Locator Mode (F11), only hexes where ground combat or air missions have taken
place may be selected to display combat results; the remainder of the map area, to include
normal hex pop-ups, will be inactive.
Gameplay Note: Units in multiple hexes can be selected in preparation
for a deliberate attack (section 15.2.2) by first selecting a hex, then holding
down the shift key and moving the mouse over the additional hex or hexes
the player desires to select (5.2.3).
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colour per section 5.2.2 above. Selecting a blank part of the unit box will toggle unit selection.
The unit box provides the following information and buttons (Note differences between types
of units):
Unit Name: Selecting will display unit detail window (5.4). The unit detail window can also be
displayed by right clicking in a blank part of the unit box.
HHQ: Name of headquarters unit that unit is attached to and command range information in the
format (x/xx) where the first number is the range in hexes of the unit from its headquarters unit
and the second number is the range in hexes that the applicable headquarters unit can provide
that unit with support squad Ground element support (7.6.4).
Selecting will shift map view to center on the headquarters
unit and change selected unit to that headquarters unit.
Unit Graphic: Displays CV-MP mode with currently selected soft factor and movement status.
Movement status is in the small triangle located in the right corner of the
unit counter. If a unit has not moved, then it will be a white triangle with a
smaller black triangle inside. If the unit has moved and still has movement
points remaining, there will just be a white triangle. If the unit has expended
all of its movement points, there will be nothing in the right corner.
MOTORIZED NO ATTACK: If a non-motorized unit has been temporarily motorized (14.1.3),
then this will be displayed.
Supply Percentages: Lists supplies, fuel and ammo for Combat and air base units. Lists
supplies and fuel only for FBD and NKPS Rail Repair units.
Command Points: Lists current number of command points of attached units/command
capacity for the HQ (HQ units only).
Number of Supply and Fuel Dumps: List number of ground elements of each type for HQ
units only.
Current Strategic Movement Points (SMP) Available:
If unit is conducting strategic movement, static toggle button
will be replaced with on train or on ship toggle button.
Current Railroad Repair Value (RRV): FBD and NKPS rail repair units only.
Railroad Repair Cost (RRC): FBD and NKPS rail repair units only.
Displays when FBD or NKPS unit is in a hex with a damaged
railroad, with a number that is the MP cost to repair the railroad.
Selecting RRC button will repair the railroad (14.2.1.1).
Unit Mode: Combat units only
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Toggle between ready, reserve and refit mode. Unit status may be
unready or depleted, in which case it can only toggle to refit mode.
Refit All On/Refit All Off: HQ units only.
Number of Ready Aircraft/Number of Total Aircraft: Air base units only
The difference between the two numbers is the total
number of damaged and reserve aircraft.
Static Toggle Button: If unit is in static mode, STATIC will be displayed under unit graphic and
unit mode button will be greyed out. If an already static unit is eligible to be reactivated, then
the REACTIVATE button will be displayed.
Men/Guns/AFV: Graphic summary of total number of men, guns, and armoured fighting
vehicles (AFV) currently in the unit.
Includes any attached support units.
Air base units will display total number of fighter, bomber, and utility
(transport and recon) aircraft in attached air group units.
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5.3. USING THE INTERFACE TO CONDUCT ACTIONS
With one exception (some air missions can only be conducted as an air group units first
mission of the phase, see section 16.3.1), the phasing player can conduct movement, combat,
air missions and other administrative functions in any order desired during the action phase.
Assuming enough movement points were available, for example, a combat unit could use
tactical movement to move adjacent to an enemy unit, attack, then use tactical movement to
move to a rail hex, and then use strategic movement along the rail network and finally detrain.
Many actions require the selection of a specific mode before they can be conducted. There are
four ground unit movement modes and six air mission modes. Some automated air missions,
such as interdiction, interception, and ground support, will be conducted by the computer
during ground unit movement and combat, but the phasing player will need to switch to an
air mode to conduct air missions. Similarly, while in an air mission mode, no ground units
can move and only air base units can be selected. The following lists the different modes and
discusses how to conduct actions using the interface.
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to enemy units, will be shaded red. If show movement path is enabled (default) then moving
the mouse curser over the hexes where movement is allowed will display a line of symbols,
each with a number showing how many movement points the unit with the fewest remaining
movement points would have left if it was moved to the hexes along that path. To move the
selected units to an allowed location, right click in the desired hex. If the unit(s) that was just
moved is eligible to undo the move, the undo move button (hotkey u) will appear at the right
end of the mode tool bar. See section 14.1 for detailed tactical movement rules.
Summary: Multiple hexes allowed. Shift-left click and Shift-left mouse cursor over to select,
shift-right click to attack.
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Details: Toggle on the shift button at the right end of the mode tool bar or hold the shift
button down and left click on a hex with friendly combat units that will be participating in the
deliberate attack. To add additional combat units from other hexes to the deliberate attack,
to include on-map artillery combat units firing from two hexes away, move the mouse cursor
(with Shift still on) over the applicable hexes, which will result in the selection of all additional
units in those hexes. The unit bar will then change to a list of all units currently selected, with
a unit counter graphic followed by the unit name. Any units in the hexes that the player does
not wish to attack can be deselected by left clicking the counter graphic in the unit bar. De-
selection will be confirmed by the counter graphic being removed and units can be re-selected
by left clicking again. Only combat units will be selected during this process, but combat units
not eligible to participate (usually due to lack of movement points or non-artillery combat units
two hexes away) in the deliberate attack will need to be manually deselected in order for the
attack to be conducted by the computer. Once the phasing player has selected all the combat
units that will be participating in the attack, move the mouse cursor (with Shift still on) over the
hex with the enemy units that will be the target of the attack. The deliberate attack symbol will
appear if the selected units are all eligible to attack. Right click on the target hex to initiate a
battle. See section 15.2.2 for deliberate attack rules.
Gameplay Note: The phasing player does not initially need to have the
shift key/button toggled on in order to select the initial hex, but adding
additional units in other hexes, selecting a target for the deliberate attack
and conducting the deliberate attack will require the use of the shift key/
button.
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5.3.2. RAIL MODE (F2)
5.3.2.1. GROUND UNIT STRATEGIC RAIL MOVEMENT
Summary: Left click to select, right click
to entrain and move, left click in unit bar or
select movement mode (F1) to detrain.
Details: Units must start on or be moved
by other movement to a hex with a friendly
undamaged rail line not adjacent to enemy
units in order to conduct rail strategic
movement. First select a hex with units and
use the unit bar to deselect any units that will not be moved. The current strategic movement
point (SMP) allowance will always be displayed next to the SMP symbol just below the unit
counter graphic in the unit bar. With show movement allowed enabled (default) hexes the unit
with the fewest movement points remaining cannot reach will be shaded gray. Impassable
hexes, to include hexes blocked due to enemy units, will be shaded red. If show movement
path is enabled (default) then moving the mouse cursor over the hexes where movement is
allowed will display a line of symbols, each with a number showing how many movement
points the unit with the fewest remaining movement points would have left if it was moved
to the hexes along that path. To move the selected units to an allowed location, right click in
the desired hex. The on-map counter unit will display the entrained symbol and the on train
button will appear in the unit bar. The unit will remain entrained until either the on train button
is selected or movement mode (F1) is selected, returning the unit to its previous status. If the
unit(s) that was just moved is eligible to undo the move, the undo move button (hotkey u) will
appear at the right end of the mode tool bar. See section 14.2 for strategic rail movement rules.
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5.3.2.2. STRATEGIC RAIL MOVEMENT SOVIET FACTORY EVACUATION
Summary: Left click to select hex, left click to select town, city or urban name in general
information and city box, left click >> link to select the number of each factory type to be
moved, right click on eligible town, city or urban hex to transport selected factories using
railroads.
Detail: The Soviet player selects an eligible town, city or urban hex, and then selects the
name listed in the general information and city box in the right side of the top panel, which
will display a modified city detail window. Note that this modified city detail window will only
appear in Rail Mode (F2). The supply, fuel, oil and resource information is replaced by a Rail
Cost: item and the list of factory types will include a rail capacity cost per factory point in
parentheses and a Move column. Selecting the >> button will increase the number of
factory point of that type to be transported and change the rail cost to display the number of
rail capacity points that will be used for moving the selected factory points. The << button
will appear when at least one factory point of that type has been selected to move and can be
used to decrease the number of factory points to be evacuated. When the Soviet player has
completed selecting the number of factory points of each factory type to be moved, selecting
the Move link will bring up the map area with town, city or urban hexes eligible to receive the
factories being transported shaded in green. Right click on an eligible town, city or urban hex
to conduct the rail transport of selected factory points to the target hex. See section 21.2.1 for
details on Soviet factory evacuation.
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5.3.3. NAVAL TRANSPORT MODE (F3)
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5.3.4. AMPHIBIOUS TRANSPORT MODE (F4)
Strategic movement using naval amphibious transport between a friendly port and a coastal
hex is accomplished as follows:
Summary: Left click to select, right click to load on ship and conduct amphibious movement
from ship to shore.
Details: Units must start on or be moved by other movement to a hex with a friendly port in order
to conduct amphibious transport strategic movement. First select a hex with eligible units and
use the unit bar to deselect any units that will not be moved. The current strategic movement
point (SMP) allowance will always be displayed next to the SMP symbol just below the unit
counter graphic in the unit bar. With show movement allowed enabled (default) hexes the unit
with the fewest movement points remaining cannot reach will be shaded gray. Impassable
hexes will be shaded red. If show movement path is enabled (default) then moving the mouse
cursor over the hexes where movement is allowed will display a line of symbols, each with a
number showing how many movement points the unit with the fewest remaining movement
points would have left if it was moved to the hexes along that path. To move the selected units
to an allowed location, right click in the desired hex. The on-map counter unit will display the
on ship symbol and the on ship button will appear in the unit bar. The unit will remain on the
ship until the target hex is reached and the unit conducts an amphibious movement from ship
to a coastal hex. If the unit(s) that was just moved is eligible to undo the move, the undo move
button (hotkey u) will appear at the right end of the mode tool bar. See section 14.2.2 for
strategic amphibious transport rules.
Gameplay info: The player has an automatic option available
when conducting air recon, bomb airfield and air transport missions.
Selecting the AI button or hotkey (a) in any of these modes will result
in the computer conducting a number of these missions. The player may
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conduct additional individual missions both before and after using the
automatic option.
The purpose of this mode is to conduct an air mission against a hex with enemy ground units
as follows:
66
Summary: Left click to select staging air base unit (optional), right click to select enemy hex
and conduct bomb unit mission or Shift-right click on enemy hex to manually select air group
units to conduct bomb unit mission.
Details: Only combat and headquarters units with a detection level greater than zero are
eligible to be attacked. To conduct an air mission against an air base unit, see section 5.3.7.
Selecting bomb unit mode will red-shade all hexes with eligible ground units. There are two
methods for the player to conduct a bomb unit mission against a target hex. In either case,
the player first has the option of selecting a specific staging base for the mission by left
clicking on a hex with an air base. If the player does not select a staging base, the computer
will automatically assign one for the mission. For semi-automatic missions, right click on the
desired enemy target hex. The computer will automatically select air group units and conduct
the bomb unit mission. For manual missions, Shift-right click on the desired enemy target hex.
The Pick Air Units for Mission window will display (5.4.29). Use left click to select or deselect
air group units as desired and left click the Launch button to conduct the bomb unit mission.
Note that a day or night bomb unit mission can only be conducted as an air group units first
mission of the phase.
The purpose of this mode is to conduct air missions against enemy air group units attached to
air base units as follows:
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Summary: Left click to select staging air base unit (optional), right click to select enemy hex
with an air base unit and conduct bomb airfield mission or Shift-right click on enemy hex to
manually select air group units to conduct bomb airfield mission.
The player has the option to select the AI button (hotkey a to have the computer conduct
bomb airfield missions automatically.
Details: There are two methods for the player to conduct bomb air field missions one target
hex at a time. In either case, the player first has the option of selecting a specific staging
base for the mission by left clicking on a hex with an air base. If the player does not select a
staging base, the computer will automatically assign one for the mission. For semi-automatic
missions, right click on the desired enemy target hex that contains an air base unit. The
computer will automatically select air group units and conduct the bomb airfield mission. For
manual missions, Shift-right click on the desired enemy target hex with an air base unit. The
Pick Air Units for Mission window will display (5.4.29). Use left click to select or deselect air
group units as desired and left click the Launch button to conduct the bomb airfield mission.
Note that a night bomb airfield mission can only be conducted as an air group units first
mission of the phase.
The purpose of this mode is to conduct an air mission against a town, city or urban hex
containing factories as follows:
Summary: Left click to select staging air base unit (optional), right click to select enemy hex,
pick target factory and then manually select air group units to conduct bomb city mission.
Details: Selecting bomb city mode will remove all units from the map area and red-shade all
hexes with eligible towns, cities or urban areas. There is only one method for the player to
conduct a bomb city mission against a target hex. The player first has the option of selecting
a specific staging base for the mission by selecting a hex with an air base unit. If the player
does not select a staging base, the computer will automatically assign one for the mission. For
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all missions, right click on the desired enemy target hex. This will bring up the Pick Target
Window. Left click on the specific factory type to be bombed. The Pick Air Units for Mission
window will then display (5.4.29). Select or deselect air group units as desired and select the
Launch button to conduct the bomb city mission. Note that a day or night bomb city mission
can only be conducted as an air group units first mission of the phase.
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5.3.9.2. AIR TRANSPORT NON-MOTORIZED UNITS
Conduct an air transport mission to transport a non-motorized combat unit from a friendly air
base unit to a hex with or adjacent to a friendly air base unit as follows:
Summary: Left click to select non-motorized unit on air base unit while in movement mode
(F1), switch to air transport mode (F9), Shift-left click on target friendly air base unit to
manually select air group units to conduct air transport of non-motorized unit.
Details: There is only one method to conduct the air transport of a non-motorized combat
unit. The combat unit must begin the process in a hex stacked with a friendly air base unit.
While in movement mode (F1), select the combat unit to be transported. Immediately select
air transport mode (F9). The air base unit stacked in the hex with the unit to be transported
becomes the staging base and will be bordered in blue. Air base units with air group units
capable of participating in the air transport mission will be bordered in yellow. Next Shift-left
click on the target hex, which must be a hex with or adjacent to a friendly air base unit. The
Pick Air Units for Mission window will display (5.4.29). Select or deselect air group units as
desired and select the Launch button to conduct the air transport combat unit mission. Note
that the number of Max Sorties must at least equal the number of Required Sorties for the
air group units selected to conduct the mission as displayed in the Pick Air Units for Mission
window. The computer does not account for possible combat and operational losses when
figuring the number of sorties required.
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5.3.9.3. AIR DROP AIRBORNE COMBAT UNITS
Conduct an air transport mission to airdrop a regimental or brigade size airborne combat unit
from an air base unit to a target hex as follows:
Summary: Left click to select airborne unit on air base unit while in movement mode (F1),
switch to air transport mode (F9), Shift-left click on target hex to manually select air group
units to conduct airdrop of airborne combat unit.
Details: There is only one method to conduct the airdrop of an airborne combat unit. The
combat unit must begin the process in a hex stacked with a friendly air base unit. While in
movement mode (F1), select the combat unit to be transported for airdrop. Immediately select
air transport mode (F9). The air base unit stacked in the hex with the unit to be transported for
airdrop becomes the staging base and will be bordered in blue. Air base units with air group
units capable of participating in the air transport mission will be bordered in yellow. Next,
Shift-left click on the target hex. The Pick Air Units for Mission window will display (5.4.29).
Select or deselect air group units as desired and select the Launch button to conduct the
airdrop airborne combat unit mission. Note that the number of Max Sorties must at least
equal the number of Required Sorties for the air group units selected to conduct the mission
as displayed in the Pick Air Units for Mission window. The computer does not account for
possible combat and operational losses when figuring the number of sorties required.
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5.3.10. AIR TRANSFER MODE (F10)
Conduct the transfer of air group units between friendly air base units within the air group
units range as follows:
Summary: Left click to select air base unit, left click in unit bar to select air group units to
transfer, right click on in-range friendly air base unit to transfer selected air group units.
Game Interface Tip: Selecting air group units to be transferred can be
a little tricky since you are dealing with a blank space. First, move the
mouse into the left side of the unit box until the unit box illuminates (see
screenshot below). Make sure you are far enough over to the left, but still
in the box. If the air group unit name turns from white to yellow, you are
too far to the right. Left click in the empty space to the left of the unit
name and you should get the air base unit counter symbol that confirms
you have properly selected that air group unit for transfer. De-selecting is
much easier; just left click on the air base unit counter symbol.
Details: To transfer air group units between friendly air base units while in air transfer mode
(F10), the player first selects an air base unit, which will bring up the list of air group units
attached to the air base unit in the unit bar (5.2.3). Next select the air group units to be
transferred by left clicking on the far left side of the rectangular unit box that contains the
applicable air group units name. This will display a small unit icon from the air base unit
the air group units are attached to as verification that the air group unit has been selected.
The air group unit can be deselected by left clicking on the applicable air base unit icon in its
rectangular unit box, which will also remove the air base unit icon. Finally, right click on the
air base unit to transfer the selected air group units. The target air base unit must be in range
of the air group units and the transfer cannot violate the maximum of nine air group units
attached to an air base unit.
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Gameplay Note: An air transfer mission can only be conducted as an
air group units first mission of the phase and no air transfers can be
conducted as night missions.
This screen can be accessed from the info screens menu tab toolbar (5.1.2.2) or hotkey o and
provides the phasing player a complete Order of Battle down to the individual unit level and
also provides a summary of the status of each countrys army and air force.
On the left side of the screen is the phasing players complete OOB. The initial display shows the
first two command levels; first level OKH/STAVKA/Axis Allied High Commands and the second
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level higher headquarters, which are the Army Groups for the Axis, and Fronts and Military
Districts for the Soviets. By selecting the [+] links, the player can expand the OOB to display
the headquarters, combat, air base, air group and support units attached to each headquarters
unit, to include support units attached to combat units. Selecting the [-] link for headquarters
units that have been expanded out will contract them back.
On map units will be shaded blue and selecting the unit name will close the OOB screen and
take the player to the applicable units detail window. Closing the detail window will take the
player back to the map area and the hex that the unit is located in will be selected. Off-map
Support and air group units will be shown in white and do not have a link to their detail window.
The right side of the OOB screen provides a graphic display of the status of each countrys
army and air force by showing the number of men, guns, AFV and aircraft in the format xxx
(xxx), where the first number is the total number and the second number in parentheses is
the number that are ready (undamaged). Note that the air force numbers displayed do include
aircraft that are attached to that countrys national reserve.
This screen can be accessed from the info screens menu tab toolbar (5.1.2.2) or hotkey l
and provides the phasing player a summary of each sides current casualties (damaged and
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destroyed) and permanent losses in terms of men, guns, AFVs, vehicles, supply and fuel
dumps, and aircraft. A per turn listing of destroyed or disbanded units is also provided. There
are a total of three screens (ground losses, air losses, and destroyed and disbanded units) that
can be accessed as part of the Show Losses Screen.
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Permanent Losses
Battle just conducted (any action taken after a
battle will reset this column to zero)
Losses during the current turn
Total losses during the game
The right side of the screen lists losses by aircraft type, for example Fighter, and further breaks
down the reason for the aircraft loss as follows:
Recent Battle and non-combat casualties. This includes aircraft destroyed
by combat in the most recent battle (unlike ground losses, it does not count
damaged aircraft). This column is reset to zero by any action taken after the
most recent battle or at the start of the phasing players action phase.
Permanent Losses
Losses during the current turn
Total losses during the game. There are two additional rows under
the total column that list the overall number of aircraft lost due
to anti-aircraft (flak) fire or non-combat operational losses. These
totals are a subset of the total losses, not separate losses.
The Type of Losses section at the bottom of the right hand side of the ground losses screen
allows the player to select the ground losses or destroyed unit screens.
This screen provides a by turn list of each unit destroyed or disbanded as well as a running
total by type of unit. Disbanded enemy units will not be displayed or reflected in the totals.
The left side of the screen lists each turn with the number of friendly units destroyed and
disbanded as well as the number enemy units destroyed that turn. Select [+} or [-] to expand
or fold each turn. Under each turn are the following columns:
Turn number
Nationality
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Name of unit
Unit type
Disband, where disbanded units are indicated by an X in that column.
The right side of the screen lists the running totals of destroyed units for each side by type.
Friendly disbanded units are included in the total, but are not broken out as such. The three
totals presented are previous turn, current turn, and overall game totals.
This screen can be accessed from the info screens menu tab toolbar (5.1.2.2) or hotkey p and
displays production information for aircraft, ground element equipment, supply, manpower,
and various other inputs to the production process. The phasing player will only be able to see
information for their side.
The left side of the screen is broken down into four sections; aircraft, ground elements, special
(general category to cover other inputs into the production system) and captured equipment.
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Name: Aircraft, ground element and/or factory name
Each name links to the applicable city production list window (5.4.4)
All aircraft and ground element types are coded
in the production screen as follows:
Currently in production: no symbol
Obsolete (no longer in production): #
Future (not in production yet): **
Capacity: Number of factory points either producing the item (or that will produce the item
for future items).
A indicates an item produced by Armament Production factories.
Aircraft, AFVs, and combat vehicles are produced by specific
factories, but all other ground element devices are built using generic
armament points produced by Armament Production factories.
Damaged: Number of factory points that produce that particular item that have suffered fifty
percent or greater damage.
Pool: Number of that type of aircraft or ground element equipment available to be used as
replacements.
Built: Total number of that type of aircraft or ground element equipment produced since the
beginning of the current scenario. Note that these numbers are for what was actually built and
sent to Eastern Front instead of all items built by the production system (21.1).
Units: Number of units that contain that type of aircraft or ground element. Selecting the
number will take the player to the Commanders report screen and display a list of the
applicable units.
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Pool: Number of that type of item available to be used as replacements. In the case of the
special section, this column is only applicable to Vehicle repair, Vehicle production, Manpower
production, and Armament point production.
Built: Total amount of that type of item produced since the beginning of the current scenario.
Units: This column is not applicable for the special section and will always display zeros.
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Resource Stores: Total amount of resources in storage.
Supplies in Units: Total amount of supplies at the units. Number in parentheses is total
amount of supplies needed to bring all units up to 100 percent.
Ammo in Units: Total amount of ammo at the units. Number in parentheses is total amount of
ammo needed to bring all units up to 100 percent.
Fuel in Units: Total amount of fuel at the units. Number in parentheses is total amount of fuel
needed to bring all units up to 100 percent.
Supply and Fuel Depots in HQs: Total number of fuel and supply depots attached to
headquarter units.
Vehicles in Units: Total number of vehicles attached to units. Number in parentheses is total
number of vehicles that would be needed to bring all units up to 100 percent.
Vehicles in Pool: Total number of vehicles in that sides motor pool. Number in parentheses
is total number of vehicles that would be needed to bring the motor pool up to 100 percent.
Note that vehicles in the motor pool are not assigned to units,
but are used exclusively to support the supply system.
Vehicles in Repair: Total number of vehicles being repaired.
Fuel Pool: This is a global pool used to fuel vehicles in the motor pool.
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5.4.4. CITY PRODUCTION LIST WINDOW
This window is accessed by selecting a particular factory name from the production screen
(5.4.3). The following information is displayed:
Name of Factory: Aircraft, ground element or generic factory name.
Factory Location: Listed by name of town, city or urban hex. For captured items and items
produced by using armament points, this section will be blank.
Name of town, city or urban hex with a link to the hex on the map.
Some factories are located off-map and will not have a link.
Capacity: Number of factory points that can produce the
item, to include obsolete and future production.
Damage: Percentage of damage suffered by that type of factory.
(Future production factories cannot be damaged).
Upgrade: Displays upgrade path for aircraft or ground elements that are either upgraded from
or upgraded to different items.
The applicable item or items are listed along with the total number of
factory points for each item, with any damaged factory points displayed in
parentheses. The upgrade path is described, using From for items that will
be upgraded and To for the upgraded item itself. If there is no upgrade,
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this part of the window will just list the item with total number of factory
points. Other items listed are linked to their city production list window.
The right side of the window displays much of the same information displayed in the air
group unit or ground weapon element detail window (5.4.17, 5.4.20), with the addition of the
following:
Expansion Rate: The rate of growth in the number of factory points that produce the item. A
zero for any non-generic factory (those not in the special section) indicates that the number of
factories will increase, but at a much slower rate. Generic factories with a 0 expansion rate will
never grow in size, but may change their production multiplier over time (21.1).
Build Cost: Amount of supplies required to build an aircraft or ground element
Build Limit: Maximum number of items that can be built per factory location, so a specific
factory type will be limited to that number of factory points for each location. A zero indicates
that there is no limit.
Gameplay Note: For most factories from the special section of the
production screen, the right side of the window is a generic template that
is not applicable.
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5.4.5.1. CAMPAIGN SCENARIO VICTORY SCREEN
The campaign scenario victory screen is divided into three parts. The right side of the screen
lists the current number of Axis victory points, based on control of city and urban hexes,
followed by a listing of the number of victory points required for the different Axis victory levels,
to include a draw. The left side of the screen lists the total number of victory points on the map
(provided for information purposes), followed by a listing of the requirements for the various
Soviet levels of victory. The bottom of the screen displays the game turn that the scenario ends
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5.4.5.2. NON-CAMPAIGN SCENARIO VICTORY SCREEN
The non-campaign scenario victory screen is also divided into three parts. Each sides section
is divided into a list of victory point town, city or urban hexes, an opposing side losses section,
and a total current victory points section. The game turn that the scenario ends and the current
victory level status is displayed at the bottom of the victory screen. See section 24.2 for the
definition of victory levels in non-campaign scenarios.
The list of towns, cities or urban hexes for each side has three columns for each VP hex, ET, EG,
and PTS. ET (end turn) is the number of VPs that player will earn each player turn they hold that
town, city or urban hex. EG (end game) is the number of VPs that player will gain if they hold
that town, city or urban hex at the end of the scenario. For example, in the Typhoon scenario,
the Moscow urban hex is worth 60 VP every player turn the Axis hold it and they get 600 points
for having it at the end of the scenario.
The opposing side losses section has three columns as follows:
SU (Soviet) or AX (Axis) LOST (xxx): This column provides information on the number of men,
guns, AFV or aircraft of the opposing side that must be for the side to gain one victory point. The
number in parentheses next to each type indicates how many of each need to be lost before
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a VP is gained For example, Men(1000) indicates that the player will earn 1 VP for each 1000
men the opposing side loses. However, this is further modified by the number in parentheses
located next to the LOST header, which is the percentage actual losses are multiplied by to
arrive at the VP loss rate. Thus in a scenario where AX LOST(100), all Axis losses are multiplied
by 100% (or 1.0). If in the same scenario SU LOST(20) then all Soviet losses are multiplied by
20% (or .2). In a scenario with an SU LOST(20) and Men(1000), it would take a loss of 5000
Soviet men to generate one victory point for the Axis player.
Number: Total number of that type of item lost.
Points: The number of victory points awarded for that type of item.
The bottom of each sides section lists the current number of victory points, which is the total
of points for victory point hexes and the opposing sides losses.
The weather screen can be accessed from the info screens menu tab toolbar (5.1.2.2) or
hotkey w and displays the four weather zones graphically superimposed over the map area
with the current weather for each of the zones also displayed. See section 22.0 for details on
weather.
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5.4.7. AIR DOCTRINE SCREEN
The air doctrine screen can be accessed from the info screens menu tab toolbar (5.1.2.2),
hotkey d and displays the settings that determine what, if any, priority will be given to the
various types of air missions. It also determines that percentage of ready aircraft an air group
unit needs in order to participate in any mission (16.4).
The screen consists of six columns. The first column lists the different air doctrine settings.
The second and third columns are buttons to reduce the current air doctrine setting by twenty
or five percent respectively. The fourth column lists the current air doctrine setting. The fifth
and sixth column are buttons to increase the current air doctrine setting by five and twenty
percent respectively.
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5.4.8. REINFORCEMENT AND WITHDRAWAL SCHEDULE
This screen can be accessed from the info screens menu tab toolbar (5.1.2.2) or hotkey i
and consists of two parts, ground and air reinforcements and withdrawals. The initial screen
displays the ground reinforcements and withdrawals. Selecting the SHOW AIR UNITS link in
the right top corner of the ground screen displays air reinforcements and withdrawals. Selecting
the SHOW GROUND UNITS reverses the process. Both screens display reinforcements and
withdrawals basically in the same manner. Units scheduled to withdraw are annotated to
differentiate them from reinforcements. The turn number and corresponding date of the turn
are listed along with each unit that is arriving or scheduled to withdraw that turn. Ground
units include the number of men, guns and AFV that will arrive with the reinforcement or the
current number of men, guns and AFV in units scheduled to withdraw. Air group units will
include the model of the aircraft in that unit (i.e. Ju 88D-1). Hex coordinates will be listed for
reinforcements entering at a specific hex. If that hex is not eligible, then an alternate entry hex
will be annotated, for example at 76,3 -> 72,0. If no hex is listed, then the reinforcement will
use the standard west edge/east edge entry rules for arrival (18.1.1).
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5.4.9. COMMANDERS REPORT
The commanders report can be accessed from the info screens menu tab toolbar (5.1.2.2)
or hotkey c and is a multi-tabbed list of information on units, leaders, equipment and battles
that can be sorted and filtered in numerous ways. Various screens and windows have links to
or are linked from the commanders report. In addition, many unit settings can be changed for
both individual units and groups of units using this screen Details on the commanders report
can be found in Appendix C (section 28.3).
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5.4.10. SAVE GAME SCREEN
This screen can be accessed from the administration menu tab toolbar (5.1.2.2) or hotkey
Shift-S. The left side of the screen displays the list of available saved games and the date and
time when that game was saved. The list of saves can be sorted either alphabetically by title
or by date through selection of the applicable arrow at the top of the display. Selecting a save
game title will bring up a description on the right side of the screen that includes the title of the
scenario being played, the current turn of that scenario and whether the players are human or
computer. There are three buttons at the bottom left side of the screen as follows:
Save a New Game: Prompts the player to type in a name to create a new save game.
Save over Current Marked Game: Overwrites the save game that is currently selected and
highlighted in green.
Delete this Saved Game: Deletes the save game that is currently selected and highlighted in
green. There is a separate PBEM Save Game screen with the same type of information that will
appear if PBEM is enabled.
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5.4.11. COMBAT RESOLUTION REPORT AND BATTLE LOCATOR (F11)
This window displays the results of ground battles and air missions and will normally
automatically display at the top of the screen during the execution of ground combat and all
air missions except air group unit transfers. Setting the combat resolution message level to
zero will disable the display for all combat and air missions, while setting it to level one will
disable the display during air recon missions (3.3.4). Combat resolution reports for battles
and air missions that have occurred during the current or previous turn can also be accessed
using the Battle Locator toolbar mode (F11) and selecting the battle marker in the desired hex.
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The bottom section of the window consists of the following:
Combat Value: This is the total combat value of all the Axis units participating in the battle
prior to the commencement of combat, to include any fortification defensive modifiers for
defending units (15.3)
Command Mod: This is the command battle modifier (15.6.2), a percentage modifier for all
combat values due to units from different commands being involved in the battle.
Modified Combat Value: Displayed at the end of the battle and used to determine the winner,
this CV reflects losses incurred during combat as well as the results of random factors and
numerous leader checks that can significantly modify the final figure.
Eng Value/Fort Level: If the Axis is the attacker, this will display the relative value of the
number of engineer type ground elements participating in the attack. Note that Engineer values
are divided by the fort level when calculating their ability to reduce fort levels in combat. If
the Axis is the defender, this will display the man-made fortification level, which will change
if the fort level is reduced during the battle. The post-battle display will show any reduction in
fort level due to the battle in the format Fort: x->y, where x is the initial fort level and y is the
reduced fort level (15.3.2).
Soviet Forces Attacking/Defending: The right side of the window provides the same
information for the Soviet forces as described for the left side of the window for the Axis.
Forces Engaged: The top of this section displays the hex coordinates and the type of terrain
of the battle hex as well as the weather in the zone that the battle is taking place. Below that
will be shown a numerical summary of the forces participating in the battle and a running total
of losses suffered due to damaged, captured and destroyed ground elements and destroyed
aircraft during the current battle. Axis forces, whether attacking or defending, are listed on the
left and Soviet forces are listed on the right using the following abbreviations:
ATK: Attacking side
DEF: Defending side
LOST: Losses from damaged, captured or destroyed
ground elements and destroyed aircraft
Men: Manpower included in a units weapon elements. Losses can
be from damaged, captured or destroyed combat results.
Art: Guns included in a units ground elements
Afv: Armoured fighting vehicles included in a units ground elements
Ftr: Fighter aircraft
Bmr: Bomber aircraft. Fighter Bombers assigned as
Bombers will be counted under Bmr (16.1.7).
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Utl: Utility aircraft
When utilizing the battle locater (F11), the combat resolution window will display the number of
battles that have taken place in the selected hex (i.e. 1 of 2) and provide a link to access each
battle in turn. The combats will be listed by type rather than order of occurrence, with ground
battles first, followed by air missions.
Also when in battle locater (F11) mode, moving the mouse cursor over a hex marked as a battle
site will display a pop-up with the following information:
If multiple battles occurred in that hex, the pop-up will display the
number of battles that have taken place in the hex (i.e. 1 of 2),
which can be cycled through by using the . and , hotkeys.
Forces Attacking and Forces Defending displayed in number
of men, guns, AFV, as well as fighter, bomber (includes fighter
bombers assigned as bombers), and utility aircraft
Losses for each side displayed in number of men, guns, AFV, as well as fighter,
bomber (includes fighter bombers assigned as bombers), and utility aircraft
Result of combat or air mission
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When units surrender during the logistics phase, a surrender flag battle site icon will display
when the battle locater (F11) is enabled. This will allow the player to obtain information on units
that surrendered during the previous turn.
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5.4.12. LOGISTICS PHASE EVENT LOG SCREEN
This screen can be accessed from the info screens menu tab toolbar (5.1.2.2) or hotkey Shift-E
and provides information on events that have occurred during the most recent logistics phase
and in some cases the previous turn, to include the following:
Manpower movements during the replacement phases (the number of
men added to units and the number of men returned to the pool, which
represents men from damaged ground elements going back to the pool).
Damaged AFV equipment destroyed as non-repairable
rather than being returned to the pool (18. 2.3.1).
Ammunition delivered as part of the supply phases.
Notification of arriving reinforcements and pending withdrawals
(approximately four turns before the withdrawal will happen,
when the unit is forced into Withdrawal mode).
Number of vehicles damaged and destroyed while transporting
supply as well as the number of vehicles repaired.
Total amount of manpower migrated to date, and the total
number of manpower factory points destroyed.
Number of aircraft flying training missions to gain experience, to
include aircraft damaged and destroyed during those missions.
Production information, to include export of
equipment from Germany to Axis Allies.
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Production usage percentage for non-campaign scenarios (the
percentage of production that will be available during the scenario.
Gameplay Note: If you compare the production screen to the Logistics
Phase Event Log in non-campaign scenarios, the Production multiplier
may not be the same. For example, in Typhoon, the production screen
says 51% and the event log says 60%. This is because the lower number
in the production screen is a reflection of the production to other fronts
(85% for 1941), so that the production screen is the actual production
percentage, while the event log percentage would need to be multiplied by
the Eastern Front production percentage to arrive at the actual production
percentage; in the case of Typhoon, 65% times 85% to arrive at 51%.
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5.4.13. COMBAT UNIT DETAIL
This window can be accessed by selecting the unit name in the unit bar or right clicking in
a blank area of the unit box in the unit bar (5.2.3). It can also be accessed by selecting the
combat unit hex location in the commanders report. This window displays detailed information
on the selected combat unit, to include number of ground elements and their status, Table of
Organization and Equipment (TOE), Headquarters and logistics information.
The left side of the screen provides the name of the combat unit. For Soviet Rifle and Cavalry
Corps units formed by the player (7.5.3), the names of the divisions making up the Corps
combat unit will also be listed. Below the unit name is a list of each type of ground element
making up the unit, with information on experience (EXP), number of ready (RDY) and damaged
(DAM) elements and the current fatigue (FAT) of that type of ground element. The ground
element name has a link to that particular ground element detail window (5.4.20).
The right side of the screen displays the following information:
Unit Counter: A graphic of the unit counter in combat value - movement mode.
TOE: An overall description of the units current actual TOE represented by two numbers, with
the first number being the percentage of actual TOE compared to notional TOE of only ready
ground elements and the second number being the percentage of all (ready and damaged)
ground elements. The TOE detail window (5.4.23) can be accessed here.
MAX TOE: Number that indicates the maximum percentage of replacements the ground
elements of the unit can take. The maximum TOE can be set by the player in a range between
50 and 100 percent by selecting the link (18.2.2).
Morale: The combat units current morale rating.
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Motorized/Non-Motorized: Displays whether the unit is motorized or non-motorized.
Vehicles/Need: The number of vehicles actually internal to the combat unit compared to the
required number of vehicles. Units on the map can suffer a movement penalty if they do not
have the required number of vehicles (14.1.2).
HQ Unit: Lists the Headquarters unit that the combat unit is attached (HHQ) as well as the
operational headquarters (OHQ) that the HHQ is attached. (For example, the German 10th
motorized division is attached to the XXIV Panzer Corps (HHQ), which is attached to Army Group
Center (OHQ). From here, units can be reassigned to a different headquarters by accessing the
new HQ attachment window ( 5.4.25).
Nationality: All units on the Soviet side, will be annotated SU.
Unit Logistics Requirements: For supplies, fuel and ammo, the amounts are listed by type
of supply on hand compared to 100 percent of the amount of that type of supply required. For
support squad ground elements, the first number signifies the total support available to the
unit as of the previous supply phase compared to 100 percent of the support squad ground
elements required. Total support includes support squad ground elements directly attached to
the combat unit as listed on the left side of the screen as well as any support squad ground
elements automatically sent from headquarters units in the chain of command. Excess support
squad ground elements in HQ units are parcelled out to attached combat units in range based
on the need of the units. On the first player turn of each game, since the logistics phase is
skipped, the support units will not show benefits from HQ unit support squad ground elements
in range. After the first player turn, these values in the unit detail window will include support
squad ground elements from HQ units that were parcelled out during the logistics phase of
the turn.
Construction Value: Displays the current construction value that the combat unit would use
for increasing the fortification level in its hex.
Transportation Cost: Displays the transportation cost for the combat unit for strategic rail,
naval transport, and amphibious transport movement as well as air transport.
Supply Status: Displays the supply status of the unit, In Supply, Isolated or Beachhead Supply.
If the unit is in supply, the number in parentheses indicates the number of movement points
to the nearest railhead.
Supply Details: Link to Unit Supply Detail window (5.4.26)
Assign/Form: Displayed if the combat unit is eligible to attach support units. This links to the
Pick support Unit type window, which allows manual attachment of up to three support units
(5.4.15).
Units Attached: Displayed if any support units are attached to the combat unit. Lists each
support unit with a link to the applicable support unit detail window (5.4.14). Selection of the
[X] to the right of listed support unit will return that support unit to the headquarters to which
the combat unit is attached.
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Disband Unit: Displays if combat unit is eligible to be disbanded. Allows the player to disband
the unit and send its ground elements back to the respective production pools (18.5).
Merge Unit: Displays if combat units in the hex meet the requirements of section 7.5.3 and
allows two units of the same type to be merged.
Motorize Unit: Displays if combat unit is eligible to be motorized. Selecting this link will double
the movement points of the unit for the turn, but at cost in damaged vehicles from the motor
pool (first number) and admin points (second number) ( 14.1.3).
This window can be accessed from the attached support section of the combat unit,
headquarters unit or city detail window by selecting the desired attached support unit. It
can also be accessed by selecting the support unit hex location in the commanders report.
The window displays detailed information on the selected support unit, to include number of
ground elements and their status, Table of Organization and Equipment (TOE), Headquarters
and logistics information.
The left side of the screen provides the name of the support unit and lists each type of ground
element making up the unit, with information on experience (EXP), number of ready (RDY) and
damaged (DAM) elements and the current fatigue (FAT) of that type of ground element. The
ground element name has a link to that particular ground element detail window (5.4.20).
The right side of the screen displays the following information:
Unit Counter: Displays a graphic of the unit counter in combat value - movement mode.
TOE: An overall description of the units current actual TOE represented by two numbers, with
the first number being the percentage of actual TOE compared to notional TOE of only ready
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ground elements and the second number being the percentage of all (ready and damaged)
ground elements (5.4.23).
MAX TOE: Number that indicates the maximum percentage of replacements the weapon
elements of the unit can take. The maximum TOE can be set by the player in a range between
50 and 100 percent by selecting the link (18.2.2).
Morale: The support units current morale rating.
Motorized/Non-Motorized: Displays whether the support unit is motorized or non-motorized.
Vehicles/Need: The number of vehicles actually internal to the combat unit compared to the
required number of vehicles.
HQ Unit: Lists the Headquarters unit that the support unit is attached (HHQ) as well as the
operational headquarters (OHQ) that the HHQ is attached. (For example, the 607th Howitzer
Battalion is attached to the XIV Panzer Corps (HHQ), which is part of Army Group South (OHQ).
From here, units can be reassigned to a different headquarters by accessing the pick new HQ
attachment window (5.4.25).
Nationality: All units on the Soviet side, will be annotated SU.
Unit Logistics Requirements: For supplies, fuel and ammo, the amounts are listed by type
of supply on hand compared to 100 percent of the amount of that type of supply required. For
Support squad ground elements, the first number signifies the total support available to the
support unit as of the previous supply phase compared to 100 percent of the support squad
ground elements required. Total support includes support squad ground elements directly
attached to the support unit as listed on the left side of the screen as well as any support
squad ground elements automatically sent from headquarters. Excess support squad ground
elements in HQ units are parcelled out to attached support units in range based on the need
of the units. On the first player turn of each game, since the logistics phase is skipped, the
support units will not show benefits from HQ unit support squad ground elements in range.
After the first player turn, these values in the unit detail window will include support squad
ground elements from HQ units that were parcelled out during the logistics phase of the turn.
Construction Value: Displays the current construction value that the support unit would use
for increasing the fortification level in its hex.
Transportation Cost: Displays the transportation cost for the support unit for strategic rail,
naval transport, and amphibious transport movement as well as air transport. - Displays the
supply status of the unit, In Supply, Isolated or Beachhead Supply. Support units will have the
same supply status as the unit or town, city or urban hex to which they are attached. If the
unit is in supply, the number in parentheses indicates the number of movement points to the
nearest railhead supply source. All units will show In Supply (0 MPs) on the first player turn of
any scenario since the logistics phase is skipped on the first player turn of a game.
Supply Details: Link to Unit Supply Detail window (5.4.26)
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Disband Unit: Allows the player to disband the unit and send its ground elements back to the
respective production pools (18.5).
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5.4.16. HQ UNIT DETAIL WINDOW
This window can be accessed by selecting the unit name in the unit bar or right clicking
in a blank area of the unit box in the unit bar (5.2.3). It can also be accessed by selecting
the headquarters unit hex location in the commanders report. This window displays detailed
information on the selected headquarters unit, to include assigned leader, number of ground
elements and their status, attached units, Table of Organization and Equipment (TOE),
Headquarters and logistics information.
The left side of the screen displays the following information:
HQ Name: Designation of the headquarters unit
Leader Name: Assigned leader with rollover showing leader ratings and number of victories
and defeats as well as link to leader detail window (5.4.21).
Ground Elements: Lists number of ground elements, in this case support squad ground
elements, supply dumps and fuel dumps, included in the headquarters unit, with information
on experience (EXP), number of ready (RDY) and damaged (DAM) elements and the current
fatigue (FAT) of that type of ground element. The ground element name has a link to that
particular ground element detail window (5.4.20).
Assign/Form: Links to the Pick support Unit type window, which allows manual attachment of
support units to that headquarters. Also allows Army, Front and High Command (STAVKA) Soviet
headquarters units to create support units at a cost in admin points.
Support Level: Indicates the number of each type of support unit that the computer will
attempt to automatically assign to the headquarters. Below this are buttons to increase
(ADD) or decrease (SUB) the current support level. Selecting LOCK will turn off the automatic
movement of support units to and from the headquarters. Note that automatic assignment will
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not function for that particular headquarters unit if any higher headquarters unit in that HQ
units chain, to include the High Command, is set to LOCKED (7.6.3).
ATTACHED SUPPORT/ATTACHED UNITS: Toggles between listing the number and names
of either the support units or the combat, headquarters and airbase units attached to that
headquarters. Units listed with a (u) are unready (7.3). Support units with an asterisk cannot
be assigned to another headquarters, combat unit, or a town, city or urban hex during the
current turn.
The right side of the screen displays the following information:
Unit Counter: Displays a graphic of the unit counter in combat value - movement mode.
TOE: An overall description of the units current actual TOE represented by two numbers, with
the first number being the percentage of actual TOE compared to notional TOE of only ready
weapon elements and the second number being the percentage of all (ready and damaged)
ground elements (5.4.23).
MAX TOE: Number that indicates the maximum percentage of replacements the weapon
elements of the unit can take. The maximum TOE can be set by the player in a range between
50 and 100 percent by selecting the link (18.2.2).
Morale: The headquarters units current morale rating.
Motorized/Non-Motorized: Displays whether the headquarters unit is motorized or non-
motorized.
Vehicles/Need: The number of vehicles actually internal to the headquarters unit compared to
the required number of vehicles. Units on the map can suffer a movement penalty if they do not
have the required number of vehicles. Headquarters units vehicle need is equal to the number
of ready support squad ground elements currently in the unit.
HQ Unit: Lists the higher Headquarters unit that the headquarters unit is attached (HHQ). From
here, headquarters units can be reassigned to a different higher headquarters by accessing the
pick new HQ attachment window (5.4.25). Note that High Command headquarters units (OKH,
Axis Allied High Commands and STAVKA) are the highest headquarters for the applicable side
and cannot be attached to another headquarters.
Nationality: All units on the Soviet side, will be annotated SU.
Unit Logistics Requirements: For supplies, fuel and ammo, the amounts are listed by type
of supply on hand compared to 100 percent of the amount of that type of supply required. For
Support squad ground elements, the first number signifies the total support available to the
unit as of the previous supply phase compared to 100 percent of the support squad ground
elements required. Total support includes support squad ground elements directly attached to
the headquarters unit as listed on the left side of the screen. Excess support elements in HQ
units are parceled out to attached combat and headquarters units in range based on the need
of the units. These HQ unit support squad ground elements remain in the HQ units, but will
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provide benefits to units that are attached and the amount parceled out to attached units will
be included in their total support listed for the unit.
Transportation Cost: Displays the transportation cost for the headquarters unit for strategic
rail, naval transport, and amphibious transport movement as well as air transport movement.-
Displays the supply status of the headquarters unit; In Supply, Isolated or Beachhead Supply.
If the unit is in supply, the number in parentheses indicates the number of movement points to
the nearest railhead. All units will show In Supply (0 MPs) on the first player turn of any scenario
since the logistics phase is skipped on the first player turn of a game.
Supply Details: Link to Unit Supply Detail window (5.4.26)
Disband Unit: Displays if headquarters unit meets the requirements to disband. Allows the
player to disband the unit and send its elements back to the respective production pools (18.5).
Relocate Unit: Allows the player to relocate a headquarters unit to a friendly town, city or
urban hex in supply (7.6.5). The headquarters unit and any attached support units will suffer
retreat attrition. For Soviet Military Districts and the Soviet Moscow Defense Zone HQ, the
relocate unit button will relocate the headquarters unit to a town, city or urban hex further to
the east. This may be done multiple times in a turn.
Show Subordinates (CR): Takes the player to the Unit List section of the Commanders Report
and lists the headquarters and all attached combat and support units (Appendix C (28.3)).
This window can be accessed by selecting the unit name in the unit bar or right clicking in a
blank area of the unit box in the unit bar (5.2.3). It can also be accessed by selecting the air
base unit hex location in the commanders report. The window displays detailed information on
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the selected air base unit, to include number of ground elements and their status, attached air
group units, Table of Organization and Equipment (TOE), Headquarters and logistics information.
Note that air base units are designated as type 5 headquarters units (7.6.1), however, they
have a separate unit detail window due to their unique attributes.
The left side of the screen displays the following information:
Name: Designation of the air base unit.
Ground Elements: Lists number of ground elements, usually anti-aircraft and support elements
included in the air base unit, with information on experience (EXP), number of ready (RDY) and
damaged (DAM) elements and the current fatigue (FAT) of that type of ground element. The
ground element name has a link to that particular ground element detail window (5.4.20).
ATTACHED UNITS: Displays the number of air group units attached to that air base unit. Below
that is a list of the air group units with the group name linked to the air group unit detail window
(5.4.18), the number and model of aircraft in that air group unit, and the number of miles and
percentage of miles flown in parentheses (16.1.1).
ASSIGN: Links to the Select Air Unit from National Reserve window (5.4.19), which allows
players to manually assign air group units from the national reserve to that air base unit.
Note that the air group units listed will correspond to the Aviation Range setting selected for
that air base unit. For example, if Less than 20 is selected, than only air group units in the
National Reserve with a range of less than 20 hexes (radius less than 200) will be displayed
for selection.
The right side of the screen displays the following information:
Unit Counter: Displays a graphic of the unit counter. Unlike other unit type graphics, air base
units do not display combat value or movement allowance information.
TOE: An overall description of the units current actual TOE represented by two numbers, with
the first number being the percentage of actual TOE compared to notional TOE of only ready
ground elements and the second number being the percentage of all (ready and damaged)
ground elements (5.4.23).
MAX TOE: Number that indicates the maximum percentage of replacements the ground
elements of the unit can take. The maximum TOE can be set by the player in a range between
50 and 100 percent by selecting the link (5.4.23).
Morale: The air base units current morale rating.
Motorized/Non-Motorized: Displays whether the air base unit is motorized or non-motorized.
Vehicles/Need: The number of vehicles actually internal to the air base unit compared to the
required number of vehicles. Units on the map can suffer a movement penalty if they do not
have the required number of vehicles.
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HQ Unit: Lists the Headquarters unit that the support unit is attached (HHQ) as well as the
operational headquarters (OHQ) that the HHQ is attached. (For example, the Soviet 77 SAD
Air Base is attached to the Moscow Air Command (HHQ), which is part of Moscow Military
District (OHQ).From here, air base units can be reassigned to a different higher headquarters by
accessing the pick new HQ attachment window (5.4.25). Note that there are specific limitations
regarding which headquarters units can attach air bases (8.3).
Nationality: All units on the Soviet side, will be annotated SU.
Unit Logistics Requirements: For supplies, fuel and ammo, the amounts are listed by type
of supply on hand compared to 100 percent of the amount of that type of supply required. For
Support squad ground elements, the first number signifies the total support available to the
unit as of the previous supply phase compared to 100 percent of the support squad ground
elements required. Total support includes support squad ground elements directly attached to
the air base unit as listed on the left side of the screen as well as any support squad ground
elements automatically sent from headquarters. Excess support squad ground elements in
HQ units are parcelled out to attached air base units in range based on the need of the units.
Transportation Cost: Displays the transportation cost for the headquarters unit for strategic
rail, naval transport, and amphibious transport movement as well as air transport. - Displays
the supply status of the air base unit; In Supply, Isolated or Beachhead Supply. If the unit is in
supply, the number in parentheses indicates the number of movement points to the nearest
railhead. All units will show In Supply (0 MPs) on the first player turn of any scenario since the
logistics phase is skipped on the first player turn of a game.
Supply Details: Link to Unit Supply Detail window (5.4.26)
Aviation Ranges: Allows the player to toggle through four different ranges (all ranges, less
than 20, less than 40, 41 or more). This setting will determine what air group units in the
National Reserve will be displayed if the ASSIGN link is selected. In addition, the automated
aviation commitment system will use this setting to determine what types of air group units to
attach to the air base unit.
Commitment Level: Indicates the number of air group units that meet the aviation range
setting that the computer will attempt to automatically assign to the air base. Below this are
buttons to increase (ADD) or decrease (SUB) the current commitment level. Selecting the MOVE
button will result in the automatic transfer of air group units to meet commitment levels, but
only for that particular air base unit (8.4.1).
Disband Unit: Displays if the air base unit meets the requirements to disband. Allows the
player to disband the unit and send its ground elements back to the respective production
pools (18.5).
Relocate Unit: Allows the player to relocate an air base unit to a friendly town, city or urban
hex in supply. The air base unit will suffer retreat attrition. Any damaged aircraft in the attached
air group units will be destroyed (7.6.5).
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5.4.18. AIR GROUP UNIT DETAIL WINDOW
This window can be accessed by selecting the air group unit name in the air base unit detail
window (5.4.17) to which it is attached. It can also be accessed by selecting the air group unit
name in the commanders report air group tab.
The window displays detailed information about the selected air group unit, to include current
number and status as well as specific ratings for the aircraft type.
The left side of the window displays the following information:
Name: Air Group unit designation
Air Base Unit: Air base unit to which the air group unit is attached
Group: Group Type (8.1.2)
Nationality: of the air group unit
A/C Destroyed: Number of enemy aircraft destroyed
Ground Elements Destroyed: Number of enemy ground elements destroyed
Experience: Current Experience of the air group unit
Morale: Current Morale of the air group unit
Fatigue: Current Fatigue of the air group unit
Ready: Number of ready aircraft in the air group unit (capable of conducting missions)
Reserve: Number of reserve aircraft in the air group unit (can be moved to ready if number of
ready aircraft does not exceed maximum and air base has sufficient supply and support (8.1.1)
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Damaged: Number of damaged aircraft in the air group unit (unable to conduct missions)
Maximum Aircraft: Maximum number of aircraft in the air group unit (reserve aircraft are not
counted against this number)
Trained as: Displayed for fighter bomber aircraft types to indicate the mission (fighter or
bomber) that the air group unit has been trained to conduct.
The right side of the window displays the following information:
Graphic: Picture/Silhouette of aircraft type
Model: Aircraft model
Type: Type of aircraft (8.1.3)
Aircraft Statistics: Maximum Speed, Cruise Speed, Climb Rate, Max Altitude, Max Load,
Radius, Armour, Durability, Manoeuvre, and Reliability. Radius is used to determine distance
unit can travel during a single mission. Cruise Speed and Morale are used to determine total
distance unit can travel in a turn. Reliability is based on aircraft engine type and is used to
determine if an aircraft becomes damaged after an air mission due to non-combat related
maintenance problems. All other stats are used to determine results of air to air combat and
anti-aircraft fire defense and evasion.
Night Missions: Toggle between YES and NO. Used to assign air group units to fly night
missions.
Type Missions: Displayed for fighter bomber aircraft types to toggle between assigning air unit
group to conduct either fighter of bomber missions.
The bottom of the window displays the following information:
Devices: Includes weapons, drop tanks, and electronic systems carried by the aircraft type, to
include number, name and facing (Fwd (Forward), Side, TR (Top Rear), BR (Bottom Rear), Rear,
Int (Internal), Ext (External).
RESERVE: Select this link to transfer the air group unit to the Strategic National Air Reserve
(8.4).
DISBAND: Allows the player to disband the air group unit and send its aircraft back to the
replacement pool.
REPLACEMENTS: Toggles between allowed and not allowed. The default is allowed, which
means the air group unit will be eligible to receive replacement aircraft of the current
model during the logistics phase. If set to not allowed, the air group unit will not receive any
replacement aircraft during the logistics phase.
AIRCRAFT CHANGE: Toggles between automatic and manual change out of aircraft model
assigned to the air group unit. The default setting is automatic upgrades.
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Auto: Computer controls upgrades or downgrades of aircraft model assigned to the air group
unit.
Manual: Displays list of aircraft models and number of that model that to which the air group
unit could possibly upgrade or downgrade, with number of aircraft in the production pool in
parentheses. Aircraft models in blue text with link are currently available for change out, which
will occur if link is selected (8.1.5).
This window is accessed from the air base unit detail window ASSIGN link (5.4.17) and
displays a list of air group units in the Strategic National Reserve as well as allowing the
player to transfer them to air base units. Information provided includes the air group unit
designation, current experience level (EXP), number of ready aircraft (RDY) in the air group unit,
total number (TOT) of aircraft in the air group unit, the model number of the aircraft in the unit
(i.e. HE-111), and the aircraft type (i.e. Level Bomber). Selecting the air group unit designation
will transfer it to the selected air base. The list can be sorted by EXP, RDY, and TOT. Selecting
TYPE brings up a aircraft type filter that allows the player to display all, none or specific types of
aircraft in the reserve. Note that the air group units listed will correspond to the Aviation Range
setting selected for that particular air base unit.
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5.4.20. GROUND ELEMENT DETAIL WINDOW
This window can be accessed from all unit and city detail windows and provides detailed
information on ground elements as follows:
Name: Ground element name and unit type graphic
Nation: Nationality
Type: Unit type
Men: Number of men in the ground element
Speed: Relative ability of the ground element to manoeuvre. Used in combat computations.
Size: Relative size of the ground element. Used in combat computations.
Front, Side, Top Armour: Relative amount of armour possessed by the ground element. This is
one factor in determining the effectiveness of enemy fire during combat.
Load Cost: Used to determine strategic and air transport costs.
Fuel Use: Used to determine fuel usage for supply purposes.
Ammo Use: Used to determine ammo usage for supply purposes
Reliability: Used to determine if an AFV/Combat vehicle becomes damaged due to mechanical
problems.
Build Cost: Amount of supplies required to produce the item.
First Year: Year when the ground element entered or enters production.
First Month: Month when the ground element entered or enters production.
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Last Year: Year when production of the ground element ended or will end.
Last Month: Month when production of the ground element ended or will end.
Graphic: Picture of the ground element.
Device information:
Device: Number and nomenclature of that type of device.
Face: Direction that the device faces when firing.
ROF and ACC: Modifier to a devices base rate of fire (ROF) and accuracy
(ACC). ROF (Rate of Fire) and ACC (Accuracy) are modifiers. ROF is a
negative modifier that is applied to vehicle mounted devices to reflect the
restrictions of operating the device inside the vehicle. ACC is a positive
modifier that increases the accuracy of the device to reflect both a
more stable firing platform and superior optics. For example, from the
game editor, the F-34 76mm gun has a ROF of 10. When mounted on
a T-34, the modifier is set to -5, resulting in an effective ROF of 5.
AMMO: Amount of ammunition carried internally by that device.
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5.4.22. PICK NEW LEADER WINDOW
This window is accessed from the leader detail window dismissal cost link (5.4.21) and allows
the player to dismiss the current leader of a headquarters unit and select a new leader.
The window lists all leaders eligible to take command of the selected headquarters units.
For each eligible leader, the window displays the admin cost to make the change, leadership
ratings, number of victories and defeats, and, if applicable, the headquarters unit that the
leader currently commands. The current leaders leadership ratings and number of victories
and defeats is listed at the top of the window for comparison purposes. The sequence of letters
corresponds to the following ratings:
P- Political, M - Morale, I - Initiative, A- Admin, M - Mech, I - Infantry, A - Air, N - Naval, V-
Victories, D - Defeats.
Selecting a leader will place him in command of the headquarters unit and dismiss the current
leader, who will be returned to the leader pool as an unassigned leader. If the new leader
requires a promotion to assume command of the headquarters unit, there will be a P next to
the admin cost (11.4).
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5.4.23. UNIT TABLE OF EQUIPMENT (TOE) WINDOW
The TOE window can be
accessed from the unit detail
window of all ground units. The
left side of the window displays
the name of the notional unit
type (e.g. 43 Panzer Division)
and details the generic type (i.e.
medium tank ground element)
and number of ground elements
required for that type of unit
to be manned and equipped
at 100 percent, to include the
total number of men in a fully
manned unit. The right side of
the window displays the name of the actual unit (e.g. 17th Panzer Division), and details the
actual number of ground elements by generic type in the unit. An additional column compares
the actual number of each ground element to the TOE number as a percentage. For units that
will upgrade to a different TOE, there is a Show next TOE (OB) upgrade link at the bottom right
hand side of the window. Selecting that link will take the player to the TOE Upgrade Window
(see section 5.4.24). The notional TOE of support unit types can be viewed by using the TOE
link in the Pick Support Unit Type window (5.4.15).
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the current 41 Panzer Div TOE (OB) will be displayed in the left side of the screen and the 42
Panzer Div TOE (OB) will be shown in the right hand with a TOE upgrade commencement date
of April 1942. Selecting Next TOE (OB) consecutively will allow the player to view in sequence
the 1943, 1944 and 1945 TOE Upgrades.
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5.4.26.1. CURRENT STATUS
With a couple of exceptions, this section is the same for all types of units.
The top part of the screen provides current supply and vehicle status by listing the amount
and percentage of supplies, fuel, ammo and vehicles that are in the unit as compared to the
amount required to reach 100 percent of required supply and vehicles. Below this is the range
in both hexes and movement points (MP) from the unit to the nearest railhead supply source.
For support units, no range information is included. For all other non-HQ units, the range in both
hexes and movement points (MP) to the HQ unit that they are directly attached is also included.
For HQ units that have used supply build up (section 20.7), text to that effect will be displayed
at the top of the current status section.
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HQ Fuel %: The percentage of required fuel for attached units that the HQ was able to deliver
in each of the two supply delivery sub-segments.
Cost of Path (MP): The percentage is the supply delivery modifier based on the distance
in movement points (MP) from the applicable unit to the nearest railhead (20.4.3) while the
number is the number of MPs from the unit to the railhead.
Cost of Path (Range): The percentage is the supply delivery modifier based on the distance in
hexes from the applicable unit to the nearest railhead (20.4.3) while the number is the number
of hexes from the unit to the railhead.
Vehicle Pool: The vehicle shortage modifier (20.1.4.1) expressed as a percentage for each of
the two supply delivery sub-segments.
Logistics Level: Logistics help setting (3.3.3)
Axis Rail Supply (Axis units only): Axis supply modifier percentage based on date and
location (20.4.3).
Vehicles Received: Number of generic vehicles received during the logistics phase.
Supplies Consumed: Tons of supplies consumed during the logistics phase.
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Cost of Path (Range): The percentage is the supply delivery modifier based on the distance in
hexes from the applicable unit to the nearest railhead (20.4.3) while the number is the number
of hexes from the unit to the railhead. (Not included for support units)
Vehicles in Unit: Percentage of organic vehicles assigned to the unit against required number.
Vehicles in Pool: The vehicle shortage modifier (20.1.4.1) expressed as a percentage for each
of the two supply delivery sub-segments.
Logistics Level: Logistics help setting (3.3.3).
Soviet Ammo (Soviet non-HQ units only): Percentage modifier due to Soviet ammo shortages
(20.3.2).
Axis Rail Supply (Axis units only): Axis supply modifier percentage based on date and
location (20.4.3).
Vehicles Received: Number of generic vehicles received during the logistics phase.
Supplies Consumed: Tons of supplies consumed during the logistics phase.
Note that for combat units that buildup, breakdown, or merge during the turn (section 7.5.3),
supply information will be divided out or summed up as appropriate and text to that effect will
be displayed in the turn supply detail section.
This window can be accessed from the General Information and City box. The window normally
displays the following information:
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Name: Name of town, city or urban hex.
Nation: Nationality of town, city or urban hex
Axis/Soviet: Name of Player that currently controls the hex
Population: Population in points, with each point equal to 50,000 people.
Storage: Amount of Supply, Fuel, Oil and Resources currently stored in the town, city or urban
hex
Factories: List of factory types in the town, city or urban hex in three columns as follows:
NUM - Number of that type of factory in the hex (factory points)
DAM - Percentage of damage currently sustained by that type of factory
Name of factory type, with ** indicating a factory not yet in production
ASSIGN/FORM: links to the Pick Support Unit type window (5.4.15), which allows manual
attachment of anti-aircraft support units to that headquarters. Also allows Soviet town, city and
urban hexes to create anti-aircraft support units at a cost in admin points.
UNITS ATTACHED: Lists anti-aircraft support units attached to that town, city or urban hex.
In strategic rail transport mode (F2), for hexes with Soviet factories capable of evacuation
(14.2.1.2) the following information is displayed:
Name: Name of town, city or urban hex.
Nation: Nationality of town, city or urban hex
Axis/Soviet: Name of Player that currently controls the hex
Population: Population in points, with each point equal to 50000 people.
Rail Cost: Cost in rail capacity to evacuate currently selected Soviet factory points in strategic
rail transport mode (F2).
Factories: List of factory types in the town, city or urban hex eligible to be evacuated in four
columns as follows:
NUM - Number of that type of factory in the hex
DAM - Percentage of damage currently sustained by that type of factory
Name of factory type with number in parentheses the rail
capacity required to evacuate one factory point.
MOVE: link used to transfer Soviet factories to another eligible
town city or urban hex. Each eligible factory has >> and
<< buttons to increase the number of factories.
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5.4.28. PICK TARGET TYPE WINDOW
This window is accessed in bomb city mode (F8) when the phasing player right clicks on a
shaded enemy town, city or urban hex to choose the specific factory target in that hex for a
bomb city air mission (5.3.8). The window displays the name of the town, city or urban hex and
lists the factory types available as targets in three columns as follows:
Name: Name of type of factory with link to pick air units for mission window (5.4.29).
SIZE: Number of that type of factory points in the hex.
DAM: Percentage of damage currently sustained by that type of factory.
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DESELECT ALL: De-selects all currently selected air group units
Air transport missions have additional displays as follows:
Air Drop Supply Missions:
LIFT TYPE toggles between air drop of supplies/ammo or fuel
Lift Tonnage displays the maximum amount of supply
that the selected air group units may air drop
Air Transport or Air Drop of Units:
Name of the unit to be transported or air dropped
Load Cost - the cost to transport or air drop eligible
weapon elements contained in the unit
Required Sorties - the minimum number of sorties that the selected air
group units will need to conduct to transport or air drop the units.
Max Sorties - The maximum number of sorties the selected air group
units can conduct and still transport or air drop the unit. Note that the
number of Max Sorties must at least equal the number of Required
Sorties for the air group units selected to conduct the mission.
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unit, the Find Next button will display, allowing the player to cycle through all the possible
choices.
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or Town. The Manpower in a hex, is different from population, though equal to it as of June
22, 1941, and is represented by factory points that can change due to combat, starvation and
migration. Manpower thus represents the current recruiting potential of a town, city or urban
hex and its surroundings, and is what generates replacement soldiers during the game. City
and urban hexes are further sub-divided by population as cities or major cities and national
capitals are also marked as appropriate. Rail networks are represented by rail lines in hexes,
which are used for strategic movement and supply as well as to delineate mountain passes.
National Borders
German No Move Line: Marks the area that German units are
prohibited from moving into in Finland (19.1.2)
Finnish No Move Line: Marks the area that Finnish units are
prohibited from moving south and east of in the Soviet Union
(19.1.2).
Finnish No Attack Line: Marks the area that Finnish units are
prohibited from attacking in unless Leningrad is Axis controlled
(19.1.2).
Baltic Rail Zone: Delineates the area in the former Baltic
Republics where compatibility of rail gauge makes repair of rail
lines easier for the Axis player in the first six months of the
war (14.2.2).
Axis Ally Limit Line: Marks the area that Hungarian,
Rumanian, Italian and Slovakian Axis allied units are prohibited
from moving North of on the map (19.1.1).
6.2. TERRAIN
The below terrain types and features are represented on the map area and can affect movement,
combat and supply. See section 14.0 for impact on tactical and strategic movement and 15.3.1
for impact on combat.
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Clear
City
Light Urban
Heavy Urban
Light Woods
Heavy Woods
Rough
Mountain
Swamp
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6.2.2. TERRAIN FEATURES
The following terrain features can be in addition to the terrain type in a hex. Some are purely
political features, but others can impact movement, combat and supply.
Coast: feature of any type of terrain bordering ocean and sea hexes.
Coastal hexes may be eligible for beachhead supply (20.2.1), as
well as use for strategic naval transport or strategic amphibious
movement (14.2.3).
Port: Feature and factory that may be located in town, city or urban
hexes in coastal hexes. May generate strategic naval and amphibious
movement capacity points and allow such movement, sea interdiction,
and serve as supply sources for other coastal hexes.
Railroad: Rail lines run through hexes, with undamaged and linked
rail lines forming a rail network that serves to link each sides supply
grid. Note that rail hexes that are adjacent to enemy units are
considered not connected to the rail network. These hexes may not
be used for strategic rail movement and are not considered rail lines
for supply purposes (20.1).
Mountain Pass: Mountain hexes with rail lines passing through
them. If a unit enters a mountain pass through a hex side with a rail
line and there is no enemy Zone of Control (EZOC) in that hex, the cost
to enter the hex is substantially reduced.
Town: Terrain feature that can contain factories and may assist Axis
units in offsetting the effect of the first winter rule (22.3). Towns have
a population of from 0 to 4. Towns with a population of 0 represent
areas that have a size smaller than the 50,000 people represented by
one population point.
City: Terrain feature that normally indicates a city terrain hex with
population between 5 and 24.
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Minor River hexside: Affects movement point costs and combat.
Hexes are either friendly (controlled by the phasing player), enemy (controlled by the non-
phasing player), or pending friendly, which are hexes that have been taken during the current
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turn and will switch ownership at the end of the phasing players turn. Headquarters units are
not allowed to move into enemy hexes, but may move into pending friendly hexes, representing
the inability of headquarter units to move through areas that have not been cleared by combat
units during the current turn. There are additional costs for all units moving into enemy and
pending friendly hexes to account for both timing issues and the inherent difficulty involved
in movement through recently cleared areas (14.1.5). Enemy controlled hexes block tracing
of supply, commitment of support units from headquarters during combat, and provision of
support squad ground elements to units from headquarters units during the logistics phase.
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6.4. STACKING
A maximum of three on-map units, no matter what
the type, size or status, may be in a hex at one time.
Units can move through a hex with three units already
present, but will be unable to stop in that hex. Combat
unit breakdown can only take place if the broken down
units will not exceed stacking limits (7.5.3).
7. GROUND UNITS
Ground units consist of combat, headquarters, and support units. Air base and rail repair units
are unique types of headquarter units. Combat and headquarters, units are on-map units.
Support units are attached to headquarter and eligible combat units and are normally off-map.
The exceptions are some labor and construction battalions that are automatically detached
and appear on-map while conducting rail repair. All ground units consist of a certain type
and number of ground elements and have a Table of Equipment (TOE) that determines the
number and type of those ground elements that are required for the unit to be fully manned
and equipped. All ground units have a combat value (CV), which may be zero.
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formula that takes into account the different ground elements making up the unit as well as
unit morale, experience, fatigue, leadership and supply. CV values displayed for units are non-
random approximations of what in combat is a series of die rolls and thus somewhat random
values, so no single CV can be more than a guide to how the unit will perform in any particular
combat. When Fog of War (FOW) is enabled the accuracy of the CV will be further degraded as
the detection level (DL) decreases (13.0).
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7.2. GROUND ELEMENTS AND TABLES OF EQUIPMENT (TOE)
7.2.1. GROUND ELEMENTS
All ground units are composed of multiple types and numbers of ground elements, which are
individual squads, guns, AFVs, or other combat vehicles such as halftracks and armoured cars.
Ground elements consist of manpower and equipment. Each ground element has attributes of
speed, size and armour, which is zero for all ground elements except for AFV and other combat
vehicles. Ground elements are equipped with devices that represent the actual weapons
they would fire (or throw/emplace for devices such as grenades and satchel charges) during
combat. For AFV and combat vehicles, the equipped devices are considered part of the vehicle
and may have their rate of fire modified to reflect the restrictions of operating the device inside
the vehicle. The men that are part of the AFV or combat vehicle ground element are inside the
vehicle operating it and employing the equipped devices. For other types of ground elements,
the men employ the equipped devices directly, whether the device is a 150mm Howitzer or a
hand grenade. Large (20mm or greater) direct fire devices may have a positive modifier that
increases the accuracy of the device to reflect both a more stable firing platform and superior
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optics. Each device in turn is rated for range, accuracy, rate of fire, ability to affect different
types of targets (air, personnel, vehicles), and ability to penetrate armour.
A significant number of ground elements in all units are support squads, which provide the
administrative and logistical backbone required for a unit to operate effectively, to include
fatigue reduction. Note that, despite the similarity in name, support squads and support units
are different entities. Just like any other ground unit, support units are made up of a number
of ground elements, with a significant number of those ground elements being support squad
ground elements. While each unit has a TOE for support squad ground elements, the actual
requirement for support squads, listed by NEED in the units detail window, is based on the
current strength of the unit and is recalculated during each logistics phase. The support need
of an air base unit is based on both the number and type of aircraft and anti-aircraft ground
elements attached to that unit. If a HQ unit has fewer support squads than its NEED its leader
will have their admin skill rating decreased when conducting admin checks. If losses to the
rest of the unit result in excess support squads, some may be converted to rifle squad ground
elements or returned to the production pool during the replacement phase (18.2).
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7.2.2. TABLE OF EQUIPMENT (TOE)/UNIT LEVEL ORDER OF BATTLE (OB)
The number and type of ground elements in a unit is determined by its Table of Equipment
(TOE), which can be actual or prescribed as well as listed using either generic or specific types
of ground elements. The prescribed TOE lists the ground elements the unit would contain if
it was at 100 percent manpower and equipment. The actual TOE lists the ground elements
that are currently in the unit. The generic TOE, referred to as TOE, lists the type of ground
element, for example, medium tank ground element or heavy artillery ground element, while
the specific TOE, referred to as TOE (OB), lists the actual ground element, for example T-34
M1942 and 152mm Gun-Howitzer ground elements. Note that the term TOE (OB) is used to
differentiate between the generic and specific type of TOE because the term for the specific
TOE in the game program and the game editor is OB, which describes the unit level Order of
Battle. There is a prescribed TOE for every type of ground unit in the game and that units detail
window displays the overall percentage of the actual TOE compared to the prescribed TOE as
well as a link to a detailed ground element by ground element TOE comparison (5.4.22), which
also links to the TOE upgrade window if applicable (5.4.23). The unit detail window is in TOE
(OB) format, the TOE window is in TOE format, and the TOE Upgrade window is in the TOE (OB)
format. The computer will use a units actual TOE as compared to its notional TOE to determine
what ground elements will be provided as replacements during the logistics phase (18.2). The
actual TOE of a unit will often not match its current prescribed TOE. This can be for numerous
reasons, to include losses, unavailability of replacements, transition to an upgraded TOE and
even downgrade of specific ground element types due to a surplus of old equipment and a
lack of new equipment.
The number of men listed in the unit detail window showing the actual TOE (OB) does not
include the manpower in support units that are attached to the unit. However, the manpower
numbers displayed in the unit bar do include the support units that are attached to that unit.
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TOEs are segregated by type of unit and time of the War. For example, there is a prescribed
panzer division TOE for every year of the War. Not only are there separate TOEs for unit types
(e.g. armor versus infantry) but separate TOEs even within types. For example, the elite SS
divisions at times will have three different TOEs running simultaneously. Players can view
future upgrades by accessing a particular units TOE window (5.4.22 and 5.4.23).
When a TOE upgrade occurs, ground elements will be sent back to the pool if there is none of
the same generic type of ground element (i.e. AT-gun, Heavy Tank) in the new TOE. Otherwise
they remain and thus can cause some types to exceed 100 percent of the new TOE. A specific
type of ground element is not eligible for additional replacements, however, until it falls below
100 percent of its prescribed allowance. In addition if a unit contains more than 125 percent of
the TOE need of a specific ground element, there is a chance each turn that the unit will return
some of the over-strength ground elements to the production pool.
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7.4. SUPPORT UNITS
Support units are single purpose independent battalions, brigades and regiments of various
types, to include artillery, howitzer, mortar, rocket, anti-tank, anti-aircraft, ski, engineer, sapper,
tank, tank destroyer, construction, and labor groups. With the exception of construction
battalions, which can be automatically detached to repair rail lines, support units will not
appear on the map, but will be attached to headquarters and certain combat units and will
be listed in the detail window of the unit to which they are attached. Rules for attachment
and transfer of support units can be found in sections 7.5.2 and 7.6.3. Construction and labor
support units are used to assist in the building of hex fortification levels and the repair of
rail lines. All other support units are used to assist combat units in battle, either from an
eligible headquarters unit not more than five hexes away from the battle, or from being directly
attached to a combat unit participating in the battle (15.4).
Support units are always in refit status, with the exception of detached construction battalions.
Though they have no organic movement capability, support units will consume supplies and
fuel and gain fatigue when units to which they are attached are moved. They will also take
combat and non-combat losses and suffer retreat attrition along with the unit to which they
are attached.
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admin points (12.2.3). A maximum of nine AA units may be attached to a single town, city or
urban hex. AA units attached to town, city or urban hex are destroyed if the hex is captured or
destroyed/removed as applicable if in an Axis Allied country that surrenders (19.1.4).
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and most fortified zones built in Hungary will be Hungarian (until Hungary surrenders). Fortified
units can be disbanded like any other unit, with the exception that they do not need to be three
hexes away from enemy units (18.5). Fortified units can directly attach up to three support
units of any type.
The player can manually attach support units (SU) to some types of combat units (CU). Unlike
support units attached to headquarters units that require passing of a commitment check
before they can be committed to a battle, support units directly attached to combat units are
automatically committed, though only to a battle that combat unit is a participant (15.4). Direct
attachment thus provides certainty at the expense of flexibility. German Divisions and Soviet
Corps can directly attach up to three support units while numbered German regimental and
Soviet Tank and Mech Corps brigade break down units (i.e. 3/129 regiment) can attach one
support unit, but they cannot attach construction, labor, artillery, mortar, and rocket support
units, or support units with the designations LW or PVO. Fortified Region and Zone units can
attach up to three of any type support unit. Note that Soviet Corps combat units, such as Rifle
and Cavalry Corps, that were built up from divisions will have any attached support units re-
assigned and be unable to attach any support units while the unit is broken down into divisions.
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7.5.2.2. SU TO CU ATTACHMENT RESTRICTIONS
There is no range limitation to the transfer of support unit attachments; however, combat units
must be in supply in order to transfer support units. Changing support unit attachments may
require the expenditure of admin points (12.2.3). A specific support unit attachment can only
be transferred once per turn and will be marked with an asterisk in the combat unit detail
window to denote that it cannot be transferred again that turn. Axis Allied support units cannot
be attached to combat units of a different nationality. For example, Finnish support units cannot
be attached to a German Panzer Division.
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brigades (designated 1/2/3), but may only be built up again if all three are in the same hex
(7.5.3.2).
Guards Airborne Division (January 1943): Three airborne brigades can buildup into an
airborne division, which will automatically be given Guards status. Airborne brigades may not
buildup with any other type of unit.
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Though rifle and cavalry Corps are considered one combat unit, information on the divisions
that make up the corps, to include designations, guards status, and number of wins/losses,
will continue to be maintained until the corps or one of its component divisions is destroyed
or disbanded. For rifle corps formed by the player, guards conversion can occur after two of
its component divisions are converted to guards status if the rifle corps is otherwise eligible
(9.2.2)
Game Play Info: The major difference between tank and mechanized
corps versus rifle and cavalry corps is that that tank/mech corps have
unique TOEs they follow while rifle/cavalry corps combat units are
simply the sum of three divisions. Therefore while you can form a tank
corps from three tank brigades, the TOE of a tank corps is not the same
as the TOE of a tank brigade times three (i.e. tank corps contain ground
elements not found in tank brigades).
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the gaining unit, and the merging unit is considered destroyed and permanently removed from
the game. Merging is accomplished by selecting the MERGE link in the detail window of the
combat unit (5.4.13) that will be merging with the other combat unit.
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7.5.4.2. REACTIVATING STATIC COMBAT UNITS
Non-isolated static units that have not moved yet may be
reactivated at any time during the movement phase by
spending admin points. Combat units are reactivated by
selecting the hex they are in and then either selecting the
REACTIVATE button on the desired counter in the unit
bar or using hotkey Shift-y to reactivate all static units
in the hex. Static units may not be reactivated the same
turn they are made static. Combat units may not attack
on the turn that they are reactivated from static mode.
Activated units will immediately receive 50 percent of
their vehicle requirement from the pool and 50 percent of their maximum movement points (25
for motorized, 11 for cavalry and 8 for infantry types). The admin cost for activations is equal to
two plus the number of organic vehicles required by that unit divided by fifty, with any fractions
rounded down. For example, a static 17th Panzer Division that requires 1318 vehicles would
cost 28 admin points to reactivate (2 + 1318/50 = 28.36, rounding down to 28).
Units that retreat as a result of combat are automatically reactivated at no additional admin
cost.
Units that begin their turn isolated will automatically be reactivated at no admin cost, although
they will not receive vehicles until a logistics phase when they are no longer isolated. Once
reactivated their movement points for each turn will be calculated in the standard way, with the
lack of vehicles most likely reducing their movement points.
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to include support and air group units, have a higher headquarters unit to which they are
attached. The current command and control arrangement for the phasing player can be viewed
either through the Order of Battle (OOB) screen in the info screens tab (5.1.2.2) or through
the Commanders Report (5.4.9). For on-map units, this immediate higher headquarters unit
can provide logistical and combat support if within the applicable range. There is no limit to
the number of combat units that can be attached to a Headquarters unit, however, ground
headquarter units that exceed their normal capacity, termed command capacity, will become
less effective. Most combat units will normally be attached to lower level headquarters units,
however, direct attachment of combat units to any ground headquarters unit is permitted. Note
that air headquarters units, air base units, and rail repair units cannot attach combat units and
each type has different attachment rules and restrictions (7.6.1). With the exception of air base
units, any headquarters unit can attach support units, though there are some restrictions based
on both the type of HQ units and the type of support units (7.6.3).
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Axis Army Group/Soviet Front/Military District/
Defense Zone Headquarters Units (Type 2): These are
ground headquarter units with large capacities that are
attached to a High Command (Type 1) headquarters unit
and normally serve as higher headquarters to the rest of
their nations units.
Air Base Units (Type 5): Air base units are different than
other headquarter units in that their purpose is to support
air group units. Air base units are the only on-map units
that air group units can be attached. All air base units are
limited to a maximum of nine attached air group units.
Air Base Units cannot attach any combat or support units.
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FBD/NKPS Rail Repair headquarter units (Type 6):
FBD and NKPS are rail repair units that also function as
headquarters for construction and labor support units.
Only construction and labor support units can be attached
to FBD and NKPS headquarter units. The Axis player begins
the war with five FBD units, while the Soviets receive NKPS
units as reinforcements as the war progresses (14.2.2).
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7.6.2.1. COMMAND POINTS
The following table displays the command points (CP) for each size of combat unit:
Date
HQ Unit Type 6/41-3/42 4/42-3/43 4/43-3/44 4/44-9/45
Corps (Type 4) 8 CP 9 CP 10 CP 11 CP
Army (Type 3) 24 CP 27 CP 30 CP 33 CP
Army Group (Type 2) 96 CP 108 CP 120 CP 132 CP
Front (Type 2) 72 CP 81 CP 90 CP 99 CP
Military District (Type 2) 36 CP 36 CP 36 CP 36 CP
High Command (Type 1) 900 CP 900 CP 900 CP 900 CP
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7.6.3.1. SUPPORT UNIT ATTACHMENT RESTRICTIONS
There are some attachment restrictions based on type of headquarters unit. Air headquarters
units are limited to attaching only anti-aircraft support units and air base units cannot attach
any support units. Rail repair units can only attach construction battalions and labor groups,
and while these support units can be manually transferred from the rail repair unit, there is no
ability to transfer additional support units to the rail repair unit. Axis allied support units cannot
be attached to headquarters or units of a different nationality. For example, Finnish support
units cannot be attached to a German Panzer division and Italian support units cannot be
attached to a Hungarian headquarters unit.
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functions of the Commanders Report (5.4.9) to view a specific higher headquarters unit and
its subordinate HQ units. For example, to view Army Group Centers command chain, do the
following:
Open Commanders Report (info screens tab or hotkey c)
Select HQ List tab
Select Army Group Center (This takes you back to Unit List tab with all units subordinated to
AGC selected)
Select NONE under UNIT DISPLAY FILTERS
Select Crps, Army, ArmyGr under UNIT DISPLAY FILTERS
Select HHQ column header twice to end up with sort with AGC at top of list and all other
subordinate HQs sorted by their next higher headquarters unit.
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unit to another headquarters unit, the player selects the support unit to bring up its detail
window and then selects the HHQ or OHQ link to bring up a list of eligible headquarters units
to which it can be transferred. To prevent the computer from transferring the support units that
have been moved manually, the player can either increase the applicable headquarters units
Support Level to account for the newly attached support units or change the Support Level to
LOCKED, which will prevent that headquarters unit from automatically returning any support
units or receiving any additional support units during the logistics phase (The exception is
Construction and Engineer support units per 7.6.3.3)
Any headquarters unit in a units chain of command that is in command range can provide
support with its excess support squad ground elements. This provision of support occurs
automatically during the phasing players logistics phase. Range also has a contiguous effect
on leader rating checks, with the exception of morale and naval checks. The closer the higher
HQ is to the combat unit involved, the higher chance that the higher HQ leaders rating checks
will be successful. Per the command modifiers above, the range effect depends on the level of
the HQ unit, so that higher level HQ units can be located further away (11.3.2).
Game Play Info: The above type of HQ support using support squad
ground elements should not be confused with headquarter units
providing support units during combat (15.4) or supply tracing and
receiving ( 20.4).
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(5.4.16). Relocation is similar to a displacement move (15.10), but is a voluntary action and
results in the unit being moved to a friendly town, city or urban hex that is in supply. The
headquarters unit will have its movement points reduced to zero, but there is no relation
between the relocation and normal movement. The headquarters unit and any attached
support units will suffer retreat attrition (15.11) and any damaged aircraft in air group units
attached to an air base unit that is relocated will be destroyed. The town, city or urban hex that
the unit is relocated to will generally be to the east for the Soviet player and to the west for the
Axis player, but there is a random factor to the relocation so that the player cannot anticipate
where the unit will end up.
Game Play Tip: Though any headquarters unit can be relocated
multiple times in a turn, relocation is generally only advised for isolated
headquarters units you want to get out of a pocket immediately instead
of waiting for the unit to be involuntarily displaced by enemy units.
Regular movement is almost always preferable to relocation because
the relocation movement is hard to predict and does cause retreat
attrition to the headquarters units and any attached support units, as
well as destroying any damaged aircraft at an air base unit. Piling on the
penalties, whenever a headquarters unit relocates or is forced to perform
a displacement move, it will lose all of its fuel and supply dumps.
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Odessa MD (at start) to Southern Front (6/41) to Southeastern Front (8/42) to Stalingrad Front
(10/42) to Southern Front (1/43) to 4th Ukrainian Front(10/43)
North Caucasus MD (at start) to Caucasus Front (11/41) to Crimea Front (2/42) to North
Caucasus Front (1/43)
Transcaucasus MD (at start) to Transcaucasus Front (11/41)
Steppe Front (6/43) to 2nd Ukrainian Front (10/43)
Voronezh Front (6/42) to 1st Ukrainian Front(10/43)
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Division, brigade and regimental combat units will attach themselves to the nearest corps HQ
unit. If an army or higher HQ unit is nearer than the nearest corps HQ unit, then the combat
unit will attach to it instead. If a corps HQ unit and a higher HQ unit are equally distant, then
the combat unit will always attach to the corps HQ unit. If two corps HQ units are equally
distant from the combat unit, the computer will randomly determine to which corps HQ unit the
combat unit will be attached.
Corps HQ units and Soviet corps combat units will attach themselves to the nearest army HQ
unit. If an army group/front HQ unit or eligible High Command unit is nearer than the nearest
army HQ unit, then the corps HQ unit or corps combat unit will attach to it instead. If an army
HQ unit and army group/front HQ unit or High Command HQ unit are equally distant, then the
corps HQ unit or corps combat unit will always attach to the army HQ unit. If two army HQ units
are equally distant from the unit, the computer will randomly determine to which army HQ unit
the unit will be attached.
Army HQ units will attach themselves to the nearest army group, front or Military District (MD)
HQ unit. If an eligible High Command HQ unit is nearer than the nearest army group/front/MD
HQ unit, then the army HQ unit will attach to it instead. If an army group/front/MD HQ unit and
an eligible High Command HQ unit are equally distant, then the army HQ unit will always attach
to the army group/front/MD HQ unit. If two army group/front HQ units are equally distant from
the army HQ unit, the computer will randomly determine to which army group/front HQ unit the
combat unit will be attached.
Air base units and their respective higher air HQ units attach in the same manner as combat
units and their HQ units.
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8. AIR UNITS
There are three types of units that comprise the air force organizational and command and
control structure; air group units, air base units and air headquarters units. In addition, each
nationality has an off-map National Air Reserve for training of new air group units and building
back up of depleted air group units. Section 5.3 describes how to use the interface to conduct
air missions and section 16.0 discusses the rules regarding the conduct of air missions.
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8.1.2.1. AXIS AIR GROUP UNIT GROUP TYPES
Section = max of 4 aircraft (Finland)
Schwarm = max of 4 aircraft (Germany)
Air Battalion = max of 10 aircraft (Finland)
Staffel = max of 12 aircraft (Germany and Finland)
Flight = max of 16 aircraft (Finland)
Squadron = max of 24 aircraft (Rumania, Finland, Italy, Slovakia)
Gruppe = max of 40 aircraft (Germany)
Group = max of 48 aircraft (Hungary)
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Tactical Bomber (TacB)
Level Bomber (LB)
Transport (TR)
Recon (Rec)
Jet Fighter (JF)
Patrol (PA)
Float Plane (FP)
Float Fighter (FF)
Electronic Warfare (EW)
Torpedo Bomber (TB)
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Lehr - School/Training
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NBAP - Night Bomber Air Regiment
LTAP - (Light) Transport Regiment.
TAP or TRAP - Transport Regiment
SBAP - High-Speed (Skorostnoj BAP) Bomber Regiment
TBAP - Heavy (Tyazhelyj BAP) Bomber Regiment
ShAP - Ground Attack (Shturmovoj AP) Bomber Regiment
RAP - Reconnaissance Aviation Regiment
OSAP - Independent Composite Regiment
ORAP - Independent Reconaissance Regiment
MTAP - Mine Torpedo Air Regiment
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a Yak 1 is a fighter aircraft that upgrades to the Yak 1B and downgrades to the I-16 Type 18
fighter. In the swap sub-segment, however, an air group unit with Yak 1B aircraft may be
changed out to another fighter functional type, such as a La-5, or a lend lease Hurricane IIB
aircraft, The computer will only swap out aircraft in air group units that have less than 50
percent of maximum aircraft allowed, with the lower the percentage below 50, the higher the
chance for an aircraft swap. Once again, these changes are dependent on the availability of
numbers of different models of fighter aircraft in the production pool.
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8.2. AIR BASE UNITS
Air Base units are special headquarters units (7.6.1) that represent the physical and logistical
infrastructure required to support air group units, to include airfields, repair facilities and
anti-aircraft defenses. Air base units consist of only two types of ground elements, support
squad ground elements and anti-aircraft guns. Air base units will have a better chance of
repairing damaged aircraft if they have more support squad ground elements assigned than
their support need (section 7.2.2.1).
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8.2.1. SOVIET AIR BASE UNIT NAMES
The following is a list of abbreviations used in Soviet air base units:
VVS - Air Force Air Base
VVS-ChF - base of Black Sea Fleet (Chernomoskij Flot)
PVO - Air Defense Force Air Base
IAB - Fighter Aviation Brigade Air Base
IAD - Fighter Aviation Division Air Base
BAB - Bomber Aviation Brigade Air Base
BAD - Bomber Aviation Division Air Base
SAD - Composite Aviation Division Air Base
DBAD - Long Range Aviation Division Air Base (also may see AD DD - Avia Divizija Dalnego
Deistvija)
TBAB - Heavy Bomber Brigade Air Base
OSNAZ - Special Use Air Group airbase (OSobogo NAZnachenija)
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8.3. AIR HEADQUARTERS UNITS
Air headquarters units fulfil the same function as other headquarters units with the exception
that they cannot attach any combat units and the only support units that can be attached to air
headquarters units are anti-aircraft support units. In addition, there are no limits or penalties
related to the number of air base and other air headquarters units that can be attached to air
headquarters units.
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Air Command Name Air Army Re-designation Date
Western 1st Air Army May 1942
Bryansk 2nd Air Army May 1942
Kalinin 3rd Air Army May 1942
Southern 4th Air Army May 1942
North Caucasus/Crimea 5th Air Army June 1942
Northwest 6th Air Army June 1942
Southwest 8th Air Army June 1942
Volkhov 14th Air Army August 1942
Leningrad 13th Air Army November 1942
Stalingrad 16th Air Army September 1942
Long Range 18th Air Army December 1944
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8.4.2. TRANSFER OF AIR GROUP UNITS TO THE NATIONAL AIR RESERVE
The transfer of air group units to and from air base units to the national air reserve can be
conducted manually by the player or semi-automatically through the use of the air group unit
commitment system (8.4.3). In addition, air group units can also be sent automatically to the
national reserve during the logistics phase if the computer determines that it is too weak to
conduct air missions.
There are several methods available to manage the deployment of air group units between air
base units and to and from the applicable national air reserve. Air transfer mode (F10) (5.3.10)
is used to manually transfer air group units between air base units. Air group units can be
manually sent to the national air reserve by selection of the RESERVE button in that particular
air group unit detail window (5.4.18). Air group units can be manually selected to go from the
national air reserve to an air base unit by selecting the ASSIGN button in an air base unit
detail window. Note that the air group units listed will correspond to the Aviation Range setting
selected for that air base unit.
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9. MORALE, ELITE UNITS, EXPERIENCE,
FATIGUE, ATTRITION, AND RELIABILITY
There are many interrelationships between morale, experience fatigue and attrition. Morale
figures into most of these and is the single most important unit attribute. Morale determines
experience level and fatigue gain. Attrition is based on morale and experience. Combat Value
(CV) is affected by morale and fatigue. Movement allowance is impacted by morale, fatigue
and experience. In all cases, high morale and experience is good, while high fatigue is bad.
Attrition from being adjacent to enemy units is less for higher experienced units. Fatigue itself
can damage units and can destroy already damaged units. This fatigue impact is much worse
when units are adjacent to enemy units, which means that when adjacent to enemy units, not
only do they take attrition losses, they also recover less fatigue and will suffer more losses due
to fatigue. Units with high experience levels will be less affected by fatigue.
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The units morale is below 50, and it is in refit mode.
The units morale is below 50, and it is more than 10 hexes away from the nearest enemy unit.
The units morale is below its national morale. In this case it can recover as much as 10% of
the national morale but not more than the countrys national morale (Example: German national
morale is 70 in 1942 so a unit could recover 7 per turn, not to exceed 70 for a non-elite unit).
The unit is in a very good supply and support situation and its morale is less than 75. If die(75)
is greater than the units morale than a gain for this situation is possible.
Ground unit morale will decrease due to losing battles, suffering from air interdiction, being
in an isolated state, and Axis morale losses due to the first winter rules (section 22.3). There
is also a morale penalty for Finnish units that move south of specific hexes on the map area
(see section 19.1.1).
Retreated units lose one morale point, which is increased to a loss of two morale points if the
leader Morale check fails.
Routed units lose one additional morale point.
Isolated units may lose one or more morale depending on existing supply shortages.
Units attacked by an interdiction air mission that lose more than nine MPs may lose one morale
if random(100) is less than unit fatigue and the leader Morale rating check fails.
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Country/Year 1941 1942 1943 1944 1945
Germany 75 70 65 60 55
Finland 80 80 80 80 80
Italy 35 35 35 35 35
Rumania 35 35 35 35 35
Hungary 40 40 40 40 40
Slovakia 40 40 40 40 40
Soviet Union 40 50 50 50 50
The morale of newly created units is then calculated by taking the build unit morale and
multiplying by the morale help level divided by 100. This build morale value is then used in the
formula - ((build morale/4) +20) + (rnd((build morale/4) +20)) to derive the unit morale. This
value cannot be less than 20 or greater than 50. The experience for the units initial ground
elements is calculated by taking the units morale divided by two and adding five.
Newly created Soviet Ski units receive a morale bonus over the current national morale based
on the date as follows: +5 in Sept 42, +10 in Sept 43, and +15 in Sept 44.
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Elite units and Soviet units directly attached to a Shock Army headquarters unit receive a bonus
over the current national morale. Axis elite units are pre-designated, while Soviet units must
meet certain conditions to be designated Guard units and receive the national morale bonus.
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For Army HQ units, the units number of wins plus the year modifier must be greater or equal
to 75 plus random(75)
Condition Two:
For all units, the units number of wins plus the year modifier must be greater than 9
Condition Three:
For all units, the units number of wins plus the year modifier must be greater than 2 plus the
units number of losses
Year Modifier: The Year modifier is 3 in 1941, 2 in 1942 and 1 in 1943-45.
9.3. EXPERIENCE
9.3.1. GROUND ELEMENT EXPERIENCE
Experience represents both how well a ground element is trained and its ability to maintain unit
cohesion in combat situations. In a unit each type of ground element (i.e. infantry squad, 50mm
Mortar, Panzer IIc) has an experience level that is an average of the individual experience of all
the same type of ground elements. As with morale, the higher the ground element experience
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level, the better. Experience mainly impacts combat, affecting combat value, the amount of
retreat attrition, and the probability of firing and hitting enemy ground elements.
Ground elements increase their experience level automatically during the replacement part
of the logistics phase through training. Though this is the only time ground elements gain
experience, the amount of combat the ground element participated in during the previous
turn positively affects the ability of the ground element to increase the number of experience
points gained. Ground elements can train up to the morale level of their parent unit (9.1).
Ground elements that have an experience level lower than their units morale will increase their
experience at least one point per turn, but have a chance to gain up to a total of five experience
points. The normal experience gain is two to three points per turn. Ground elements in units
in good supply, especially if they are located on a railhead (20.1.1) will be able to gain more
experience during training, as will ground elements that participated in combat the previous
turn. Ground elements with an experience level equal to their units morale will not be eligible
to increase their experience until their units morale increases. Ground elements will not lose
experience just because their units morale dropped below their current experience level.
Replacement ground elements coming into units will tend to bring down average experience,
but not by a significant amount. Newly created units will appear on the map with a low
experience level to represent the need for many turns of initial training and the buildup of unit
cohesion.
Soviet Tank and Mechanized corps will suffer a 25 percent experience loss from the existing
units experience when they are first formed (7.5.3.2).
9.4. FATIGUE
9.4.1. GROUND ELEMENT FATIGUE
Fatigue impacts the Combat Value of a ground element and this is reflected in the CV value
shown for a unit in the game. The CV of a ground element is reduced by 1/3 of the fatigue level.
Thus, an element that has a fatigue of 60 will have its basic CV value reduced by 20 percent
when calculating the CV of the unit. Fatigue also impacts movement point allowance (14.1.2).
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During the Add Unit Fatigue segment of the Logistics phase, ground elements in units gain
additional fatigue based on the units morale. Following this the ground elements may take
damage based on the fatigue of the ground element. Successful leader morale rating checks
assist in this process by helping units recover morale faster when fatigued. Units adjacent
to an enemy unit during their logistics phase gain 4 times as much fatigue and there is 16
times more probability that damaged ground elements will get destroyed during this phase
compared to units not adjacent to an enemy unit. This represents the additional stress and
strain of being in the front line.
During the Reduce Fatigue portion of the Logistics Phase, ground elements in units reduce
their fatigue based on their supply situation and available support (number of support squads
available versus the units need). Next, damaged elements attempt to repair themselves,
and the repair chance is impacted by the units supply and support, and by the elements
experience. The number of support squad ground elements in a unit (and in HQ units in the
units chain of command) will influence fatigue recovery (7.6.4).
Disruption from combat is converted into fatigue before any new combat, and is also converted
at the very start of the logistics phase, so units will always begin a turn with zero disruption.
9.5. ATTRITION
Attrition represents the effect of wear and tear on units, both non-combatant equipment and
manpower losses as well as the constant losses suffered by front line units due to low intensity
combat operations. Normal attrition occurs during the phasing players logistics phase. In
addition, units can suffer retreat attrition as a result of losing a battle (15.11). For manpower
losses due to attrition, approximately thirty percent will be killed and seventy percent disabled.
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status and the number of support squad ground elements in the unit (7.2.1.1). Note that if units
are advancing at the limit of their supply and/or beyond their support network (7.6.4), their
ground elements can be worn down from movement alone, without consideration of combat
losses.
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Combat vehicles are moved, with those that fail the reliability check becoming damaged. To
reflect initial production teething problems, aircraft and AFV/Combat vehicle reliability will be
increased by five when they first come into production and then decrease by one each month
until they reach their standard reliability rating.
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to retreat after October 1941, they will disband. Units reporting to these units may be moved
normally, unless they show a Fzn number in their hex pop-up text. Support units attached to
Military Districts and the MDZ HQ may be moved out of these units.
11. LEADERS
Leaders play an important role in Gary Grigsbys War in the East. Every headquarters unit
(with the exception of air base and rail repair units) has an assigned leader that commands
and influences all units attached to that HQ, to include attached HQs and their attached units.
Each leader has a rank and designations that together determine what level and type of HQ
unit they can command. They also have leadership ratings that affect a wide range of game
functions, from their ability to be promoted or avoid dismissal and a possible firing squad, to
their ability to influence the morale, fatigue, movement points, attachment costs, combat value
and combat performance of attached units under their command.
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11.1.1. LEADER DESIGNATION
Leaders are given a designation that determines the maximum level of headquarters they can
command (7.6.1). Some will only be able to command Corps/Air Corps and Army/Air Army
headquarters (Type 3 and 4 HQ units). Others can command Corps/Air Corps, Army/Air Army,
and Army Group/Front headquarters (Type 2, 3 and 4 HQ units). At the highest level, leaders can
command Corps/Air Corps, Army/Air Army, Army Group/Front and High Command headquarters
(Type 1, 2, 3 and 4 HQ units).
A leader may not be placed in command of a headquarters unit that is at a higher level than
his Max Command level. This maximum command level cannot be changed by promotion to
a higher rank.
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promoted, all other things being equal. A low political rating will have the opposite effect on
cost of replacement and chance of dismissal or promotion.
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11.2.6. LEADER RATINGS INCREASE
Based on the number of wins compared to losses (11.4.1), leaders may see some of their
skill ratings increase. Administrative, initiative, mech, infantry, and air ratings can only be
increased if they are currently less than six. Only air leaders in command of air headquarter
units can increase their air rating. Mech and infantry ratings can only be increased for leaders
in command of non-air headquarter units. Political and morale ratings can only be increased
if they are currently less than eight. The naval skill rating cannot be increased. The chance of
increasing a skill rating becomes more difficult as the type number of headquarters unit the
leader commands decreases. For example, a leader in a High Command (Type 1) command
will have a much more difficult time increasing their skill rating than a leader in command of
a Corps (Type 4). Leaders check to see if any of their ratings increase once each turn during
their sides logistics phase.
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addition to the doubling of the base value for higher headquarters units, a modifier based on
the level of the headquarters unit and the range from the combat unit to that headquarters unit
is also included in most checks (see section 11.3.2). Note that the number of possible checks
and the number of times the base value is doubled is dependent on where the unit is attached.
For example a German unit attached directly to OKH (High Command headquarters unit) will
have one leader check at the base value. The same unit attached to a Corps could have up to
four leaders conduct the check at the Corps (10), Army (20), Army Group (40) and OKH (80)
levels, though the base value would be doubled for each failed check as noted in parentheses
after each HQ unit.
For example, if the leader of an Army Group HQ unit that was 15 hexes away from a unit was
conducting an initiative check, 5 (15/3) would be added to the random number value.
Game Play Info: Leader check example: Lets say a German combat unit
is attached to a Corps HQ unit with a leader initiative rating of 6 and the
corps HQ unit has 11 command points (CP) worth of units attached to it
and as a Corps HQ unit it has a command capacity of 8 CP. So the first
test for the unit making an initiative rating check is to see if random (10+
(11-8))<6. If random (13)<6 the leader rating check for the combat unit
passes. If the leader fails the check, then the leader in the next HQ unit
up the chain of command conducts an initiative rating check. Lets say
that it is an Army HQ unit that is 10 hexes from the combat unit, has 22
command points worth of units attached and as an Army HQ unit it has a
command capacity of 24 CP, and a leader with an initiative of 7. The check
would be to see if random (20 + 0 {due to command capacity not being
exceeded} + (11/2) {because army HQ units have a range modifier value
of 2}) < 7. Or random(25) <7. (Values are rounded down). As you go up
the chain of command, the base value of 10 doubles each time you go up
a HQ level. If the Army HQ unit leader rating check failed, then the Army
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Group HQ unit leader would try and the base would be 40, although since
it is a higher level HQ, the range effect divisor will be 3 instead of 2. If the
Army Group check fails, then OKH makes a check. As you go up the chain,
the chance to make the check goes down a lot due to the doubling. Also,
note that if the unit reported to an Army instead of a corps, then the first
check would still be made using a base of 10 and no range modification. If
it failed, then the Army Group would check with a base of 20 (10 doubled).
Clearly with each HQ up the chain, the chance of the HQ passing the test
goes down. The advantage of having a unit attached at the lowest level
is that the unit has more HQ units in the chain, only one of which must
pass the check.
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wins and fewer Soviet losses counting in 1941 and the percentages slowing shifting to fewer
Soviet wins and more Soviet losses being counted over the years.
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11.4.3.3. COMMAND OPTIMUM RANK
The Optimum rank for each command is as follows:
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may be killed or captured. In either case, if the HQ is isolated the chance of the leader being
killed increases to 50 percent. There is also a very small chance of a leader being killed if their
headquarters unit suffers casualties from enemy air attack, to include bomb ground unit, air
interdiction and ground support missions. Finally, there is a small chance that leaders may be
killed due to other enemy action. The probability of this occurring is impacted by the distance
the leaders headquarters unit is located from enemy units, with headquarters units closer to
enemy units having an increased chance of having their leader killed.
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points for creating Fortified Zones. One admin point is required to disband a unit. It also costs
one admin point to change a fighter bomber air group unit mission setting from fighter to
bomber or vice versa. Placing a unit in static mode will generate additional admin points for
the player; however, reactivating a static unit will require the expenditure of admin points.
Static units that are withdrawn will automatically be reactivated in the same logistics phase,
resulting in an involuntary expenditure of admin points. In all cases, the admin points gained
or expended is based on the number of organic vehicles in or needed by the unit (7.5.4). The
actual admin points expended at the moment a change of attachment is executed is half of
the unit transfer cost shown in the tables below if the Admin leader rating check is successful
(11.3). A successful leader admin check that normally costs one point will reduce the admin
cost of transferring that unit to zero.
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12.2.2. LEADER DISMISSAL COST WORKSHEET
The following table allows the player to calculate the maximum admin cost to manually dismiss
and then replace a leader of an HQ unit. The final calculated cost will also be displayed in the
Pick New Leader window (5.4.22).
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Note 2: N/A means this modification does not apply in this situation. For example, there is no
Soviet nationality modifier.
Note 3: For Axis unit attachment changes, the nationality modifier doubles the cost of the
attachment change if the unit is being attached to a HQ of a different nationality. Note also that
Rumanian and Hungarian units are never allowed to attach to each others HQs.
Note 4: When changing the attachment of a HQ to another command, the number of units
attached to the HQ will impact the amount of admin points it costs to conduct the transfer. A
HQ with fewer units attached will cost fewer admin points to transfer than one with many units
attached. The current cost listed is the maximum amount that it would cost to transfer a HQ.
The cost could be lower for HQs with fewer attached units, with the minimum amount being
half the cost for headquarters units with no attached units.
Note 5: Leader rank in parentheses is sub-optimum due to being one rank lower than optimum
rank (11.4.3.4), but there is no additional admin cost for Soviet Major Generals (GENM) taking
command of Army HQ units.
Note 6: For leader dismissals, the nationality modifier doubles the cost of replacing any non-
German leader.
Note 7: The cost for the new leader also includes 10 minus the political rating of the new leader
the player selects.
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Unit Type Admin Cost Remarks
Support Unit 1 Cost is for any size support unit
Brigade Size Combat Unit 5
Division Size Combat Unit 10
Cavalry Corps 5 Forming only (7.5.3)
Rifle Corps 10 Forming only (7.5.3)
Tank Corps 20 Forming only (7.5.3)
Mechanized Corps 20 Forming only (7.5.3)
Combined Arms Army HQ 25
Tank Army HQ 25
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Transfer AA Battalion from 3 12.2.3
City to High Command HQ
Transfer AA Regiment from 10 12.2.3
City to High Command HQ
Transfer LW/PVO AA Battalion 15 12.2.3
from City to High Command HQ
Transfer PVO AA Regiment from 50 12.2.3
City to High Command HQ
Transfer Other Support Unit 1 12.2.3
between HQ units and City
Hexes (Not High Command)
Transfer Support Unit from 0 12.2.3
High Command
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Die(5). The DL levels of enemy combat units that are adjacent may then increase. Adjacent
enemy combat units compare scouting values for the different units to determine changes in
DL levels.
In addition, every time a unit moves next to an enemy unit, the enemys DL will usually go up
due to automatic scouting and probing attacks. Losses from these scouting and skirmishing
actions are represented by higher attrition levels for adjacent enemy units (9.5.2). Combat
against enemy units will also increase their DL. The DL of units that move away from the
enemy will decrease over time.
The default game options setting has all enemy units visible on the map with accurate
information on type, name, size and combat value included in the hex pop-up information. The
DL of each unit is still computed and impacts the combat effectiveness of any attacks against
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those units, but the location of all enemy units is known to the player, to include units with a
detection level of zero. Enabling the Fog of War (FoW) game option (3.3.3) does not change
how the DL is computed, however, all enemy units must now be sighted (have a detection level
greater than zero) to be seen on the map. Note that computer players are not affected by FoW,
however, the AI does have the same DL restrictions as human players. In addition, detection
level determines both the amount and the accuracy of the information known about a unit.
Accurate combat values (CV) may not be displayed even at the highest detection level, and the
potential size of the error increases as the DL number decreases.
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13.2.2. MOVEMENT FOG OF WAR (FOW)
With just FoW enabled, unless there is an unbroken enemy front line, the map preferences
show movement allowed and show movement path (3.3.5) allows the player to see hexes
behind enemy lines that do not contain enemy units up to the limit of the selected units
allowed movement. To militate against this capability, when FoW is enabled, the additional
game option of movement FoW will become available and can only be used in conjunction with
FoW. If movement FoW is enabled, the show movement path and show movement allowed
preferences will only display movement options to hexes if the movement path could be traced
via friendly/pending friendly hexes or to hexes adjacent to friendly/pending friendly hexes.
Game play tip: Movement FOW takes away an enhanced recon
feature caused by the nature of the movement system, but at a cost in
play time. Basically, you will have to make an increased number of shorter
moves when using move FOW as you wont be allowed to move far into
enemy territory. Ultimately your unit can cover the same ground, but with
more mouse clicks and more individual moves. Also, it wont be as easy
to determine the fastest path to an enemy hex deep in enemy territory.
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friendly rail lines or by sea using strategic movement points (SMP), but also depends on the
availability of rail capacity or naval shipping points. Units using strategic movement have their
tactical MP reduced proportionally to the expenditure of SMP.
Players can undo a move (undo button or hot key u) unless the move resulted in air
interdiction, turned an enemy hex into a pending friendly hex, attacked an enemy unit or
spotted an enemy unit that previously had a detection level of zero.
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1. Start with base MPs (14.1.1)
2. Calculate average fatigue of the unit based on the number and
fatigue of each type of ground element. Reduce the number of
MPs by the average fatigue divided by ten, rounded down.
3. Check for leader initiative. If all leaders in the chain of command fail the
initiative check, then multiply MPs remaining by 80 percent, rounding down.
4. Check for leader admin. If all leaders in chain of command fail
the admin check, then multiply MPs remaining by 80 percent,
rounding down. Note that units that did not move in the previous
turn will automatically pass their next turns admin check.
5. Determine if fuel (motorized unit) or supplies (non-motorized unit) is
sufficient to enable the unit to use the remaining MPs it has. For example,
if a motorized unit has only 50 percent of its base MPs remaining after
steps 1 through 4, it will only require 50 percent of fuel needed. If fuel
on hand is 60 percent of what the unit needs to use its remaining MPs,
then it can only move 60 percent of those MPs, rounded down.
6. If a non-motorized unit, reset the units MPs to six if determined to be lower
than six. If a motorized unit with zero MPs, reset the units MPs to one.
7. If the movement point allowance is greater than 16 and the unit is
motorized, check to see if the vehicle shortage penalty applies. This penalty
creates a maximum number of MPs the unit may have during the turn.
For motorized units the maximum is equal to 16 + (34 * (vehicles in unit/
vehicles required by unit. The maximum will never be less than 16.
As an example of the above rules, a motorized Axis unit that has 80 percent of its required
vehicles will start with a base MP of 50. If average fatigue were 22, then the unit MP would be
reduced by 2 to 48. If all the leaders in its chain of command failed their initiative and admin
checks, the units MPs would be reduced first to 38 and then to 30. As 30 is 60 percent of the
base MP of 50, the unit would need at least 60 percent of required supplies in order to move
30 MPs; if it had only 45 percent of its supply needs, its MPs would be lowered to 22. Since
the unit has 80 percent of its vehicles, it has a maximum of 16 + (34*.8) or 43 MPs. Since the
unit has only 22 MP, it is not affected further by the vehicle shortage. Had the unit had 100
percent of its fuel and had passed the leader and admin checks, instead of having 48 MPs the
unit would be reduced to 43 MPs.
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14.1.3. TEMPORARY MOTORIZATION OF NON-MOTORIZED UNITS
Any non-motorized unit that is in supply may double
its movement points for the current turn by clicking
on motorize unit from the combat unit detail screen
(5.4.13), but at a cost in damaged vehicles and
administrative points. Additional vehicles required to
fully mobilize the unit will be taken from the motor pool,
but will be damaged at the end of the turn. The admin
cost to motorize the unit is based on the number of
vehicles required from the motor pool and is equal to the
number of vehicles damaged divided by 50. The number
of vehicles damaged and the number of admin points
required for temporary motorization will be displayed
next to the Motorize Unit text in the unit detail screen. Only units that have not yet expended
any MPs during that turn may temporarily motorize. The unit will show as Motorized for the
rest of the players turn and will pay motorized unit costs. Units that have been temporarily
motorized may not attack, enter an enemy controlled hex, or move adjacent to an enemy
unit. This simulates the unit being in column formation. As a reminder, when a temporarily
motorized unit is selected, its unit bar will display MOTORIZED NO ATTACK.
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14.1.5. TACTICAL MOVEMENT POINT COST CHART
Terrain Motorized MP Non-Motorized MP
Clear 1 1
City 1 1
Light Urban 1 1
Heavy Urban 1 1
Light Woods 2 1
Heavy Woods 4 2
Rough 3 2
Swamp (Ice level 4 or less) 6 2
Swamp (Ice level greater than 4) 4 2
Mountain (Mountain Infantry 40 10
Divisions pay 3 MPs)
Mountain Pass (Enter and use 8 3
rail hexes not in enemy ZOC)
Minor River hexside (No EZOC) +2 +1
Minor River hexside (EZOC) +6 +2
Major River hexside (No EZOC) +4 +2
Major River hexside (EZOC) +18 +5
Impassable River/Lake Impassable except Impassable except
hex side(Note 1, 1a) when frozen (Note 2) when frozen (Note 2)
Lake hex (Note 3) Impassable Impassable
Costs for Attacking Motorized MP Non-Motorized MP
Hasty Attack +3 +2
Deliberate Attack +16 +6
Attack across a minor river (in +3 +1
addition to applicable attack cost)
Attack across a major river(in +12 +3
addition to applicable attack cost)
Impact of Weather Motorized MP Non-Motorized MP
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Terrain Motorized MP Non-Motorized MP
Mud +4 +2
Snow +1 +1
Blizzard +2 +2
Impact of Ice (Note 2) Motorized MP Non-Motorized MP
Minor River Ice Lvl 1 +1 +1
Minor River Ice Lvl 2 +1 +1
Minor River Ice Lvl 3 +2 +2
Minor River Ice Lvl 4 +2 +2
Major River Ice Lvl 1 (No EZOC) +1 +1
Major River Ice Lvl 1 (EZOC) +2 +2
Major River Ice Lvl 2 (No EZOC) +2 +2
Major River Ice Lvl 2 (EZOC) +4 +4
Major River Ice Lvl 3 (No EZOC) +3 +3
Major River Ice Lvl 3 (EZOC) +6 +6
Major River Ice Lvl 4 (No EZOC) +4 +4
Major River Ice Lvl 4 (EZOC) +8 +8
Costs for enemy hexes and EZOC Motorized MP Non-Motorized MP
Leave enemy ZOC +1 +1
Enter enemy hex +((115-unit morale)/15)) +((115-unit morale)/15))
(round down) (round down, subtract
one from cost for
cavalry units)
Enter enemy ZOC (only +4 + same cost as +4 + same cost as
if already in enemy ZOC, for entering an enemy for entering an enemy
i.e. ZOC to ZOC) Note 4 hex (This is in addition hex (This is in addition
to the entering enemy to the entering enemy
hex charge that may hex charge that may
also apply if entering also apply if entering
a enemy hex) a enemy hex)
Brigade/Regimental and Divisional +2 in addition to +2 in addition to
Breakdown units entering enemy normal costs normal costs
hex and when moving ZOC to ZOC
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Note 1: Supply may be traced through hex side when frozen (Ice level 5).
Note 1a: Hex X76, Y3 is a rail bridge that exists over a lake. It can be moved over by strategic
rail movement, but not via normal movement.
Note 2: Major and Minor Rivers as well as impassable River/Lake hexsides have no effect on
movement or combat when they are frozen. These hexsides are frozen when the ice level is
5 or greater.
Note 3: Supply may be traced under some conditions (20.4.1)
Note 4: Example: A ZOC to ZOC move by a Morale 83 unit moving to clear terrain is 8 if not
entering an enemy hex (1 for clear + 1 for leaving a ZOC + 6 for moving ZOC to ZOC ) If the unit
was a cavalry unit it would be 7.
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14.2.1. STRATEGIC RAIL TRANSPORT
Strategic rail transport can only be conducted through friendly controlled and undamaged rail
line hexes that are connected through the rail network to a permanent supply source. Rail line
hexes that are in an enemy ZOC are considered to be cut off from the rail network and cannot
be used for strategic rail transport, even if the hex is occupied by a friendly combat unit.
The player can view the status of the rail line hexes and the rail network by toggling the Rail
Damage Info button (hotkey r) in the map information tab. Friendly controlled and undamaged
rail line hexes that are not connected to the rail network will display a symbol of a green circle
with three white dots inside. Selecting a unit that is located on a rail line hex while in Rail Mode
(F2) will shade all hexes that that unit cannot move into using strategic rail transport. Note that
there is a movement point cost for both entraining (30 SMP) and detraining (15 SMP), so that
a unit that ends the turn entrained will need to at least expend the 15 SMP to detrain before
it can use its remaining MP for tactical movement. See section 5.3.2 for details on using the
interface to conduct strategic rail transport.
Combat units that are attacked while entrained will suffer a significant degradation in CV in
the subsequent battle.
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Damaged rail line hexes can be repaired either automatically by special on-map construction
type support units or manually by the player through the use of FBD and NKPS rail repair units.
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14.2.2.2. MANUAL RAIL LINE REPAIR
Players may also repair several hexes of rail line per turn, usually in the same section of rail
line hexes, by manually using FBD/NKPS rail repair units. Players must manually move FBD/
NKPS units and designate which hexes they will be repairing during a turn. In order for an
FBD/NKPS unit to use its special ability to repair rail hexes, the player must manually move
the FBD/NKPS unit into a hex that is suitable for repair, and then selecting the RRC (Rail Repair
Cost) text that will appear on the FBD/NKPS unit in the unit bar if the unit has enough MPs to
perform the repair. Selecting the RRC will set the damage of the hex to one percent, and this
last point of damage will automatically be repaired during the Emergency/FBD and NKPS Rail
Repair portion of the players next logistics phase. Designating a hex to be repaired expends
movement points. The number next to the RRC indicates the MP cost to the rail repair unit to
repair the current hex. If the FBD/NKPS unit is not in a location that it can conduct a rail repair
operation, the RRC number will display a - instead.
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Baltic zone (prior to Dec 1941), or 4 hexes from a railhead outside the Baltic zone. If a rail hex
is not eligible for repair, the RRC will not display in the FBD/NKPS units info area.
Note that RRV is based on the number of construction and labor support units attached to the
FBD/NKPS repair unit and will decrease if attached support units are removed. Players can
manually transfer support units from an FBD/NKPS to a higher headquarters, but there is no
mechanism, automatic or manual, to transfer additional support units into a FBD/NKPS.
If the Show Move preference (3.3.4) is toggled on, when an FBD/NKPS unit is selected, all
damaged rail hexes within the FBD/NKPS movement range will be red, and all hexes already
designated for repair within the FBD/NKPS movement range will be yellow.
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allowed into Rumanian or Bulgarian coastal hexes that are south of Constanta, Rumania (hexes
where y>124 and x<71). Players accumulate shipping points in each zone, and the number
of points a player has accumulated is shown in the hex pop-up text when moving the mouse
cursor over a water hex in these zones. The Soviet player will also accumulate amphibious
points in the Black Sea and Sea of Azov zones. Each turn, each friendly port will add shipping
points equal to 100*port level to the accumulated shipping points available, and 25*port level
to the amphibious points available. The port level is equal to the number of port factory points
listed in the city detail window (5.4.27) for that port. If a port is damaged, the number of points
accumulated for that turn will be reduced by the percentage of damage. Shipping points may
be accumulated up to a maximum of 2000*port level of all friendly ports in the particular zone.
Amphibious points may be accumulated up to a maximum of 500*port level of all friendly ports
in the sea zone. The port must be of the nationality of the player in order to provide shipping/
amphibious points, for example captured Soviet ports do not provide points for the Axis player.
Game Play Tip: A quick way to figure out how many shipping points you
have in a particular sea or lake zone is to move the mouse cursor over the
water. The hex pop-up will list any available shipping (naval transport)
and amphib (Soviet amphibious transport) points in that zone.
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14.2.3.4. INTERDICTION OF NAVAL MOVEMENT
Air and Naval interdiction of units moving by naval and amphibious transport may occur
automatically. Air units can interdict the movement just as they can interdict movement on
land (16.3.3). Every friendly port (Soviet Nationality for Soviet player, Axis nationality for Axis
player, i.e. not captured ports), exerts control over an area that extends out from the port the
number of hexes equal to the port level (number of port factory points). Enemy naval movement
cannot enter a hex within that area. However, if an enemy ports control area overlaps the
friendly ports control area, they will cancel each other out, allowing both sides to use naval
and amphibious (Soviet only) transport. It doesnt matter how many ports exert control over a
hex; as long as one or more from each side exerts control in a hex, they will cancel each other
out in that hex.
The range of control in hexes is reduced by the percent of damage to the port. So a port with
a value of 10 that has 20 percent damage will have its control range reduced to 8. All damage
is rounded up, so even one percent of damage will result in the reduction of one hex of range.
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7. Conduct battle
A. Air Mission sub-phase (16.0)
1. Phasing player Air Group units committed for ground support [mission]
2. Non-phasing player Air Group units committed for air intercept
3. Air to Air combat
4. (Ground to Air (AA) and Air to Ground combat
B. Ground Combat sub-phase (15.6.1)
5. Calculate final CV and odds ratio (15.8)
6. Determine Winner and Loser (15.8)
A. If Defender lost, determine retreat result (15.9)
Could be retreat, rout and displacement move (15.10), shatter, or surrender
retreat attrition (15.11)
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15.2.1.1. RECONNAISSANCE IN FORCE
Prior to a hasty attack, a special modified CV calculation is conducted and an odds ratio
generated. This calculation is not displayed in the combat resolution window and will most
likely result in modified CVs and odds ratio that are different than the initial CVs displayed
on the counters and in the combat resolution window (7.1). If this modified CV ratio is less or
equal to 2 to 1 (2.01 to one is greater than 2 to 1), than an initiative check is conducted for
each combat unit participating in the hasty attack. If all the units pass their leader initiative
checks, then the attack is turned into a reconnaissance in force. If any unit in the attack fails
the initiative check, then the attack remains a regular hasty attack. A reconnaissance in force
will result in reduced fighting and losses on both sides and the attacker will have no chance
to cause a retreat. This result will be reflected by the combat resolution message Defending
forces were scouted.
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15.3. FORTIFICATION DEFENSIVE MODIFIER
The combat value of defending units can be increased by the fortification defense modifier,
which is a combined value that takes into account both the intrinsic terrain and any man made
fortification level in the hex. Terrain ranges from clear hexes, with no benefit, to heavy urban
hexes, which provide a significant terrain benefit. In addition to the natural defensive value of
the terrain in the hex, all hexes have a man made fortification value, called a fort level, that
ranges from Fort Level 0 (no benefit) to Fort Level 5 (maximum benefit). While most hexes have
an initial Fort Level of 0 or 1 at best, some have a higher initial level indicating the presence
of existing fortifications. Sevastopol, for example, has an initial Fort Level of 5. The combat
value of each defending unit is modified by multiplying the CV by one plus the total fortification
defense modifier, which is the sum of the terrain modifier and the fort level. For example, a
defending unit in a Light Urban hex (terrain modifier of six) with a fortification level of three
would have its CV multiplied by ten (1+6+3) during combat. Combat units can increase the
Fort Level of a hex by occupying the hex for successive turns. Each turn the hex is occupied
there is a chance the Fort Level will increase, however; the higher the current fort level, the
lower the chance of it increasing.
15.3.1. TERRAIN
Terrain can be thought of as possessing an intrinsic fortification level that is summed with the
man made fortification level to provide the total fortification defense modifier for that hex. The
terrain type in a hex (6.2.1) also determines the average distance (range) for combat between
ground elements. This is important for things like AFV versus infantry combat, as the closer
ranges in urban hexes will allow infantry to do better versus AFVs.
The following table summarized terrain fortification modifiers:
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Note 1: Mountain combat units are more effective during battles that take place in a mountain
hex.
Man made fortifications and entrenchments are represented by a fort level in each hex that can
range from zero to five. Forts cannot be increased in size to greater than 2 if the hex is more
than 25 hexes from an enemy unit. All defending units in a hex benefit from the fort level of the
hex when in combat. The fort level of a hex is set to zero whenever the control of a hex changes
sides. The fort level in a hex and any construction towards a higher fort level is displayed in the
hex pop-up for each hex. A level zero on the map means a fort is under construction.
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is affected by the fatigue and experience of the units ground elements. Any ground elements
in the unit that are not engineer or construction types have their construction value divided
by five when adjacent to an enemy unit. During the enemy players logistics phase, units will
use their construction value toward building a fort level. Units that moved during their turn
construct fort levels during the next logistics phase with whatever percentage of their MPs that
are left. For example, if a combat unit used 15 of its 45 MPs, it will only have two thirds of its
normal construction value available during the enemy logistics phase for building fort levels.
It requires fifty construction points to build each fort level, with one point represents two
percent of the needed construction. The construction value of a unit is modified based on the
current fort level of the hex, the terrain of the hex, and the weather to determine the number of
construction points it provides as follows (effects are cumulative):
Fort level 0 - x 3
Fort level 1 - x 1
Fort level 2 - x .33
Fort level 3 - x .10
Fort level 4 - x .02
Swamp hex - x .5 (Maximum fort level in a swamp hex is 3)
Snow - x .5
Mud - x .33
Blizzard - x .25
A unit in static mode has their construction value multiplied by 1.1.
A unit may never provide more than fifty construction points per turn (after modifications) to the
construction of a hex. In addition, a single hex can only gain fifty net construction points of fort
level per turn. For example a hex that currently is at fort level two with fifteen percent towards
fort level three constructed, would be limited to building up to no more than fort level three with
fifteen percent towards fort level four.
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a Corps headquarters unit must be able to trace five hexes back to that Corps HQ unit. The
Corps HQ unit in turn must be able to trace five hexes back to the Army HQ unit to which it is
attached, and finally the Army HQ unit must be able to trace five hexes back to the Army Group
HQ. In the above example, if the unit was within 5 hexes of its Corps HQ but the Corps was not
within 5 HQ of its Army HQ, then only support units in the Corps HQ would be able to potentially
assist the unit. Each eligible support unit may assist the fort level building of no more than one
combat unit per turn.
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15.3.2.4. FORT LEVEL REDUCTION IN COMBAT
Fort levels can be reduced during combat if the attacking force contains engineer ground
elements (e.g. German Pioneer, Soviet Sapper; any type Engineer or Mech-Engineer ground
elements) participating in the battle. This reduction can be fractional, i.e. it doesnt have to
reduce a fort by one entire level, and it can just reduce a part of one level. Fractional reductions
in fort levels take place in two percent increments. The more engineer ground elements
participating, the better the chance for fort level reduction. Engineer values are divided by
the fort level when calculating their ability to reduce fort levels in combat. Fort level reduction
caused by engineers can result in the reduction of the final defending modified combat value
(15.8). In addition, if the Axis attacking force is unable to force a retreat on the Soviet defender,
but has at least a one to one combat value ratio, there is a chance that the Soviet fort level
will be reduced up to one additional level, with fractional reductions once again possible. This
additional one fort level reduction does not require engineer ground elements to occur, but the
presence of engineers will increase the chances. If all defending units are forced to retreat,
then any fort levels in the hex are reduced to zero.
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15.3.2.5. FORT LEVEL AND AFV DAMAGE
There is a small chance that attacking AFV ground elements may become damaged during
combat by mines. The probability of damage increases with the fort level, representing the
higher density of minefields.
Support units can participate in combat as part of the attacking or defending side. Support units
that are directly attached to combat units will automatically be added to the battle. Support
units attached to headquarters units must pass a series of checks in order to be committed to
a battle. Headquarters units can only commit support units to attached combat units. The HQ
unit must be within five hexes of attached combat units and be able to trace an indeterminate
path of friendly hexes, which can be in EZOC, to those same combat units in order to commit
support units during combat. Note that the actual distance through friendly hexes from a HQ
unit to an attached combat unit does not impact the ability to commit support units, as long as
the HQ unit is within five hexes as the crow flies.
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to the headquarters unit. This means that Headquarters units with large numbers of non-
construction support units will have more opportunities to commit support units; however the
overall probability of each support unit being committed will be less than if the headquarters
units had fewer non-construction support units. Support units directly attached to eligible
combat units will be automatically committed to a battle involving that combat unit and do not
count against the HQ unit maximums discussed above. Note that the only combat units that
artillery support units can be directly attached to are fortified region and zone units (7.5.2).
Combat units in reserve mode may be committed to a nearby battle, both offensively and
defensively. The type of attack itself, whether hasty or deliberate, has no affect on the
commitment of units in reserve mode. Any Ready combat unit with at least 3 MPs may be
placed into Reserve mode by selecting the Ready/Refit/Reserve toggle on the combat unit
detail window (5.4.13) until Reserve is displayed. Units that move, retreat or rout are taken
out of reserve mode.
Reserve units that are committed to combat do not move, but they must have the MPs required
to be expended in order to commit to the battle. The MPs a unit has when it ends its player turn
are the MPs available for it to use for commitment as a defensive reserve during the enemy
players turn. During a battle all defensive reserve commitments are made first, and then
followed by offensive reserve commitments.
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A unit may participate in multiple battles in the same turn as long as it meets all of the
requirements and has the MPs to expend. Units in reserve mode that participate in a battle that
is lost have their MPs reduced to zero, so will be unable to participate in any other battles that
turn. All reserve combat units committed will suffer a reduction in their combat value if they
have a vehicle shortage.
Soviet units in reserve in the first turn of Barbarossa, have their MPs limited and will not have
their normal MP allowance (14.1.4).
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15.5.3. DEFENSIVE RESERVE UNIT SPECIAL RULES
Defending units committed from reserve may rout if the battle result forces the defender to
retreat from the combat. Defending units committed from reserve will not be eligible to rout if
they pass a check where their Morale is greater than or equal to 40+die(15). This means that if
their morale is 55 or greater they will never rout from a reserve commitment, but if their morale
is 40 or lower they always will always be eligible to rout. The computer will never put a unit
with morale less than 50 in reserve mode.
Defending reserves are considered counter-attacking forces and normally do not get the
benefit of fortification levels in combat, though they do benefit from all terrain modifiers that
are valid for the hex being attacked. The exception is that reserves committed in defense to
fighting in Urban hexes will receive the full defensive fortification modifier of both the terrain
and fortification levels in the hex.
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(11.3). Due to Soviet attack doctrine, defending Axis ground elements will have a better chance
to fire at attacking Soviet ground elements.
Ground elements that have successfully passed their checks will then fire their equipped
devices that are within range at an opposing ground element. The number of shots taken, the
ability to hit the target, and for AFV and combat vehicles where the target is hit, are dependent
on the same factors listed above as well as ground element speed, size, and the firing devices
accuracy, rate of fire, and blast radius against soft targets.
The amount of ammo on hand impacts the number of shots taken in combat. If over 100%, the
combat unit may get an extra shot. If less than 50%, the combat unit will likely get fewer shots,
Longer range artillery units will fire less often if ammo is under 75%. Soviet Artillery Divisions
firing from 2 hex range and artillery in support units will tend to fire more often, depending
somewhat on ammo on hand. Artillery ground elements in support units and on-map artillery
combat units will be more willing to use up ammo when they are in a battle than artillery
ground elements in other combat units, because the support units and on-map units are less
likely to be in additional battles while a non-artillery combat unit must retain ammo for other
possible battles in the turn.
If the targeted ground element is hit, then the result is determined based on the defending
fortification modifier, the defending ground elements speed and armour, and the attacking
ground elements device lethality and penetration capability. The result could be no effect,
disrupted, damaged or destroyed. AFV ground elements may become damaged during combat
due to breakdowns or mines (9.6.1, 15.3.2.5). Any result other than no effect removes the
targeted ground element from further participation, to include contributing to the overall
combat value, in the current battle; however, disrupted and damaged ground elements may
suffer additional effects depending on which side wins the battle.
Generally, the range at which firing takes place will decrease for the ground elements such
as infantry squads as they manoeuvre to come to grips with the defending ground elements,
though indirect fire and longer range direct fire ground elements may continue to fire at longer
range. After all engagements between ground elements are complete, the computer will move
on to the next step of determining the winner of the battle.
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15.6.2.2. COMMAND BATTLE CV MODIFIER
In order to simulate both the difficulty of coordinating attacks with units from different
organizations and the ability of an attacking force to exploit the boundaries between different
defending commands, the command and control organization, i.e. attachment, of the combat
units participating in a battle can negatively affect the overall CV of both the attacker and the
defender. If all participating combat units are attached to the same headquarters unit, then
there is no CV penalty. If at least one combat unit is attached to a different Corps headquarters
unit, there will be a ten percent reduction in overall CV. If at least one combat unit is attached
to a different Army Headquarters unit, there will be a twenty percent reduction in overall CV.
Finally, if at least one combat unit is attached to a different Army Group/Front headquarters
unit, there will be a thirty percent reduction in overall CV.
At the start of the battle, the combat resolution window will display each participating combat
and support unit along with its CV in parentheses as well as an overall combat value at the
bottom of each sides section. These initial CVs are essentially the CV displayed on the on-map
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combat unit counters multiplied by ten. The only modifiers applied to the initial CVs are the
fortification defensive modifier and the halving of attacking unit CVs if the attack is hasty. The
combat values of the individual units may not add up to the total CV because the total accounts
for any loss of CV due to the command battle modifier, while the individual unit value does not.
Note that the displayed CVs, both on the counters and in the combat resolution window, reflect
disruption caused by any cross river attack (15.6.4).
The final overall combat values displayed at the bottom of the screen at the end of the battle
may not bear any resemblance to the CVs on the counters as they not only reflect losses
suffered during the battle, but have been heavily modified due to numerous random factors
(15.8).
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Destruction: Destroyed ground elements are eliminated immediately, though men and devices
may be captured and there is a ten percent chance that the manpower associated with that
ground element will be disabled instead of being killed in action. Approximately 1 in every 25
men from destroyed elements will be captured as a result of combat.
Generic Vehicles: Generic organic unit vehicles can be damaged or destroyed as a result of
combat.
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Soviet Partisans: Ground elements that form partisan units are not counted in the permanent
losses for the Soviets, although they will be displayed in the Recent Battle and Non-Combat
Casualties column for that particular battle.
At the end of all combat, the modified combat values for both sides are calculated and
compared as a ratio (attacker/defender) to determine the winner and loser of the battle (7.1). If
the displayed modified CV ratio is 2:1 or greater, the defender will be forced to retreat. Note that
for the Soviet player as attacker, if the actual modified CV ratio is greater than 1:1, due to Soviet
attack doctrine, one level will automatically be added to their side of the ratio. For example,
a 1.5:1 ratio will become 2.5:1 for determining the winner. This means that the modified CV
ratio displayed for Soviet attacks will either be less than 1:1, in which case they lose the battle,
or 2:1 or greater and they win the battle. Note that due to rounding in the combat displays,
odds of less than 1:1, for example 1:1.001, will be shown as 1:1.0. All of the defending units
in a hex will be forced to retreat if the battle is lost. The attacking force will win the battle if
the defenders are forced to retreat. The defenders will win the battle if they hold their ground.
Game Play Info: Displayed Modified combat values are rounded down
to a whole number, but the odds ratio uses the actual numbers, which
are in the 1000s. As an example, a zero could be anywhere between an
actual 0.0 and 999. Same for 1, which could be between 1000 and 1999.
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To get a better feel for the actual numbers, divide the attackers modified
combat value by the attackers side of the odds ratio. So if final modified
combat values of 250 and 1 resulted in an odds ratio of 167.0:1, which left
you scratching your head, divide 250 by 167 and you get 1.497, meaning
that the defenders actual modified combat value was approximately
1500, which was then rounded down to 1. Of course this is only a rough
approximation, since the attackers combat value was actually somewhere
between 25000 and 25999. You may also see a zero in the odds ratio,
meaning that the unit was so weakened during the battle that its real (not
rounded down) modified CV was zero.
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ground elements may be captured, with damaged ground elements being much more likely
to be captured.
Next, each unit must check to see if it shatters or routs. A unit that is in Supply and forced
to retreat may shatter at the conclusion of the combat instead of retreating if it is extremely
weak due to a combination of low morale, experience and TOE percentage and is no longer
considered a viable combat unit. A unit that is already routed may shatter if in a hex that is
attacked and forced to retreat (15.9.2). A combat unit that is in Supply and forced to retreat
will rout at the conclusion of combat if the final combat value odds ratio is greater than the
morale of the unit. For example, at the conclusion of a battle, a unit with morale of forty will
rout if the attackers adjusted CV is greater than forty times the defenders adjusted CV. The
exception is that if a unit has a valid hex to retreat to, then it will not be susceptible to a rout
as long as it passes a check where the unit Morale is greater than or equal to 40+die(15).
This means that units with morale that is 55 or greater will never rout. Units that rout will
perform a displacement move instead of a normal retreat (15.9.4, 15.10). Support units suffer
the same fate as that suffered by the unit they are attached to, although support units never
remain routed.
Ground elements from units that shatter or surrender may be captured, may escape or, if Soviet
infantry or cavalry squads, may form a partisan unit. Ground elements that escape are returned
to the production pool and will be listed as escaped in the battle tab of the commanders report.
Axis units that shatter or surrender will attempt to reform (18.1.1.2). Soviet units that shatter
or surrender are permanently destroyed, with the exception of some types of Soviet combat
units destroyed before November 1941 (18.1.1.1). Isolated combat units that shatter suffer the
effects of surrendering instead of the effects of shattering.
Units that retreat or rout are automatically taken out of reserve mode.
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surrender if they have no permissible hex to which to retreat. Fortified Regions and Zones that
are forced to retreat will always surrender. Combat units that are in supply will rout if they have
no permissible hex to retreat to.
Note that units cut off in the opposing players turn dont gain isolated status until the next
players turn in the logistics phase.
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15.9.4. EFFECT OF ROUTING
When a combat unit routs, it has its CV set to zero and then the unit performs a displacement
move (15.10). Routed units may move but may not move adjacent to an enemy unit unless
stacked with a friendly combat unit. Routed units do not participate in combat, but if part of a
stack that is attacked and is forced to retreat, the routed unit will be shattered. Routed units
do not have a ZOC and will not gain control of adjacent unoccupied enemy hexes. Routed units
are forced to make a displacement move if they are alone in a hex and are next to an enemy
unit (if the routed unit is isolated, it will shatter). Routed units do not receive replacements.
Support units dont remain routed, but do take retreat attrition and displace if the unit they are
attached to routs.
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enemy unit within two hexes. Units will not displace to an isolated town, city or urban hex or
HQ unit unless the unit is already adjacent to the HQ unit. On the first turn of any scenario,
units will not displace to their HQ units, but instead only displace to nearby town, city or urban
hexes. Support units that are attached to a displacing unit will suffer retreat attrition and move
with the displacing unit.
Note that voluntary relocation of a headquarters unit (section 7.6.5) has the same deleterious
effects as a displacement move, and the HQ unit will not relocate to its HQ, but always to a
nearby town, city or urban hex.
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15.12. ISOLATED UNITS AND HEXES
Units and unoccupied friendly
hexes are isolated if they
cannot trace a path of 100 MP
to a supply source (20.2). Units
cut off in the opposing players
turn dont gain isolated status
until the next players turn in
the logistics phase. Isolated
hexes that are not adjacent to a
friendly unit will switch control
to the other side automatically
during the next logistics phase
(6.3.4).
Isolated combat units will not
rout, but will surrender instead.
Isolated headquarters units will
undergo a displacement move
(15.10). Players who desire to
remove headquarters units from a pocket of isolated units rather than wait for the enemy to
displace them can voluntarily relocate the HQ unit during their action phase (7.6.5). Isolated
units are limited to building fortification levels to no more than fort level two.
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15.13. CAPTURED EQUIPMENT
AFV, combat vehicles and guns (devices that are named gun, usually individual ground
weapons of 20mm size or greater) from other types of ground elements (e.g. artillery) can be
captured as a result of a unit being forced to retreat or conduct a displacement move. Units
that shatter or surrender have a greater chance of having equipment captured along with the
manpower in the ground element. Captured equipment is placed in the captured production
pool (21.3) and may be used to equip applicable ground elements when a sufficient quantity
has been captured. In some cases during retreats and attacks that fail to force the defender
to retreat, equipment may be considered abandoned without the manpower associated with
the equipment being disabled. In those cases, the manpower is returned to the pool while the
equipment is either captured or destroyed.
Captured equipment will not be used by any country until October 1941.
The retreat or displacement move of any unit may result in the capture of supplies and/or fuel.
The captured material will be added as damaged supply or fuel depots to the HQ unit to which
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the combat unit that caused the retreat or displacement move is attached. A text message will
display in the map area whenever enemy material is captured.
There are several factors that determine how many missions and what type a particular air
group unit can conduct during a turn. An air group unit can only fly a certain number of miles
per turn based on its cruise speed (5.4.18) and current unit morale. The miles flown is tracked
and displayed in the air base unit detail window (5.4.17) in parenthesis next to the air group
unit name as both actual miles flown and percentage of available miles flown. An air group
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unit can continue to fly missions if miles travelled are less then cruise speed times (10 + (1/2
* groups morale)). For example, a JU-52 air group unit with morale of 20 and a cruise speed of
160 could fly 3200 miles in a turn. The actual mileage flown is based on the type of air mission.
Air transfer missions pay the range in miles, transport missions cost three times the range in
miles, and all other air missions, which are considered combat missions and include fighter
escort of air transport missions, pay four times the range in miles. For example, an air transport
mission to a target hex 12 hexes away would expend 360 miles, or 12 times 3 times 10 miles
per hex, for the transport air group unit, but an escorting fighter unit would expend 480 miles.
16.1.1.1. AIR BASE UNIT MP AND AIR GROUP UNIT MILES FLOWN
There is a relationship between air group unit miles flown and air base unit on-map movement.
As air group units fly missions and their miles flown increase, this can cause the air base unit to
expend movement points. Likewise, as an air base unit moves and expends movement points,
this can also result in air group units attached to the air base unit expending miles flown. An
air base unit will never have more than 75 percent of its MPs expended due to the activities
of the air group units attached to the air base unit. An air group unit will never have more than
75 percent of its potential flyable miles expended due to the movement of the air base unit.
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16.1.4. GRAPHICAL DEPICTION OF AIR MISSIONS
The execution of air missions is
graphically depicted on the map
using lines with the following
colors:
Black - Air group units flying to
staging base
Red - Air Strike flying from
staging base to target
Green - Enemy air group units
flying to target for interception
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16.1.6. DAY AND NIGHT MISSIONS
Most air missions are conducted during daylight; however, bomb unit, bomb airfield, bomb city,
air transport, and interception air missions can be flown at night by air group units that have
night missions enabled in their detail window (5.4.18). Air group units set to perform night
missions will only fly night missions if the player toggles the day/night button (default is day) on
the mode toolbar to night (5.1.4). Air group units default to daytime missions unless they are
specifically designated as night air group units. For example, all night fighter units have been
defaulted to fly night missions when they enter the game. Players need to ensure that night
missions are set up properly as there is no message text that warns that a night mission cannot
be conducted because the night mode button has not been toggled properly. An exception is
night air drops to partisans (17.1), which is handled automatically by the computer, though
the air group units that the Soviet player desires to conduct this mission must still be set to
perform night missions.
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16.1.7. FIGHTER BOMBERS
Fighter Bombers (FB) can be assigned to fly either Fighter Missions or Bomber Missions in the
air group unit detail window by selecting the Type Missions: link (5.4.18). It costs one admin
point to change a FB air group units mission setting. The setting determines whether they
are available for escort duty or to bomb targets. If set to bomber missions, they will show up
with a Fighter Bomber -B in the pick air units window (5.4.29) to indicate they are going to be
bombing (otherwise they are fighter escorts). The air group unit detail window lists whether the
unit is trained as a Fighter or Bomber unit. If they are performing a mission they are not trained
for, they will be less effective (considered to be at half experience). Air group units will begin a
scenario with their Mission set to match their training (i.e. a FB group trained as a bomber will
default to Bombing Missions). Soviet ShAP (Ground Attack Bomber) air regiments with fighter
bombers will be automatically set to bomber missions at the start of a scenario.
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3. Non-phasing player Air Group units committed for air intercept
4. Air to Air combat
5. Anti-Aircraft Defense
6. Air to Ground combat
7. Transports deliver cargo (if applicable)
8. Phasing player Air Group units return to staging base and
then fly independently back to air base unit
During the resolution of an air attack, anti-aircraft support units attached to headquarters
units can in some cases provide anti-aircraft support for the headquarters unit as well as any
on-map unit that is attached directly to that headquarters unit. This support will happen if the
HQ is within 5 hexes of the on-map unit being supported, and the leader successfully makes
an initiative roll. An anti-aircraft support unit is limited to assisting only one unit during the
resolution of any particular air mission, but could be involved in multiple separate air missions
in a turn. All enemy units that are flown over during an air mission will attempt to engage the
air group units with their anti-aircraft ground elements and any anti-aircraft support units. For
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all air missions except bomb city, anti-aircraft fire from the target hex will fire at three times
the normal rate. Anti-aircraft units attached to town, city or urban hexes (7.4.1) will fire at any
air missions that fly into or through that hex. AA units in town, city or urban hexes are more
effective firing in defense of factories, and will fire at four times their normal rate at any bomb
city air missions targeting their hex.
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group units are limited to flying them only as the first mission
of the turn (no miles yet flown):
Bomb Ground Unit (day or night)
Bomb City (day or night)
Bomb Airfield (night)
Air Transport (night)
Air Transport (day) - for non-transport aircraft, i.e. level
bombers
Air Transfer
And dont forget that moving an air base unit adds miles flown
to the air group units, also triggering the above restrictions.
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zero, as a target. Each unit in the hex has an equal chance of being targeted, so if multiple air
group units bomb a target hex, multiple units are likely to get bombed.
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16.3.3.5. AIR SUPERIORITY MISSIONS
There is no separate mode for conducting a mission consisting of fighter air group units
attempting to engage enemy air group units in air to air combat. Players can approximate this
type of historical operation by setting up a manual bombing mission and deselecting bomber
air group units so that only fighter air group units conduct the mission. Bomb airfield missions
against air base units will usually be the most effective application of air superiority missions.
Note that in a situation where fighters are available and in range, but no bombers are available,
players will be unable to set up a bombing mission since the computer wont allow a mission
if there are no bomber air group units to initially include.
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are conducted by Soviet transport air group units (17.1). Note that Air group units conducting
partisan resupply are required to have night mission mode enabled (section 16.1.6).
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Enemy interception of air drop missions can result in the damage or elimination of the airborne
units ground elements. Aircraft conducting the air drop mission that are aborted will return the
ground elements they are carrying to the staging air base unit where they will be transferred
per the above procedure.
Air group units can be transferred between air base units, if within range. They can also be
transferred to and from the off-map national air reserve (8.4). Air group units cannot use air
transfer if their airbase has moved at all (or is frozen), or if the air group unit has flown any
missions. Air Transfers should be done at the beginning of the turn.
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over 100 would mean no air group units would be available, resulting in no air missions of any
kind being conducted. There are four types of air doctrine settings as follows:
Percent Required to Fly: Indicates the percentage of an air group units aircraft that must be
ready for the air group unit to be able to participate in any mission. This percentage is based
on the air group units TOE, not the current number of aircraft present with the air group unit.
Any setting over 100 will result in no air missions being conducted.
Ground Support, Interdiction Attack, Ground Attack, Airfield Attack and City Attack:
Determines the number of bombers that the computer will attempt to have participate in
a ground support or strike mission as a percentage of what the computer would normally
attempt to send. For example, a setting of 50 results in the computer selecting air group units
in an attempt to equal half the number of bombers it would select in a notional strike. For
ground support, interdiction attack, and interception air missions a setting of zero will result in
these air missions not being conducted. Note that If one side has ground support set to zero,
but interception set to greater than zero, that sides fighters may fly interception missions
against the other sides ground support.
Ground Support, Interdiction Attack, Ground Attack, Airfield Attack and City Attack
Escort: Determines the number of escorts for a strike mission based on a percentage of the
number of bombers in the mission. For example, at a setting of 50, the computer will select
air group units in an attempt to have the number of escorts equal half the number of bombers.
Fighter and Night Fighter Intercept: Determines the number of intercepting fighters based
on a percentage of the number of enemy aircraft attacking. For example, at a setting of 50,
the computer will select air group units in an attempt to have the number of fighter aircraft
intercepting equal half the number of attacking aircraft.
Game Play Note: Between the number of aircraft in an air group unit
and aborts due to reliability and other factors, the actual number of
aircraft participating in a mission will seldom result in the exact ratios as
set forth in the Air Doctrine settings.
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16.5. DETERMINING WIN/LOSS FOR AIR MISSIONS
A win/loss (victory/defeat) situation occurs for air leaders when there is a point differential
greater than 250 during an air mission. Points are scored for air and ground elements
destroyed as follows:
Points are also awarded for damaging factories by multiplying the percentage of damage
inflicted times the number of factory points of that type of factory in the target hex.
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17.1. SOVIET PARTISANS
Partisans may either be inactive or active. Partisans are first created as an inactive cadre unit.
Cadre partisan units have a chance of being created whenever a Soviet unit is shattered or if
minimum garrison requirements are not met in captured city or urban hexes. Combat ready
partisan units have a chance of breaking off a part of their unit to create another inactive
cadre partisan unit, however, partisan inactive cadres and active partisan units may also be
combined automatically in order to keep the number of these units to a reasonable level. Cadre
partisan units are shown to the Soviets but not to the German player (no matter what FOW
setting is being used). Inactive cadre partisan units are indicated by # next to the unit name
on the right side unit bar.
Soviet partisan units are supplied through night air transport missions conducted automatically
by the computer during the Soviet logistics phase. The computer will first utilize transport and
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level bomber air group units set to night missions and attached to VVS type air base units
(8.2.1). If those night mission enabled air group units attached to VVS air base units are not
sufficient to meet the partisan needs, then transport and level bomber air group units set to
night missions and attached to DBAD, AD DD, GAD DD, and GDBAD air base units may be
selected by the computer to also transport supplies to partisan units. In addition to supplies,
these missions will also air drop light weapons and NKVD squads to partisan units. NKVD
squads are important for raising the morale of the partisan unit and for helping the partisan
unit recruit additional partisan squads (recruits may come from the partisan units hex and any
adjacent hex that is not adjacent to an Axis combat unit).
Game Play Tip: Air supply to partisans may be automatic, but the Soviet
player still needs to ensure that the right aircraft are in the right place to
get those supplies delivered behind enemy lines. Make sure you place long
range transports and level bombers in VVS air base units that are placed
near the front lines so they have the range to resupply partisan locations.
You may need to do this periodically so as not to become a target for Axis
bomb airfield missions. Shorter range transport air group units such as
U-2s can also do this if placed close enough to the front, but wont be able
to reach deep behind enemy lines. Dont forget to set the desired air group
units to conduct night missions!
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Axis controlled hex, it will attempt to displace to another hex that is Axis controlled. If there is
no valid Axis controlled hex to displace to, it will be removed from the map.
Inactive cadre partisan units have no impact on Axis units. Axis HQ units (including airbase
and FBD units) cannot attack partisans when they move adjacent and cant move into a hex
containing an active ready partisan unit.
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17.2.2. PARTISAN CREATION FROM UN-GARRISONED POPULATIONS
A number of Partisan squad ground elements are created each turn based on unmet garrison
requirements, by taking the city or urban hex undamaged manpower production and
multiplying it by the percentage of the unmet garrison requirement, then rounding down. The
newly created partisan squad ground elements are either added to a nearby existing partisan
unit or used to create a new partisan unit near the city or urban hex. For example, in June
1942, the garrison in the city of Brest Litovsk is the 1st regiment of the 403rd Security Division,
with 1395 men. Since security combat units count double towards garrison requirements, 69
percent of the garrison requirement (2790/4000) has been met leaving 31 percent unmet. As
Brest Litovsk manpower production is eight, two partisan squad ground elements (8 x .31 =
2.48, rounded down to 2) will be created during the next logistics phase if the Axis player takes
no action to increase the garrison during their turn.
Game Play Info: The Axis AI player is exempt from any garrison
requirement and all Axis AI controlled Soviet city and urban hexes are
considered to be 100 percent garrisoned at all times.
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urban hex will appear in a hex adjacent to a valid city or urban hex. If the situation should exist
where there are no valid hexes available for the placement of a reinforcement unit, the unit will
never appear. Destroyed combat and headquarters units that are reformed as nearly empty
units to be rebuilt with replacements follow the same placement rules as above. In both these
cases the units are placed on the map only in a city with the nationality matching the unit, with
the westernmost (for Axis units) or easternmost (for Soviet units) valid city or urban hex being
selected first.
In the second method, reinforcements will be scheduled to arrive at a designated hex on the
map area. In order for the unit to be placed, it must meet three conditions. The designated hex
must be friendly controlled, it must be at least three hexes away from an enemy unit, and the
reinforcement cannot violate the stacking limit upon entry. If the above conditions cannot be
met, the six adjacent hexes to the originally designated hex will be checked and the unit placed
in one of those if conditions can be met. If none of the six adjacent hexes meets the conditions,
then the unit will be placed in a town, city or urban hex somewhere to the east (Soviet) or west
(Axis) that does meet the conditions. The designated or anticipated alternate arrival hex for the
unit will be shown in the reinforcement and withdrawal screen.
Reinforcements and reforming units must follow the stacking limit of three units per hex when
being placed. Those units being placed as reinforcements that have manpower of less than
200 men will appear with morale of 40 and experience of near 30.
All ground units that appear as reinforcements are initially attached to their national high
command headquarters (7.6.1) unit, for example, all German reinforcements will initially
attached to OKH. Reassignment of reinforcements from their national high command
headquarters unit to another headquarters unit does not cost any administrative points.
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Air group units that appear as reinforcements will initially be attached to their National Air
Reserve (18.4).
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18.1.2. CREATING NEW SOVIET COMBAT AND HEADQUARTERS UNITS
With the exception of certain Soviet combat units prior to November 1941 (18.1.1), destroyed
Soviet units are permanently eliminated. However, the Soviet player can build a new unit by
selecting a hex on or adjacent to a Soviet urban area, then selecting the create combat/HQ
unit (hotkey Shift-b) button on the Map Information tool bar (5.1.2.1). If the player selects a
hex with an HQ unit, then the new unit will be attached to that HQ unit, otherwise the new
unit will be attached to STAVKA. The creation of new Soviet units requires the expenditure of
administrative points (12.2.4).
New Soviet combat and headquarters units appear on the map as nearly empty units and will
require replacements and supply to become a ready unit. This process will normally take three
turns, dependent on the overall availability of supply and replacements. The unit will be in
frozen status for the first two turns after it is created.
Gameplay info: Unlike dragons teeth from Greek mythology, new units
do not spring out of the ground fully armed and ready. While the ability
to use their admin points to create units of their choice provides Soviet
players a flexibility that the Axis lacks, it comes at a price. The three to
four turns it takes for a unit to get to ready status is normally sequenced
as follows:
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3) On the third turn, it will continue to receive supply and
possibly additional ground elements, depending on whether it
has filled its TOE. The unit will be unfrozen, have movement
points and thus be able to move and fight. But take a look at the
experience of the ground elements - pretty low, huh? Depending
on the situation, you might want to consider keeping that unit
in refit mode well behind the lines on a rail line hex for a while
in order to maximize the chance to increase its experience
through training.
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and will be placed in an open town near Magnitogorsk (X183 Y54). As with other newly created
Soviet units, the air base unit will have no movement points on the turn it appears and will be
a nearly empty shell requiring replacements and supply to become a ready unit.
18.2. REPLACEMENTS
Much of the logistics phase, particularly the replacement segment, simulates the constant
flow of men and equipment back and forth from the home front and the various production
factories, through intermediate locations such as repair depots and hospitals, to the combat
zone and the front lines. Ground unit losses, whether combat or non-combat related, while
expressed in terms of men, guns and AFVs, are based on destroyed and damaged ground
elements. Ground elements consist of manpower combined with AFVs, combat vehicles or
Armament points, which represent all other weapons. The production system builds the
individual AFV, combat vehicle or devices from armament point production and places them
in the pools, which is what is reflected on the production screen. During the replacement
segment, available manpower is matched with the equipment in the pools to form complete
ground elements. Men and equipment from damaged ground elements are included in this
process, but are treated somewhat differently. Approximately (Exception: AFV ground elements
(18.2.3.1)) half of the manpower and equipment from damaged ground elements become
available as replacements in the next logistics phase, representing wounded troops that are
lost for short periods of time before being sent back to units, equipment that has to be repaired
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at non-divisional repair facilities that are then sent back to different units, and men transferred
from one unit to another.
Excess Support Squad Ground Elements: In addition, each turn during the replacement
segment there is a chance that some excess support squad ground elements will be returned
to the pool or converted to rifle squad ground elements. The computer checks the current
number of support squads in the unit against the number of support squads that are needed.
If there are currently more support squads in the unit itself than needed, then 33 percent of
the excess support squads will be returned to the pool. Damaged excess support squads will
be returned prior to ready excess support squads. Just before excess support squads are
returned to the pool, some of the excess may be converted to rifle squad type elements if that
type of element is below 50 percent of its TOE. Up to 20 support squads may be converted in
a unit. Armaments points are expended to conduct the conversion, and any excess manpower
remaining is sent back to the pool. Because support squads are 20 men per squad there will
almost always be excess. Each conversion may lead to the reduction in experience of the rifle
squad ground element, although it will not be reduced below 40.
Aircraft Replacements: Aircraft replacements are handled in much the same manner as
above, however, there is no manpower involved, as for player purposes aircrew are an integral
part of the aircraft. In addition, damaged aircraft are not returned to the production pool, but
can only be repaired at the air base unit to which their air group unit is attached.
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refit status have the first opportunity to receive replacements. This is followed by the normal
replacement sub-segment, during which all eligible units that are not in refit status may
receive replacements.
Replacements coming into units will bring down the average experience for that type of ground
element by a small amount. Experience levels in destroyed units being rebuilt or newly created
Soviet units will tend to be lower than high experience units receiving a steady stream of
replacement ground elements.
The closer a unit is to a railhead, the more replacements the unit is likely to receive. Since
the rally segment takes place after the replacement segment, routed units will not receive
replacements.
Infantry units that are not set to refit are limited by default in the replacements they can
receive. Soviet Infantry units will not normally receive replacements for a type of ground
element that has more than 60% of that types TOE. After 1941, Axis Infantry units will not
normally receive replacements for a type of ground element that has more than 80% of that
types TOE. This is intended to allow units to operate below TOE as they did historically. The
player must set the unit to refit status to get specific units up to full strength. The player can
manually set the maximum percentage of TOE for which a units ground elements can receive
replacements within a range between 50 and 100. This setting can be accessed either through
the MAX xxx link in the individual units detail window or the links under the TOEM column
in the Commanders Report (hotkey c). The default maximum TOE setting is 100 for all units.
No matter the current maximum TOE setting, the above rules for Soviet and German Infantry
unit maximum replacement percentages will take priority for Infantry units not in refit status.
Withdrawing and/or frozen units may not change their maximum TOE setting. Withdrawing
units that require rebuilding automatically have their maximum TOE set to 100 percent.
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18.2.3. GROUND ELEMENT REPLACEMENT AVAILABILITY
In order for units to receive replacement ground elements, there must be either in the pool,
or alternatively for ground elements built from armaments points, there must be sufficient
armament points in the pool to build the devices associated with that type of ground element.
In the case of damaged ground elements being returned to the pool, if there is already
appropriate equipment in the pool to outfit the particular ground element, then no additional
armaments points are used and instead the pool of that type of equipment is reduced by one
for each element sent as a replacement. Also, there must be manpower in the pool to match
with the equipment and build out the ground element.
However, simply having the ground element equipment and manpower available doesnt mean
they will get to the unit that requires replacements. The unit must pass several checks to
see that they actually get replacements, and how many they get. As a special case, it will
generally be harder for Axis units to receive replacements during the first winter (22.3). This
results in ground element equipment and manpower remaining in the pool even though there
are units that need them as replacements. In addition, while some ground element equipment
requiring armament points are built and sent out during the replacement segment based on
unit demand, other equipment is automatically built during the production phase that is not
immediately used and eventually may end up being scrapped if the ground element becomes
obsolete and too much equipment stacks up in the pool relative to the number of units still
using that type of ground element equipment. This system allows for the realistic production
of armaments ahead of time, that often end up never being used, instead of having a perfect
just in time production system.
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on or adjacent to a railhead will have a more difficult time receiving AFV ground element
replacements.
All ground units in refit mode will have the first opportunity to receive replacements during the
refit sub-segment. Refit mode allows the player to set up two groups of units, those that will
receive replacements first, and those that will receive replacements only after those in the refit
group have received as much as they can get given their distance from the nearest railhead.
Units in refit mode are normally the only units to receive upgraded equipment, unless the pool
of older equipment runs out, at which point units without refit enabled would upgrade if there
is newer equipment available.
All newly created and previously destroyed rebuilding units will appear on the map in refit
mode. Units arriving as reinforcements will not be in refit mode.
The mode button in the unit bar (5.2.3) can be used to toggle individual units to refit mode.
There are also buttons in the unit bar on HQ units that set all directly attached combat units
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to the HQ to refit mode, or takes them all out of refit mode. The units tab of the commanders
report (hotkey c) also has a refit column that can be used to set units to refit mode. Note that
for replacement purposes, all headquarters units and support units are treated as if they are
always in refit mode.
Game Play Tip: If you have a unit on a railhead and turn refit on just
for that unit, you can get a depleted unit rebuilt to full strength in one
turn (assuming you have the equipment and manpower in the pool). If the
unit is far from the railhead, its not likely to have much impact since the
replacements cant get to the unit.
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manpower and equipment from all of the ground elements in ground units back to their
respective production pools. Any support units that are assigned to a unit that is disbanded are
automatically reassigned to the next higher HQ unit of the disbanded unit.
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Italian, Rumanian, Hungarian and Slovakian units may never voluntarily move north of hex row
X 66 (units can move into row 66, but not to row 65 or any other row to the north). This line is
displayed on the map and labelled the Axis Ally Limit Line (6.1).
Many Italian and Hungarian units that begin scenarios in Hungary or Yugoslavia or further west
are permanently frozen garrison units while others are frozen for a substantial number of turns.
If the Soviets capture a Hungarian or Rumanian town either West of hex column 60 or south of
hex row 110, then all of these Axis Allied units on the map are unfrozen.
19.1.2. FINLAND
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Finally, with the exception of ground support, Finnish air missions cannot be conducted on or
south of the row Y15 until both Leningrad hexes are captured by the Axis player.
19.1.4. SURRENDER
OF AXIS ALLIED FORCES
With the exception of Rumania (section 19.1.4.1), units belonging to Axis allied armies are
immediately removed from the game if their country surrenders, to include any anti-aircraft
support units attached to towns, cities or urban hexes. Axis allied countries check during each
Axis Logistics Phase to see if they surrender. Note that when determining Axis allied country
surrender, any Soviet occupied town, city or urban hex must be linked to the Soviet supply
grid in order to trigger a surrender condition. This means that a Soviet airborne combat unit
dropping behind enemy lines and capturing a town that could cause the surrender of an Axis
allied country will have no impact on surrender until that town is linked to the Soviet supply
grid.
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19.1.4.1. RUMANIAN SURRENDER
Upon Rumanian surrender, all Rumanian air base units, air headquarter units and Army Group
and High Command headquarter units will be automatically disbanded. For other Rumanian
ground units, if Rumanian and non-Rumanian units are stacked in a hex, then the side whose
units have a smaller combat value will have its units automatically disbanded. Rumanian
headquarter units will automatically disband if adjacent to an Axis unit and not stacked with a
friendly combat unit. All Rumanian units not disbanded (due to automatic disbanding or being
stacked with Axis units) will automatically convert to Soviet Rumanian units. When Rumanian
units are converted to Soviet Rumanian units, on-map units take Soviet control over all eligible
hexes as if they had just moved into that hex. Soviet control of hexes will also occur due to
the placement of units created as part of Soviet Rumanian army units (section 19.3 below).
All Rumanian nationality town, city or urban hexes not occupied by a non-Rumanian Axis unit
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will also change to Soviet control. Any town, city or urban hex that changes to Soviet control
will also have adjacent hexes change to Soviet control as long as no non-Rumanian Axis units
are in the adjacent hex.
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returned as normal reinforcements. Axis and Soviet units are then prohibited from entering or
taking control of any Finnish neutral hexes, to include any type of movement or air drop. All
Soviet controlled hexes in Finland will remain Soviet controlled and Soviet units in those hexes
will remain on the map.
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20. SUPPLY
Amateurs study tactics; professionals study logistics.
All units must have access to an adequate amount of supply to function effectively. There are
three types of supply in Gary Grigsbys War in the East; general supplies, ammunition and fuel.
General supplies, to include ammo, and fuel are generated by each sides production system. In
order for units to receive supplies during the supply segment of the logistics phase, they must
be within range of the supply grid, the main part which consists of permanent supply sources
connected by a rail network of undamaged rail line hexes and including stockpiles of supply in
city and urban hexes. Ports can also be connected to the supply grid, allowing tracing of supply
over water. The generic vehicles of the motor pool are used to bridge the gap between the last
connected, undamaged rail line hex, called a railhead and considered a supply source, and
the unit requiring supply. Supply is most effectively delivered through the headquarters unit to
which the combat units are attached, but can also be delivered directly from the railhead to
the combat unit if they cannot trace to their higher headquarters unit. The amount of supply
delivered is dependent on many factors, to include the distance from the railhead to the unit,
whether the unit moved during the last turn, and vehicle shortages in both the motor pool and
the unit. Supply can be stockpiled in supplies and fuel dumps at headquarters units and players
can target specific Axis Corps or Soviet Armies for a buildup of supplies. Units can be in one of
three supply states; in supply, beachhead supply, and isolated. Isolation can be either due to an
inability to trace supply or the distance from the unit to a supply source being too long. Isolated
units can only be supplied by air. Town, city and urban hexes that are isolated or lack a nearby
supply source will suffer starvation damage to its manpower.
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These hexes may not be used for strategic rail movement and are not considered railheads
for supply purposes, however, when tracing from a rail hex on the grid to an undamaged rail
hex adjacent to an enemy unit, as long as the supply trace is not leaving an enemy ZOC, the
supply trace will only cost one MP to trace into that hex (instead of having to pay the full MPs
of the terrain in the hex). This makes the over water and normal supply paths the same in terms
of going into those hexes adjacent to enemy units that have undamaged rail lines. This rule
represents that although the rail may not be getting used all the way to within ten miles of the
front line, the fact that there is an undamaged rail in the hex means communication lines into
that hex are better than if there was no rail line hex or if it was damaged.
Game play tip: If you are the Axis player, watch out for Soviet partisan
attacks on your rail line hexes. Unchecked, partisans can damage enough
rail line hexes to cut off some of your forces from the rail network and the
supply grid.
The establishment of a rail network and connection to the supply grid requires the tracing of a
contiguous path of rail line hexes to a permanent supply source.
Axis permanent supply sources:
Magdeburg
Linz
Konigsberg
Helsinki
Soviet permanent supply sources:
Chelyabinsk
Baku
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Non-campaign scenarios that do not use the entire map area may have an additional
permanent supply source for each side.
All permanent supply source hexes will be shaded in red when the rail damage information
button (hotkey r) is toggled on (5.1.2.1).
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fuel usage, distance from the rail heads and the current number of organic vehicles in combat
units, which increases the required number of vehicles in the motor pool by one for every two
vehicles in a unit.
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move from the motor pool to the HQ unit (20.1.5). Note that Motorized on-map units can suffer
a movement penalty if they do not have the number of vehicles required by the unit (14.1.2).
Vehicles in the motor pool are used to move supply from the railhead to the HQ unit. If there
are extra vehicles available in the motor pool, then the HQ units will start to stockpile excess
supplies and fuel in dumps so as to minimize future needs from the railhead. Each dump
contains one ton of supplies or fuel. Headquarters units serving as the supply source for their
attached units will first use their dumps and then attempt to draw the remaining needed supply
from the nearest rail head. When an HQ unit moves, it instantaneously takes vehicles out of the
motor pool in order to move its dumps. The amount taken depends on the percent of the HQ
units MPs that are used. If it uses 100 percent of its MPs for the turn, it will take one vehicle for
each dump in the HQ unit. If there are not enough vehicles in the motor pool, then the excess
dumps will be destroyed. During the Logistics Phase, after the supply segment, the vehicles
in units and the pool are adjusted as required. So after supplies are delivered, most of the
borrowed vehicles will be sent back to the motor pool from HQ units that had used them to
move their dumps. However, if the number of vehicles in the motor pool falls below one third
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of the need (the motor pool number will turn yellow in the City and info box), any headquarters
unit that moves will leave behind all supply and fuel dumps in the nearest friendly town, city
or urban hex. Whenever a headquarters unit relocates or is forced to perform a displacement
move, it will lose all of its fuel and supply dumps.
Game Pay Tip: You should pay close attention to the motor pool value
you have at the end of your turn, because the lower it is against the
needed number of vehicles, the bigger the penalty during the next supply
segment. The idea is if you are moving your HQ units forward with a lot of
dumps, you will be paying a cost in the upcoming supply segment as fewer
motor pool vehicles are available to move supply to the HQ units from the
railhead and to the units from the HQ units.
During the supply portion of the logistics phase, units of the phasing player are determined to
be in one of three possible supply states; In Supply, Beachhead Supply, or Isolated. A unit is
in supply if it can trace a path of 100 MPs or less to a railhead. A unit that is not in supply can
be in beachhead supply if it is in a coastal hex in a sea area where its side has the capability
to conduct strategic naval transportation. If the unit does not qualify as either in supply or
beachhead supply then it is isolated (15.12). During the action phase, units of the phasing
player (not non-phasing player units) may have their supply state altered based upon the
existing situation. Whenever a unit moves, or a battle is resolved, phasing player units recheck
their supply state. If some action during the turn has reconnected the unit with a railhead with
a path of 100 MPs or less, then the unit will no longer be isolated. A unit may also move in such
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a way as to become isolated if it moves beyond 100 MPs from its railhead. Units conducting
strategic amphibious transportation may change their state to beachhead supply if they are
not considered in supply. The exceptions to these action phase adjustments of supply state is
that a unit in beachhead supply that moves away from the coastal hex it was occupying will not
immediately switch to an isolated state, and a unit that is isolated that moves to a coastal hex
that might provide beachhead supply will not immediately be considered in beachhead supply.
The current supply state of each unit is displayed in its detail window. If the unit is listed as iIn
supply it will have the current MPs to the railhead displayed in parenthesis (In Supply 54 MP).
The toggle supply state button in the map information tab (5.1.2.1) will highlight map counters
so that isolated units will be highlighted in red, units 50 MP or greater from the railhead, but
still in supply will be in yellow, and units in beachhead supply will be in orange. The counter in
the unit bar will always be bordered in the appropriate color if the unit is not in supply. These
border colors will change if units change their supply state during the Action Phase. Supply
states are also displayed in the commanders report (25.4, Appendix D)
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20.2.2. ISOLATED STATE
Isolated units can only receive supply through
air transport drops and will not receive any
replacements or be able to return damaged
ground elements to the production pool. See
section 15.12 for combat related affects on
isolated units.
20.3.2. AMMUNITION
All units require ammunition for combat. Combat units with a low ammunition percentage will
suffer a significant decline in combat effectiveness, especially when attacking. In addition,
Units that are adjacent to enemy units during the logistics phase will use up approximately
one percent of their ammo to reflect scouting, patrols and low level combat. Ammunition is not
produced separately, but is initially considered integral to general supplies. General supplies
are converted to ammunition at the individual combat or support unit based on that units
current demand for both general supplies and ammunition. For example, 10 tons of supplies
delivered to a combat unit would be converted to X tons of supplies and Y tons of ammo, where
X+Y=10. The exact breakdown depends on what the unit needs of each type of supply.
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20.3.2.1. SOVIET AMMO SHORTAGES
To simulate Soviet ammo shortages in the early part of the war, Soviet units in 1941 and 1942
must conduct a leader admin check when resupplying their units with ammo. In 1941 they
must take two successive checks, in 42 one check. As ammo is distributed, if the check fails,
then 50 percent of the ammo is lost during conversion from supplies. If both checks fail, 75
percent is lost.
20.3.3. FUEL
Motorized units require fuel for movement (14.1.2). Vehicles in the motor pool and organic to
units will consume fuel from the global fuel pool during the logistics phase.
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treated as combat units for supply purposes per the above. Also note the distinction between
supply state and tracing supply, in that a unit that is within 100 MPs, but not within 25 hexes,
is considered in supply, but nonetheless, will not be able to receive supply due to exceeding
the 25 hex requirement.
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20.4.1.3. SUPPLY TRACE VISUALIZATION
There are several map area aids to help in the visualization of supply traces. The hex pop-up
(5.2.1) will display both the number of MPs (Off Rail MP) and the number of hexes (Off Rail
Range) from that hex to the closest railhead. The toggle rail damage info button in the top panel
map info tab (5.1.2.1) also shows additional info about ranges to a railhead. If a hex is greater
than 10 hexes or 25 MPs from a railhead, it is shaded light grey. If it is greater than 25 hexes or
100 MPs from a railhead it is shaded dark grey. Enemy hexes will be shaded rose.
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20.4.2.1. RECEIVING SUPPLY FROM CITY AND URBAN HEXES
Units can draw supplies or fuel directly from a city or urban hex if they are in or adjacent to the
hex. Units other than headquarter units may only do this in the second supply sub-segment,
while headquarter units may do this in both supply sub-segments.
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20.4.4. RETURN OF EXCESS SUPPLY
If a non-HQ unit, to include air base and rail repair units, has 200 percent or more of a type of
supply on hand, it will return them to the HQ unit to which it is attached. Air base units must
be within 15 hexes of its HQ unit to return excess supply, while all other units must be within
10 hexes. This return of excess supply cannot occur if either the unit or its HQ unit is currently
isolated.
Game Play Tip: Careless placement of combat units in relation to
railheads and HQ units will cause your motorized units to lose lots of MPs
in those turns when you are burning tons of fuel and running far from
your railhead. It is easy to see motorized combat units with 20-35 MPs
after the first turn as they move away from the railhead. Therefore it is
critical they stay within 5 hexes of a units corps HQ if more than 6 hexes
from a railhead. Having your units 25 hexes from the railhead and outside
of 5 hexes from their HQ is a sure way to end up with few MPs. Dont
forget you can conduct air transport missions to drop supply to combat
units. On the first few turns it is very useful to fly these types of resupply
missions to your armour spearheads.
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Town, city and urban hexes will only take starvation damage if a supplied enemy unit is within
four hexes of the hex. Also, town, city and urban hexes wont take starvation damage if they
can trace a path of friendly ground hexes to a railhead of four hexes or less, regardless of
enemy ZOC or the number of MPs to the railhead.
20.6.1. ADMIN
POINT COST
To use the Supply Buildup
function, a player must spend
admin points equal to five plus an additional cost for each eligible attached unit. An eligible
attached unit must be an on-map combat unit within five hexes of the HQ unit. The additional
costs for attached combat units are four for a corps, two for a division, and one for a Brigade/
Regiment.
For example, a Soviet Army HQ unit with 1 Rifle Corps, 2 Rifle Divisions and a Tank Brigade
attached would need 14 (5+4+2+2+1) admin points to perform a supply build up. There is no
admin point cost for any attached unit that is more than five hexes away from the HQ unit. Also,
there is no admin point cost for any support units attached to the HQ unit.
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times 100. To continue the example, the Soviet Army HQ unit would receive 1400 Supplies and
1400 Fuel Depots and 1400 vehicles from the motor pool.
21. PRODUCTION
The production system in Gary Grigsbys War in the East simulates the generation of war
material, manpower, fuel and supplies that flows into each sides supply grid as replacements
and supply for the Eastern front. All production is based on various factories located in town,
city and urban hexes. Resource, heavy industry, oil and fuel, factories produce the basic
materials used to run the production system and supply the forces. There are three types of
equipment production in the game: historical production for aircraft and AFV/Combat vehicles
based on a fixed amount each turn, demand based production for non-AFV/Combat vehicle
ground elements and generic vehicles based on the difference between the non-AFV/Combat
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vehicle TOE strength of a unit and its actual strength, and non-demand based production
of non-AFV/Combat vehicle equipment to allow for the realistic production of armaments
ahead of time, that often end up never being used, instead of having a perfect just in time
production system. Every aircraft, AFV and named combat vehicle has a build limit which
caps the size its factory can grow to through expansion. The manpower required is generated
through manpower factories that represent the availability of able-bodied men for the armed
forces. Factories can be damaged and repaired and Soviet factories can be evacuated. The
Soviet player will be the beneficiary of a fixed amount of lend lease from the Western Allies.
Though not part of the production system per se, ports and railyards are treated as factories
that generate a certain amount of strategic transportation capacity. Once produced, supplies,
fuel, oil and resources are transported through the supply grid to town, city and urban hexes
where they are stored and can be drawn upon as necessary by the factories located in those
particular hexes. Other produced items are held in virtual pools until they are drawn upon to
build air group units (aircraft) or ground elements. Each nation in the game has a set of pools
used for building aircraft and ground elements. Polish and Czech factories are considered an
integral part of the German pools.
Production takes place for each side during their respective logistics phase. There is no
production of any kind on turn one of any scenario. Note that in scenarios where the Soviets
are the first player, there is no Axis turn one, so the first Axis turn is turn two and they will see
production. Production in non-campaign scenarios that do not use the entire map and OOB is
reduced for both sides by a certain percentage to account for production going to the off-map
forces not involved in the scenario. This percentage reduction will also apply to any Soviet Lend
Lease production and rail capacity point production. Information on the production system can
be located in the production screen (5.4.3) and the logistics phase event log (5.4.12).
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production for each factory point. The ratio of basic items required to produce the end product
remains the same. For example, if a notional amount of 1000 resources is required to produce
1000 supplies, a one to one ratio of resources to supplies will be required no matter what the
multiplier may be. Each other factory type has a fixed production rate that will not change.
However, for aircraft, AFV, and combat vehicle factories the number of factory points of each
type of factory in each town, city or urban hex will increase over time based on its expansion
rate until its build limit is reached.
For example, in 1941, 1000 tons of resources will be required to produce the maximum of
1000 tons of supplies per factory point for the Soviets. In 1943, 1550 tons of resources will be
required to produce the maximum of 1550 supplies per factory point.
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segment to complete the ground element. Note that armament points are not used to produce
aircraft, AFV or combat vehicles built at individual factories. Ground elements that use devices
built using armament points have an A listed in the CAPACITY column of the production
screen (5.4.3) and armament factories and production information is listed under the SPECIAL
section. In addition to building devices for ground elements, armament points are also used for
ammunition production. For each ton of supplies used for ammunition (20.3.2) one armament
point is expended.
Each Armament factory point will produce a notional 500 armament points at the cost of 100
tons of supplies. Armament point production will be modified by the following percentages:
To continue the example from above, in 1941 100 tons of supplies will be required to produce
the maximum of 500 tons of armament points per factory point for the Soviets. In 1943, 200
tons of supplies will be required to produce the maximum of 1000 tons of armament points
per factory point.
Note 1: German synthetic fuel production is halved from June to Dec 1944
Note 2: German synthetic fuel production is divided by four during 1945
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drawn upon. The normal production rate for oil factories is 500 tons of oil per factory point
per turn, however, Rumanian and German oil factories will produce at only sixty percent of
capacity. In addition, from August 1943, Rumanian oil production will be further reduced to
thirty percent of capacity.
Each fuel factory point will produce 500 tons of fuel per turn at the cost of 500 tons of oil.
Rumanian fuel factories will have their production halved starting from August 1943.
Individual vehicles that are damaged are returned to a virtual pool for repair. Once repaired,
they are added back into the vehicle pool. Repair takes place during the logistics phase. The
Soviet vehicle repair rate is twenty percent per turn. Due to a lack of standardized equipment,
the Axis vehicle repair rate is ten percent per turn.
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21.1.7. AIRCRAFT, AFV AND COMBAT VEHICLE PRODUCTION
Aircraft, AFV and combat vehicles are built at individual factories by using supplies, with one
item being built for each factory point. For example, assuming sufficient supplies are available,
the JU88A factory in Rostock, with a capacity of ten factory points, will build ten JU88As every
turn. Each aircraft is built as an integral unit, including installed devices and aircrew. AFV and
combat vehicles include installed devices, but will not become complete ground elements
until they are matched with manpower for the crew during the replacement segment. Each
item has a build cost that determines how many supplies it takes for production. The cost to
build an aircraft is its build cost divided by 20. The cost to build an AFV or combat vehicle is its
build cost divided by 10. For example a FW 190A has a build cost of 484, so it would require
24.2 tons of supplies to produce one such aircraft, to include four 20mm cannon, one 250 KG
Bomb and two 300 litre drop tanks as installed devices as well as integral aircrew. A Tiger AFV
ground element has a build cost of 673, so it would require 67.3 tons of supplies to produce
one such AFV, to include one 88mm gun and two 7.92 machine guns as installed devices. Once
produced, each aircraft of a specific type is placed in a separate pool until it is drawn upon
as a replacement or, for Soviet and captured aircraft, enough aircraft are in that pool to allow
the creation of a new air group unit. AFV and combat vehicles go to their specific AFV/Combat
Vehicle pool until the system determines that both the need exists to build that type of ground
element and sufficient manpower is available.
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21.1.8. AIRCRAFT, AFV AND COMBAT VEHICLE
FACTORY EXPANSION AND BUILD LIMIT
Aircraft, AFV and combat vehicle factories may be able to increase their capacity by adding
additional factory points over time. Each type of factory has an expansion rate listed in that
item types city production list that determines how many factory points will be added. An
expansion rate of one or greater will increase that capacity of each factory of that type by that
number every turn during the logistics phase for that side. An expansion rate of zero indicates
that expansion will be slower than one factory point per turn; the exact number of turns it will
take to increase capacity is variable and dependent on the amount of manpower, railyard and
port points in the town, city or urban hex, with the more of each, the higher chance that the
factory capacity will increase. Factories will only expand if they are completely undamaged.
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Not in production yet (**)
The only factories that will be considered physically present in town, city and urban hexes
are those currently in production. Selecting an aircraft or ground element equipment listed
in the production screen will bring up the city production window (5.4.4), which will include
information on any upgrades planned for that type of factory.
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In addition, each turn one percent of the manpower listed as disabled will return to the
manpower pool. A percentage of returning disabled Axis manpower goes back to Axis allied
countries as follows:
Rumania - 10 percent
Hungary - 9 percent
Finland - 4 percent
Italy - 1.5 percent
Slovakia - .75 percent
The remainder of the returning disabled men will go to Germany.
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21.1.11. PORT AND RAIL YARD CAPACITY
Ports and railyards are treated as factories
in terms of capture, damage and repair,
but they play only a peripheral part in the
production system. The presence of a port
or railyard in the same hex as a factory with
a zero expansion rate increases the chance
that factory will expand (21.1.8). In addition,
hexes with ports will attempt to accumulate
an additional 1000 tons of supplies and fuel
in storage every turn.
Each railyard factory point will produce a
notional amount of strategic rail capacity
every turn equal to 100 minus the percentage
of damage. This amount can be modified
due to the difficulty level transportation level
modifier in the game option menu (3.3.3) and off map production modifier in non-campaign
scenarios. In addition, Soviet rail capacity is multiplied times five, with the exception of June
1941, when it is multiplied by 2.5. See section 14.2.3 for details on the production of shipping
points by port factories. Only Soviet nationality rail yards and ports can produce strategic
transportation capacity for the Soviet player, and only Axis and Axis allied nationality railyards
and ports can produce strategic transportation capacity for the Axis.
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(21.1.5). Captured railyards and ports will not provide any strategic transportation capacity to
the capturing side (21.1.11).
All factories can be damaged by the bomb city air mission. Only one type of factory can be
attacked by a particular bomb city air mission (5.3.8). Soviet factories that are evacuated
(21.2.1) will suffer at least fifty percent damage, with additional damage occurring if they are
of the type that automatically destroys any factory points not evacuated.
Factories will stop producing if they receive damage greater than fifty percent. Factories will
automatically repair themselves during the logistics phase at a rate determined by the type of
factory as follows:
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Note that the rail capacity cost per factory point is displayed in parenthesis next to the factory
name in parenthesis in the city display window (section 5.4.26) when in rail mode (F2).
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has a size of zero. Relocating the Leningrad KV-1 factory in
mid-August 1941 will result in a sharp drop in KV-1 production
as the evacuated factory cannot produce or expand until it has
been repaired. In order to maintain historical output, at least
half of the initial factorys capacity (16 or greater) will need to
be moved from Leningrad.
Note 1: German aircraft have an additional modifier that reduces their production delivered
to the Eastern Front by 50%. This represents that the proportion of air forces sent east was
always much lower than the proportion of ground forces sent east.
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21.4.1. GERMAN ARMAMENT POINTS TO AXIS ALLIES
If Germany has greater than 100,000 armament points at the start of the production segment
of the logistics phase, any Axis allied nation with less than 10,000 armament points will be
provided 10,000 armament points from the German armament pool.
Though the Murmansk convoys are the most well known and hard fought examples of the
Western Allies sending equipment and supplies to the Soviet Union during World War II,
material was also delivered through Iran and across the Pacific to Vladivostok. Lend Lease
in Gary Grigsbys War in the East is represented by a fixed amount of Aircraft, AFV/Combat
vehicles, generic vehicles and supplies generated through the production system. For non-
campaign scenarios that do not use the entire map area and OOB, lend lease will be reduced
by a percentage modifier just like all other production.
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Year Supplies/Turn Vehicles/Turn
1941 1000 500
1942 3000 1000
1943 5000 3000
1944 7000 4000
1945 6000 1000
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22. WEATHER
There are four types of weather (clear, mud, snow, and blizzard) and three types of ice (Loose,
Thin and Frozen) (5.1.5). Weather can have a powerful impact on the game and is mainly
represented by its effect on movement costs, which also affects the tracing of supply (14.1.5).
In addition, bad weather (mud, snow and blizzard) can reduce or cancel air missions (16.1.15).
Special First Winter rules simulate the ill-preparedness of the non-Finnish Axis forces for the
Russian winter (22.3). The map area is divided into four weather zones (Europe, South Soviet,
Central Soviet, and North Soviet), with the chance for more adverse weather increasing as the
zones move from west to east (5.4.6). The players have the option of choosing between non-
random weather and random weather (22.2). Non-random weather uses a fixed, and thus 100
percent predictable, weather table that depends only on the date to determine the weather in
each weather zone each turn (i.e. all April 10th turns will have the same weather). Random
weather adds a random factor, which provides some variation to the weather.
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Clear: -3 levels/turn
Mud: -1 level/turn
Snow: +1 level/turn
Blizzard: +4 levels/turn
May 1 to September 30: -1 level/turn
Ice levels will never exceed ten or go below zero.
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Date Europe Weather Zone Soviet Weather Zones
Jan B B
Feb S B
Mar S S
Apr M M
01 May - 19 Jun C C/M*
20-30 Jun C C
Jul C C
Aug C C
01 Sep - 09 Oct C C
10 Oct - 07 Nov M M
08 - 30 Nov S S
Dec S B
* On odd day turns from May 1 to June 19, the weather in the Soviet Zones is Clear, on even
day turns the weather is Mud.
Key:
C = Clear
M = Mud
S = Snow
B = Blizzard
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There will be no mud during turns in June 1941.
Month Jan Feb Mar Apr May Jun* Jul Aug Sep Oct* Nov* Dec
Die Roll
1 M M M C C C C C C C M M
2 M M M C C C C C C C M M
3 S S M M C C C C C M S S
4 S S S M C C C C C M S S
5 B S S M C C C C C M S S
6 B B S M M C C C C M S B
7 B B S M M C C C C M S B
8 B B S M M C C C C M S B
9 B B S M M C C C C M S B
10 B B B M M M M M C M S B
11 B B B M M C C C C M M B
12 B B B S M C C C C S B B
13 B B B S M C C C C S B B
14 B B B B S M C C M B B B
15 B B B B S M C C M B B B
Rmks
Also 6/1-6/19
Also 10/1-10/9
Also 11/1-11/7
*Some turns in these months use another months chart. See the remarks column for details
Key:
C = Clear
M = Mud
S = Snow
B = Blizzard
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Weather Zone Die Modifiers:
South Soviet - +1
Central Soviet - +2
North Soviet - +4
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22.3.3. UNIT MORALE REDUCTION
Non-Finnish Axis units with morale greater than 55 will lose 2 morale points per turn during the
logistics phase. Non-Finnish Axis units with morale greater than 60 will lose 2 morale points
just prior to each ground combat they are involved in, whether attack or defense.
23. SCENARIOS
There are two types of scenarios included in the game. Campaign scenarios cover the entire
Eastern Front from a specific start date, use the full map area and have victory conditions
based on the possession of cities and urban hexes (24.1). Non-campaign scenarios are
normally shorter length, do not necessarily use the full map area and have victory conditions
based on specific objective hexes and losses (24.2). All scenarios commencing 22 June 1941
have special rules to address Soviet unpreparedness.
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23.1. SCENARIO LIST
Scenario Name Number of Turns Campaign? Map Area
1941-45 Campaign 224 Yes Full
1942-45 Campaign 171 Yes Full
1943-45 Campaign 118 Yes Full
1944-45 Campaign 67 Yes Full
Operation Barbarossa 24 No Full
Operation Blue 20 No Partial
Operation Typhoon 15 No Partial
Road to Dnepropetrovsk 17 No Partial
Road to Kiev 10 No Partial
Road to Leningrad 17 No Partial
Road to Minsk 3 No Partial
Road to Moscow 17 No Partial
Road to Smolensk 10 No Partial
Velikie Luki 42 Tutorial 10 No Partial
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Soviet Logistics phase, if Axis forces control any hex that is both east of hex column 51 and in
a hex row between 89 and 94 (all inclusive), then these forces will unfreeze.
Several Axis units are frozen at the start. The Finnish Front is initially frozen for both sides.
Many Soviet units in the Caucasus are frozen at start with the number of turns frozen shown
in their rollover text.
Axis units may not move through Hungary on turn 1.
If an Axis unit begins the Soviet turn 1 Logistics Phase closer than 10 hexes from a Soviet
Military District, that Military District HQ unit will immediately convert to a Front HQ unit.
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23.3.4.1. DESIGNATED MAP AREAS
The map area is divided into four areas consisting of Moscow, North, Southwest and the rest
of the map area as follows:
The Moscow area is defined as those hexes that have map coordinates where x is greater than
99 and y is less than 55.
The North area is defined as those hexes that have map coordinates where x is less than 99
and y is less than 39.
The Southwest area is defined as those hexes that have map coordinates where x is less than
73 and y less than 98 but greater than 72.
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23.3.4.4. PRE-BATTLE DAMAGE
When Soviet units are attacked on turn one, they will suffer additional damage and disruption
to their ground elements before the battle takes place. Again, units in the Southwest, North and
Moscow areas will suffer less damage and disruption than units in the rest of the map area.
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City - 1
National Capital - +5 (Moscow, Berlin, Bucharest, Budapest, Bratislava, Helsinki)
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Minor Soviet Victory - If Germany surrenders between 6/30/45 and 9/30/45.
Draw - Germany does not surrender by 10/01/45 and the Axis player has less than 40 points.
Minor Axis Victory - The Axis controls 40-99 points at the end of the game.
Major Axis Victory - The Axis controls 100-199 points at the end of the game.
Decisive Axis Victory - At any time the Axis controls 200 points.
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25. STRATEGY AND TACTICS
AND DEVELOPER NOTES
25.1. STRATEGY AND TACTICS
Our thanks to Jon Pyle, Andy Johnson, and Bob Malin for providing the below strategy and
tactics recommendations based on their extensive knowledge and play testing experience of
Gary Grigsbys War in the East.
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timing for their best use. Try to keep a reserve of APs, as you way need to respond to surprise
breakthroughs and transfer corps from one Army to another, which will require 30 -60 APs.
Leaders: Good commanders will make a difference in a battle. They can be costly to replace if
they have high political ratings, but relieving poor commanders will pay off in the long run. Try
not to replace leaders to gain 1 extra point in their combat rating early. Find your weak leaders
(5 rating) and look to get a better leader (7 rating) and replace them. Later after your weaker
leaders are replaced you can look to gain an extra point in leadership ratings for your better
leaders. While combat ratings are important, dont forget the ubiquitous impact of initiative,
admin and morale ratings.
Support Units: Attaching support units to Axis Corps/Soviet Army HQ units and combat
units to meet your goals has great advantages. Balance your artillery support units so each
Axis Corps/Soviet Army HQ unit has some, and you will want to load your spearhead Axis
Corps/Soviet Army HQ units with them - rocket units and high calibre artillery are particularly
helpful. Armour support units are useful in areas where larger armoured units are not present.
Engineers (Pioneer and Sapper) are very helpful in either attacking or defending areas with a
good fortification defense modifier.
Figuring out how to manage the transfer of support units can be frustrating at first. HQs can
be set to locked (manual transfer) or unlocked (AI transfer) status and by adjusting the support
levels of HQs up and down the command chain, you can save a lot of APs but it is complicated
and it does take time to figure out the system.
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The final goal is to capture Kharkov, as it has the largest T-34 AFV factory and a large population
base. During all this a push to cross the land bridges into the Crimea is needed; otherwise the
Soviets will have time to build up fortification levels in that area.
Moscow: Most players will want to go after the capital in 1941. There are just not enough
troops to hold it against the Soviet-Counter offensive in the winter of 1941, as you will over
extend your flanks in doing so. It would be wiser to plan for a 1942 attack, while moving as
close as you can to the city as well as keeping your flanks in order.
Garrisons: Proper garrisons are needed in the rear. If properly maintained, very few partisan
attacks will occur. However, if they are overlooked you may find your rail network being cut and
your supply at the front in danger.
Winter of 1941-42: The brutal blizzards come with a torrent of Axis losses. To minimize the
effects a player should use the first two weeks in October to shorten the lines, start to dig in,
then form reserves. Any autumn offensive will lead to over exposed positions that later can be
cut off and destroyed by the Soviets. Plan a fallback position to keep your armies intact in order
to preserve your forces for the upcoming spring.
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numerous times to enemy attacks. Newly formed armies must be looked at closely as many
of them will be under manned and lacking experience when they arrive. These units should be
held off the front as long as possible to give them a chance to train and gain strength.
Building Units: The plan as to when and how many units are formed must be well thought out.
In 1941 so many new armies arrive as reinforcements that building too many new units can
lead to a shortage of manpower and/or equipment. Typically construction and artillery support
units are a good bet early on followed by sapper, anti-tank, air defense and more artillery. As
the war progresses past 1941, creating larger units will become easier. Spend your admin
points wisely though, there are only so many. In 1942, the Soviets must combine divisions
to form Corps. This will prove to be costly in APs, but it is needed. The forming of Tank and
Mechanized Corps should be handled with care as they will lose experience in the process of
being formed and should be held in the rear until they can be trained back up.
Evacuating Factories: Balancing troops moving west and factories moving east is a must.
This operation requires delay tactics and timing as you only have so much rail capacity, but
losing a complete factory can be devastating to future production. It seems like a tricky task,
which it is, but come 1943 the effect of that production building back up will come into play
with a vengeance.
First Winter (1941): Most Axis forces are ill prepared for the harsh blizzard that begins in
December 1941. This is the Soviets chance to hurt the Axis war machine and send it reeling.
Keeping fresh and well trained armies in reserve is the key but requires early planning in order
to execute an effective counter-offensive. Place a few of the better divisions each turn far from
the front so they can train up properly when possible. Assign them to one or more of the new
armies that are led by a quality commander and provide them with plenty of sapper, artillery,
and other essential support units. Use several of these new armies together to push back the
invading forces during blizzard turns where they are the weakest and then follow through with
plenty of cavalry and armour to exploit any breaches in their defenses.
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the panzer divisions and Tank Armies and forget that the infantry are doing the vast majority
of the fighting.
Recon, Recon, Recon: Make sure the unit you are about to attack has been thoroughly
scouted to obtain a high detection level and ensure that the combat value displayed on the
counter is as accurate as possible.
Pass the Ammo! There is no point in getting the mobility if your troops can only throw rocks at
the enemy. Ammunition levels are often overlooked. Air drop supplies to make up any shortfalls.
Hasty or Deliberate Attacks? Hasty attacks produce the biggest negative variance for a low
MP cost. Deliberate attacks have more positive and less negative variance but carry a high MP
cost, particularly for motorized units. Some players say two hasty attacks are better than one
deliberate attack. Players eventually find the balance of attacks that suits their play style. If you
use hasty attacks all the time, expect to get a bloody nose every now and then.
Use the Right Men for the Job: In the heat of battle it is easy to miss the overall fortification
defense modifier, which includes the sum of the terrain and fortification level of the defending
troops. Tanks do not perform well in anything other than clear and light woods. Having
engineers (Pioneers or sappers) attached to units that have to cross rivers or attack high
fortification levels will often swing the battle in your favour.
The Numbers on the Counters are Only Guidelines! If the defensive Combat Value (CV)
on a counter is 4; what attacking CV do you need to guarantee a retreat? Because of all
the variables, you cannot use the word guarantee in Gary Grigsbys War in the East. If that
counter with a face value of 4 gets air support or a unit is added to it from reserve, your
attacking combat value is reduced by the air support and the defenders CV is increased by
the supporting units. So the answer to the question for an Axis player who needs to achieve
net odds of 2:1 after all variables are applied is: an attack CV of 12 allows for some variance,
but you are taking a chance if you dont get air support, 16 gives a better chance of dealing
with variables and is less reliant on getting air support and 20 might be overkill and might be a
waste of aircraft sorties, but should get the job done. These figures have to be multiplied by 1.5
when attacking across minor rivers and 2.0 when attacking across major rivers. Again, players
will develop a feel for what odds will be needed so they can allow for the enemys level of air
support and potential for reserves to arrive and ruin your day.
Reserves can Make You or Break You: On defense, the timely arrival of reserves can swing
the battle in your favour, but for the Soviets, care should be taken when assigning units to
reserve status with a morale lower than 55 as they are more susceptible to routing if the unit
they support retreats. When attacking you need to be sure you can afford the MPs if the unit
set to reserve does join the attack.
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25.2. DEVELOPER NOTES
By Joel Billings (2by3 Games)
Gary Grigsbys War in the East (WitE) development began as soon as 2by3 Games was formed
in the fall of 2000, making this the longest development project that any of us have been a
part of. Although Gary and I had previously worked together on several Russian Front games,
War in Russia (1984 and 1993) and Second Front (1991), we wanted to make both a bigger,
and a simpler game. WitE would be bigger by using 10-mile hexes and divisions as the basic
unit of manoeuvre, and simpler by using an IGOUGO system that would provide players with
immediate feedback on their moves and attacks. I wanted to achieve the relative simplicity of
the SPI board game War in the East, and Gary wanted to appeal to the grognards that have
come to love his attention to detail and realistic combat models. This was going to be no easy
task.
The basic map and interface was created by 2001, along with some of the basic supply and
combat algorithms. The air combat model and data was taken from Garys earlier Bombing
the Reich system and also ultimately modified portions of the Uncommon Valor system
(which was being developed in 2000-2002). The combat model started with weapons data
from the Steel Panthers series. Unlike Garys previous Russian Front games, Gary wanted
to have combat be resolved at the individual tank, gun tube and squad level. Due to other
projects, including War in the Pacific and World at War, we had to stop WitE development
several times, often for months or years at a time. We knew the allure of doing an east front
game at this level of detail would keep bringing us back until it was done. It was only in the
summer of 2008 when War Between the States was completed, that we were able to turn
our full attention to WitE.
While we had been busy working on other games, Jim Wirth had been busy coming up with the
system of unit OBs that became the heart of the game system. Gary had decided early on that
he wanted the computer to handle all of the organization changes that the armies went through
during the war, and the OB [TOE] system was the answer for this. Some other early decisions
were made like not allowing the players to make changes to their production. We also didnt
want to include other fronts in the game, wanting to focus the player on just the Eastern Front.
Adding the ability to change production and/or deal with the other fronts would have added
additional design difficulties, extended development time, and possibly set up situations where
very unrealistic strategies might be devised that could seriously impact the Eastern Front.
We wanted this to be a grand operational game of the war in Russia, and decided it was not
worth the time needed to add these elements and work on them sufficiently to make sure they
didnt unbalance the game. Since we saw this as an Eastern Front game first and foremost,
we felt we could do without these extraneous elements. When the issue of the fighting in the
Murmansk area came up, we decided it wasnt worth adding the large number of additional
hex rows to the map to cover the operations in the far north. Although many German players
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have dreamed of severing the Murmansk connection, in our opinion since historically it was a
stalemated front, it would have added much time and overhead for little gain.
We had a functioning game working by the late summer of 2008. We thought things were
looking good then. Little did we know just how much further we had to go. Jon Pyle started
testing the game in the late summer of 2008, but it was hardly the game you see today. In
late 2008 we were very lucky to have Pavel Zagzin join as an early alpha tester. Pavel turned
out to be an amazing resource, with endless energy, command of English and Russian, able
to find incredible information on the Internet, and also the ability to read and modify Garys
code. I dont like to think about what the game would have looked like without Pavels efforts.
He first turned his attention to our map. He struggled to get the most realistic map possible
given that some basic items were already too far along to be changed. This alone was a 3-5
month process, and aside from the curvature of the map issues that one always faces, he did
an excellent job. If you compare this map to any of our earlier efforts youd think you were
looking at a different country. Once the map data was set, it was time for Jason Barish, under
the direction of Marc von Martial, (have you ever seen a better wargamer name that that?) to
provide us with a beautiful map, and did they ever.
Once the map was set, some attention went into adding functionality to the editor, which had
first been set up by Gary, but has since been greatly enhanced by Pavel. Our goal all along had
been to provide an editor that would allow both modifying the campaigns and creating smaller
scenarios. We felt that if we had done our job right with the basic game system, then smaller
scenarios would be perfect for those not having the time to play out the full map campaigns.
Once the editor was ready, there came many reviews of the scenarios and data. Somewhere
along the way Trey Marshall joined as a tester and was conscripted into spending endless
hours on the data. Working with Pavel and with the assistance of several of our testers, the
accuracy of our campaign data files was continually improved. These became the basis of the
smaller scenarios. Walt Kunz volunteered to work on a batch of smaller scenarios that allowed
us to make sure the game functioned properly in limited map settings. This scenario and data
work continued right up to release, and we hope that the user community will be able to use
the editor to continue creating additional scenarios.
A mention of the Admin point system is in order as in many ways it is the way Gary solved
the issue of simplicity versus detail. Providing players with an endless number of items they
could micromanage was easy, but trying to keep the more casual player from feeling he had
to micromanage in order to be successful was more difficult. As testing continued it became
clear that limits needed to be put on just what the player could do. Gary had always envisioned
that the admin point system would be the limiting factor. Through development more items
were tied to the admin system such as forming Soviet corps sized combat units and manually
upgrading aircraft in air group units. By tying these to the admin system, players can decide
how best to spend their limited command focus. For those players that wish to play with more
micromanagement, we encourage them to increase the Admin Level Game Option. Its simple
to do and if you and your opponent want the additional control, its there for you.
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In mid to late 2009 the game was in decent shape and there were many testers testing away. It
was time for me to get some help managing the testers. One of the testers, Andy Johnson, had
shown an excellent grasp of the strategy and tactics of the game system and was continually
beating the AI to a pulp. Andy devised the checkerboard tactic for the Soviet 41 defense. Much
to my relief he agreed to be the projects Test Coordinator, and became invaluable during
the last year of development. A brain trust formed with Pavel, Trey, Andy and Jim. As with all
successful projects it was the interaction of these people, and the constant discussion of game
data and ideas from these people and the testers, that led to many of the rules in the game,
and many of the modifications that have made it a more accurate simulation of the war. Its
still Garys game and basic design, and he always had the last word (although soft-spoken
as always he rarely used it), but WitE truly was a team effort. Ive mentioned only a few of
the scores of individuals who have contributed to this project, and we wish to thank them all
(especially Allan Berke for his efforts documenting this beast). All of us hope you enjoy playing
Garys Grigsbys War in the East, and we hope that a user community will develop that will help
keep the game alive for many years to come.
26. APPENDICES
26.1. APPENDIX A: UNIT DESIGNATIONS AND COMBAT VALUE
Below are listed the size, type and associated unit counter symbols, national and elite unit
colors, and ground element type and combat values that can be found in the game.
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26.1.2. UNIT TYPES AND SYMBOLS
Symbol Unit Type Symbol Unit Type
Armour Infantry
Mechanized Mountain
Infantry
Motorized Infantry Parachute
(Airborne)
Self-Propelled Air Landing
Artillery
Artillery, Mortar, Cavalry
Rocket
Anti-Aircraft Security
Anti-Tank Engineer
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Light Blue/Grey = German Air Force Unit
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GROUND ELEMENT TYPE AND COMBAT VALUES
Individual ground element Combat Value weighting factors:
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Ground Element Type CV Weight Factor AFV Type
Support Squad 1 No
Labor Squad 1 No
Machine Gun 1 No
Security Squad 2 No
Rifle Squad 3 No
SMG Squad 3 No
Ski Squad 3 No
Naval Squad 3 No
Cavalry Squad 3 No
Motorcycle Squad 3 No
Motorized Infantry Squad 3 No
Airborne Squad 3 No
Engineer Squad 3 No
Mechanized Engineering Squad 4 No
Mechanized Infantry Squad 4 No
Infantry-AT 0 No
Mortar 0 No
Light AT Gun 0 No
AT Gun 0 No
AA Machine Gun 0 No
Light Flak 0 No
Medium Flak 0 No
Heavy Flak 0 No
Artillery 0 No
Heavy Artillery 0 No
Naval Gun 0 No
Rocket 0 No
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Ground Element Type CV Weight Factor AFV Type
Infantry Gun 0 No
Heavy Infantry Gun 0 No
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42 Artillery Division
43 Breakthrough Artillery Division
43 Heavy Gun Artillery Division
43 Gun Artillery Division
44 Breakthrough Artillery Division
41 Rifle Brigade
42a Rifle Brigade
42b Rifle Brigade
42 Ski Brigade
45 Mountain Brigade
42 Motorized Brigade
41a Tank Brigade
41b Tank Brigade
42a Tank Brigade
42b Tank Brigade
43a Tank Brigade
43b Tank Brigade
45 Heavy Tank Brigade
42 Mechanized Brigade
43 Mechanized Brigade
44 Light SU Brigade
45 Medium SU Brigade
45 Heavy SU Brigade
41a Cavalry Division
41b Cavalry Division
42 Cavalry Division
43 Cavalry Division
41a Rifle Division
41b Rifle Division
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41c Rifle Division
42a Rifle Division
42b Rifle Division
42c Rifle Division
44 Rifle Division
45 Rifle Division
43 Assault Engineer-Sapper Brigade
HQ Combined Arms Army
HQ Tank Army
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applicable item in the Functions section, all currently listed units can be changed at one time.
For example, a player could use the display filter to list all units that are in a depleted state and
then place them all in refit mode.
There will be some differences between the Soviet and the Axis Commanders Report, mostly
in the display filters and column headers. For example, the Soviet display filters will not have a
Nation or a Withdraw filter option, since these are not applicable to the Soviet Union.
Directly underneath the Units tab will list the number of units currently selected and then
number of men, guns, AFV and aircraft assigned to the selected units. These numbers will
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change as units are filtered or sorted out of the view. The following information is provided by
column headers, all of which can be selected to sort their columns:
Unit Name: Units names are color coded, with ground Headquarters units purple, combat units
light blue, support units green, and air headquarters units, to include air base units, turquoise.
Selecting the name brings up a dialog box with three selections. Supply Details brings up that
units supply detail window (5.4.26). Set OB Filter selects and lists just the units with that units
current Table of Equipment (TOE(OB) and lists the number of the OB from the Game Editor
(7.2.2). Selecting Exit will close the dialog box.
Nat (Nationality): Lists the nationality of the unit.
Loc (Location): Lists the current hex location of the unit in X, Y coordinates. Support unit
locations will be the same as the HQ or combat unit to which they are attached. Selecting the
location will select the hex the unit is in and bring up the applicable unit detail window. For
support units, closing their detail window will bring up the detail window of the unit to which
they are attached.
Type: Unit type, which corresponds directly with the unit formation type unit display filters
(26.3.2.4). HQ units are listed by specific type (i.e. Corps, Army, Army Group, Front, High
Command, etc.).
HHQ (Higher Headquarters Unit): Name of HQ unit to which the unit is directly attached. For
Anti-aircraft support units attached to a town, city or urban hex, the naming convention is
C:Name. Selecting the name of the HQ unit or town, city or urban hex selects and lists just
the units that are attached.
DtHQ (Distance to HQ in Hexes): Distance to HQ is the difference between the command
range of the HQ unit to which the unit is attached and the distance in hexes from the HQ unit to
the attached unit. For example, if a unit is attached to an Army HQ unit with a command range
of 15 and is 11 hexes distance, DtHQ will be 4. A negative number indicates that the unit is
beyond the command range of the HQ to which it is attached and thus not eligible for support
squad ground element support (7.6.4).
Men, Guns, AFV in Unit: These 3 columns display the number of each item internal to that unit
(attached units not counted).
AC (Aircraft in Airbases): The number of aircraft in air group units attached to the air base
unit.
Mrl (Morale): The current morale of the unit.
Average Experience (Exp) and Fatigue (Fat): These 2 columns provide a calculation of the
average of these factors for the unit. Note that this average is for the players information only,
as the game system only uses experience and fatigue by type of ground element.
CV (Combat Value): The current combat value of the unit as displayed on the unit counter.
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TOE% (Unit Table of Equipment (TOE) Percentage): The percentage of the units TOE
currently in the unit.
TOEM% (Maximum TOE Percentage Setting): The maximum percentage of a units TOE to
which it can take replacements (18.2.2). Selecting the current percentage will bring up a dialog
box allowing the player to set the TOEM% for that unit.
MP (Movement Points): Current MP allowance remaining for that unit.
TtOB (Number of Turns until next TOE(OB) Upgrade): The number will be 0 if the upgrade is
commencing that turn. Selecting the number will bring up the TOE Upgrade window (5.4.24)
for that unit.
Rf/Rs (Unit Mode/Status): Lists the current status of the unit, to include Ready, Reserve, Refit,
Unready and Static. Selecting the current status allows units to toggle between ready, reserve
and refit. Unready units can only toggle to refit. Static units cannot change status.
SupL (Support Level (HQ only)): Lists the current support unit level for HQ units (7.6.3.2).
Selecting the current number or Lck (Locked) brings up a dialog box that allows the player
to reset the support level for that HQ unit between -1 and 9, with -1 changing the setting to
Locked.
E/G (Elite/Guard Status): Lists Axis elite, Soviet guard, and other special types of Axis units
using the following abbreviations: G= Guard, E=Axis Elite, SSE=SS Elite, SS=Non-elite SS,
LW=Luftwaffe units. Selecting one of the abbreviations will select and list just those units with
that particular status.
Won and Lost: These columns list the number of wins and losses that the unit, or its attached
units if a HQ unit, has accrued. For Axis combat and support units, this is for information only,
since they cannot gain elite status as Soviet units can gain Guard status (9.2).
There are three supply views that provide essentially the same information found in the unit
supply detail window (5.4.26). Each view has the unit name, nationality, location, and HHQ
columns found in the main view (23.3.2.1). The Current Status view has a toggle labelled
abs that allows the player to show the supply information either in absolute (number of tons)
or relative (percentage of requirement). The Phase 1 and Phase 2 views correspond to the
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separate columns in the unit supply detail window corresponding to the 1st and 2nd supply
delivery sub-segments (20.4.2). Note that negative numbers indicate supply or vehicles being
returned from the unit.
The main view of the units tab has a functions section with three selectable functions that
allows the player to change the status of all eligible units that are currently listed as follows:
Refit/Reserve: Selecting brings up a dialog box that allows the player to change the status of
combat units to Refit or Reserve (if eligible) status. Selecting 0 will return the units to Ready
or Unready status. The status of Static units cannot be changed.
Max TOE%: Selecting brings up a dialog box that allows the player to change the maximum
TOE percentage setting (18.2.2) of all listed units in the range of 50-100%. Entering a number
below 50 or above 100 will revert to 50 or 100.
Support Level: Selecting brings up a dialog box that allows the player to change the support
level of all listed HQ units to a setting from -1 to 9, with -1 resulting in a Locked setting
(7.6.3.2).
The unit tab has two distinct types of unit display filters. The Unit Formation Type filters are on/
off toggles that allow the player to determine the type of units to be listed. They can be toggled
individually or globally using the ALL or None filters. The other display filters will not affect
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the unit formation type filters and most of them show a particular status, with a toggle between
all units, units with that status and units without that status (non). For example, the default for
the Isolated filter is all units and it can be further toggled between all isolated units and all non-
isolated units. There are several exceptions. For example the size filter toggles between Army
Group/Front size HQ units down to Company size support units and the Axis unit tab Nation
filter toggles between all the different Axis countries. As mentioned above, selecting Clear All
Filters will clear any filters as well as any active column header sorting.
Directly underneath the HQs tab will show the total number of HQ units currently selected
and then a break down by type of HQ unit, with the type corresponding to the designations in
the Type column and the HQ display filters, which will differ between the Soviet and the Axis
views. These numbers will change as units are filtered or sorted out of the view. The following
information is provided by column headers, all of which can be selected to sort their columns:
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Unit Name: Selecting the HQ unit name brings up the units tab (26.3.2) listing that HQ unit
and all attached units.
Nat (Nationality): Lists the nationality of the unit.
Loc (Location): Lists the current hex location of the unit in X, Y coordinates. Selecting the
location will select the hex the unit is in and bring up the applicable unit detail window.
Type: Unit type, which corresponds directly with the unit formation type unit display filters
(26.3.3.3).
HHQ (Higher Headquarters Unit): Name of HQ unit to which the HQ unit is directly attached.
Selecting the name of the HQ unit selects and lists just the HQ units that are attached.
Men, Guns, AFV, Aircraft in Unit: These four columns list the total number of each item in
the HQ unit and all of its attached units. Selecting one of the numbers brings up the applicable
Formation Inventory Window, which breaks down each item by number and type of ground
element or aircraft (26.3.3.2).
Leader: Lists the leader in command of the HQ unit. Selecting the leaders name brings up
the Leader Detail Window (5.4.21). Closing the detail window selects the HQ unit location and
brings up the HQ unit detail window.
SupL (Support Level): Lists the current support unit level for that HQ unit (7.6.3.2). Selecting
the current number or Lck (Locked) brings up a dialog box that allows the player to reset the
support level for that HQ unit between -1 and 9, with -1 changing the setting to Locked.
CU (Combat Units) and SU (Support Units): These two columns display the number of each
type of unit attached to the HQ unit. Note that Support Unit numbers do not include construction
type units.
CP (Command Points): This number is the difference between the number of command points
of combat units attached to the HQ unit and the HQ units Command Capacity (CC) (7.6.2). A
negative number indicates that the number of command points of the units attached exceeds
the HQ units CC.
BldUp (Supply Buildup): Displays Yes if an HQ unit has used supply buildup (20.7), otherwise
displays No.
Frzn (Frozen): A non-zero number indicates that the HQ unit is frozen for that number of turns
(10.0).
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26.3.3.2. FORMATION INVENTORY WINDOW
These windows can be accessed by selecting
the number of men, guns, AFV or aircraft in
the applicable column of the HQs tab. Each
formation inventory window provides the
following information:
Name: Displays the name of the headquarters
unit that has command and control of the
listed forces.
Men, Guns, AFV, Aircraft: Displays an icon
followed by the number for each of the four
categories. The selected category (i.e. AFV) is
in red text; the other three categories are in
blue text and can be selected to change the
formation inventory to that category.
Type of Ground Element/Aircraft: This
column lists either the ground element (men,
guns, AFV) type or aircraft type with expand
and collapse ([+]/[-]) capability by each type
or for all at once. Expanding a type (e.g. medium tank or fighter) will display a list of the specific
ground element (Panzer IVf2) or aircraft model (MC.202 Folgore) along with the applicable
silhouette. Selecting a specific ground element will take the player back to the main units tab
filtered to display just the units that are subordinated to the HQ unit that contain that ground
element (28.3.2). Selecting a specific aircraft model will take the player to the Air Groups tab
filtered to display just the air group units that that contain that aircraft model. Expanding or
collapsing the display will change the presentation in the other three columns.
NAT (Nationality): This column is blank until a ground element or aircraft type is expanded.
Then for each specific ground element or aircraft model, their applicable nationality will be
displayed.
READY: This column displays the total number of ready ground elements or ready and reserve
aircraft of each type. If a type is expanded, a sub-total for each specific ground element or
aircraft model will also be displayed.
DAMAGED: This column displays the total number of damaged ground elements or aircraft of
each type. If a type is expanded, a sub-total for each specific ground element or aircraft model
will also be displayed.
TOTAL: At the bottom of the window the total overall number, as well as the total number of
ready (ready/reserve for aircraft) and the total number of damaged ground elements or aircraft
will be displayed.
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26.3.3.3. FUNCTIONS
The main view of the HQs tab has a functions section with one selectable function that allows
the player to change the status of all eligible units that are currently listed as follows:
Support Level: Selecting brings up a dialog box that allows the player to change the support
level of all listed HQ units to a setting from -1 to 9, with -1 resulting in a Locked setting
(7.6.3.2).
Most of the HQ display filters are type filters, with on/off toggles that allow the player to
determine the type of HQ units to be listed. They can be toggled individually or globally using
the All or None filters. All air headquarter units, regardless of actual type (e.g. Fliegerkorps
or Luftlotte), are filtered under AirCom. The Axis HQs tab display filter also has a Nation filter
that toggles between all the different Axis countries. Selecting Clear all Filters will not only
clear all current filters, but also any active column header sorting.
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26.3.4.1. AIR GROUPS TAB VIEW
Directly underneath the Air Groups tab will show the total number of aircraft in air group units
currently selected and then a break down by the number of ready, reserve, and damaged
aircraft. Also listed will be aircraft kills, which is the number of enemy aircraft destroyed in
air to air combat. These numbers will change as units are filtered or sorted out of the view.
The following information is provided by column headers, all of which can be selected to sort
their columns:
Name: Air group unit name (8.1.4). Selecting the name will bring up that air group units detail
window (5.4.18).
Nat (Nationality): Air group unit nationality.
Size: The air group unit group type (e.g. Rgmt for Air Regiment), which prescribes its maximum
size (8.1.2). Selecting a particular group type within this column will bring up a filtered list of
just the air group units of that group type.
Aircraft: Specific model of aircraft assigned to that air group unit (e.g. FW-190F). Selecting a
particular aircraft model within this column will bring up a filtered list of just the air group units
with that aircraft model.
Loc (Location): Lists the current hex location of the air base unit that the air group unit is
attached in X, Y coordinates, with the exception of units attached to the national reserve (8.4),
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which will have their location annotated as reserve. With the exception of units in the national
reserve (no link), selecting the location will select the hex the air base unit is in and bring up
its air base unit detail window (5.4.17).
Air Base: Lists the air base unit to which the air group unit is attached. Selecting a particular
air base unit within this column will bring up a filtered list of just the air group units attached
to that air base unit. This column will be annotated with - for units in the national reserve.
Air Command: Lists the headquarters unit to which the air group units air base unit is
attached, with units attached to the off-map national reserve annotated as such. Selecting a
particular headquarters unit within this column will bring up a filtered list of just the air group
units attached to air base unit that are attached to that HQ unit.
NM (Night Missions): Displays whether the air group unit has night missions (Y) or day
missions (N) enabled (16.1.6). Selecting the current setting within the column will toggle it to
the other setting.
Upg (Swap): Displays whether the air group unit has automatic (A) or manual (M) aircraft
change out (swap) enabled (8.1.5). Selecting the current setting within the column will toggle
it to the other setting.
Rpl (Replacements): Displays whether the air group unit will be allowed (A) or not allowed
(NA) to receive replacement aircraft during the logistics phase (18.2.4). Selecting the current
setting within the column will toggle it to the other setting.
Exp, Mrl, Fat: These three columns list the current experience, morale or fatigue for that air
group unit.
Max (Maximum): Lists the maximum number of ready and damaged aircraft prescribed for
that air group unit, which is based on group type (size). Reserve aircraft are not counted against
the maximum number of aircraft in the unit (8.1.1).
Tot (Total): List the total number of aircraft, to include ready, damaged, and reserve, assigned
to the air group unit.
Rdy, Res, Dmg: These three columns list the current number of ready, reserve or damaged
aircraft assigned to the air group unit. The totals of the three columns will equal the number
in the Tot column.
Kill: Displays the number of enemy aircraft destroyed in air to air combat by that air group unit.
Trvl (Travel): Displays the percentage of that air group units miles flown allowance that has
been expended (16.1.1).
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26.3.4.2. FUNCTIONS
The main view of the Air Groups tab has a functions section with four selectable functions that
allows the player to change the status of all eligible units that are currently listed as follows:
Night Missions: Selecting brings up a dialog box that allows the player to change whether
night missions are enabled (16.1.6). Entering a 1 will enable night missions, while entering
0 will enable daylight missions.
AC Change Mode: Selecting brings up a dialog box that allows the player to change whether
the selected air group units will change out (swap) aircraft manually (0) or automatically (1)
(8.1.5).
Replacements: Selecting brings up a dialog box that allows the player to change whether the
selected air group units are allowed (0) or not allowed (1) to receive replacement aircraft during
the replacement segment (18.2.4).
Reserve: Selecting brings up a confirmation box that allows the player to send the selected
air group units to their nations national reserve if they are eligible (8.4.1). Note that, since air
group units transferred to the national reserve will not appear there until the following turn,
eligible air group units transferred using this function will effectively disappear from the air
group unit tab and the air base unit detail window. There will be no text message regarding
non-eligible air group units; they will simply remain on the screen if the player attempts to
transfer them to the national reserve.
The Air Groups tab has multiple types of unit display filters. The Aircraft Type filters are on/off
toggles that allow the player to determine the functional type (8.1.3) of air group units to be
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listed. They can be toggled individually or globally using the ALL or None filters. There are
five other display filters that will not affect the air group functional type filters. The Axis only
Nation filter toggles between all the different Axis countries. The Soviet only Guards filter
toggles between all air group units, only guards units and only non-guards units. The Base
Frozen Filter toggles between Frozen, Non-Frozen, and All. There are two Percent filters that
allow the player to set a percentage range between 0 and 100+. The default setting for these
filters is All. Selecting one of these filters will bring up a from dialog box to set the beginning
boundary percentage. Selecting the check box will then bring up a to dialog box to set the
ending boundary percentage. The current range selected will then be displayed under that
filter. To return just that filter to the default, select the range and then enter -1 into the from
dialog box. The two Percent filters are the Percent Ready Filter, which displays the percent
of ready aircraft compared to the prescribed maximum number of aircraft in the air group unit
and the Percent Total Filter, which displays the percent of total aircraft (ready, damaged and
reserve) compared to the prescribed maximum number of aircraft allowed in the air group unit.
Only one of these filters can be active at a time; setting one will automatically disable the other.
Selecting Clear All Filters will clear any filters as well as any active column header sorting.
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26.3.5. LEADERS TAB
This tab lists all the phasing players leaders that can be assigned (command) headquarters
units (11.0). It consists of only one view, with no functions section.
Underneath the Leaders tab will display the total number of leaders currently selected. This
number will change as leaders are filtered or sorted out of the view. The following information
is provided by column headers, all of which can be selected to sort their columns:
Name: Leaders name in last name, first name format. Selecting a leaders name will bring up
the Leader Detail window (5.4.21).
Nat (Nationality): Leaders nation, with all Soviet leaders being designated as SU.
Rank: The leaders current rank (11.1). Selecting a leaders rank will bring up a filtered list of
just those leaders with that rank.
Unit: If the leader is currently in command of a headquarters unit, the HQ units name will be
listed. Otherwise this column will have a hyphen (-).
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Leader Ratings: These eight columns display the current leader ratings (11.2) in the order of
Political (Pol), Morale (Mrl), Initiative (Ini), Administration (Admin), Mechanized (Mech), Infantry
(Inf), Air, and Naval (Nav).
Restr (Restrictions): Displays any restrictions regarding the type of headquarters units that
the leader can be assigned. Restrictions are Ground Only (GO), Air Only (AO), Ground and Air
(None) and SS Only (SS).
MaxC (Maximum Command Level): Displays the maximum level of headquarters unit a
leader can command. Maximum Command levels are Corps/Army (C/A), Army Group/Front
(AG/FR), and High Command (HC).
DC (Dismissal Cost): Displays the cost in administrative points to dismiss the leader.
Vic (Victories): Displays the current number of victories (wins) that the leader has earned.
Def (Defeats): Displays the current number of defeats (losses) that the leader has earned.
Fate: Displays whether a leader is active (alive) or dead. Active leaders are marked with a
hyphen (-). Dead leaders are marked as either killed in action (KIA) or executed (EXC) upon
dismissal.
The Leaders tab has multiple types of unit display filters. The Leader HQ Type filters are on/
off toggles that allow the player to determine the type of headquarters units to be listed.
They can be toggled individually or globally using the ALL or None filters. In addition, there
are separate filters for the different categories of command restrictions and the maximum
command level. There is also a Fate filter that toggles between all leaders, active leaders, and
dead leaders (KIA/EXC). The Axis Leaders tab also has a filter that toggles between each Axis
country, which is defaulted to all countries. Selecting Clear All Filters will clear any filters as
well as any active column header sorting.
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26.3.6. BATTLES TAB
This tab lists all ground battles and air missions that have taken place during both the phasing
players current turn and the proceeding non-phasing players turn. The default listing is in
the exact order they were conducted. There is a Ground view and an Air view, the difference
being in the type of losses displayed. Underneath the Battles tab will display the total number
of battles currently selected. This number will change as battles are filtered or sorted out of
the view. This tab does not have a functions section and there are no specific display filters,
only the Clear All Filters link, which will clear any active column header sorting. The following
information is provided by column headers, all of which can be selected to sort their columns:
Near: Displays the name of the closest town, city or urban hex to the battle.
Loc (Location): Lists the hex location where the battle took place in X, Y coordinates. Selecting
the location will bring up the map area in Battle Locater mode (5.4.11), with the battle hex
selected and the combat resolution report for that battle displayed.
Attk (Attacker): Displays the side, Axis (Ax) or Soviet (Sov) that initiated the attack or air
mission. If a hyphen (-) is displayed, this indicates an isolated unit that surrendered during the
previous logistics phase.
Result: Displays the result of the attack or air mission. Partisan attacks are all listed as
partisan.
Type: Displays whether ground attacks were deliberate or hasty (15.2). Partisan attacks and
air missions will be marked with a hyphen (-).
Attacker and Defender: These two headers each have three column headers underneath
them that display the composition of the forces involved on each side. The three columns in
the ground view list the number of men, guns, and armoured fighting vehicles (AFV), while the
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three columns in the air view list the number of fighter aircraft (Ftr), bomber aircraft (Bmr) and
utility aircraft (Utl) involved in the battle or air mission.
Attacker and Defender Losses: These two headers each have three column headers
underneath them that display the losses for each side. The three columns in the ground view
list the number of men, guns, and armoured fighting vehicles (AFV) lost, while the three
columns in the air view list the number of fighter aircraft (Ftr), bomber aircraft (Bmr) and utility
aircraft (Utl) lost in the battle or air mission.
Defender Escaped: This header is only displayed in the ground view and has three column
headers underneath them that display the number of the defenders men, guns, and armoured
fighting vehicles (AFV) that were not destroyed or captured as a result of a unit shattering or
surrendering and will thus be returned to the applicable production pools (15.9).
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Nat (Nationality): Nationality of the town, city or urban hex. Control of a hex by the opposing
side does not change nationality. Selecting a particular nationality within this column will bring
up a filtered list of just the town, city or urban hexes of that nation.
Loc (Location): Lists the current hex location of the town, city or urban hex in X, Y coordinates.
Off-map locations are marked with an asterick (*). Selecting a location will bring up the
applicable city detail window (5.4.27) and for on-map locations will select the hex. For off-map
locations, the previously selected on-map hex will remain selected.
Pop (Population): Displays the permanent population of the town, city or urban hex (6.1, 6.2).
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26.3.7.2. LOCATION TAB INDUSTRY VIEW
The industry view consists of twelve additional column headers that display the number
of factory points for the following types of factories: Manpower (Man), Heavy Industry (HI),
Synthetic Fuel (SFuel), Resources (Res), Fuel (Fuel), Oil (Oil), Generic Vehicles (Veh), Armament
(Arm), Armoured Fighting Vehicles/Combat vehicles (Afv), Aircraft (Air), Railyard (Rail), and
Ports (Port). For aircraft and AFV/Combat vehicle factories, the number of factory points is the
sum of all those types of factories. For example, Hannover has seven different AFV/Combat
vehicle factories, for the total of 18 factory points listed in the industry view. If a factory type
has suffered damage, the percentage will be displayed in parentheses next to the number of
factory points of that type of factory.
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and weapons (devices). Depending on the view selected, underneath the Equipment tab will
display the total number of ground elements, aircraft, or weapons (devices) currently selected.
This number will change as equipment is filtered or sorted out of the views. For the ground
element and aircraft views, the player can compare two different ground elements or aircraft
by using the ground element or aircraft Compare windows (26.3.8.5).
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Upg (Upgrade): Displays whether the ground element will be upgraded by listing the
identification number (ID) of the upgrade ground element from the game editor ground element
editor section (game editor .pdf). If a ground element does not have an upgrade, this column
will be marked by a hyphen (-). Selecting the upgrade ID number will bring up the ground
element compare window with the ground element compared to the upgrade ground element.
Ground Element Characteristics: These five columns provide the number of men (Men), the
tactical speed (Spd), fuel usage (Fuel), ammunition usage (Ammo), and reliability rating (Rel)
for the ground element.
Production Information: These two columns provide the cost in supplies to build the
equipment in the ground element and the maximum number of the equipment that can be built
(BldLim) at a single location.
Armor: The armor rating of an AFV/Combat vehicle expressed in terms of front (FArm), side
(SArm), and top (TArm) armor.
Load: Lists the load cost for strategic and air transport (if applicable) of the ground element.
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Type: Lists the functional type (8.1.3) for the aircraft.
SDate (Start Date): Lists the month and year that the aircraft went or will go into production.
EDate (End Date): Lists the month and year that the aircraft went or will stop production.
Upg (Upgrade): Displays whether the aircraft will be upgraded by listing the identification
number (ID) of the upgrade aircraft from the game editor ground element editor section (game
editor .pdf). If a aircraft does not have an upgrade, this column will be marked by a hyphen (-).
Selecting the upgrade ID number will bring up the aircraft compare window with the aircraft
compared to the upgrade model.
Aircraft Characteristics: These nine columns provide the number of aircrew in the aircraft,
the maximum speed, cruising speed, climb rate, maximum altitude, transportation load, range,
ammunition load and fuel load.
Production Information: These two columns provide the cost in supplies to build the aircraft
and the maximum number of aircraft that can be built (BldL) at a single location.
Arm (Armor): Lists the armor rating for the aircraft.
Dur (Durability): Lists the durability rating for the aircraft.
Mnvr (Manuever): Lists the maneuver rating for the aircraft.
Rel (Reliability): Lists the reliability rating for the aircraft.
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This view has the following column headers:
Name: Lists the name of the weapon (device).
Type: Lists the type of weapon/device (e.g. heavy gun, general purpose (GP) bomb, radar
detector, drop tank, etc.). Selecting a particular type within this column will bring up a filtered
list of just that type of weapon (device).
Weapon (Device) Characteristics: These twelve columns provide information on the weapon
(device) load cost, effect (Eff), range (Rng), accuracy (Acc), range ceiling for AA guns (Ceil),
rate of fire (RoF), blast radius (Blast), anti-air target (AAir) efficiency, anti-soft (ASoft) target
efficiency, anti-armor (AArm) target efficiency, target penetration (Pen) efficiency, High
Explosive Anti-Tank (HEAT) efficiency, and High-Velocity Armor-Piercing (HVAP) efficiency.
The compare window allows the player to look at the information contained in the applicable
equipment view of two different ground elements or two different aircraft. This window can be
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accessed either through the name or the upgrade column. If using the name column, the
compare window brings up the selected ground element or aircraft on one side and a list of all
other ground elements or aircraft on the other side. Selecting a ground element or aircraft will
bring it up to complete the compare window. For the ground element view, there is a Same
Class check box that lists just the ground elements listed under the class header (28.3.8.1).
Un-checking the box will allow the player to select from all ground elements currently selected.
If the upgrade column is used to access the compare window, it will automatically bring up the
upgrade ground element or aircraft model on the other side of the compare window.
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will be in red text and its details will be shown as described above. Selecting the name of a
weapon (device) will change the detail section to display its details.
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The spring of 1942 found the panzer divisions depleted and increasingly technically outmatched
by the ever growing numbers of T-34s and KV-1s. To respond the Germans came up with some
brilliant improvisations and upgrades. Captured Russian 76.2mm field guns were mounted on
the chassis of now obsolete Panzer IIs and Panzer 38s to produce tank destroyers capable of
knocking out these previously near impregnable Russian tanks. The Panzer IV was upgraded
with a high velocity 75mm gun turning the former close support tank into a formidable battle
tank. These improvisations and upgrades were integrated into the panzer division TOE along
with an increase in mechanized (halftrack mounted) infantry and organic flak (anti-aircraft)
guns. Reflecting the rigors of the Eastern Front both light tank and motorcycle complements
were reduced in this re-organization.
In the aftermath of the costly victories of the summer and the disastrous defeats of the fall,
the end of 1942 again found the panzer divisions in tatters. Only the brilliant operational
leadership of Erich von Manstein and the superb combat performance of fresh armoured
units rushed to the Eastern Front saved the German southern wing from complete defeat.
Belatedly reacting to the catastrophic condition his decisions had left the panzer force in, Hitler
appointed the previously disgraced Heinz Guderian, Inspector General of Armoured Troops.
Under Guderians direction the panzer divisions were re-built to a new Table of Organization
& Equipment (TOE) that emphasized better anti-aircraft defense as well as increased armour
strength. To Guderians dismay many of the revitalized panzer divisions were decimated in
the Battle of Kursk and its aftermath. With the inability of German industry to maintain the
panzer divisions at anything close to their authorized strength the Germans had no choice
but to officially acknowledge the situation in a new TOE. The 44 panzer division was a tacit
admission of the changing fortunes of war with a reduced tank complement and a further
increased flak component.
Despite the organizational changes, the ferocity of combat continued to hollow out the panzer
divisions through late 1943 and early 1944. By the climatic summer of 1944 any panzer
division with more than fifty tanks was considered a strong division. The catastrophic losses
of the summer battles of 1944 exacerbated by the increasingly effective Allied Combined
Bomber Offensive forced the Germans to adopt some radical organizational solutions. First to
be introduced was the Panzer brigade. A formation favoured by Adolf Hitler, the brigade was
little more than a strong battalion manned by green tank crews. After an inauspicious combat
dbut the brigades were disbanded from late 1944 through early 1945 and their components
used to rebuild destroyed or burned out divisions. Also in early 1945 the final TOE for the once
mighty panzer division was introduced. This so-called 45 panzer division had less than
a battalions worth of tanks and would have been more appropriately called a mechanized
division. It is unclear whether any division actually adopted the 1945 organization before the
War ended but it remains a sad denouement to what was once the finest armoured division
in the world.
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26.4.1.2. THE MOTORIZED DIVISION
Augmenting the panzer divisions were the motorized infantry divisions of the Regular Army
and the Waffen SS. Built around six infantry battalions in two regiments, the theoretical role of
the Regular Army motorized infantry division was to cover the inevitable gaps that would open
up between the fast-moving panzer divisions and the much slower non-motorized infantry. In
reality the motorized infantry division often fought as an assault division in its own right and
an independent armoured unit was sometimes attached to it to assist in this role. By 1942 an
armoured complement was part of the motorized infantry divisions standard organization. The
armoring of the motorized infantry division was officially recognized in the renaming of the
division to Panzergrenadier in 1943.
The terrible losses in motor vehicles in 1941 and 1942 brought a halt to the expansion of the
Regular Army motorized infantry divisions and two divisions were even converted back to non-
motorized infantry divisions while another was converted into a panzer division, a somewhat
more effective use of the available trucks. By contrast SS motorized divisions continued to
proliferate through the expansion of the Waffen SS. From a modest force of four motorized
infantry divisions one of which, Leibstandarte Adolf Hitler, was not even fully formed at the
beginning of Barbarossa, the Waffen SS eventually would muster seven panzer divisions and
five panzergrenadier divisions. Not only were these divisions among the best equipped in
the entire Wehrmacht, they were also manned by the most fanatical of Nazis. The result was
divisions that earned a fearsome reputation for both combat effectiveness and brutality.
The SS motorized infantry divisions of 1941 all differed somewhat in organization with the
embryonic Leibstandarte Adolf Hitler in particular being little more than a strong brigade.
In the latter half of 1942 the SS motorized divisions were re-organized as panzergrenadier
divisions but with an armour complement more befitting a panzer division including an organic
company of Tiger tanks (except Wiking which received an assault gun battalion instead of
tanks). In the final quarter of 1943 the four original SS motorized divisions were converted
from panzergrenadier divisions to exceptionally strong panzer divisions as part of a large
expansion of the Waffen SS. Soon after new SS panzergrenadier divisions were formed
although they lacked the strength of the originals and consequently never achieved similar
battlefield reputations. Unlike their Regular Army brethren, the SS panzer divisions were only
slightly downsized in their 1945 TOE and first pick of replacements and equipment meant
they were far more likely to approximate their theoretical strength. It was this fact more than
almost anything else that accounted for their elite status.
A note should be made of two other elite mobile divisions to fight on the Eastern Front:
Grossdeutschland and Hermann Goring. Grossdeutschland entered Russia as an independent
motorized infantry regiment. Fully outfitted with support units, GD was more a mini division
than a regiment. In 1942 it was upgraded to a motorized infantry division but with a TOE even
stronger than an SS motorized division. In 1943 Grossdeutschland became a panzergrenadier
division and was arguably the most powerful division in the entire Wehrmacht until its ultimate
dissolution in the last weeks of the War. Contrary to popular belief Grossdeutschland was
never converted to a panzer division.
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With almost as illustrious a reputation as Grossdeutschland, the Hermann Goring Panzer
division was a Luftwaffe unit operationally under control of the Army. Expanded from a flak
regiment to a panzer division in 1942 the division served with distinction in the Mediterranean
theatre before being transferred to the Eastern Front in August, 1944 as the panzer division
element of the newly formed Hermann Goring Parachute Panzer Corps. The new panzer corps
fought impressively from its arrival to the final battles of the War, achieving tactical successes
even as late as April, 1945.
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was another six battalion division designed to operate in terrain that was more rugged than
open country but not as impenetrable as mountains. Like the mountain division it was in fact
mostly employed as a conventional infantry division and received the same organic armour
upgrade in 1944. At the beginning of Barbarossa the security division was a regimental-
size formation of about 5,000 second line troops. Intended for rear area security operations
against stragglers and partisans it was too often thrown into frontline combat. This operational
reality combined with continued intensification of partisan warfare resulted in the security
division being nearly doubled in size in late 1942. As Axis forces were pushed out of the Soviet
Union the need for security divisions declined and in early 1945 the remaining divisions were
converted into regular infantry divisions.
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equipped than the Flieger division and was used as elite combat infantry. At the other extreme
of quality were the Luftwaffe Field divisions. The brain child of Hermann Goring these divisions,
raised from excess Luftwaffe ground personnel, were poorly trained and inadequately equipped
for the ground combat role they were thrown into in late 1942. Most of the Field divisions
disintegrated on first contact with the Red Army but some survived into 1944.
In curious contrast to the Flieger, Fallschirmjager and Field divisions which were all Luftwaffe
ground units, the Air Landing division was a Regular Army formation. The original air mobile
division, the Air Landing division was intended to be airlifted into airfields captured in air assault
by the paratroopers and glider troops. Despite its intended role the 22nd Air Landing division
was used as an ordinary infantry division in Barbarossa. In the summer of 1942 following the
fall of Sevastopol it was withdrawn from the Eastern Front and spent the remainder of World
War II in the Balkans.
In addition to the motorized divisions rolling into Russia in June, 1941 the Waffen SS fielded
one non-motorized infantry division, the SS Polizei division. Organized along lines similar to
a standard Regular Army infantry division the SS Polizei division fought bravely if not always
competently. It was withdrawn from the Eastern Front in late 1943 for conversion into the first
of the new, smaller SS panzergrenadier divisions. About the same time the SS Polizei division
was withdrawing from the Eastern Front new SS infantry divisions, the SS Grenadier divisions,
began arriving. The SS Grenadier division retained the nine infantry battalion structure making
it theoretically stronger than the Regular Army infantry division of six battalions (44 infantry
division TOE adopted in late 1943). Unlike the original Waffen SS divisions however these new
divisions were composed of recruits drawn from all over occupied Europe and the quality of the
SS Grenadier divisions varied as widely as their actual manpower.
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was intended to be a panzer division on steroids. In reality it was a hodgepodge of dissimilar
tanks, newly motorized rifle regiments and other supporting combat arms wedded together
with inadequate training, inexperienced officers, and chronic equipment shortages of all types.
While a few of the tank divisions actually exceeded their authorized tank strength (usually
due to a surplus of obsolete tank types), most divisions were under-strength with some being
no more than mere cadres. The dissipation of strength over so many incomplete and ill-
trained divisions only hastened their destruction. Two months into the War, the Soviets began
converting most of the surviving divisions into tank brigades.
Not all of the tank divisions were immediately converted into brigades. About a dozen divisions
were organized to a new, smaller (190 tanks) TOE but they only faired marginally better than
their larger brethren due to the continued inability of Soviet commanders to employ them
properly. As a consequence in December, 1941 the newer tank divisions were also converted
to tank brigades.
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individual brigades. Without cohesion the rather feeble tank corps could not bring decisive
armoured strength to bear at critical moments in the battle; their defeat in detail by the more
experienced panzer truppen was practically inevitable.
Like the tank brigade, the tank corps was re-organized and strengthened in the summer
of 1942. The heavy tanks were removed from the TOE; tank strength was increased to
162; and overall manpower rose to nearly 8,000. Only artillery remained a sore spot with
a single battalion of light howitzers being augmented by mortars and 8 BM-13 (Katyusha)
rocket launchers when available. The upgraded tank corps clashed again and again with the
panzer divisions fighting their way across southern Russia in Operation Blau (Blue). Despite
staggering losses, a steady stream of new or re-built tank corps resisted the German advance
with countless rearguard actions and counterattacks.
By the time Blau ground to a standstill in the ruins of Stalingrad and foothills of the Caucasus
the Soviet tank soldiers and their commanders had gained invaluable experience which they
put to good use in the decisive counterattack at Stalingrad.
The battle lessons of 1942 led to more changes in the tank corps in early 1943. The seldom
seen Katyushas were removed from the TOE and SU-76s & SU-122s added; motorcyclists
were replaced by more mobile armoured cars; and the sapper company was expanded to a
full battalion. Finally there was a significant increase in anti-aircraft weapons indicative of the
realization that the Luftwaffe had been discounted a bit too prematurely. Artillery and support
were still weak and the total strength of the corps only rose to about 8,400 men. The tank
corps most critical element, its tank strength, remained unchanged but the more effective
T-70 light tank increasingly replaced the almost useless T-60. With this TOE, the tank corps
fought the decisive Battle of Kursk which permanently shifted the strategic initiative to the
Soviets.
Late 1943 saw a large increase in the size of the tank corps. The rocket launchers were
restored and the number of heavy mortars increased seven fold. The SU complement was
strengthened with SU-152s replacing SU-122s and SU-85s added to the TOE. The number
of armoured cars was more than doubled and support personnel increased by more than
50%. Although the infantry strength was unchanged, it was now nearly half equipped with
submachine guns. Most significant, tank strength increased to 195 tanks, all of which were
T-34 mediums. Total manpower was approximately 12,000 men. This heavier tank corps
figured prominently in the battles in the Ukraine in first half of 1944.
August of 1944 saw the last major iteration of the tank corps. Motorcycle and halftrack
mounted reconnaissance companies were added; the light artillery battalion was expanded
to a full regiment; and the SUs were brought up to three full battalions. Tank strength did
not change but the 85mm-gunned T-34/85 was rapidly replacing the venerable 76mm gun
version. Despite these changes overall manpower actually fell somewhat to about 11,500
men.
While never quite a match for the panzer division on paper, thanks to prodigious Soviet tank
production the tank corps was far more likely to be the stronger formation on the battlefield.
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Always a bit too lean in support and lacking the panzer divisions flexibility and diversity in
artillery and heavy weapons, the tank corps nevertheless got the job done for the Soviets when
employed with skill and resoluteness.
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26.4.2.6. THE CAVALRY DIVISION
Unlike the almost pure German cavalry division of 1941, the pre-war Soviet cavalry divisions
TOE included over 80 tanks and armoured cars. The division was reasonably well balanced
though somewhat weak with a total authorized strength of just over 9,300 men. Unfortunately
for the Russians, most of the thirteen existing cavalry divisions were below strength with
little armour. Like the rest of the Red Army, the pre-war TOE didnt last long. With tank
and motorized divisions being reduced to scrap metal at an alarming rate the Soviets were
desperate for tactical and operational mobility in whatever form they could get it. In summer
of 1941 a new cavalry division TOE was introduced which reduced the division to barely
regimental strength with no tanks and less than half the manpower. Although this new cavalry
division provided the Soviets with some badly needed mobility it was too weak to operate
independently in an exploitation role. The solution was the cavalry corps which combined two
or three divisions under a unified command. Cavalry corps played an important role in the
Soviet winter counteroffensive of 1941 -1942 conducting operations for weeks at a time deep
behind German lines.
Throughout 1942 the cavalry division continued to evolve with some weapons being reduced
while others were added. By mid-year these changes had brought the division up to just
over 4,600 men and nearly 4,800 horses. In February of 1943 the cavalry division received
its last major re-organization with a strengthening of its artillery component and the addition
of a mixed tank regiment of T-34 medium and T-70 light tanks. The division now mustered
6,000 men. The cavalry corps with attached supporting elements could total over 20,000 men
and when paired with a mechanized corps into a cavalry-mechanized group the combined
formation amounted to a small army nearly 40,000 strong.
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entire corps (less part of one brigade) dropped in February. Although dramatic and disruptive,
these airborne operations generally failed to accomplish their objectives and no further air
drops were conducted until the latter half of 1943. In the interim the airborne forces were
drawn on to provide men for the desperate battles raging in southern half of the Eastern Front.
June of 1942 saw the existing ten airborne corps converted into ten guards rifle divisions.
To replace these units eight new airborne corps were formed in the fall of 1942 but they
were likewise quickly re-formed into guards airborne divisions. Although comprised of trained
parachutists, the guards airborne division was used as regular infantry like its Fallschirmjager
counterpart.
In the spring of 1943 the Soviets once more rebuilt their airborne force by raising twenty new
brigades but soon all but three had again been organized into divisions for ground combat.
On September 24, 1943 two of the surviving brigades were used in the disastrous Kanev
operation. Despite a re-organization of the brigade TOE in late October, 1943 to increase its
staying power, Kanev marked the Red Armys last significant airborne operation of the War.
In general Soviet airborne operations had been a failure due to criminally poor planning and
unrealistic objectives while the use of paratroopers in conventional ground combat squandered
the specialized training devoted to these elite soldiers. It was probably small consolation to
these brave men that their counterparts in the Allied and Axis airborne forces also sometimes
suffered a similar fate.
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and other specialists. This shrunken rifle division struggled to hold the line through the critical
battles of late summer and fall.
With the shift of the Red Army over to offensive operations in December, 1941 a new TOE
was introduced which substantially strengthened the rifle division. While total manpower was
increased by less than a 1,000, the number of mortars was doubled and a submachine gun
battalion was added. Only the divisions anti-aircraft capability was significantly reduced. This
latest TOE barely survived the winter when it was modified again in March of 1942. Divisional
strength rose again to nearly 13,000 men; divisional artillery increased by over 30% while anti-
tank rifles more than tripled to 279 but anti-aircraft was again trimmed slightly. The March,
1942 TOE was the strongest rifle division fielded since the demise of the pre-war division
and the strongest that would be fielded for the remainder of the War. As combat operations
resumed in the spring of 1942 and Soviet losses skyrocketed, the March TOE looked decidedly
overoptimistic. By mid-summer it was time to go back to the drawing board again for a leaner
division.
The rifle division TOE introduced in August, 1942 cut nearly 3,000 men out of the division by
reducing rifle and sapper strength as well as divisional support. The number of anti-tank rifles
was cut by 18% but mortars increased by 10%. Other division elements were unchanged. The
August TOE lasted until December when a new TOE cut another 1,000 men out of the division,
mostly by reducing divisional support. Despite the manpower reduction divisional firepower
actually rose with the rifle squads being better equipped and heavy mortars and anti-tank guns
increased while the number of light mortars was reduced by 34%. The December of 1942 TOE
lasted until the spring of 1944, the longest of any in the War.
The June, 1944 TOE standardized the rifle squad armament, eliminated the 37mm anti-aircraft
guns in favour of more 12.7mm anti-aircraft machine guns and halved the number of anti-tank
rifles (a reflection of the increasingly limited value of these weapons). Medium and heavy
mortars were increased by 22% and total personnel strength rose by roughly 1,100 men. In
October, 1944 the last significant changes were made to the rifle division TOE by the addition
of a second submachine gun battalion, plus more sappers, 122mm howitzers, and divisional
support. A full strength rifle division now stood at almost 11,700 men. A quick comparison
of the pre-war rifle division with the end-of-the-war rifle division shows a divisional TOE that
had shrunk by about 3,000 men but infantry, what the Russians would called bayonet,
strength was actually somewhat greater in the late-war division. Even without considering the
deficiencies in personnel and equipment which hamstrung most of the pre-war rifle divisions,
the smaller late-war division was easier to man, easier to maintain, and easier to command
than its pre-war predecessor. It had been a long and costly evolution but the rifle division that
emerged from this process in late 1944 was well tailored to the strengths and weaknesses of
the Red Army.
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brigades that existed pre-war were intended for economy-of-force missions where an entire
rifle division would have been wasteful. With the destruction of so many rifle divisions by the
initial German onslaught, STAVKA was desperate to get bodies into the line as fast as possible;
the rifle brigade was the stop-gap solution to this problem. The rifle brigade of 1941 was
40% of the size of its rifle division contemporary and proportionally weaker in every area with
the notable exception of mortars and anti-tank guns. With almost no conventional artillery
and little support, the rifle brigade was even easier to field than the already downsized rifle
division. Rifle brigades proliferated in 1941 and 1942 reaching a peak of about 200 at the
beginning of 1943. Starting in 1943 most of the rifle brigades were disbanded or used to
create new rifle divisions. An interesting complement to the rifle brigade was the naval infantry
brigade. Slightly larger and better equipped than a rifle brigade, the naval infantry brigades
were comprised of naval personnel who, though not marines in the traditional sense, earned a
reputation as elite troops through their lan in combat. While seldom mentioned in the history
books, the rifle and naval infantry brigades filled a critical void in the Soviet order of battle
from the fall of 1941 to the fall of 1942 when the fate of the motherland hung in the balance.
Just as the rifle and naval infantry brigades were instrumental in preventing the defeat of the
Soviet Union, the artillery divisions were essential in assuring its victory. At the beginning of
the War Soviet non-divisional artillery was organized along lines similar to the German Army
with independent regiments attach to corps and army headquarters. The tremendous losses
in artillery specialists in the opening weeks of the War forced the Red Army to concentrate its
surviving artillery assets at army and even front level. As the Soviet artillery suite began to be
re-built larger artillery formations were created to take advantage of the prodigious production
without over extending the still scarce artillery experts. Artillery brigades were introduced
in early 1942 and then the artillery division in October, 1942. With 248 howitzers, guns and
heavy mortars, the equivalent of the artillery of nearly five rifle divisions, the artillery division
represented an impressive concentration of firepower. Its purpose was to blast through the
intricate German defenses that had stymied so many Russian attacks in the past.
In early 1943 the artillery division was expanded to 392 weapons, including now 203mm
howitzers and 160mm mortars, and renamed Breakthrough Artillery division. A final expansion
of the breakthrough artillery division in early 1944 added a rocket launcher regiment at the
expense of a few battalions of 76mm field guns to give the division a total of 400 weapons and
just over 10,000 men.
Complementing the artillery division was the rocket launcher division. First formed at the
end of 1942 with a mind-boggling strength of 1,068 launchers and nearly 30,000 men, the
rocket launcher division was almost immediately downsized to a slightly more manageable
864 launchers in February, 1943. The introduction of the BM-31-12 rocket launcher with three
times the firepower of its predecessor allowed the rocket launcher division to be dramatically
reduced in size at the beginning of 1944 to 288 launchers and only 8,000 men. One can
only imagine that the spectacle of these divisions lighting the sky with thousands of rockets
was as breathtaking to witness as it was terrifying to endure. The breakthrough artillery and
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rocket launcher divisions were the core of the artillery offensives that characterized Soviet
operations in the last two years of the War.
Among the other notable Russian formations were mountain and mountain cavalry divisions,
ski brigades, assault engineer-sapper brigades, and fortified regions. The mountain and
mountain cavalry divisions were smaller and more lightly armed than their regular rifle and
cavalry division counterparts to allow them to manoeuvre more freely in mountainous terrain.
Despite their organization they dont appear to have possessed the specialized training that
characterized German mountain units and their service was in general undistinguished.
Beginning the War with nineteen divisions, the Soviet mountain infantry forced declined to
only a single corps of three divisions by Wars end while the mountain cavalry divisions were
phased out entirely through conversion to regular cavalry after 1941.
Inspired by the success of Finnish ski troops in the Winter War of 1939-40, the Soviets
began fielding ski battalions as early as November, 1941. Over the course of the winter
counteroffensive the Soviets occasionally combined varying numbers of these battalions into
ad hoc ski brigades. In the fall of 1942 the Soviets standardized the ski brigade TOE at three
ski battalions plus combat support elements. As was the practice, in the spring of 1943 all but
four of the ski brigades were disbanded. By the end of 1944 the War had largely moved beyond
terrain suitable for employment of ski troops and two of the ski brigades were disbanded while
the other two were converted to mountain brigades.
The street fighting of Stalingrad demonstrated the value of having lots of combat engineers in
urban warfare and in response the Soviets formed the Assault Engineer-Sapper Brigade. The
brigade concentrated sapper battalions under a single headquarters to provide army and front
commands the ability to employ large numbers of sappers against critical points of resistance.
Considering the tendency of Hitler in the last months of the War to declare anything that even
vaguely resembled a city to be a fortress to be defended to the last, the creation of the
assault engineer-sapper brigades was indeed prescient.
The fortified region was both a physical place and a combat formation. The place was
any terrain that could be fortified with a variety of pillboxes, weapons pits and engineering
obstacles. The combat formation was a variable number of machine gun-artillery battalions
under the control of a small headquarters. The machine gun-artillery battalion (also called
artillery-machine gun battalion) initially consisted primarily of machine guns and anti-tank
guns plus some artillery (76mm field guns & 122mm howitzers). The fortified regions that
lined the frontiers at the beginning of the War were mini-fortresses with concrete pillboxes and
gun emplacements. With most of the original fortified regions overrun by the German assault,
new TOEs were issued in March, 1942 which re-oriented fortified regions to operate in closer
co-operation with field formations. The role of the fortified region changed from being that of
fortified strong point to more an economy-of-force mission allowing them to remain useful
even when the Red Army shifted from a strategic defensive to a strategic offensive posture.
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26.4.2.10. THE GUARDS
A common misconception of those not students of the Eastern Front is that the guards units
were the Soviet equivalent of the Waffen SS. Rather than being a separate branch of the
military specially trained, equipped and organized as was the case with the SS, Guards was
an honorific awarded ordinary units that had distinguished themselves in combat. With the
exception of the guards rifle division which for much of the War had an extra submachine gun
battalion and a couple extra batteries of artillery, guards units only differed from non-guards
units by a higher priority for new equipment (sometimes) and the assignment of the most
dangerous missions (almost always). Winning the guards honorific did enhance a units esprit
de corps which translated into a higher level of performance but the guards were not elite in
the same sense that German units like Liebstandarte Adolf Hitler were elite.
26.4.3. CONCLUSION
On June 22, 1941 the armies of Germany and the Soviet Union looked remarkably similar.
Both had higher headquarters (army group or military district, later front) commanding field
armies who commanded corps of divisions. The divisions themselves corresponded closely
in structure and equipment. However as the Red Army struggled to recover from the shock
of blitzkrieg, the two nations armies began to diverge in organization and doctrine. Over the
course of the summer of 1941 Soviet corps headquarters were abolished and divisions were
subordinated directly to armies. Surviving tank and motorized divisions were converted into
tank brigades and rifle divisions respectively, while downsized rifle and cavalry divisions were
raised at an astounding rate. By the start of the Soviet winter counteroffensive in December,
1941 the Germans were facing essentially a completely new Red Army. This army continued
to adapt and change over the ensuing months of combat so that by June, 1944 when the
Soviets unleashed their summer offensive (Operation Bagration) that Red Army was almost un-
recognizable from the Red Army of three years previous in both structure and battle doctrine.
By contrast the Wehrmacht, with the exception of the evolving Waffen SS, changed only
incrementally prior to late 1943. Despite casualties that emaciated the German divisions in
the first year of the war in the east, few major TOE changes were made. The panzer divisions
had flak battalions integrated into them and the motorized divisions received organic armor
but little else changed. True, some infantry divisions were reduced to two regiments but these
changes were on a division-by-division basis and not a wholesale re-organization. Army-
wide, no major re-organization occurred until late 1943 when the so-called 44 division TOEs
were introduced. The German Army could pursue this incremental approach because of the
enormous advantages it possessed over the Red Army at the beginning of the War; it had
superior training, superior communications, superior close air support and, most important
of all, superior tactical and operational leadership. Although the German Army became
increasingly pro-Nazis as the War worn on, its leadership never suffered the institutional
lobotomy inflicted on the Red Army by Stalins purge. It was the superb quality of German
leadership, particularly at the small unit level, that enabled the Wehrmacht to fight on when
all seemed lost.
349
The question then of which of these two armies was the better one can never be conclusively
answered. The Red Army adapted its unit organizations and tactics to match the limitations
of its personnel and the exploit the wealth of resources of men and material the Soviet state
could provide. The German Army relied on superior combat skill to compensate for shortages
of material and manpower. While the Red Army ultimately prevailed in the struggle it is not
impossible to imagine a different outcome had German resources not been inadequate for the
task. With the failure of Barbarossa to deliver a deathblow to the Red Army, Soviet industry and
population guaranteed an inevitable shift in the strategic balance. In the final analysis what the
German Army did organizationally mattered far less than the changes which transformed the
Red Army from what David Glantz has called a stumbling colossus into the most powerful
army in history.
350
26.5.2. EASTERN FRONT
Title: When Titans Clashed: How the Red Army Stopped Hitler
Author: David M. Glantz, Jonathan House
ISBN: 070060717X
Title: Atlas and Operational Summary of the Border Battles, 22 June-1 July 1941
Author: David M. Glantz
ISBN: Self-Published by author. Only available through www.articlesofwar.com
351
Title: Images of Barbarossa
Author: Christopher Ailsby
ISBN: 1574885022
Title: Zhukovs Greatest Defeat: The Red Armys Epic Disaster in Operation Mars, 1942
Author: David M. Glantz
ISBN: 0700614176
26.5.5. LENINGRAD
Title: The Battle for Leningrad, 1941-1944
Author: David M. Glantz
ISBN: 0-7006-1208-4
26.5.6. BLAU, STALINGRAD AND SOVIET OFFENSIVES
Title: The Caucasus and The Oil, The German-Soviet War in the Caucasus 1942/1943
Author: Wilhem Tieke
ISBN: 0-921991-23-1
352
26.5.7. ZITADELLE AND SOVIET OFFENSIVES
Title: Kursk: The German View
Author: Steven H. Newton
ISBN: 0306811502
Title: Demolishing the Myth: The Tank Battle at Prokhorovka, Kursk, July 1943: An Operational
Narrative
Author: Valeriy Zamulin
ISBN: 1906033897
Title: The Korsun Pocket: The Encirclement and Breakout of a German Army in the East, 1944
Author: Niklas Zetterling, Anders Frankson
ISBN: 1932033882
353
26.5.9. BAGRATION AND OTHER SOVIET MAY-DEC 1944 OFFENSIVES
Title: East Front Drama - 1944
Author: Rolf Hinze
ISBN: 0-921991-35-5
Title: Hitlers Greatest Defeat, The Collapse of Army Group Centre, June 1944
Autho: Paul Adair
ISBN: 1-85409-232-4
Title: To the Bitter End, The Final Battles of Army Groups North Ukraine, A, and Center - Eastern
Front, 1944-45
Author: Rolf Hinze
ISBN: 978-935149-31-6
354
Title: Armageddon, the Battle for Germany 1944-1945
Author: Sir Max Hastings
ISBN: 0375714227
Title: Bagration to Berlin: The Final Air Battles in the East 1944-1945
Author: Christer Bergstrom
ISBN: 1903223911
26.5.12. SOVIET ARMY
Title: Soviet Order of Battle, World War II
Author: Charles C. Sharp
ISBN: Numerous
Title: Soviet tactical doctrine in WWII: As found in: handbook on U.S.S.R. military forces TM-
30-340
Author: George F Nafziger
ASIN: B0006ROA4O
Title: 1941.
Author:
ISBN: 978-5-699-41198-6
Title: a
Author:
ISBN: 5-17-031903-7, 5-9578-2174-8
Title: 41-
Author:
ISBN: 5-699-18689-1
Title: .
Author:
ISBN: 978-5-699-26236-6
355
Title: .
Author:
ISBN: 978-5-699-14384-9
Title: 1941-.
Author:
ISBN: 978-5-9533-2305-5
Title: 1942-.
Author:
ISBN: 978-5-9533-3134-0
Title: 1943-
Author:
ISBN: 978-5-9533-3135-7,978-5-9533-3834-9
Title: 1944-.
Author:
ISBN: 978-5-9533-3845-5
Title: 1945-... . -
Author:
ISBN: 978-5-9533-3474-7,978-5-9533-3846-2
Title: .
Author:
ISBN: 978-5-699-27682-0
Title: .
Author:
ISBN: 978-5-699-28288-3
Title:
Author:
ISBN: 978-5-699-29830-3
Title: .
Author:
ISBN: 978-5-699-36795-5
356
Title: 6- .
Author: ,
ISBN: 978-5-699-34808-4
Title: 45-.
Author:
ISBN: 978-5-699-20927-9
Title:
Author: ,
ISBN: 978-5-699-396
26.5.13. SOVIET AIR FORCE
Title: Soviet Air Power in World War 2
Author: Yefim Gordon
ISBN: 1857803043
Title: Black Cross/Red Star: The Air War over the Eastern Front : Resurgence, January-June
1942
Author: Christer Bergstrom
ISBN: 0935553517
Title: Black Cross Red Star: The Air War Over the Eastern Front Volume 3
Author: Christer Bergstrom
ISBN: 0976103443
Title: . 1941. - ( :
)
Author: ..
ISBN: 978-5-699-19616-6
Title: -2. , - ( .
)
Author: .., ..
ISBN: 978-5-699-24361-7
357
Title: 1941.
Author: ..
ISBN: 5-699-28284-, 978-5-699-28284-5
Title: -3
Author: . . , . .
ISBN: 978-5-900078-52-6
Title: .
Author:
ISBN: 978-5-699-20867-8
Title:
Author:
ISBN: 978-5-699-40375-2
Title: - !
Author:
ISBN: 978-5-699-42351-4
Title: -2.
Author: ,
ISBN: 978-5-699-41872-5
Title: Soviet armor tactics in World War II: The tactics of the armored units of the Red Army from
individual vehicles to company according to the combat regulations of February 1944
Author: Charles C Sharp
ASIN: B0006ROKP8
358
Title: .
1940-1941
Author:
ISBN: 5-17-024760-5, 5-9713-0447-, 5-9578-1027-4
Title:
Author:
ISBN: 978-5-699-31700-4
Title: . 1937-1943
Author:
ISBN: 5-699-16243-7
Title: . 1943-1955
Author:
ISBN: 978-5-699-14628-4
Title: -34
Author:
ISBN: 978-5-699-40051-5
Title: -34
Author:
ISBN: 978-5-699-26709-5
Title: -
Author:
ISBN: 978-5-699-36244-8
Title: -2.
Author:
ISBN: 978-5-699-17430-0, 5-699-17430-3
Title: .
Author:
ISBN: 978-5-699-23790-6
Title: 1925-1945
Author:
ISBN: 978-5-699-42517-4
359
Title: . .
Author:
ISBN: 5-699-18754-5
Title: . 3-
Author:
ISBN: 978-5-699-20010-8
Title: British and American Tanks of World War Two: The Complete Illustrated History of British,
American and Commonwealth Tanks, 1939-45
Author: Peter Chamberlain
ISBN: 0304355291
26.5.15. GERMAN ARMY
Title: Fortress Third Reich
Author: J. E. Kaufmann and H. W. Kaufmann
ISBN: 0306812398
Title: The German Order of Battle, Panzers and Artillery in World War Two
Author: George F. Nafziger
ISBN: 1-85367-359-5
Title: Verbande and Truppen der deutschen Wehrmacht und Waffen SS 1939-1945 (German)
Author: Georg Tessin
ISBN: Numerous
360
Title: Die Truppenkennzeichen der Verbande und Einheiten der deutschen Wehrmacht und
Waffen-SS und ihre Einsatze im Zweiten Weltkrieg 1939-1945 (German)
Author: Peter N Schmitz
ISBN: 3764814985
361
Title: The German Air War in Russia
Author: Richard Muller
ISBN: 0-933852-94-0
Title: Encyclopedia Of German Tanks Of World War Two: The Complete Illustrated Dictionary of
German Battle Tanks, Armoured Cars, Self-Propelled Guns and Semi-Track
Author: Peter Chamberlain
ISBN: 0700613358
362
Title: The Royal Hungarian Army, 1920-1945
Author: Leo W.G. Niehorster
ISBN: 1-891227-19-X
Title: A Writer at War: Vasily Grossman with the Red Army (English Translation)
Author: Vasily Grossman; Antony Beevor (Ed)
ISBN: 0676978118
Title: Panzer Operations: The Eastern Front Memoir of General Raus, 1941-1945
Author: Erhard Raus, Steven H. Newton
ISBN: 0306814099
363
Title: The Battle for Stalingrad
Author: Vasili Ivanovich Chuikov
ASIN: B0007FOI56
Title: Red Star Against the Swastika: The Story of a Soviet Pilot over the Eastern Front
Author: Vasily B Emelianenko
ISBN: 853676497
364
27. INDEX Air Reconnaissance 229
Air Superiority 231
Air to Air Combat 227
Symbols
Air to Ground Combat 228
Air Transport of Supplies and Fuel 231
Air Transport of Units 232
Commanders Report (CR)
Anti-Aircraft Defense 227
Units Tab 312
Bomb City Mission Target Selection 230
Unit Designations
Bombing Missions 229
Unit Types and Symbols 305
Bombing Missions against On-
Unit Designations and Combat Value
map Units 229
Ground Element Type and
Day and Night Missions 225
Combat Values 307
Determining Win/Loss 235
A
Fighter Bombers 226
General 222
Geographical Restrictions 226
Admin Points Graphical Depiction 224
Creating Soviet Units 181 Ground Support 230
Expending 178 Individual Aircraft Abort and
Forming Soviet Corps Combat Units 181 Operational Losses 223
Gaining 178 Limits on Conducting 228
General 178 Partisan Air Resupply 231
Increased Soviet Costs in 1941 182 Sequence 226
Leader Dismissal Cost 180 Staging Bases 223
On-Map Unit Attachment Weather Impact 224
Change Cost 179 Air National Reserve
Other Admin Costs 182 General 159
Support Unit Attachment Transfer of Air Group Units 160
Change Cost 181 Allies, Axis. See Axis Allies
Air Army. See Unit, Headquarters (HQ) Amphibious Assault. See
Air Base Unit. See Unit, Air Base Movement, Strategic
Air Command. See Unit, Headquarters (HQ) Appendices 304
Air Corps. See Unit, Headquarters (HQ) Appendix A, Unit Designations and
Aircraft Combat Value 304
Damaged 150 Appendix B, List of Creatable
Ready 150 Soviet Units 309
Reserve 150 Appendix C, Commanders Report (CR) 311
Air Doctrine 233 Appendix D, Black Cross, Red Star
Air Group Unit. See Unit, Air Group The German and Soviet Armies in GARY
Air Missions GRIGSBYS WAR IN THE EAST 335
Air Base Unit MP and Air Group Appendix E, Recommended Reading 350
Unit Miles Flown 223 Army Group. See Unit, Headquarters (HQ)
Air Dropping Units 232 Army HQ. See Unit, Headquarters (HQ)
Air Group Unit Miles Flown 222 Attack
Air Group Unit Transfer 233 Deliberate 200
Air Interdiction 230
365
Hasty 199 Defender Retreat Path Priorities 216
Reconnaissance in Force 200 Defensive Reserve Unit Special
Attrition Rules 209
Air Unit 168 Description of Ground Combat 209
Front Line 168 Determining the Winner 214
General 167 Effect of Defender Retreat Result 215
Generic Vehicle Attrition 260 Effect of Routing 218
Ground Element 167 Effects of Shattering 217
Vehicle Movement 168 Effects of Surrender 217
Attrition, Retreat. See Combat, Ground General 198
Axis Allies Ground Combat Sequence 198
Axis Southern Allies General Rules 250 Initial CV Values 211
Bulgaria and Yugoslavia 255 Isolated Units Retreat Results 216
Finnish Limitations 251 Reserve Combat Units 207
Finnish Surrender 254 Reserve Commitment MP
General 250 Requirement 208
German Units in Finland 252 Reserve Unit Commitment 207
Hungarian Surrender 254 Retreat Attrition 219
Italian Withdrawal 252 Support Unit Commitment 206
Rumanian Surrender 253 Support Units in Combat 206
Slovakian Surrender 254 Terrain CV Modifier 211
Surrender of Axis Allied Forces, Unready Combat Units Attack
General 252 Restrictions 212
Axis Garrisons. See Garrisons, Axis Vehicle Shortage CV Modifier 210
Combat Resolution
B Battle Losses 213
Combat Value (CV)
Black Cross/Red Star General 126
German and Soviet Armies Ground Combat. See Combat, Ground
in GGWITE 335 Initial and Modified 127
Brigade. See Unit, Combat Initial CV Values 211
Buildup and Breakdown. See Unit, Combat Vehicle Shortage Modifier 127
Zero CV Units 127
C Command Capacity (CC). See Unit,
Headquarters (HQ)
Captured Equipment. See Production Commanders Report (CR) 311
Captured Supplies and Fuel. See Air Groups (Air Group Units) Tab 319
Combat, Ground Battles Tab 326
City. See Town, City and Urban Hexes Compare Window 333
Combat, Ground Equipment Tab 329
Battle Losses 213 General CR Interface Mechanics 311
Captured Supplies and Fuel 221 HQs (Headquarters Units) Tab 316
Combat Result Effects 212 HQ Tab Formation Inventory Window 318
Command Battle CV Modifier 211 Leaders Tab 324
Cross River Attack 212 Locations Tab 327
366
Command Point. See Unit, Fatigue
Headquarters (HQ) Air Group Units 167
Command Range. See Unit, Ground Elements 166
Headquaters (HQ) Find Hex/City/Unit/Air Group Unit.
Corpo Aereo Spedizione. See Unit, See Map Area
Headquarters (HQ) First Winter Rule. See Weather,
Corps. See Unit, Headquarters (HQ) First Winter Rule
Creating New Units Fliegerkorps. See Unit, Headquarters (HQ)
Creatable Soviet Units, List of 309 Fog of War (FoW)
Fortified Region and Zone Units 244 FoW and DL Information 185
General 239 General 184
New Soviet Combat and Movement Fog of War (FoW) 186
Headquarters Units 242 Fortification Defense Modifier
Soviet Air Base Units 243 Artillery and Fort Levels 206
Soviet Air Group Units 243 Civilian Population Labor Assist to
Soviet Support Units 243 Fort Level Construction 204
Combat Unit Fort Level Construction 202
D Fortification Levels 202
Fort Level and AFV Damage 206
Detection Level (DL) Fort Level Reduction in Combat 205
Air Reconnaissance DL 184 Support Unit Assist to Fort Level
General 183 Construction 203
Developer Notes 302 Terrain 201
Displacement Move. See Movement, Fortification Defensive Modifier
Displacement General 201
Fortified Regions and Zones.
E See Unit, Combat
Front. See Unit, Headquarters (HQ)
Equipment Downgrades. See Production
Experience G
Air Group Unit 166
Ground Elements 165 Game Scenarios
General 290
F List of 291
Starting Movement Allowances 291
Factories Unit Win/Loss Numbers 291
Build Limit 276 Game Scenarios, 22 June 1941 Turn
Capture, Damage, Repair 279 Frozen Units 291
Disposition and Damage to Evacuating Geographical HQ Conversion 291
Factory Points 281 Geographical Movement Restrictions 291
Manpower Factory Damage and Soviet Rail Capacity Reduction 292
Destruction 278 Suprise Rules 292
Manpower Starvation Damage 268 Garrison, Axis
Soviet Evacuation 280 Requirements 238
Upgrades 276 Garrisons, Axis
367
General 238 Promotion 176
Partisan Creation from Un-garrisoned Promotion and Dismissal 175
Populations 239 Rallying Routed Units 218
Ground Combat. See Combat, Ground Ranks 170
Ground Elements Rating, Administrative 172
Downgrade 131 Rating, Air 172
General 128 Rating Check Command Range
Support Squad 129 Modifier 174
Swap 131 Rating Checks 173
Upgrade 131 Rating Increase 173
Guards Unit. See Unit, Elite Rating, Initiative 172
Rating, Mechanized (Mech) 172
H Rating, Morale 172
Rating, Naval 172
Headquarters (HQ) Unit. See Unit, Rating, Political 171
Headquarters Ratings, Combat 172
Hexes Replacement 176
Control 124 Luftflotte. See Unit, Headquarters (HQ)
Conversion of Enemy Hexes 125
Conversion of Isolated Hexes 125 M
Isolated 220
High Command. See Unit, Manpower Evacuation and Migration 278
Headquarters (HQ) Manpower Production. See Production
Map Area
I Boundary Lines 121
General 120
Interdiction. See Air Missions Merging Units. See Unit, Combat
Isolated Hexes. See Hexes, Isolated Military District. See Unit,
Isolated Unit. See Unit, Isolated Headquarters (HQ)
Morale
L Air Group Unit 162
Basic Levels of National Morale 162
Leaders Ground Unit 161
Battle Win and Loss Credit 175 New Units 163
Chain of Command Rating Checks 173 Soviet Shock Army Morale Bonus 165
Command Optimum Rank 177 Unit 161
Command Restrictions 171 Moscow Defense Zone HQ. See Unit,
Death of a Leader 177 Headquarters (HQ)
Designation 171 Motorization. See Movement, Tactical
Determining Air Mission Win/Loss 235 Motor Pool. See Supply
Dismissal 176 Soviet Generic Vehicle Mobilization 292
Dismissal Admin Costs 177 Mountain Pass 123
General 170 Movement, Displacement
Leader Promotion Skill Rating Air Base Unit Displacement 219
Reduction Check 177 Conditions 218
368
Displacement Move Procedure 218 Partisan Night Air Supply 236
Isolated Unit Displacement 219 Partisan Unit Limitations 238
Movement Fog of War (FoW). See Production
Fog of War (FoW) AFV/Combat Vehicle Production 275
Movement, Ground Unit 186 Aircraft, AFV/Combat Vehicle Factory
Movement, Strategic Expansion and Build Limit 276
Amphibious Naval Transport 196 Aircraft Production 275
General 192 Armament Production 272
Interdiction of Naval Movement 198 Captured Equipment 221, 282
Naval Transport 196 Equipment Downgrades 277
Sea Zones 196 Fuel Production 273
Shipping/Amphibious Capacity 196 General 270
Strategic Movement Points (SMP) 192 German Armament Points to
Strategic Rail Transport 193 Axis Allies 283
Movement, Tactical Heavy Industry (Supplies) Production
Determining MP Allowances 187 and Allocation 272
General 187 Lend Lease 283
June 22, 1941 and Early War Manpower Production 277
Movement Costs 189 Oil Production 273
Maximum and Minimum MP 187 Port and Rail yard Capacity 279
Tactical MP Cost Chart 190 Production Chart 284
Temporary Motorization of Non- Production to Other Fronts 282
motorized Units 189 Resource Production 272
Soviet Generic Vehicle Mobilization 292
N Synthetic Fuel Production 273
The Production System 271
National Air Reserve. See Air Vehicle Production 274
National Reserve Vehicle Repair 274
Naval Transport. See Movement, Strategic
R
O Rail Network and Railheads. See Supply
OB. See Table of Equipment (TOE) Railroad Repair
OKH. See Unit, Headquarters (HQ) Automatic Rail Line Repair 194
Manual Rail Line Repair 195
P MP Cost to Repair 195
Rail Line Repair 193
Panzer Group. See Unit, Headquarters (HQ) Rail Repair and the Supply Segment 196
Partisans, Soviet Railroad Repair Value (RRV) 195
Anti-Partisan Attacks and Axis Repair Eligibility 195
Unit Interaction 237 Recommended Reading 350
General 236 Reconnaissance in Force. See Attack
Partisan Attacks 237 Refit Mode. See Replacements
Partisan Creation from Un-garrisoned Regimental Unit. See Unit, Combat
Populations 239 Reinforcements
369
General 239 First Winter Axis Supply Modifier 290
Placement 239 Fuel 264
Rebuilding Destroyed German General 256
Combat Units 241 General Supplies 263
Rebuilding Destroyed Soviet Generic Vehicle Attrition 260
Combat Units 241 HQ Supply Buildup 269
Reliability HQ Units and Supply 260
AFV/Combat Vehicle 168 HQ Units as Supply Sources 142
AFV Reliability Based Damage 169 HQ Unit Supply and Fuel Dumps 260
Aircraft 168 In Supply State 261
Relocation. See Unit, Headquarters (HQ) Isolated Supply State 263
Replacements Manpower Starvation Damage 268
AFV Ground Element Replacement Motor Pool 258
Limitations and Equipment Permanent Supply Sources 257
Losses 247 Port Supply 258
Air Group Unit Replacement Aircraft 248 Railhead Distance and Movement
General 244 Supply Modifier 267
Ground Element Replacement Rail Network and Railheads 256
Availability 247 Rail Repair and the Supply Segment 196
Ground Element Replacements Receiving Supply from City and
and TOE 246 Urban Hexes 267
Refit Mode 248 Receiving Supply, General 267
The Replacement Segment 245 Return of Excess Supply 268
Retreat Attrition. See Combat, Ground Soviet Ammo Shortages 264
Retreats. See Combat, Ground States of Supply 261
Supply Path Trace MP Cost 265
S Supply Trace over Water Hexes 265
Supply Trace over Water Hexes
Scenarios. See Game Scenarios and Lake Ladoga 286
Soviet Allied Armies 255 Supply Trace Visualization 266
Soviet Guards. See Unit, Elite The Supply Grid 256
Soviet Partisans. See Partisans, Soviet The Supply Segment 266
SS Division Re-designation 139 Tracing and Receiving Supply,
Stacking 126 General 264
Static. See Unit, Combat Tracing Supply 264
STAVKA. See Unit, Headquarters (HQ) Vehicle Shortage Modifier 259
Strategic Movement. See Support Unit. See Unit, Support
Movement, Strategic Support Unit Level. See Unit,
Strategy and Tactics 297 Headquarters (HQ)
Supply
Ammunition 263 T
Axis Rail Supply Modifier 267
Beachhead Supply State 262 Table of Equipment (TOE)
Effects 268 General 130
Emergency Vehicle Reallocation 259 Upgrades 130
370
Tactical Ground Movement. See Movement General 158
Tactical MP Cost Chart. See Soviet Air Command HQ Re-
Movement, Tactical designation 158
Temporary Motorization. See Movement, Unit, Auto-Attachment 148
Tactical; See Movement, Tactical; Unit, Combat
See Movement, Tactical Attachment to HQ Units 142
Terrain Buildup and Breakdown 135
Defense Modifier 201 Fortified Regions and Zones 133
Features 123 General 133
Type 121 Merging 137
TOE. See Table of Equipment (TOE) Regimental and Brigade Size 137
TOE (OB). See Table of Equipment (TOE) Reserve Combat Units. See
Combat, Ground
U Static Unit Reactivation 139
Static Unit Setting 138
Unit Unit,Combat
Depleted 131 Attachment of Support Units 134
Ground 126 Unit, Creating. See Creating New Units
Unready 131 Unit Designations
Unit, Air Unit Colors 305
General 150 UnitDesignations
Unit, Air Base UnitSizes 304
Attachment Restrictions 156 Unit, Disbanding
Disbandment of SAD Air Base Units 157 Automatic Disbanding of Soviet
General 156 Corps HQ Units 250
Type 5 HQ 141 General 249
Unit, AIr Base Requirements and Restrictions 250
Soviet Air Base Unit Names 157 Unit, Elite
Unit, Air Group Creation of Soviet Guards Air Units 165
Air Commitment System 160 General 163
Aircraft Status 150 Soviet Corps Combat Unit Buildup
Air Group Unit Transfer 233 and Guards Status 165
Downgrade 154 Soviet Guards Ground Unit Creation 164
Functional Types 151 Unit, Frozen
General 150 Axis Allied Frozen Garrisons 170
Group Types 150 Frozen Unit Restrictions 169
Names 152 General 169
Soviet Air Group Unit Designation Soviet Frozen MD and MDZ HQ Units 169
Changes 154 Unit, Headquarter (HQ)
Soviet Air Regiment Maximum HQ Unit Types 140
Size Changes 151 Unit, Headquarters (HQ)
Swap 154 Attachment of Support Units
Upgrade 154 to HQ Units 143
Unit, Air Headquarters Auto Attachment of Support Units 144
Air HQ Units Attachment Restrictions 158 Combat Unit Attachment to HQ Units 142
371
Command Capacity (CC) 143 Victory Conditions 296
Command Points (CP) 143
Construction and Engineer Permanent
Support Levels 145
W
General 139 Weather
German Army Group South Re- Effects of Weather 285
designation 148 General 285
HQ Support 146 Ice Levels and Frozen Lakes
HQ Units as Supply Sources 142 and Rivers 285
Manual Attachment of Support Units 145 Ice Levels and Movement Costs 286
Relocation 146 Non-Random Weather 286
Soviet Military District and Front Random Weather 287
Transformations 147 Supply Trace over Water Hexes
Support Level 144 and Lake Ladoga 286
Unit, Headquaters (HQ) Weather, First Winter Rule
Command Range 146 Combat Value Modifications 289
Leader Rating Check Command General 289
Range Modifier 174 Ground Element Damage and
Unit, Isolated Disruption 289
General 220 Mitigation in Cities 290
Isolated Supply State 263 Section of Map Area Affected 289
Isolated Unit Combat Value Penalties 220 Supply Modifier 290
Unit Level Order of Battle (OB). See Unit Morale Reduction 290
Table of Equipment (TOE) Withdrawal. See Unit, Withdrawal
Unit, Rail Repair
Type 6 HQ 142
Unit, Support Z
AA Support Units in Cities 132 Zones of Control
Attachment to HQ Units 143 ZOC Definition 125
General 132
Support Units in Combat. See
Combat, Ground
Unit, Withdrawal
General 249
Requirements and Restrictions 249
V
Victory, Campaign Scenario
Automatic and Point Value Victory
Conditions 295
Victory, Campaign Scenarios
Victory Conditions 294
VP Locations and Values 294
Victory, Non-Campaign Scenarios
372
28. CREDITS
EXECUTIVE PRODUCERS
Joel Billings, David Heath
DESIGN AND DEVELOPMENT
Gary Grigsby, Joel Billings, Keith Brors, Erik Rutins, Jim Wirth, and Pavel Zagzin
PROGRAMMING
Gary Grigsby, Keith Brors, Pavel Zagzin
ADDITIONAL PROGRAMMING
Jim Bello, Karl Lean
SCENARIO DESIGN AND HISTORICAL RESEARCH
Gary Grigsby, Walt Kunz, Trey Marshall, Jim Wirth, and Pavel Zagzin
ART DIRECTOR
Marc von Martial
ART AND GRAPHICS
Marc von Martial, Jason Barish, Jim Martin
BOX AND LOGO DESIGN
Marc von Martial
SOUND AND MUSIC AND VIDEO SEQUENCES
Barry Munden
PRODUCTION ASSISTANT
Andrew Loveridge
MANUAL EDITING AND CONTENT
Allan Berke, Joel Billings, Sean Drummy
MANUAL DESIGN AND LAYOUT
Marc von Martial
TEST COORDINATOR
Andy Johnson
PLAYTESTERS
Flavio Carillo, Matthew Coady, Lee Elmendorf, David Faustmann, Stuart Hunt, Brad
Hunter, Pieter de Jong, Rafael Junguito, Jyri Kettunen, Don Lazov, Ron Lorence, Bob
Malin, Brady Mulhausen, Jon Pyle, Ester Panagia, Daniel Patocka, Vito Pentassuglia,
Rick Porter, Leonardo Rogic, Jose Antonio, Collell Urbano, and Goran Wickstrom
PUBLIC RELATIONS & MARKETING
Sean Drummy
DIRECTOR OF OPERATIONS AND ACQUISITIONS
David Heath
LEAD ADMINISTRATION
Liz Stoltz
MANAGER OF DEALER RELATIONS & BUSINESS DEVELOPMENT
Karlis Rutins
373
CUSTOMER SUPPORT STAFF
Daniel Heath, Alex Fiedler
FORUM ADMINISTRATION
Erik Rutins, Alex Fiedler, Marc von Martial, David Heath
Web-Database Design & Development
Alex Fiedler
NETWORK AND SYSTEM ADMINISTRATOR
Alex Fiedler, David Heath
SOCIAL MEDIA MANAGER
Steve Stafford
PC SUPPORT AND NETWORK ADMINISTRATOR
Lance Stoltz
SPECIAL THANKS
To our new colleagues at Slitherine Ltd.: JD McNeil, Iain McNeil, Marco
Minoli, Philip Veale, Andrea Nicola, Richard Evans, Christian Bassani.
MATRIX NEXGEN
Alexander Rutins, Andrew Heath, Nicholas Heath, Shane Heath, Austin Stoltz,
Noah Stoltz, Jesse Stoltz, Heidi Fiedler, Blake Fiedler, Harold Dupree
OUR STRENGTH
We thank God for giving us the ability and strength to complete this project
and follow our dream.
We would also like to thank our families and friends for giving us
their non-stop love and support during this project.
374
END -U SE R L IC E N S E AG RE E M E N T
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Description of further rights and restrictions
Restrictions concerning Reverse Engineering, Decompilation and Disassembling
You are not allowed to change the software product, subject it to a reverse engineering, decompilize, or
disassemble it. The software product is licensed in whole. Its parts may not be separated, a may not be
used on more than one computer.
Hiring out
You may not lease, rent or lend the software product to anyone.
Software negotiation
You are permitted to relinquish all rights you are entitled to under this License Agreement completely and
durably to another party, as long as you
(a) do not retain any copies (of the whole software product or single parts of it),
(b) relinquish the whole software product (including all covering material (in media- or form),
upgrades, and the License Agreement durable and completely to the consignee.
Responsibilities/ Restrictions.
The software product may contain an Editor that allows you to create custom levels, scenarios or other
materials for your personal use in connection with the software product (new materials). You will not
be entitled to use or allow third parties to use the Editor and/or the new materials created thereby for
commercial purposes including, but not limited to, distribution of new materials on a stand alone basis
or packaged with other software or hardware through any and all distribution channels, including, but
not limited to, retail sales and on-line electronic distribution without the express prior written consent of
Matrix Games Ltd. and its subsidiaries. You are expressly prohibited from selling and/or otherwise profiting
from any Editor, add-on packs, sequels or other items based upon or related to the software product and/
or the new materials without the express written consent of Matrix Games Ltd. and/or its subsidiaries. You
may freely distributed by email or on-line electronic distribution, however Matrix Games Ltd. specifically
withholds any license to the author of any such created custom levels, scenarios or other materials to
distribute copies thereof in any fixed media format. Any persons doing so shall be guilty of copyright
violation and will be subject to appropriate civil or criminal action at the discretion of the copyright holder.
Copyright and trademark rights
(1) The software product (inclusive all illustrations, photos, animation sequences, video, audio, music and
text parts, which were embedded in the software product), as well as all the connected trade-mark and
rights of usage, the packaging, printed materials and all copies of the software products are property of
Matrix Games Ltd. and/or its licensees and/or licensors.
(2) The software product is protected by copyright and trademark by national law, international law and
international contract stipulations.
(3) With regard to archive purposes, you may handle the software product like any other by copyright
protected work, and you may not make copies of the printed materials, which are included with the software
product, including the packaging.
(4) You may not remove, modify or change the statements about copyrights and trademarks from the
software product. This particularly refers to statements and marks on the packing and the data media, at
statements which are published on the web site or which are accessible by Internet, or others which are
included in the software product or are created from this.
Limited Warranty
Matrix Games Ltd. and/or its subsidiaries warrant that the software product essentially works in agreement
with the written statements being supplied with the software product from Matrix Games Ltd. and/or its
subsidiaries. This warranty covers 30 days, beginning with the date stated on the receipt.
Legal remedy of the consumer:
The responsibility of Matrix Games Ltd. and/or its subsidiaries and its suppliers is limited to - one of the
following, by choice of Matrix Games Ltd. and/or its subsidiaries -
(a) the payback of the license fee you paid, not to exceed the purchased price, or
(b) repair or replacement of the part, or the parts of the software
product if returned directly to Matrix Games Ltd. and/or its subsidiaries including a copy of your receipt. This
limited warranty is not valid, if the defect is based on an accident or misused or faulty handling. For each
replaced software product, the guarantee will be for a period of an additional 30 days from the expiration
of the original warranty, as long as Matrix Games Ltd. and/or its subsidiaries determines that the software
product was obtained legally.
No further warranties
Matrix Games Ltd. and/or its subsidiaries and its suppliers do make, as far as this is permitted by practicable
law, any further warranty, as well as the liability for occurring or failure of an explicit or tacitly agreed
condition. This includes especially the legal warranty for marketable quality, for the suitability for a special
aim, for property, for the non-violation, concerning the software product and the stipulation, which assigns
service activities, respective for shortcomings in the field of service activities.
Limited Liability
(1) As far as this is permitted by practicable law, Matrix Games Ltd. and/or its subsidiaries and its suppliers
are not liable for special damages being based on accident, or mediate damages, for any following
damages, including compensation for the loss of business, for the interruption of business operation, for the
loss of business information or any other financial damages, arising from the use or an impossibility of the
use of the software product, or from the guarantee or abstained guarantee of service activities. This even
applies, if Matrix Games Ltd. and/or its subsidiaries product were directly responsible for such damages.
(2) In any case, Matrix Games Ltd. and/or its subsidiaries entire liability will be, by instruction of this
License Agreement, limited to the amount the purchaser actually paid for the software product. All of these
restrictions are not valid, if Matrix Games Ltd. and/or its subsidiaries caused the damage willfully.
Final Restrictions.
(1) Should restrictions of this contract be not legally binding in whole or in part, and/or not practicable, and/
or lose their legal force later, the validity of the remaining restrictions of the contracts shall remain in force.
This also applies, if it should be proved, that the contract includes an unenforceable clause.
(2) Instead of the ineffective and/or impracticable restriction because of that clause, an adequate agreement
shall be valid, which, as far as legally possible, approaches best to the intended clause.