CCLSA Manual (EBOOK)
CCLSA Manual (EBOOK)
CCLSA Manual (EBOOK)
© 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
THE RETURN OF CLASSIC CLOSE COMBAT…
Based on the Atomic Games award winning Close Combat™ series of games. Close Combat™:
Cross of Iron, brings back the award-winning classic in new epic battles of the Eastern Front
of World War II.
Immerse yourself in the ultimate Close Combat™ release: Close Combat™: Cross of Iron for
the PC. Take command of German or Soviet Battle Groups during WWII as you face the strength
of the enemy war machine in a Grand Campaign giving you both the original and all new
battles and operations that will test your tactical mettle.
improvements have been made to the AI to reduce some of the more inadequate performance
issues, in particular with respect to vehicle pathing, the ‘crawl of death’, and Team and Unit
morale and response in general. For example, it is much more risky to try and use Teams in
isolation as the influence of Command Teams is more significant. You should find that you will
need to play more cohesively than in the original release.
Crush the enemy and gain the respect of your troops as you lead them to
ultimate victory in Close Combat™: Cross of Iron!
Table of Contents
CONTENTS
1.0 INSTALLING THE GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
1.1 Minimum System Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
1.2 Installation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
1.3 Uninstalling the game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
1.4 Product updates. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
1.5 Game forums. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
1.6 Need help?. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
2.0 WELCOME. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
2.1 INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3.0 GAME PLAY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
4.0 WHAT’S NEW. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
4.1 Features Included From Close Combat: The Longest Day. . . . . . . . . . . . . . . . . 13
4.2 Important New Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
5.0 QUICK START . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
5.1 Main Screen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
5.2 Command Screen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
5.3 Battle Group Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
5.4 Battle Screen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
6.0 MAIN SCREEN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
6.1 Play a Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
6.2 Boot Camp (Training) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
6.3 Create a Scenario . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
6.4 Multiplayer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
6.5 Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
7.0 BOOT CAMP. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
7.1 Quick Tour . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
7.2 Monitors/Toolbars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
7.3 Viewing the Terrain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
7.4 Infantry Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
7.5 Armor Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
8.0 COMMAND SCREEN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
8.1 Battles, Operations and Campaigns. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
8.2 Saved game and User created scenario. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
8.3 Game Settings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
8.3.1 Realism Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
8.3.2 Battle Ends conditions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
9.0 BATTLE GROUP SCREEN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
9.1 Active Roster. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
9.2 Forcepool. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
9.2.1 Battle Group Point Pool. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
9.2.2 Formation Point Pool. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
9.2.3 Battle Group Strength. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
9.3 Rename Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
9.4 Remove Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
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CLOSE COMBAT™ LAST STAND ARNHEM - GAME MANUAL
9.5 Add Button. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
9.6 Revert Button. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
9.7 Edit Opponent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
9.8 View Map. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
10.0 Soldier Screen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
10.1 Health. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
10.2 Morale. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
10.3 Intelligence. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
10.4 Strength . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
10.5 Experience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
11.0 BATTLEFIELD SCREEN AND OTHER CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . 29
11.1 Basic Unit Orders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
11.1.1 Hot key Orders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
11.2 Movement Orders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
11.3 Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
11.4 Indirect Paths/Waypoints. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
11.5 Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
11.6 Line of Sight and Range . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
11.7 Smoke. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
11.8 Defend. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
11.9 Ambush. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
11.10 Group Orders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
12.0 OTHER CONTROLS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
12.1 Artillery, Mortar and Air Strikes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
German Planes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Allied Planes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
12.3 Truce Option . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
12.4 Combat Messages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
12.5 Team Monitor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
12.6 Map Monitor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
12.7 Soldier Monitor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
12.8 Unit Status. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
12.9 Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
12.10 Zoom Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
13.0 COMMAND AND MORALE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
13.1 Rallying And Separation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
14.0 THE BATTLEFIELD. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
14.1 Hills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
14.2 Gullies, Trenches, and Gun Pits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
14.3 Forests. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
14.4 Buildings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
14.5 Rubble and Roads . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
14.6 Scrub and Brush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
14.7 Bridges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
14.8 Mine Fields . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
14.9 Hedgerows and Bocage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
15.0 ENDING A BATTLE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
15.1 Victory Locations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
15.2 Truce . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
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15.3 Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
15.4 Morale Failure. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
15.5 Blown Up Bridge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
15.6 Debriefing Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
16.0 TACTICS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
16.1 Suppression. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
16.2 Flanking. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
17.0 STRATEGIC LEVEL. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
17.1 The Strategic Map. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
17.2 Weather and Ground Condition Indicators. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
17.3 Strategic Turn Indicators . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
17.4 Battle Groups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
17.5 Static Forces. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
17.6 Repair and Replacement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
17.7 Retreat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
17.8 Disbanding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
17.9 Reforming and Reinforcements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
17.10 Supply . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
17.11 Strategic Turns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
17.12 Battle Group Orders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
17.12.1 Attack. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
17.12.2 Move. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
17.12.3 Relieve. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
17.12.4 Rest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
17.12.5 Merge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
17.12.6 Disband. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
17.12.7 Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
17.13 Air Strikes and Artillery/Mortar Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
17.14 Air Supply . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
17.15 Intelligence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
17.16 Weather . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
17.17 Bridge Demolition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
17.18 Ferry Crossings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
17.19 Assault Crossings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
17.20 Winning Campaigns and Operations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
17.21 Strategy Tips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
18.0 SCENARIO EDITOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
18.1 The Map. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
18.2 Example Battle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
19.0 MULTIPLAYER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
19.1 Connection. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
19.2 IP Address . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
19.2.1 External IP address. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
19.2.2 Internal IP address. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
19.3 Firewalls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
19.4 Using a TCP Connection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
19.5 Using a UDP Connection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
19.6 Communicating with Your Opponent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
20.0 UNITS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
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20.1 Infantry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Basic Infantry Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Secondary Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
20.2 Mortars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Mortar Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
20.3 Machine Guns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Machine Gun Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
20.4 Flame-Thrower . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Flame-Thrower Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
20.5 Anti Tank Guns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Anti Tank Gun Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
20.6 Crews . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
20.7 Vehicles and Tanks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Half-tracks and Light Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Light Vehicle Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Tanks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Mobile Guns – Tank Destroyers and Self Propelled Howitzers . . . . . . . . . . . . . . . . 81
Flamethrower Tanks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
Basic Armor Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
21.0 SELECTED FURTHER READING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
22.0 FOR THE MODDING COMMUNITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
23.0 MOD-MAKER IMPROVEMENTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
24.0 INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
25.0 CREDITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
8
Introduction
1.2 INSTALLATION
Please ensure your system meets the minimum requirements listed below. To install the game,
either double click on the installation file you downloaded or insert the Close Combat: Last
Stand Arnhem™ CD into your CD-ROM drive. If you have disabled the autorun function on your
CD-ROM or if you are installing from a digital download, double-click on the installation archive
file, then double click on the file that is shown inside the archive. Follow all on-screen prompts
to complete installation.
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10
Introduction
have a question or just an idea on how to make the game better, post a message there. Go to
http://www.matrixgames.com and click on the Forums hyperlink.
2.0 WELCOME
Immerse yourself in the latest Close Combat release for the PC, Close Combat: Last Stand
Arnhem. Developed from the previous release of Close Combat: The Longest Day this latest
release takes you back to Holland during September 1944. You take command of Allied or
German Battle Groups and engage in Head to Head conflict that constituted the historic
series of battles known as Operation Market Garden. You face all the enemy can throw at
you in intense engagements that will test your tactical and strategic abilities! Air, mortar, and
artillery support are on-call, but the objective can only be secured by Close Combat. You are in
Command…you are in Control!
Good luck and thank you for purchasing Close Combat: Last Stand Arnhem™
2.1 INTRODUCTION
September, 1944….remnants of the German
Army have retreated to the Netherlands
after their defeat in Normandy following the
invasion and subsequent breakout of the
Allied Armies. Just east of the Dutch eastern
border with Germany is the Ruhr industrial
area…the heart of Germany’s war material
production capability. The German Army
desperately needs to hold the Allies back
while they rearm and resupply their battered
infantry and armored formations. It is hoped
that in the Netherlands the German Army
can gain time for itself. However, the Allied
Armies are in hot pursuit.
Field Marshal Bernard Montgomery devised
a plan to force a crossing of the Rhine River,
and thus breach the last major natural line
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of defense for the Germans. The thinking was that this would hasten the end of the war by
several months. His plan consisted of two major operations; Operation Market and Operation
Garden.
Operation Garden was simple in concept.
Allied armored and infantry formations
of XXX Corps would sweep through the
Netherlands, crossing several major river
and canal water ways, and drive into
Germany, thus doing an end run around
the Siegfried Line. It was thought that the
German Army was still reeling from their
defeat and needed more time to mount a
coordinated defense.
The only potential stumbling block to
Operation Garden was the crossing of
the major rivers and canals between the
Dutch border with Belgium and Arnhem,
where they would cross the Rhine River.
Thus, Operation Market was conceived. It
called for a “carpet,” as it were, laid down
by a parachute army to capture the bridges
needed to be crossed by XXX Corps. The
American 101st and 82nd Airborne Divisions
would secure the bridges north of Eindhoven and in the vicinity of Nijmegen, respectively, and
the British 1st Airborne Division, assisted by the Polish 1st Independent Parachute Brigade,
would secure the bridge crossing the Rhine River at Arnhem.
So, from September 17 until September 26, 1944, this grand plan of the Allied Army played
itself out and became known as Operation Market Garden.
Close Combat: Last Stand Arnhem retells the story of this historic Allied operation from the
perspective of the men who fought in Operation Market Garden. As the Allied Commander,
your objective is to get your armor and infantry forces over the Rhine River in Arnhem. As the
German Commander, you must deny the Allies their objective...the Arnhem Bridge.
You now take control of one side of the Operation Market Garden forces to try to change history.
12
Introduction
in danger they get scared. If a soldier becomes too scared he may stop listening to orders; he
may even surrender or desert.
Your units have the same strengths and weaknesses that they do in real life. So in planning
your strategy you need to think about what would work in the real world. Historically, real world
tanks had a hard time detecting enemy infantry, and enemy infantry could easily sneak up on a
tank and use explosives to disable or destroy it. Real world tanks used infantry to scout ahead
of them; you are well advised to do the same.
Your goal during each battle is to do more than just kill the enemy. Operation Market Garden
was an operation to capture key bridges over water ways and rivers in Holland….taking them
first by paratroopers, and then having armor and infantry attack to secure them. Each map has
a certain number of important strategic spots called “Victory Locations,” and success or failure
is determined by who holds them when a battle ends.
During Campaigns and Operations you have both strategic command of the war and tactical
control of every engagement. At the strategic level, you direct your Battle Groups along the
network of roads that connects the towns and villages of the Dutch countryside. You must
deal with issues of supply, allocate limited resources, and control your overall battle strategy.
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»» Game can be played in windowed mode.
»» Tweaked User Interface graphics, with nearly all new planes, vehicles
and map graphics. Also includes carefully crafted game play manual
»» No longer requires second party utilities for modding to
provide years of additional gaming excitement.
»» Among the moddable features: ALL strategic layer features, ALL
campaign details including weather, turns per day, scoring, all
support mission types for both sides and locations, Battle Group
recycling, Battle Group retreat/disband, supply and much more!
»» Teams, Battle Group, elements, force pools, soldiers, vehicles,
and weapons files maximum number of entries extended.
»» Capable of representing multiple nationalities with
varying capabilities available to both sides.
»» Capable of simulating airborne Battle Group deployment drop zones.
14
Introduction
particular with respect to vehicle pathing, the ‘crawl of death’,
and Team and Unit morale and response in general.
Once the game starts, you are on the Main Screen and you have a few choices. You can select
Play a Game, go to the Boot Camp, Create a Scenario, configure Multiplayer, select game
Options or read the production Credits. If this is your first time playing, you should consider
playing the Boot Camp tutorial.
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Once on the Command screen, if you want to jump in quickly, choose a Battle listed in the
window on the upper left hand side rather than a Campaign or Operation. Once you have
decided which battle you want to play and whether Allies or Germans, double click on it or
select it and click on Next.
16
Introduction
This brings you to the Battle Group screen where you can look at the units you’ll be fighting
the Battle with. You can rename the individual units (squads and vehicles) if you want by first
clicking on the unit and then using the Rename button on the bottom of the screen. You can
also look at a unit’s Experience Level, Morale, the weapons and equipment they carry by
clicking on it.
,Select Next from the lower right hand corner to display the Battle screen when you’re ready
to fight. When the Battle screen first appears, the action is suspended. This represents the pre-
battle phase where you can place your troops. The darkened portion of the map represents
where the enemy starts, while the lightly shaded portion is a no man’s land between your
unshaded portion and the enemy.
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Place your troops to your best advantage; left click on a unit and drag it to move it. You may
also give orders to units during this stage. Right click on a unit to give it an order. When placing
anti-tank guns, which usually cannot move, it is useful to give them a Fire order and move the
cursor around to set their field of fire. You can cancel the firing order by ordering the gun to
Defend or Ambush. Infantry should usually start in cover either in buildings, woods, ditches or
prepared entrenchments/bunkers. Command teams improve the performance of other teams
within their circle of influence. To see the area over which a command team has influence,
press the Space bar. The green circle displayed represents the extent of the team’s command
and control.
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Preparing to fight
When you are satisfied with your troop placement, press the Begin button on the tool bar at
the bottom of the screen.
Keep in mind while playing that Function keys F5 - F7 control your optional monitor displays
and that you can issue orders to a unit by right-clicking on it. Air strikes, mortar and artillery
can each be used only once per Battle, when they are available.
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6.4 MULTIPLAYER
While the AI in a single player game does present a worthy opponent, there is something
uniquely satisfying about out thinking a human player. Close Combat: Last Stand Arnhem
presents a number of options allowing two human players to square off.
6.5 OPTIONS
The Options screens allow the player to configure certain aspects of the game. There are three
screens; Game Play, General, and About.
Boot Camp is an online tutorial that teaches basic unit commands and fundamental tactics.
There are five boot camps; it is recommended that new players complete them in order from
top to bottom. During the boot camps you can always repeat the previous instruction by
pressing Ctrl+H. You may exit boot camp at any time by pressing the ESC key.
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Preparing to fight
7.2 MONITORS/TOOLBARS
This segment shows how to call in Air Strikes, Mortar and Artillery Support, as well as
monitoring team abilities and status. The prime things to remember from this boot camp are
that the F5 key toggles the Team Monitor, F6 toggles the Map Monitor, and F7 toggles the
Soldier Monitor
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Preparing to fight
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The two-minute warning option allows a player who controls no victory location two minutes
to capture one before the game ends.
The View Map tab along the bottom of the screen allows you to view the map used in a
particular battle.
Battle Groups are composed of various individual units made up of infantry, tanks and other
vehicles, and support teams. They have a parent formation....such as the Allied 502nd PIR of
the 101st Airborne Division shown in the screen shot. They generally represent a force roughly
the size of the lead element in a regimental combat group. However, in Close Combat: Last
Stand Arnhem the size of a Battle Group can vary. The size of the Battle Group is in relation to
the number of individual units available.
1 or 2 Companies .............................. 6 units
A Battalion (3 - 4 Companies)............ 9 units
2 Battalions (6 - 8 Companies).......... 12 units
3 Battalions (9 - 12 Companies)........ 15 units
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Preparing to fight
9.2 FORCEPOOL
The Forcepool of a Battle Group (displayed to the left of the Active Roster) represent all of the
fighting units available to the Battle Group. The Active Roster displays the units selected to fight
in the Battle Group. The Forcepool displays those units of the Battle Group that are not currently
engaged in combat. Units can be traded between the Forcepool and Active Roster (see
discussion in 9.2.1).
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CLOSE COMBAT™ LAST STAND ARNHEM - GAME MANUAL
Units can be traded between the Active Roster and the Forcepool. To change your unit mix
in the Active Roster, you must double-click on a unit to remove it, thus returning it to the
Forcepool. Next, you must select a new unit from the list of available units in the Forcepool on
the left hand side of the screen by double-clicking on the unit in the Forcepool. There are two
numbers shown to the right of the unit’s description in the Forcepool that represent the unit’s
value (point cost) and the total number of that unit available in the Forcepool. The number of
Battle Group points available will determine the final unit mix.
Note: Battle Group strength points are affected by the difficulty level. The allocations are:
Recruit (140 percent); Green (120 percent); Line (100 percent); Veteran (80 percent); and Elite
(60 percent).
The point value you will get for returning a unit is shown in the upper right corner of the unit
icon on the Active Roster. If the number is green, the unit is uncommitted and the number
shows the full value of the team. If the number is red, the unit has been committed to the Battle
Group’s active roster and the number shown is 50% of its full value.
Depending on the size of the Battle Group, a
Note: A unit is ‘committed’ to the Battle platoon may have less than the maximum 5
Group’s active roster as soon as it has been slots available. A very weak infantry Battle
in a battle. After a unit has been committed Group may have a 4 unit slots infantry
you will only get 50% of the point value
if you return it to the Forcepool. An platoon in the first column, no unit slots at
uncommitted unit can be returned to all in the second column, and 2 unit slots in
the Forcepool for its full point value. a support platoon in the third column. Unit
slots that are not available will be marked
with a graphic that says UNAVAILABLE
across the unit slot.
Note: Removing a squad from your active
roster will erase its history, including any In situations where two Battle Groups are
experience bonuses or medals it has earned stacked on the same map, only one Battle
Group does the fighting (the frontline Battle
Group). However, it can borrow teams from the second Battle Group (the reserve Battle Group)
that lies beneath the frontline Battle Group. You can toggle which Battle Group’s Forcepool you
are drawing teams from by
clicking the Forcepool tab at
the top of the Forcepool list.
The points for the borrowed
team come from the reserve
Battle Group’s point pool. If
both Battle Groups are from
the same formation, the
reserve Battle Group can also
use points from the formation
point pool.
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Preparing to fight
If the borrowed team survives the battle it is automatically returned to the reserve Battle
Group’s Forcepool and 50% of its point cost is returned to the reserve Battle Group’s point pool.
Having a reserve Battle Group may increase the number of slots available to the platoons of the
front line Battle Group. Slots available for use by only one of two Battle Groups will be greyed
out when drawing from the Forcepool of the other Battle Group.
If you swap out teams at the Battle Group screen when two Battle Groups are present, the
purchase points are always refunded to the Battle Group they came from, regardless of which
Forcepool you currently have selected.
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The button marked Soldier takes you to the Soldier Screen. The Soldier Screen shows the
Health, Morale, Leadership, Intelligence, Strength, and Experience for each soldier in the
unit, as well as accumulated achievements such as kills, medals, acts of bravery, or acts of
cowardice.
10.1 HEALTH
Health represents the physical status of the soldier.
10.2 MORALE
Morale indicates the willingness of a soldier to fight on. Soldiers with high morale are braver
and are more willing to face danger than men with poor morale. Leadership represents the
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Preparing to fight
ability of a man to improve the morale of the men around him and to keep his team together.
However, when a unit leader with a high leadership level dies, it can have a devastating effect
on unit morale.
10.3 INTELLIGENCE
Intelligence reflects how likely the soldier is to go berserk or panic in a fire fight. Intelligent men
are less likely to make such fatal errors.
10.4 STRENGTH
Strength determines how quickly the soldier becomes fatigued when moving, and affects how
severe his wounds are if he is shot. The stronger the man, the longer he can keep going.
10.5 EXPERIENCE
Experience is vital for a soldier and can affect a wide range of his abilities, ranging from how
good a shot he is, to how well he can hide himself in Ambush, or how well he conserves ammo.
More experienced soldiers do just about everything better than green troops.
Each soldier also has his kills and achievements listed as a cumulative total in Operations and
Campaigns.
The button marked Previous takes you back to the command Screen so you can select another
Battle or exit the game.
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Once created, the destination dot can be dragged to another location by left-clicking and
holding the left mouse button on it. When a moving team reaches its destination, the destination
dot disappears and a voice cue and text message announce the completed movement. After
carrying out a MOVE or MOVE FAST order, the team assumes Defend status in the direction of
its movement. When a team sneaking reaches its destination it assumes Ambush status in the
direction of its movement.
Move – The MOVE order is represented by a blue line stretching from the selected team being
issued the order, to an invisible cursor. The white numbers at the end of the Move line measure
the distance in meters from the team to that point on the map. Scroll the mouse and left click
to place a blue Move dot on the map location intended as the team’s destination.
When the Move dot is placed the team will advance toward that point in a tactical manner.
The team’s rate of movement is affected by the terrain it crosses en route. Moving teams
may initiate combat and assault if the opportunity presents. Moving teams are much more
vulnerable to enemy fire than stationary teams or teams moving covertly.
A team carrying out a MOVE order will most likely stop and seek cover if it comes under
effective fire.
Move Fast – The MOVE FAST order is represented by a purple line stretching from the selected
team being issued the order, to an invisible cursor. The white numbers at the end of the Move
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Preparing to fight
Fast line measure the distance in meters from the team to that point on the map. Scroll the
mouse and left click to place a purple Move Fast dot on the map location intended as the
team’s destination.
When the Move Fast dot is placed the team will advance toward that point as rapidly as
possible. The team’s rate of movement is affected by the terrain it crosses en route. Moving
teams may initiate combat and assault if the opportunity presents. Teams moving fast are more
vulnerable to enemy fire than moving teams.
A team carrying out a MOVE FAST order will most likely continue to it’s destination if it is
relatively close otherwise it will stop and seek cover if it comes under effective fire. This is the
most reliable way to get teams to move if under fire.
Sneak – The SNEAK order is represented by a yellow line stretching from the selected team
being issued the order, to an invisible cursor. The white numbers at the end of the SNEAK
order line measure the distance in meters from the team to that point on the map. Scroll the
mouse and left click to place a yellow SNEAK dot on the map location intended as the team’s
destination.
When the SNEAK dot is placed the team will advance toward that point as cautiously as
possible. The team’s rate of movement, literally a crawl, is affected by the terrain it crosses
on route. Teams sneaking do not initiate combat or assault if the opportunity presents. Teams
sneaking are more vulnerable to enemy fire than stationary teams.
A team carrying out a Sneak order will most likely stop and seek cover if it comes under
effective fire.
11.3 VEHICLES
Vehicles are not stealthy (particularly tanks). However, a sneaking tank is at maximum
watchfulness and at its slowest speed. Vehicles, unlike infantry teams, will initiate combat
in Sneak mode. A tank on the move is somewhat faster and slightly less observant. A tank
that is sneaking or moving attempts to maintain its original armor arc as much as possible.
For example, a tank that is facing the enemy could be ordered to back up using the Sneak or
Move command.
Tanks ordered to Move Fast turn to face their destination and then move there at maximum
possible speed. Tanks can fire while following any movement order, although their rate of fire
decreases as their speed increases.
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click on a unit as normal and determine which type of movement, then press and hold the shift
key and plot the path you wish the unit to take. Each number represents a point the unit passes
through on its way to its destination. When you have completed your path, release the shift key
and the unit proceeds as ordered. You can place a total of 20 waypoints. Set waypoints can also
be selected and dragged to alter a unit’s path.
11.5 FIRE
While your soldiers are capable at firing on their own initiative, it is often useful to direct their
fire. The Fire option brings up a targeting circle. The targeting circle is connected to the firing
unit by a colored line.
When the circle is not sitting above an enemy unit, it appears as a thin white circle. When
placed on an enemy unit the circle either turns green, yellow, red, or black. This color
corresponds with the chance that a shot will kill the enemy unit.
Green �������������������� 100-60%
Yellow ������������������� 59-30%
Red ����������������������� 29-10%
Black �������������������� 9-0%
When deciding whether or not to order a unit to Fire, it is important to consider the situation.
If a unit is laying down suppression fire, it doesn’t have to actually kill the enemy to have the
desired effect. On the other hand, a small Bazooka team waiting in ambush while an armored
column approaches had better wait for a killing shot.
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Preparing to fight
Red ����������������������� The weapon has even less effectiveness than the Yellow range.
Black �������������������� The distance is too close or too far away for the weapon to fire at all.
If a line of sight is obstructed, a white number appears along the targeting line indicating the
range to the obstruction. If a line of sight is partly obstructed by foliage, and then completely
blocked further along, both ranges are indicated.
Partial obstruction by foliage or smoke prevents the attacker from specifically targeting
enemies, but the firing unit can lay down fire in the hopes of suppressing the enemy or getting
lucky.
11.7 SMOKE
There are times in battle when the ability to conceal
yourself from the enemy, even partially, can be the
difference between survival and death. Vehicles and
infantry on both sides are often equipped with smoke
grenades. Units hiding behind smoke are harder to
detect, and if they are detected it is impossible to target
them specifically. Smoke has roughly the same effect
as partial obstruction by foliage; units may still Fire in a general area behind smoke in the
hopes of suppressing the enemy.
Note: It is not impossible to target teams behind smoke. However, the chance of hitting the
target is greatly reduced (as in the dark green line of sight condition mentioned in Section
11.6).
The Smoke command brings up a targeting circle for firing smoke grenades. Mortar teams can
lay down smoke virtually anywhere on the map, a standing soldier can throw smoke grenades
30 meters, and a prone infantryman can throw 15 meters.
Some vehicles and artillery have the ability to fire smoke rounds, which can reach out to the
weapon’s maximum range. If a unit has smoke rounds, the Smoke command is available on
the unit menu. Some vehicles have smoke dischargers and/or smoke mortars. These work in
the same way as smoke rounds.
Units, both tanks and infantry, often use smoke on their own when they come under sudden
attack in an attempt to screen themselves from enemy fire.
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11.8 DEFEND
Units that have been ordered to Defend stop, seek whatever
cover is available, and engage any target of opportunity.
When ordered to Defend a blue arc appears above the unit;
this indicates the direction of facing. To change the direction
of defensive facing, left click the highlighted arc; a blue circle
appears above the unit. Move the cursor to the arc, drag the
arc to the point on the circle that you wish the unit to face,
and left click again. Anti-tank guns and tanks rotate to face
that direction and infantry seeks cover defending from that
direction. Defending units engage enemies not in the blue
arc, but only if those enemies are very close. Units that are defending will fire on targets of
opportunity that they have at least a reasonable chance of killing. That’s equivalent to a yellow
or green targeting circle.
Defend is the default setting for tanks. When not under specific orders, tanks Defend the area
in front of them.
11.9 AMBUSH
Ordering a unit to Ambush is similar to the order to Defend. As in Defend the units stop in place
and seek cover, but ambushing units only attack when an enemy comes within very close
range. When a unit is ordered to Ambush a green arc appears above the unit. This works in the
same way as the blue arc in the Defend order. To change the direction that the unit is ordered
to ambush, left click on the green arc, move the arc to the desired facing, and left click again
to release.
It is vital for any successful commander to understand the importance of the Ambush order.
Infantry are generally far more effective at close range, and many anti-tank weapons are more
effective from the side or rear. Keeping bazooka and concealed anti-tank guns hidden until the
right moment can be critical to success.
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their current relative positions when they reach their destinations. Remember that if you give
the order to Fire, line of sight is individually determined for each unit, and for each soldier in
each unit.
Once created, up to 9 groups can be saved into memory by pressing CTRL (1-9) while the
group is selected. To later recall the group press the corresponding number (1-9) without
pressing CTRL. If the number is pressed a second time it centers the map on the group.
To end giving orders to multiple units, simply create a darkened selector box around a single
unit and issue a new order, or left click anywhere on the map (but not on a unit) .
GERMAN PLANES
Me-109 ����������������� Machine guns, 2cm cannon
FW-190 ����������������� Machine guns, 20mm cannon, 3.7 cm cannon, and 1 large bomb
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ALLIED PLANES
Mitchell (B-25 ������ 50 cal machine guns or 20 mm cannon and 6 large bombs
RAF Spitfire ���������� 20 mm cannon and 303 cal machine guns,
RAF Typhoon �������� 20 mm cannon and 8 rockets
Artillery and Mortar barrages are called in the same way Air Strikes are. Mortar barrages
consist of four 80mm mortars, all firing at once. A battery of mortars fire between 40 and 60
rounds. Like a Battle Groups’ on-map mortar fire, mortar barrage fire is not always accurate,
so be careful not to call in mortar file that would not endanger your own troops. If it is available
during a battle, a mortar barrage appears after 0 - 2 minutes for both sides.
Artillery barrages are called in the same way as mortar
barrages and consist of four long range guns all firing
at once, indirectly, from an off-map firing position. This
battery of guns fires between 10 and 20 rounds. Like
a Mortar Barrage, an Artillery Barrage is not always
accurate. So, similar precautions need to be taken.
12.2 Night Time Battles
Close Combat: Last Stand Arnhem can simulate night
time conditions. Players will be able to distinguish
between day and night battles by noting the turn
indicator at the left hand side of the Strategic Screen, as well as noting the presence of the
flare icon on the lower left side of the tool bar. Also note that the Battle Screen is darker when
the battle commences. During the day time, an air strike symbol will be displayed; whereas
during night time a symbol representing a flare will be displayed.
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During the night time, the battlefield map will be darker than during day light hours. Whenever
artillery or mortar rounds land and explode, the immediate impact area will be momentarily
lit up.
Also, illumination flares will become available during night time battles (usually within 30 to
90 seconds from start of the battle). Flares will have the capability of illuminating a large area
on the battlefield for approximately 30 seconds. Flares are available to both the Germans and
Allies every 8 – 12 minutes into the battle. As in placing artillery or air support on the battlefield,
click on the flare symbol and place it on the chosen spot on the map.
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Team Monitor defaults as ‘on’ and displays all the teams on your side of the battle on the
bottom of the screen and shows their current status. You may also select a team by clicking on
it from this window. Team Monitor can also be toggled ‘on’ and ‘off’ with the F5 key.
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Fanatic ����������������� More than confident, the soldier takes
chances and is gunning for a medal.
Berserk ���������������� The soldier feels invulnerable and attacks the enemy without
fear. Such displays of fearlessness inspire those around him.
12.8 UNIT STATUS
Unit status takes up the bottom center of the screen. It shows the type of unit, what it is doing,
the health of its men, and how effective it is against infantry and tanks at various ranges. The
ranges denoted are 20, 40, 80,160, 320, and 640 meters. The top graph marked AP represents
effectiveness against infantry and the lower AT against tanks. The graph below demonstrates
how an infantry squad can be highly effective against a tank, but only if they can get in at
close range.
The Color of the faces indicates the status of the men in the Unit.
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12.9 OPTIONS
The Options button appears in the lower left hand corner of the map (and can also be activated
by the F8 key). Options is made up of three panels, Game Play, General, and About. These can
be selected using the tabs on the top of the screen.
The top two options on the Game Play
Options control battlefield graphics.
Remove Killed Soldiers removes the
corpses of the dead so that you can
concentrate on the living, and Remove
Trees makes the foliage on trees invisible,
although it still affects line of sight.
In the center of the Game Play screen, the
Status Indicators control the highlighted
bar and colored outlines of friendly units.
These can be set to reflect any number
of conditions, ranging from morale, to
ammunition supply, to unit health. Set
these to whatever you feel you need to
know about your men.
Below the Status Indicators are toggles for:
Team Monitor ������� F5
Map Monitor �������� F6
Soldier Monitor ���� F7
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resolution (or size of the system resolution, if smaller). In Windowed mode, the game continues
to run if the game window loses the focus. However, the game will automatically pause if the
it ‘s window is minimized.
In other words, the Windowed mode feature allows the player to switch from the game to
another program (for example, a chat program or MSN messenger) while allowing the game
to continue to play. It is activated by checking the Windowed box, exiting the game, and then
restarting the game. Deactivation is a similar operation by un-checking the box, exiting and
then restarting.
The About screen shows game credits and version information.
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During the placement phase and during battle, it is often useful to zoom out the map and make
sure that your commanders are positioned to provide leadership to the troops.
As a battle progresses, some soldier may lose morale. Receiving enemy fire, having their
officers die, being flanked or ambushed, or being around too many dead bodies, can all sap
a soldier’s will to fight. Eventually a soldier may panic, run from the fight, or even surrender
to the enemy. Convincing enemy troops to surrender by breaking their morale can be a very
efficient way to win battles.
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Aside from competent command, you can improve soldiers’ morale by successfully ambushing
the enemy. Infantry that manage to destroy enemy tanks also get a large morale boost.
14.1 HILLS
Holding the high ground is an old military maxim and it does have its benefits. Units on top of
hills can see over obstacles, giving them a good view and line of sight. Also moving uphill slows
units down and moving downhill is generally faster. This is useful if you don’t want enemies to
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reach you, or to make a quick get away. However, perhaps the most useful trait of hills is that
hills block line of sight. Units can hide behind hills to avoid detection and to protect their flanks.
Defensive units on the reverse slope of hills can engage attacking enemy units as they come
over the hill while being protected from the enemy’s direct supporting fire.
14.3 FORESTS
Forests provide something of a mixed
blessing. Troops moving through forests
have a great deal of cover. Tree trunks
block fire, and the foliage of the trees
prevents units from being specifically
targeted. This cover works both ways, so
units have a hard time firing out of forests.
This unusual nature makes forests a
natural place for flamethrowers, which can use the cover to approach the enemy. The ability
for infantry to hide in forests make them dangerous place for tanks, and tanks should avoid
forests unless absolutely necessary. Vehicles also risk damage from moving through forests
or trees. Remember that the CTRL+T command can be used to hide the foliage of forests. The
foliage is still there and affects the game, but it makes it much easier for the player to see units.
14.4 BUILDINGS
The key to understanding how to use and
deal with buildings is that buildings are
incredibly useful to units inside them,
particularly infantry. Building roofs provide
cover from mortar fire, building walls
provide good concealment and hard cover
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from enemy fire, and tall buildings allow clear fields of fire over low-level obstructions. This
makes them extremely valuable for infantry and Anti-tank gun units, and a menace to tanks. A
tank on its own generally cannot detect infantry in a building until it is within Ambush range.
A wise commander will go to great lengths to avoid putting a tank anywhere near a building
that has not been checked out by friendly infantry first. When approaching, a building it is
often useful to deploy smoke to allow units to advance without fear of detection. It is also good
practice to Fire machine guns at buildings as your infantry approach to suppress any units that
might be in the building.
Because anti-tank guns have limited mobility and are vulnerable to mortar fire, buildings are
generally a good choice for placement. Unfortunately, placing an anti-tank gun in a building
also tends to limit its field of fire. The size of an anti-tank gun that may be placed in a building
can be limited by the size of the building
While all buildings conceal troops from the enemy, the stronger the building the more cover
it offers from enemy fire. Wooden buildings provide no protection from cannon fire and only
limited protection from other kinds of attacks. Stone buildings provide greater protection, and
protect against small caliber cannon attacks. The purpose-built military installations that made
up the Atlantic Wall fortifications provide shelter from all but the most punishing attacks.
14.7 BRIDGES
The key to success in Operation Market
Garden was the capture of key bridges
over the numerous rivers and canals of
Holland. Therefore, these structures are a
prominent part of the battlefield. There are
both road and railroad bridges that can be
used by infantry and vehicles. Bridges can
also be made useless by causing them to
be blown up.
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Note: If desired, the bridge girders can be hidden by hitting Ctrl+T (similar to hiding the tree
canopy)
There are two classes of bridges, minor and major, which correspond to the size of the river or
canal they cross. Major bridges cross large rivers like the Maas, Waal, and Rhine. Minor bridges
cross canals and small rivers.
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Guns – Some movement is allowed through small or large hedgerow terrain, but there is much
higher resistance to movement through that terrain compared a grassy field, for instance. No
movement or deployment is allowed in bocage terrain.
Vehicles and Halftracks – Movement through small or large hedgerow terrain is allowed, but,
of course, there is greater resistance to movement for vehicles compared to a grassy field. No
movement or deployment is allowed in bocage terrain.
Tanks – Movement through small or large hedgerow terrain is allowed, but, as with vehicles
and halftracks, it is harder to maneuver than on a grassy filed. There is no movement or
deployment allowed in bocage terrain.
All guns, vehicles, halftracks and tanks have a chance to bog or get tracked on small or large
hedgerow terrain.
Also, bocage terrain will block LOS unless a unit is directly next to it.
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15.2 TRUCE
A battle may be ended (before time has elapsed) if both sides agree to end it. To propose a
truce, click the Truce button on the tool bar in the lower right hand corner. Only when both
players agree to a truce is the fighting stopped. Once a truce is offered, you may accept by
pressing the Truce button.
15.3 TIME
In battles with a time limit, the engagement ends when the clock runs out. It is recommended
to set the timer to 15 minutes for best (single player) game play against the AI.
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On the left side of the Debriefing Screen, there is a display representing the Force Morale
for both Allied and German Battle Groups upon completion of the battle. Force Morale is a
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post battle measure of the ability of the Battle Group’s individual units (infantry squads and
support weapons) to rapidly execute the orders given. Battle Groups that have sustained heavy
casualties will have reduced morale, and thus may not perform effectively in future battles
unless rested.
The Details button on the lower left hand side of the screen changes the debriefing screen to
show specific casualty figures for both sides. The Text button returns to the original screen.
The Soldier button (described in Section 10.0) allows you to see how your individual soldiers
performed in battle. Use the Next Team button in the lower left hand corner of the screen to
cycle through your units.
The Campaign Debrief tab at the top of the screen brings up a map of the campaign or
operation area showing the regions each side controls, and listing the current Campaign score.
On the left side of the screen, the overall cohesion of the participating Allied and German Battle
Groups is shown, as well as a relative measure of Victory Location control by each army. An
army’s cohesion is similar to measuring its morale. You can toggle between the Text or Details
on the Campaign Debrief screens. The Details lists the total losses incurred on each side during
the entire campaign or operation.
When you are done viewing the battle results, the Next button advances you to the next battle
or strategic turn.
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16.0 TACTICS
16.1 SUPPRESSION
Suppression is the term used to describe the fact that people keep their heads down while they
are being shot at. A soldier desperately seeking cover is not shooting at the enemy.
Typical suppression strategy is to have one or two units Fire on the enemy while another
unit advances closer. When the advancing unit has reached its position, a unit further back
moves up. With their rapid fire and large ammunition supplies, machine guns are excellent
at suppressing enemy troops, and mortar attacks can force advancing infantry to hit the dirt
without exposing your troops at all.
Take this example: You want to attack an enemy building that contains a force of enemy troops
and you have a machine gun team and two infantry teams to attack with. After setting up in a
suitable location, the machine gun can open fire on the building. Both infantry units would want
to fire as well. This large volume of fire would keep the enemy away from doors and windows.
After a few seconds, one of the firing infantry units would move up then resume firing, allowing
the second infantry unit to also move up. By switching off, both infantry units can approach
the building in relative safety.
When suppressing the enemy, be careful not to walk your own troops into the line of fire.
Soldiers can be accidentally killed by friendly units.
16.2 FLANKING
Flanking describes any attack made from a direction that the enemy is not facing. Units that
are being shot at from more then one direction have a hard time finding cover and quickly
lose morale. Units being flanked also have a difficult time returning fire when attacked from
multiple directions.
Take the previous example: A flanking attack would begin with suppression fire as previously
described, but instead of the leap frog movement of the infantry units, one infantry unit would
move to the side of the building. Once in position it would open fire.
Flanking is not only a powerful tool against infantry, but in many cases can be the only way to
deal with the thick frontal armor of enemy tanks.
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The Strategic Map shows the general region that Operation Market Garden was fought over.
The game covers from September 17, until September 26, 1944. During a particular Campaign
or Operation, some or all of the Strategic Map may be available. Each available map has a
colored diamond in its center. The configuration of this diamond denotes who controls the
map or if that map is currently contested. It also shows where supply depots are. Maps are
connected by roads. A Battle Group cannot move to another map, unless a road connects them
and they control the victory location connected with the road they are leaving from.
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Allied Control �������.............................. White Star on Green
German Control ���.............................. Black Cross
Mixed Control ������.............................. 1/2 White star 1/2 Black Cross.
Allied Supply Depot............................ Green Barrels
German Supply Depot........................ Red Barrels
Friendly, and detected enemy, Battle Groups are visible on the Strategic screen. You can look at
any Battle Group by left-clicking on it. This displays the units that make up the Battle Group on
the task bar at the bottom of the screen. Click on any unit in the Battle Group to examine the
Soldier screen for that unit.
Allied and German Battle Groups also show a star or cross above them. The color of this icon
displays the approximate relative firepower of each Battle Group.
Green �������������������� Strong anti tank (AT) and anti personnel (AP)
Yellow ������������������� Moderate AT and strong AP
Orange ����������������� Moderate AT and AP
Red ����������������������� .Weak AT and moderate AP
Black �������������������� Very weak AT and weak AP
Units with low firepower are best used defensively, to prevent enemy advance, while your
stronger units attack. Even the heaviest armored column can be held at bay by a properly led
infantry group.
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Static Forces only have the units available in their active team slots. They have no Forcepool
to draw from, and do not have or use purchase points. Static Forces will automatically be
absorbed into any friendly Battle Group that moves onto the same map, and its teams will be
transferred to the Battle Group’s Forcepool.
Note: Static Battle Groups cannot be moved from the map they start on to another map, and
cannot receive strategic level air, artillery or mortar support. Also, they are lost from the game
if a bridge is blown up since they cannot retreat.
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17.7 RETREAT
Battle Groups will retreat when routed from a map (due to morale failure) only under the
following circumstances:
»» The battle ends because of a force morale failure;
»» The losing Battle Group holds at least one exit
Victory Location when the battle ends;
»» The exit Victory Location(s) held by the losing Battle Group is
connected to an empty map controlled by friendly forces; and
»» The losing Battle Group has lost all its Victory Locations because
of the force morale differential.(the difference between force
morale of the winning and losing Battle Groups).
If all these criteria are met, the losing Battle Group will retreat by one of the available exit
Victory Locations to an adjacent map. If not, it is forced to disband. Battle Groups that retreat
can’t move on the following strategic turn. Battle Groups can also retreat via an exit location
that leads off the strategic map. For Allied units, the only such exit is ‘from Muese-Escat Canal’
on Valkenswaard. All other off-map exit Victory Locations are German controlled.
Also, a Battle Group will be forced to retreat when it is defending a map that contains a bridge
that is destroyed by that Battle Group.
Battle Groups that retreat off the strategic map will try to re-enter at 0600 during the following
day’s strategic turn.
17.8 DISBANDING
Battle Groups are disbanded whenever they are forced to leave a map, and can’t retreat, either
through loss of victory locations or from morale failure. A disbanded Battle Group becomes
unavailable for the reminder of a campaign or operation. However, some teams/units from a
disbanded Battle Group may be absorbed into nearby friendly Battle Groups as long as they are
under the same parent formation.
If you have only one Battle Group remaining you may not willingly disband it.
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The units available to the Battle Group will be dependent on Forcepool reinforcements. There
are units that are added to the Battle Group’s Forcepool by the AI. There reinforcements arrive
on a specific day and time (including night time), and may be dependent on the Battle Group
being in supply from a specific level of supply source (limited or full). These reinforcements
could be lost if the Reinforcement Battle Group does not have that level of supply at the exact
time required.
17.10 SUPPLY
There are two types of supply depots, major
Note: If a supply depot is enemy and minor. On the strategic map a major
controlled, the Battle Group supply depot has a 3-barrel icon, whereas
attacks onto the map.
a minor supply depot has a 1-barrel icon.
Battle Groups receive fuel and ammunition from friendly supply dumps. A Battle Group can
receive supplies from any friendly dump that it can trace a path back to that dump by passing
through only friendly, uncontested territory. This is its line of supply. If you cut it (occupy a map
in that path), you can drastically reduce the combat effectiveness of the Battle Group you have
cut off. A Battle Group that has been cut off is described as “out of supply.” For each turn that
an unsupplied unit engages in combat, it
drops one supply level in ammunition and
Note: There is an “incoming supply”
indicator on the current ammo and fuel fuel. Loss of ammunition supply reduces
gauge for a Battle Group. It’s code is; ammunition starting levels during battles.
++ for full supply (recovers 2 levels per Loss of fuel won’t affect tanks immediately.
turn); + for limited supply (recovers 1 However, once fuel supplies reach Low,
level per turn); and X for out of supply.. there is an increasing chance that each
vehicle begins each battle out of fuel and
thus immobile.
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Note: A Battle Group in supply starts with a maximum fuel and ammunition level of 3 for each.
As the Battle Group moves and fights, fuel and ammunition expenditure per strategic turn is
as follows:
»» If a Battle Group fights, it uses 1 ammo level.
»» If a Battle Group moves or fights, it uses 1 fuel level.
»» If a Battle Group can trace supply to a major depot, then it regains
2 fuel and 2 ammo level (to the maximum level allowed)
»» If a Battle Group can trace supply to a minor depot, then it regains
1 fuel and 1 ammo level (to a maximum level of 2 for each).
»» If a Battle Group gains uncontested control of an enemy major depot, its
fuel level goes to the maximum; however, its ammo level is not affected.
»» A Battle Group’s re-supply by air-drop allows it
to regain 3 fuel and ammo levels.
»» An armored, armored infantry, and recon Battle Group with zero fuel cannot
move on the strategic map.
A Battle Group that is out of supply and low
on fuel can capture fuel from enemy supply Note: Allied airborne Battle Groups
dumps. To use enemy fuel, the Battle Group are automatically considered to
must occupy the dump; once it leaves the drop with enough supplies that they
dump, the fuel supply starts to diminish as are in minor supply for the day
they drop and all the next day.
normal. Enemy supply dumps only provide
fuel on site; no supply line is created. Enemy
supply dumps do not provide ammunition.
In addition to loss of supplies, Battle Groups
that are out of supply have a more difficult Note: Armored, armored infantry
time replacing infantry losses and repairing/ and recon Battle Groups cannot
replacing tanks and vehicles. Battle Groups move to another map at the strategic
level if they have run out of fuel..
whose ammunition supply reaches None
only replace infantry or repair damaged
vehicles 75% of the time..
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brings up the Strategic Results screen. The game is automatically saved at this point. After
reviewing the results of your decision, you play out any resulting battles in an order set by
the game.
17.12.1 ATTACK
Attack is a movement order that means ‘move to the destination map and engage the enemy.’
The player uses Attack to indicate that they want the Battle Group to become the frontline
Battle Group when it reaches the destination map. Only one Battle Group can be attacking
a map at a time. If you issue an Attack movement order to a map that already has another
friendly Battle Group attacking it, the previous Attack order is automatically changed to a Move
order. If an attacking Battle Group is engaged by an enemy Battle Group before it can move, it
will become the frontline Battle Group on its current map. The Attack movement order causes
slightly more fatigue and loss of cohesion than the Move order.
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17.12.2 MOVE
By left clicking the Battle Group icon, a yellow border will appear around all adjacent maps. The
yellow boarder is thicker for those maps that the Battle Group may move to. When you have
decided where you want to move your Battle Group, right click on the icon and choose Move
from the orders list. Then click on the map the Battle Group is to be moved to. Movement
arrows will then appear to remind you of where you have ordered the Battle Group to move to.
Battle Groups on uncontested maps may move along any connecting road. On maps that are
of mixed control, you may only move along roads for which you hold the victory locations.
Although you can order as many Battle Groups as you want to move onto the same map, only
a maximum of two friendly Battle Groups
can occupy a map. If you issue movement
Note: Each side is allowed to have up
orders that would result in more than two to two Battle Groups on each map at
friendly Battle Groups sharing the same a time. The two Battle Groups may be
map, the first two Battle Groups to arrive will independently moved to different maps.
complete their move. Any additional Battle The frontline Battle Group (on top of the
Groups will not be able to execute their stack) has a lighter color arrow to indicate
its ordered movement than the movement
movement orders and will remain in their order (and corresponding arrow) for
starting location. The sequence of movement the reserve Battle Group underneath.
for friendly Battle Groups is random.
Therefore, there is no way to guarantee
which of your Battle Groups will be the first (and second) on to the map.
A Battle Group that is not ordered to move will automatically prepare trenches and gun pits. If
movement is ordered, but cannot be carried out (because of conflicting movement orders), no
trenches or gun pits will be prepared.
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All movement on each turn happens simultaneously. If two adjacent enemy forces move at
each other, the battle occurs on the map of the slower Battle Group. Armor groups are faster
than mechanized groups, and mechanized groups are faster than infantry.
Battle Group speed rankings are; 1) Recon
Note: It is possible for more than one unit (fastest), 2) Armor & Mechanized Infantry, 3)
to use a road, so units may switch maps. Allied Infantry, 4) German infantry (slowest).
If the German and Allied Battle Groups are
the same speed, the tie goes to the Germans, and the battle is fought on the Allied map.
When you are done making your moves and have assigned any support options, you may
finalize your orders with the Execute command which takes you to the strategic results screen
so you can see the result of your movement orders.
The Strategic Results screen indicates the outcome of the moves for the turn and if any battles
are to occur. To fight the battles listed, or to advance to the next strategic turn, left-click on
Next. The order in which the battles are fought is from north to south and from west to east.
17.12.3 RELIEVE
This orders the reserve Battle Group (the one on the bottom of the stack) to relieve the front
line Battle Group (the one on the top of the stack) and takes over the frontline position. This
swap happens instantly.
17.12.4 REST
This orders the Battle group to try to rest and regroup in order to recover morale and dig in. The
Battle Group will not be able to rest if there is a hostile Battle Group on the same map unless
the other Battle Group has also been ordered to rest. If both sides have a Battle Group on a map
and both choose to rest their Battle Groups, no battle will occur for that turn.
If a rested Battle Group is attacked, it defends its map from prepared positions. When an
infantry or support unit is placed on an open stretch of ground, a trench or gun pit is placed
under them that provide cover where none existed previously. These fortifications are
permanent, and appear on the battlefield in future battles. Enemy troops are unaware of field
fortifications until they have a line of sight. So what may appear to an attacker as an open field
on a map could actually be a vast network of enemy trenches.
Infantry trenches are dug based on the unit’s facing, so it is important to establish facing before
clicking Begin.
17.12.5 MERGE
This orders two Battle Groups that occupy a single map to merge into one Battle Group. The
larger of the two Battle Groups absorbs the smaller one. If they are equal in size, the one with
the best commanding office absorbs the other. Merging Battle Groups moves all teams from
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the absorbed Battle Group into the Forcepool of the absorbing Battle Group. Merging Battle
Groups may increase the number of available team/unit slots, as long as the combined Battle
Group is significantly stronger than the original ones.
The actual merge does not occur until you Execute movement orders for the strategic turn. A
merge cannot be interrupted (even if there is a hostile Battle Group present on the same map),
and occurs before any tactical battle on the map.
17.12.6 DISBAND
This orders a Battle Group to voluntarily disband (see Section 17.7 for a discussion of how
a Battle Group is disbanded after a battle). A Battle Group will not actually disband until the
execution of the strategic movement orders occurs.
17.12.7 SUPPORT
This order adds or removes available air strike, artillery and mortar, and air supply support from
a Battle Group.
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»» Some maps are out of the firing range of friendly artillery…even
considering that it moves forward. You cannot allocate artillery
support to a Battle Group on, or moving to, one of these maps.
»» Some Battle Groups are part of a formation that has integrated field
artillery. These Battle Groups can be allocated artillery support even if
they are out of supply. The British XXX Corps and German II.SS Panzer
Korps are the only such formations in the stock grand campaign.
»» Battle Groups that are not a part of XXX Corps or II. SS Panzer
Korps can receive artillery if they have a clear supply line to
a full supply depot, or they are adjacent to a Battle Group
that has a clear supply line to a full supply depot.
»» It is more plentiful at lower difficulty levels (Recruit and Green) and less
plentiful as you increase levels (Line, Veteran and Elite). The maps where
artillery is available will highlight when you select the artillery support icon.
17.15 INTELLIGENCE
When on the Strategic Map Screen, you are usually unable to see the enemy. On a clear day,
Allied forces can see which German Battle Groups occupy maps within Dutch countryside.
Otherwise, the only enemy Battle Groups you can detect on the strategic map are ones that
you have fought with during the previous turn.
17.16 WEATHER
Weather affects the availability of Air Strikes and Air supply. Generally, the clearer the weather,
the more support that is available. Pre-generated scenarios use the historic weather conditions,
User created scenarios can opt for historic, random, or clear weather effects.
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The Stragic Fight
When a bridge is primed for demolition the Germans can blow it during a tactical battle. There
is a timer that indicates the time necessary before the bridge is fully primed and ready to be
blown.
The attempt to blow the bridge can fail if the Germans don’t control all the bridge VLs. Minor
bridges usually just have 1 VL, and major bridges have 2 or 3. Due to the historical situation
in Close Combat: Last Stand Arnhem, blowing any bridge was a last resort for the Germans,
and would only be done to prevent the Allies from capturing the bridge. To reflect this, if the
Germans blow a bridge in Close Combat: Last Stand Arnhem, the battle ends and the German
forces retreat off the map. Battle Groups (or Static Forces) that cannot retreat are disbanded.
So, the German player needs to evaluate when they want to blow the bridge (and only do it
as a last resort).
Once a bridge is blown, the Germans retreat off the map and the Allies capture the entire map.
The Allies will be able to set up infantry teams anywhere on the map in subsequent battles, but
guns and vehicles will be restricted to the side of the map they could access from the Battle
Group’s original entry point without crossing the (destroyed) bridge.
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If the Allies have a clear supply line to a major supply depot, Allied engineers will automatically
start to repair the bridge. Minor bridges take 2-3 turns to repair, and major bridges about 6
turns. Repairs proceed as long as the supply line is open and the Allies control all of the bridge
VLs. If the Germans are able to take control of any bridge VLs they can destroy the repair work
and force to Allies to start over (after they recapture all the VLs).
While a major bridge is down, Battle Groups cannot exit the map in a way that would require
them to cross the river. To cross a major river without using the bridge they will have to use
a ferry crossing or assault crossing Infantry, Airborne, and Engineer BGs can improvise a
crossing of a minor river or canal, even when the bridge is out, and thus can leave the map with
the blown bridge in any direction. Armored, Armored Infantry, and Recon BGs cannot do this.
If a Battle Group improvises a crossing of a destroyed minor bridge, they will lose all guns and
vehicles in their active team slots (they’re returned to the Forcepool) and will not be able to field
any guns or vehicles from their Forcepool until they are able to achieve a supply line equal to
what they had before they made the crossing (or at least a supply line to a minor supply depot).
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The Stragic Fight
Group per turn can use it. If there is a battle on either map involved in the ferry crossing, the
ferry is considered destroyed and no one can make a ferry crossing there for the rest of the
game.
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Remember, each victory location is worth between 1-3 points. The only exception in scoring
is during the Grand Campaign in the Campaign section. When playing the Grand Campaign
against the AI, your score is not based on total victory location points, but on how your army
does in comparison to how each side performed historically. In a Grand Campaign contest with
a human player, your campaign victory is determined by your score.
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Custom fights
The Map Screen shows the entire Operation Market Garden strategic map. However, all of the
map location boxes (the blue diamond shapes) are blank. Left click or right click on a location
to rotate forward or reverse through all its possible control and supply conditions to select the
desired condition.
The possible starting states are:
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The tool bar at the bottom of the screen that displays the available dates for campaign or
operation contains two sliding markers, one at each end of the 10-day time scale. These
represent the starting and ending days of your campaign or operation. To create a campaign or
operation scenario, follow these steps:
»» Slide the left bracket to the date you want the scenario
to start on. When you release the bracket over a date /
turn that becomes the first turn in your scenario.
»» Choose the maps you want to use by clicking on a map diamond to set the
active map(s) and initial map control and supply conditions for your scenario.
»» Slide the right bracket to the date / turn you want to be the last
turn played in the scenario. If you release the bracket over a date
/ turn, that becomes the last playable turn in your scenario.
»» Drag and drop Battle Group icons onto the map diamonds to place them
on the map. The Battle Group will arrive on the currently selected turn.
You can select the current turn by clicking on the date and then the turn
(during that day) to set the current day / turn. This allows you to have
reinforcements arrive during different days of the campaign or operation.
»» When more than one Battle Group is placed on a map on the first turn, the first
Battle Group icon placed will be the frontline unit and the second one will be
the reserve unit. Battle Groups designated to enter play after the first turn are
considered reinforcements and may arrive in a different order than placed,
depending on the situation on the strategic map at the time.
Once you have selected the Battle Groups
Note: Single battles do not have a you wish to appear, you can set the levels
time length, so you don’t need to set of available supplies and support for each
the right bracket position. You can set side. This affects ammunition and fuel
the turn to any turn of a given day.
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Custom fights
levels for each side. For instance, a setting of Low supply there is a chance for tanks and
vehicles to be out of fuel during each battle
When looking at the Scenario Editor map, you will only see the units that first appear on the
day that is currently selected.
To place a Battle Group, left click on it, and then drag it to the map you wish it to start on.
Remember that each side can have up to two Battle Groups on a map. Each side must have at
least one Battle Group appear at some time during the campaign or operation.
You can also set the availability of mortar, (off-map) artillery and air support, as well as the
weather and initial supply conditions, from the buttons on the pop-up screen. To activate the
top up screen, click on the Scenario Settings tool bar button. When you are done, you may save
the scenario you have created.
Scenarios that consist of just one map are Battles. Scenarios which contain both multiple maps
and/or multiple Battle Groups are Operations or Campaigns. In all cases, multi-map battles
require all maps included in the scenario to be contiguous, in other words, you must be able to
trace along a road from any map in the scenario to any other map in the scenario. Any map left
unclaimed is inaccessible to the user once the game has started.
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during the day for the desired battle. Then click on an German Battle Group you wish to have
defend from this list of available units, and choose an Allied attacking Battle Group and drag
it to the map. Click on the Scenario Settings to set support and supplies (the default setting
for support and supplies is Full). If you want the defenders of Oss to be short on supplies you
can lower their supply level. You must also change the weather if you want conditions different
than Historical.
Now all you need to do is save the game. A pop-up window appears asking for the name of the
battle, as well as a short description. Once you’ve named and saved it, this battle is available
on the command screen under the User Scenarios listing.
To create Operations and Campaigns, all you need to do is add more maps, giving each side at
least one supply depot, and more Battle Groups. Remember that you can have Battle Groups
appear on the strategic map after the first day by clicking on the date you want them to appear
and then dragging them to a map. There is a green arrow partially obscuring the date the units
are appearing.
19.0 MULTIPLAYER
19.1 CONNECTION
To help coordinate Internet connections you can use Instant Messaging, Email, Websites, Fax,
VOIP or Telephone to arrange online multiplayer Close Combat: Last Stand Arnhem sessions.
Two players can connect over the internet, or by LAN, to play Close Combat: Last Stand Arnhem.
One player must act as HOST and
communicate his IP address to the CLIENT
Note: A connection to the
Internet or LAN is required. player. It is recommended that the player
with the fastest upload connection speed
act as HOST. In general, cable modem
internet service has faster upload speed than DSL which is faster than dial-up internet
connections.
19.2 IP ADDRESS
19.2.1 EXTERNAL IP ADDRESS
»» There are web sites such as whatismyip.com and checkip.org that
will display the user’s current external IP address. Additionally,
there are freeware applications such as Get My IP Address and IP
Address Monster that will display the user’s external IP address.
»» One of the easiest ways for the HOST player to determine his current
external IP address is to start Close Combat: Last Stand Arnhem, click the
Multiplayer button on the Command Screen, then click the HOST button
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Fighting online
on the Multiplayer Screen. The Host’s IP address will then be displayed
in the lower left of the screen, to the right of the Search button.
»» It is important for a HOST player who accesses the Internet via a LAN, from
behind a router or through a proxy server, to provide the JOINER players
with his external gateway IP address. In such cases, when the HOST uses
the Close Combat: Last Stand Arnhem Multiplayer Screen to determine
his IP address there will often be two IP addresses shown, the local IP
address followed by the external or gateway IP address. It is the HOST
external gateway IP address that must be provided to JOINER players.
19.3 FIREWALLS
Firewalls, Routers, Proxy Servers and Virtual Private Networks can interfere with multiplayer
Close Combat: Last Stand Arnhem internet connections. Refer to the corresponding user
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CLOSE COMBAT™ LAST STAND ARNHEM - GAME MANUAL
manuals for these types of hardware and software if you are experiencing difficulty
establishing multiplayer Close Combat: Last Stand Arnhem internet connections. Websites
such as portforward.com and HomeNetHelp.com offer further guidance in understanding and
configuring Firewalls, Routers, Proxy Servers, Virtual Private Networks as well as solutions
such as port forwarding and DMZ that may be required to enable multiplayer Close Combat:
Last Stand Arnhem internet connections.
Close Combat: Last Stand Arnhem uses the following PORTS
»» UDP 6073 and the range UDP 2302 - 2400
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Fighting online
If you want to host the game, click on the Host A Game button. Your IP address appears on the
bottom of the screen. You must inform the second player of your IP address so that they can
join. The Next button is shaded out until both players select ready.
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After electing to host a game the Select A Battle button takes you to the Command Screen
where you can select the battle, operation, or campaign. If you are starting an operation or
campaign be sure to decide on the Realism Rating settings.
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fighting units
When you have made your selections, select Next to return to the Multiplayer screen and
Select Ready. When the second player has joined and selected Ready you can select Next to
start the game.
20.0 UNITS
The invasion involved hundreds of thousands of men using a wide array of weapons and
vehicles.
20.1 INFANTRY
Light infantry: are armed with rifles and grenades. Because they are less encumbered, light
infantry can travel good distances without becoming tired. This makes them well suited for
attacking flanks and probing open territory.
Medium infantry: have rifles, grenades, and light automatic weapons like the BAR. Medium
infantry are well rounded, in terms of both mobility and fire power.
Heavy infantry: have even more firepower, such as flamethrowers and demolition charges.
Well suited to close combat, heavy infantry can also be quite effective against tanks if they can
get close enough. Because of the heavy weight of their gear, heavy infantry are slow and can
quickly become winded.
Snipers: are deadly long range shooters who work alone. They are more accurate at long
range, are more likely to target enemy leaders, and are more likely to kill, but they have a
low rate of fire. Snipers are easily suppressed once they are discovered and should switch
positions regularly. Remember that the talent of a sniper is not in the amount of enemies he
kills directly; by targeting officers and suppressing enemy troops at long range, he can sap
enemy morale and reduce their efficiency. Snipers cannot capture victory locations.
Scouts: are used for infiltrating enemy lines to check deployments and set ambushes. They
are quick and stealthy. They are faster and less likely to be discovered than average infantry.
They are very effective at close range but not effective at long range. Scouts are particularly
valuable in urban combat.
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Infantry anti-tank: teams are armed with weapons like the Panzerschreck and the Bazooka.
Infantry AT weapons generally have a low rate of fire, and limited ammunition. They are often
only effective against the sides or rear of enemy armor. AT teams must use concealment and
surprise to be effective.
SECONDARY WEAPONS
In addition to their primary weapons, many soldiers carry secondary specialist weapons like
explosive grenades, and demolition charges. The number of these weapons available for each
unit is listed on the Battle Group screen. When the opportunity arises to use these weapons
your soldiers do so automatically.
20.2 MORTARS
Mortar crews engage the enemy with indirect fire, lobbing powerful explosive shells great
distances. While a mortar team is more accurate while firing at targets they can see, they are
often best positioned well away from the front line where they can hammer enemy infantry and
light vehicles from safety. Avoid setting mortars up directly under trees where branches might
detonate a round right over the firing team.
The heavier a mortar is, the slower the rate of fire, but the more powerful the shell. Heavy and
medium mortars are powerful enough to be used against buildings. Mortars can also lend vital
support to friendly units by dropping smoke at great distance.
Mortars are also effective against light vehicles, particularly open topped vehicles such as
half-tracks.
MORTAR TACTICS
A mortar is more of a tool than a weapon. It is important to understand that in most cases, the
inaccurate nature of mortars make them only marginally useful at killing. Mortars are useless
against any tank with an armored top and only kill an infantryman if the shell it launches lands
very close. Aside from its immense power to suppress infantry, where the mortar shines is in
destroying anti-tank guns in the open, and for dropping smoke anywhere on the map.
Nothing lessens the blow of enemy ambush like the power to shower your units in smoke while
they pull a hasty retreat.
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fighting units
Anti-tank guns make good targets for mortars. anti-tank guns are un-armored, generally
immobile, and need line of sight to return fire. When an anti-tank gun is detected in the open,
it is often wise to pull your troops back and simply pound the gun until it is disabled. If the gun
is defended by a building, dropping smoke in front of the building can temporarily disable it.
20.4 FLAME-THROWER
These are very effective against both infantry and armor, but have a very short range and
limited shots. They are heavy and slow moving, but don’t require a setup period and can be
fired on the run. As might be imagined, a flame-thrower tended to set fires. Troops with flame-
throwers are extremely vulnerable and can actually explode if hit.
FLAME-THROWER TACTICS
Flame-thrower teams require a great deal of support from other friendly infantry. Their short
range and vulnerability require either total surprise or that the enemy be well suppressed.
When fighting armor, other infantry units can provide support to flame thrower teams by fixing
the enemy’s attention elsewhere.
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ANTI TANK GUN TACTICS
There are two schools of thought regarding anti-tank gun tactics. The first school says that
anti-tank guns should be placed on hills and in other places with wide views and wide fields
of fire. This ensures that the anti-tank gun has a chance to target and hopefully destroy the
enemy, but it also leaves the gun vulnerable to return fire or mortar bombardment.
The alternative school is to conceal anti-tank guns in buildings. This provides both concealment
for the gun and protection for the crew. The downside to this strategy is that the anti-tank gun’s
field of fire is generally very restricted, and the building only offers limited protection against
tank rounds.
20.6 CREWS
Vehicle Crews have little value outside the vehicle and leave the battlefield after abandoning
their vehicle. Gun crews are armed. If the gun runs out of ammo they will defend the gun; if the
gun is destroyed they leave as vehicle crews do.
TANKS
A tank is virtually invulnerable to small arms fire. Tanks can carry machine guns to use against
infantry, high explosive charges (HE) for longer ranged attacks against infantry (like a hand
grenade with a greater range), and armor piercing rounds (AP) that are effective against all but
the heaviest tanks. While tanks may seem like the lords of the battlefield, a tank is vulnerable
to properly armed infantry who can get close enough. Tanks are well placed behind advancing
infantry, lending their considerable firepower while allowing the infantry to ferret out anti-tank
teams and other infantry that might lie in wait.
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fighting units
When not in immediate danger, tank crews generally keep portholes and the top hatch open,
this allows maximum visibility, although it does allow the possibility of surprise attacks while
partly vulnerable, particularly from snipers. Once danger is recognized, such ports are closed,
affording protection but limiting visibility.
As a general rule, tanks have much heavier armor on the front than they do on the sides or
rear. Please refer to the section entitled Battlefield and Other Controls for an explanation of how
movement affects facing.
FLAMETHROWER TANKS
These are very effective against both infantry and armor but have a very short range.
Because of their severe range limitations and modest armor, FT Tanks need to stay away from
conventional tanks using buildings, foliage, smoke, and hills for cover until they can get close
enough to strike.
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82
Index
24.0 INDEX D
Debriefing 50
A Defend 18, 29, 30, 34
Details 51
Active Roster 25 Disbanding 57
Add Button 27
Air Strikes 63 E
Always Obey Orders 23
Edit Opponent 28
Always See Enemy 23
ENDING A BATTLE 48
Ambush 18, 29, 30, 34, 46, 78, 79
Experience 17, 25, 28, 29
Anti Tank Guns 79
Artillery/Mortar 63
Artillery, Mortar and Air Strikes 35
F
Fire 18, 29, 30, 32, 33, 35, 46, 52
B Firewalls 74
Flame-Thrower 79
Basic Unit Orders 29
Flanking 52
Battle Ends conditions 23
Forcepool 25
BATTLEFIELD 29, 44
Forests 45
Battle Groups 22, 24, 36, 52, 54,
Function keys 19
55, 56, 57, 58, 59, 60, 61,
62, 63, 64, 71, 72, 82
Battlegroup Screen 17
G
Battle Group Screen 24 GAME PLAY 12
BATTLE GROUP SCREEN 24 Game Settings 23
Battles 19, 22, 23, 48, 71 Group Orders 34
Battle screen 17 Gullies, Trenches, and Gun Pits 45
Battle Screen 18
Boot Camp 15, 19, 20 H
BOOT CAMP 20
Buildings 21, 45 Health 28
Hills 44
C Hot key 30
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M Rubble and Roads 46
Machine Guns 79 S
Main Screen 15, 75
MAIN SCREEN 19 Saved game 22
Map Monitor 21, 38, 41 SCENARIO EDITOR 68
Minimum System Requirements 9 Scrub and Brush 46
Monitors 21 SELECTED FURTHER READING 81
Morale 17, 23, 25, 28, 39, 49 Smoke 29, 30, 33
MORALE 43 Sneak 31
Mortars 78 Soldier Monitor 21, 23, 39
Move 30 Soldier Screen 28
Move Fast 30 STRATEGIC LEVEL 52
Movement Orders 30 Strategic Map 53, 54, 64
Multiplayer 15, 20, 73, 74, 75, 77 Strategic Turn Indicators 55
MULTIPLAYER 72 Strategic Turns 59
Strategy Tips 68
N Strength 28, 29
Supply 54, 58, 64
Never Act On Own Initiative 23 Suppression 52
O T
Operations 13, 19, 22, 23, 29, 45, Tactics 21, 78, 79, 80, 81
49, 57, 67, 68, 71, 72 TACTICS 52
Options 15, 20, 41, 42 Tanks 80
Other Controls 35 Team Monitor 21, 38
OTHER CONTROLS 29 Terrain 21
Time 23, 49
P Toolbars 21
Play a Game 15, 19 Training 19
Truce 37, 49
Q Two-Minute Warning 24
QUICK START 15 U
Quick Tour 21
UNITS 77
R Unit Status 40
User created scenario 22
Rallying And Separation 44
Realism Settings 23 V
Reforming 57
Remove Button 27 Vehicles 31, 33, 45, 80
Rename Button 27 Victory Locations 13, 23, 48, 57, 68
Repair and Replacement 56 View Map 24, 28
Retreat 57
Revert Button 27
84
Credits
W
Waypoints 31
Weather 54, 64
WHATS NEW 13
Z
Zoom Control 42
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MATRIX GAMES VERY SPECIAL THANKS
Ron Tedesco, Debra Pugh, Renee
EXECUTIVE PRODUCER Schoenfelder, Marti Nagy, Bob Lippman,
David Heath Thomas Heath, Yvonne Heath.
ASSOCIATE PRODUCER MATRIX NEXGEN
Erik Rutins Alexander Rutins, David Vebber, Megan
BOX AND LOGO DESIGN Vebber, Andrew Heath, Nicholas Heath,
Marc von Martial Shane Heath, Austin Stoltz, Noah Stoltz,
Cameron Eckenfels, Hannah Eckenfels,
MANUAL DESIGN AND LAYOUT
Heidi Fiedler, Kai Cloer and Erik Conkling
Marc von Martial
OUR STRENGTH
PUBLIC RELATIONS & MARKETING
We thank God for giving us the
Sean Drummy
ability and strength to complete this
PRODUCTION ASSISTANT project and follow our dream.
Andrew Loveridge We would also like to thank our families
ADMINISTRATION and friends for giving us their non-stop
Liz Stoltz love and support during this project.
DISTRIBUTOR SALES MANAGER
Ross Jepson
BUSINESS DEVELOPMENT MANAGER
Karlis Rutins, Lance Stoltz
SERIOUS GAMES PROJECT MANAGER
Shaun Wallace, David Heath
CUSTOMER SUPPORT STAFF
Daniel Heath, Alex Fiedler, Andrew Williams
FORUM ADMINISTRATION
Andrew Williams, Marc von Martial, Erik
Rutins , David Heath, Paul Vebber
WEB-DATABASE DESIGN & DEVELOPMENT
Alex Fiedler
NETWORK AND SYSTEM ADMINISTRATOR
Mike Vahan
NETWORK & PC SUPPORT
Ron Duquesnel
QUALITY ASSURANCE LEAD
Erik Rutins
86
E N D - U S E R L I C E NS E AG R E E M E NT
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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.
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