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3. GETTING STARTED play the selected scenario against
There are numerous scenarios to choose from; however it may be computer or as hot seat. As well as
easier to start with a small scenario with limited scope to ease your what nationality you would like to
way into the system. It is recommended starting with Scenario Tutorial control, scenario Difficulty (only used if
1. This scenario uses small selection of units on both sides with only a scenario is played against computer
light and medium machine guns support weapons. After completing opponent), determine Fog of War and
this scenario, you can either continue with the tutorial scenarios Path Finding quality.
Tutorial 2, Tutorial 3 and Tutorial 4 which will gradually introduce you
to additional features of the game (support weapons, ordnance, AFVs
and off-board artillery) or you can simply dive right into full scale 3.1.1. Side
scenarios provided with the game. Additionally, Tigers on the Hunt also There are two choices, HUMAN or COMPUTER player. Two types of
comes with powerful scenario design editor which will allow you to game play are available: Player vs Computer (Solitaire) or Player vs
create your own scenarios or campaigns from scratch. Player (Hot seat).
3.1.2. Difficulty
Gameplay Tip: Generally left mouse button is used for selecting
a hex on the map. CTRL + left mouse button is used to select a The game supports the following levels of difficulty for Computer vs
number of units on the unit control panel. Right mouse button is Human Player type of play (this feature is not used for Hot Seat game):
used to perform either fire/move action for a selected unit(s). ··EASY – The human player is always in control of all of his units
for the duration of the scenario. The Computer player follows
the Command and Control rules.
3.1. Play a
New Scenario ··NORMAL – Both the computer and human players all units for
both sides are always in control.
Select a scenario
··HARD – Both the computer and human players follow the
Command and Control rules.
from the scenario list
manager, and click
··VERY HARD – Computer Opponent is always assumed to be
in command of all of its units for the duration of the scenario.
on the New Game The human player follows the Command and Control rules.
button. You will be
presented with Scenario 3.1.2.1. Command and Control
Configuration Dialog. Each unit (Personnel, AFV – Armoured Fighting Vehicle) has a
Here you can decide potential to be Out of Command, unless it passes its C&C check.
if you would like to First a personnel leader (with the highest rank first) in a hex
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performs his C&C Check, if he passes then all the personnel units then each individual Russian AFV must pass radio check. If it fails
in the same hex (including all leaders with the same or lower rank) then that AFV cannot start its engine and therefore cannot move for
and within LOS of two hexes are automatically in Command. This the duration of the whole game turn.
process is repeated for all hexes with a leader in them. Personnel
units that are not stacked with a good order leader or are not in 3.1.6. Random Visibility in Campaign Game
LOS of a leader that passed its C&C check must check for C&C Each new day in a campaign game, random weather is determined
on their own individually. Each AFV checks for C&C on its own. for the day portion as well as night portion (depending of the
A unit that is Out of Command cannot fire (Fire, Defensive Fire calendar season). The campaign calendar month has an impact on
or Advancing Fire Segments) or move (Movement and Advance the random visibility.
Segments). Exception: A friendly Out of Command unit can use
defensive fire during enemy Movement segment, only if an enemy 3.1.7. If a SIDE loses all units, a Scenario/CG ends
unit moves adjacent to the friendly Out of Command unit. An Out When this feature is enabled, if a side loses all of its units the scenario
of Command unit that breaks loses its Out of Command status and or Campaign game will end immediately.
instead becomes Broken+.
·· HIGH – the best possible path, most CPU intensive (Default). 4.1. Scenario Manager
·· MEDIUM – balance between path quality vs CPU usage. Once the game executable is loaded and intro picture is displayed,
·· LOW – most rudimentary path quality, least CPU intensive. the player is presented with Scenario Manager window. The window
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4.2. Main Game Screen 4.3.2. Status Menu
Once a scenario is loaded (new or saved game), the user will be Have the following menu items:
presented with main game window. The main game window is divided
into six major components: Menu Bar, Toolbar, Tactical Map, current
··Scenario Attributes – Displays Scenario attributes dialog, the
dialog shows nationalities involved in the currently scenario
Segment and Turn Panel (right side panel of the main window), Unit being played, scenario length, difficulty, Scenario Date, Grains
Control Panel (bottom left side of the main window) and Action Log in Season, Orchard in Season, Fog of War setting etc.
Window (bottom right corner of the main window).
··Scenario Victory – Displays status of the currently played
scenario Victory Conditions information.
··Order of the Battle – Displays all friendly units and their status
in the currently played scenario. If Fog of War is enabled, only
the enemy units visible will be displayed on the Order of the
battle screen. If Fog of War is disabled all enemy units are
4.3. Menu Bar displayed.
Contains all the dropdown menus used in the game.
··Scenario Objectives – Turns on/off graphical indicators on
the map to display the actual scenario objectives (nationality
4.3.1. File Menu flags).
Have the following menu items:
··Exit Hexes – Turns on/off graphical indicators on the map to
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··
Covered Arc – Displays ordnance / AFV field of view /
facing in the currently selected hex.
··
Fire Range – Displays fire range of currently selected personnel
unit / support weapon / ordnance /AFV in a hex.
··
Rout Tool – if the player has a broken+ personnel unit
that didn’t move and is adjacent to a good order enemy
unit or the friendly broken+ personnel unit is in open
ground (without any TEM bonus) and in clear LOS
(without any hindrance) of an enemy unit then the hex
with player’s broken+ personnel unit will be highlighted indicating
that if this broken+ personnel unit doesn’t move away, it will be
eliminated by the end of the player’s Rout Segment.
··
LOS Tool – Displays enemy units in Line of Sight the of
currently selected friendly unit(s) occupied hex.
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·· Markers – Displays Fire markers for all units that fired. In
addition, units that moved their maximum allowed distance in a
4.3.5. Tools Menu
Have the following menu item:
segment will be displayed in darkened state.
··Line of Sight Check – Displays Line of Sight tool that allows
the player to check line of sight between two hexes on the map.
·· Hex Dot – Displays small white dot in the center of each hex. 4.3.6. Help Menu
Have the following menu item:
4.4. Toolbar
Toolbar buttons are provided for quick and easy access to important
menu items. When the player moves the mouse over a toolbar
button, tool tip text description for that button will be displayed.
4.3.4. Options Menu
Have the following menu item:
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and engages in attacks against his opponent. The screenshot below as well current segment side. (Please see section 5.1 Sequence of
shows a close up of a section of the total map. Play for details).
Moving the mouse to the edge of the screen will scroll the tactical
map in that direction. 4.6.2. Hex Information Box
As the player moves the mouse over a hex on the map, the Hex
Information Box will display all attributes information about the currently
“moved over” hex on the map. It displays hex coordinates, displays
image of the current hex as well as terrain and control information.
4.6.3.1. Move
Available in Movement Segment; a
Left clicking on a hex with units will display unit control panel personnel unit by default uses Move
which will lists all units that are occupying the currently selected hex. (standard) movement (enabled by default). Each time
To select multiple units in a hex, please press CTRL key and left click a personnel unit moves to a new hex it pays movement cost, the
on the unit you wish to select. movement cost depends on terrain type in the new hex.
Right click on a map location is essentially used to perform an
action, like fire or movement for example. 4.6.3.2. Assault
Available in Movement Segment, allows a personnel
unit to move one hex only. It is the safest way to move
4.6. Segment & Turn Panel in line of sight of enemy units that can fire and potentially hurt the
The Segment & Turn Panel is divided into three friendly moving unit.
major components:
4.6.3.3. Double Time
4.6.1. Turn Information Box Available in Movement Segment, allows a personnel
It displays next turn/next segment button, current unit to run. Running is dangerous when in line of sight
turn out of total number of turns, current segment of enemy units.
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Note: When a personnel unit runs in a movement segment, it will 4.6.3.7. AFV Hull/Turret Covered Arc
be marked as tired. Therefore in the next turn movement segment, All AFVs have front, side and rear facing. Some AFVs
tired personnel unit cannot run (double time) again. At the end of only have hull facing, for example German SutG IIIG
that turn movement segment, the tired marker will be lifted and the assault gun. Some AFVs have both hull as well as
personnel unit can run again in the next turn movement segment. turret facing, for example American Sherman tank.
Example: On turn 1 of a scenario, an American Squad runs
(double time) in the movement segment, on Turn 2 in the movement 4.6.3.8. AFV Engine Start
segment it cannot run, however on Turn 3 in the movement segment An AFV, in order to be able to move on the battlefield;
it can run again. will first need to start its engine. To move an AFV
forward; first start the engine with the forward start button. An AFV
4.6.3.4. Low Crawl pays movement cost to start its engine.
Available in Rout Segment, allows a broken+ personnel
unit to move one hex without giving the enemy the 4.6.3.9. AFV Reverse Movement
ability to interdict the currently moving broken unit. A good order To move an AFV backwards; first start the engine
leader stacked with the broken+ personnel unit in the same hex can clicking on the reverse move start button. An AFV
move together. pays movement cost to move in reverse.
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function on the battlefield. Buttoned up open top AFVs cannot fire or 4.7. Unit Control Panel
move as the Crew is trying to hide from enemy fire. Clicking on the When the player clicks on a hex
button changes the AFV Crew exposure. containing units, the unit control
panel will be displayed on the
4.6.3.12. AFV Bog/Mired bottom left corner of the game interface. The unit control panel
It is possible for a moving AFV to bog down due to displays all units, weapons and an AFV in the currently selected hex.
terrain conditions. The purpose of this button is for It also shows the current attributes of each personnel unit/support
the affected AFV try to free itself from being stuck. This feature is weapon/Ordnance/AFV. Ordnance and AFV fire independently.
only enabled in Movement Segment. Personnel units (Squad, Half-Squad, Crew) and the support weapons
they carry can combine together to fire/move. To select multiple
4.6.3.13. Computer Opponent Continue Action items from the unit control panel tree control, first hold down CTRL
Each time an AI unit performs movement action or key then click on the individual items (same way as selecting multiple
specifically an Ordnance/AFV changes its hull/turret items in the windows explorer).
covered arc while in LOS of a human unit, the AI continue button will
be displayed allowing the human player to respond with defensive fire
vs the AI unit performing movement action. The AI continue button 4.8. Action Log Window
will also be displayed after each AI unit fire action allowing the human
player to review the fire result (assuming Fire Interruption feature is).
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in which case only the unit tree control The golden Triangle in the upper right corner indicates that
panel will display text; we can right lick a personnel unit has spent all of its movement points in a
on a hex. Movement Segment.
Rick clicking on the German stack will Red Triangle in the upper right corner indicates that a personnel
display the Pop-Up window. While the right unit has ASSAULT moved. In addition, the Red arrow displayed
mouse is down, the pop-up window will indicates which personnel unit is currently moving.
display all Green Triangle indicates that a personnel unit moved in the
units in the hex as well as counter of Advance Segment.
all non-possessed Support Weapons Blue Triangle indicates that a broken personnel unit used
and Ordnance. Once the player LOW CRAWL type of movement in the Rout Segment.
releases the right mouse button the
pop-up window will disappear.
To display the pop-up window for longer period of time without 5.2. Ordnance Counter Information
holding down the right mouse button, right click the mouse (and while Gold triangle indicates
the right mouse button is down) and move the mouse over the pop-up Covered Arc/Facing of
window and then release the right mouse button. This way the pop- an ordnance weapon.
up window will stay displayed without holding down the right mouse
button for as long as the pop-up window is needed. To close the pop-
up window, simply left click anywhere within the pop up window. 5.3. AFV Counter Information
Green triangle indicates the AFV Crew is
buttoned up as well as its hull orientation/
covered arc.
5. PLAYING SCENARIO Red triangle indicates the AFV Crew is exposed as well as its hull
Once the player selects a scenario he/she would like to play from orientation/covered arc.
the scenario list on the Scenario List manager window, the Scenario If an AFV has turret, and the turret covered arc is the same as
Configuration dialog will be displayed. The user will be presented with the hull covered arc then only the green/red triangle will be displayed.
game tactical map view. Here is where all the game action takes place. The picture above shows the PzKpfw VIE Tiger I with its crew
buttoned up (green triangle), next to it is Tiger I with its crew exposed
(red triangle) and Su-76M with its crew exposed (red triangle). Open
5.1. Personnel Counter Information top vehicles like Su-76M have its crew exposed so that they can fire
This section as well as sections 5.2 and 5.3 describes various icons/ and move on the battlefield.
markers that appear on unit counters during the game.
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NOTE: For most AFVs, in order to be able to fire its Anti-Aircraft gives you total control over your units; your units will always follow/
MG (assuming it has one), the crew needs to be exposed. execute your commands, the computer opponent units will however
Yellow Triangle indicates the AFV turret covered follow command and control rules). Disable Fog of War - after all
arc. Yellow triangle is only visible for AFVs that have this a tutorial scenario; leave the Path Quality set to HIGH and click
turret and only if the current turret has different on the ok button.
covered arc than the hull’s covered arc. The computer player (American) sets up his units first, so the
Pre-Game Setup Segment for the American side will executed first,
once that’s done we will find ourselves in our own German Pre-Game
5.4. Example of Play – Playing
Setup Segment. In the Tutorial 1 Scenario all of our units are already
Training Scenario placed on the map therefore there is nothing for us to do here so
The purpose of the following example of play section, is to introduce let’s click on the next segment button.
the player to the important features of the game as well as to help In the German Administrative Segment, personnel leaders
the player get started playing the game. stacked with broken personnel units will automatically
To get started, run the game executable Tigers on the Hunt.exe, try to rally them, all units will try to repair their broken
select the Training Scenario 1 from the scenario list screen (see weapons and if available, new reinforcements would come on board
3.1.Play a New Scenario screenshot) and click on New Game button as well. Since this is the first turn of the scenario, every unit is in
on the scenario manager list interface. good order, no weapons are broken and for this specific scenario no
In the Scenario Configuration screen, set the Side A (American reinforcements will be coming on board. There isn’t much for us to
Play) to COMPUTER PLAYER and set the difficulty to EASY (this do here this time so click on the next segment button.
The computer player will take care of its own units in the American
Administrative Segment. Once done, the control of the game will be
returned back to us and we will now find ourselves in our German
Fire Segment. If you scroll down the map (by moving your mouse to
the bottom edge of the screen) you will be able to see all your units
on the map. There are two ways to review your order of the battle
for a scenario.
Option1: You can either individually click on each friendly hex on the
map, example let’s click on hex 9,32 unit control panel on the bottom left
side of the game screen
will now display all units
and weapons currently
present in the hex.
24 25
We can see that hex 9,32 contains a personnel leader (rank Currently, our units are too far away from the enemy;
Lieutenant B* with veteran experience) as well as Waffen $$ squad remember each hex is about 40 meters. To see how far a unit
experience of veteran equipped with light machine gun support or support weapon/ordnance/AFV can fire, left click on the hex 9,32
weapon. (should be currently selected), left on the squad personnel unit in
Option2: The other way to quickly see the whole friendly side the unit control panel and then the Fire Range button on the toolbar.
order of the battle for the scenario is to click on the OOB You should be able to see white dots in the centre of each hex
button on the toolbar. around the hex 9,32 indicating how far the personnel unit can fire.
The Order of the Battle
window will now be displayed,
showing you all the units and
weapons where they are on
the map as well as their status
(since we are playing without
Fog of War we can see here
units and weapons for both
sides, German and American).
Let’s click on the OOB
toolbar button again to close
the order of the battle window.
At the beginning of each Fire Segment command and control is
determined for both sides of a scenario. Since we are playing on
easy difficulty, all of our German personnel units will always be in
command for the duration of the whole scenario.
The action log window will display reports about various actions Even if we select the attached light machine gun you can see that we
performed in various segments, like for example fire action, simply don’t have the necessary range for any of the units or support
command and control determination action, fire interdiction action weapons to engage the American units defending the village.
and other actions/events. Currently Therefore, there is not much we can do with our units in the
the action log window is displaying Fire Segment. Click on the next segment button. We are now in our
status of all our units; since we are Movement Segment. This is great time to review our objective for
playing on easy difficulty all of our the scenario.
units are in command. To review our Scenario Objectives, go to the Status menu and
select Scenario Victory menu item.
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hindrance. In addition, Orchard hex, if
it is in season; will block line of sight
if a source or target hex are not on
the same elevation. You can also see
that the scenario is 7 turns long, which
gives us plenty of time to position our
units to attack the village. Close the
window by clicking on the OK button.
Taking a look at the Victory
Conditions window, you can see that
the VPO hex at 8,6 hex has the highest
value of all VPOs in the scenario,
4 Points. Also the VPO hex at 6,10
location has 2 points. Taking these
two VPOs will give us minor victory.
Both of these VPOs at this point are
On the top left side of the window we can see that the American not controlled by any enemy units.
side controls 3 victory point objective (VPO) hexes on the map. You So let’s bypass the American units stationed in hexes 7,18 and
can see the hex location of each VPO hex as well as the victory point 6,15 (never mind the other two
value for each VPO. On the right side of the window you can see that American units in hexes 7,14
we are not going to get any points for killing enemy units (neither and 8,15 hexes) by moving to
is the computer opponent) and also exit hexes are not used in the the west of the village and then
scenario therefore nobody is getting any victory points for exiting going after the VPOs in hexes in
units off the map. Scenario Outcome field shows that currently the 8,6 and 6,10. Now, it’s possible
scenario is a major German defeat (so let’s do something about it). that the computer opponent will
Close the window by clicking on the OK button. send a few of his units to engage
Let’s now take a look at the scenario attributes dialog: us, to counter that possibility;
You can see that Grain is in season, what this means is that each we are going to be setting up
grain hex is a hindrance. This means moving through the grain hexes good defensive positions (wood
will make it a bit harder for the enemy units to see and to shoot at and stone buildings) and the
our friendly units; 6 hexes of hindrance will actually fully block line computer is going to be moving
of sight. Orchard hexes, regardless of the season; will always provide towards our defensive positions.
28 29
You can move a stack of personnel units (assuming units are in Now that I have two personnel units selected (attached support
command and in good order) stacked in a hex together or 1 AFV at weapons don’t need to be selected), you will see white outline on
the time; you cannot move personnel and AFV units together. each hex that surrounding the 9,32 hex the selected units can move
NOTE: Ordnance weapons do not move in the game. through. To move to a new desired hex simply right click on the
Left click on the hex 9,32; notice that on the right target hex.
side of the game screen interface three buttons will
be visible.
Move (Regular movement), Assault (one hex
movement and best way to move in LOS and in range
of enemy units and their weapons) and Double time (running is the
least safe way to move on the battlefield but units can move furthest on
the map). To move the leader and the squad together in the hex 9,32;
(units moving together with a leader get movement bonus, units moving
from start to finish on the road hexes that are connected together get
additional movement bonus) left click on the leader Lieutenant B* unit
then hold down CTRL key on the keyboard (and while the CTRL key is
down) and then left click on the Waffen $$ squad. Let us use Move type
of movement - since we have 7 turns its plenty of time to get to the This picture below shows how far the stack can move; notice the yellow
scenario objectives. If we would use Double Time type of movement dot in each hex – this indicates each hex the stack has passed through.
our units would be running but at the same time the units would get Once you move all your units, click on the next phase button. The
tired and would fire their weapons with penalties. computer opponent performs his defensive fire actions in Defensive
Stacking: The game allows 3 squads (or 6 half-squads, 1 squad = Fire Segment. No friendly German units are in range of computer
2 half-squads), 4 leaders and 1 AFV per hex. controlled American personnel units so this segment should be
over very quickly. For now we don’t care for German Advancing
Fire Segment so just click on the next phase button. Since we don’t
have any broken personnel units yet there is nothing to be done in
German Rout Segment, so click on the next segment button again.
Once we get to the German Advance Segment, we can move all
our good order personnel units by one hex. When you are done
moving all your units, click on the next segment button. Since none of
our units advanced into enemy occupied hexes, nothing happens in
Close Combat Segment; click on the next segment button. Once this
30 31
is done, the second part of the turn is activated where the computer hex at 3,19. The leader will provide his leadership bonus to direct the
opponent is now the ATTACKER, meaning computer opponent fire. NOTE: only one leader at the time can be used to direct fire (or
units get to perform his fire action in Fire Segment and movement provide movement bonus in the Movement Segment). With all my
action in Movement Segment etc. The German player is now the units/weapons selected I now right click on the target hex 3,19. After
DEFENDER. Continue to go through the segments until you arrive to a brief fire animation being displayed on the screen, I now review the
turn 2 in your movement fire result report in the action log window.
segment again. Continue
to move your units along ========================== FIRE =============
the west part of the map Source HEX: [ 1, 23 ] >>> FIRE VS >>> Target HEX: [ 3, 19 ]
to try to bypass the [GE] LEADER: Sergeant C* ID#: 22
computer opponent units [GE] SQUAD: FallschirmJager ID#: 16
in the process. +--- [GE] SW: LIGHT MG ID#: 3
It seems I have run into [GE] SQUAD: Waffen-$$ ID#: 14
an enemy opposition in hex [US] LEADER: Corporal D* ID#: 9 is Broken
3,19 and if I don’t engage [US] LEADER: Corporal D* ID#: 9 failed Experience check, [ Veteran ]
the American units in that and will be replaced by [US] LEADER: Corporal D
hex; the American leader [US] SQUAD: Airborne ID#: 2 is Broken
and the squad could trigger defensive fire while my units are moving [GE] SW: LIGHT MG ID#: 3 does not keeps its ROF
in the Movement Segment. This is something I’m trying to avoid, so
I’m going to engage the enemy hex 3,19 with my units in hex 1,23.
To fire with units in the game
is the same way as to move units,
first you left click on the hex 1,23
and then you press the CTRL key
down on the keyboard to select I got lucky, according to the report; I was able to demoralize both the
all the units including the light American leader and the squad. The American leader as well failed
machine gun. his experience check and therefore the leader was replaced with the
Since my Fire Range button is in lower quality leader which has reduced leadership bonus. Both of the
pressed state on the toolbar I can American units have now been flipped over to their broken state as
clearly see that the inherent fire well as B+ is displayed on each personnel unit counter indicating that
of my squads as well as attached the units are in Broken+ state (please see section 8.2.1 for details on
machine gun can fire at the enemy personnel unit states). One other thing to keep in mind, all personnel
32 33
squads/half-squads/crew and some support weapons/ordnance/AFVs have to rout away. Failure to rout would get both American broken+
do not have a rate of fire. On the other hand, some support weapons/ units killed at the end of the American Rout Segment. The computer
ordnance/AFVs do have rate of fire. Rate of Fire (ROF) can be either opponent routs away his broken+ units from German units as far
none, low, medium or high. Support weapons/ordnance/AFVs that do as he can. Since Orchard hex is not an open ground terrain from
have rate of fire, the higher the rate of fire the higher the chance routing movement perspective, I can’t use my personnel units or
that the support weapons/ordnance/AFV can fire again in the same light machine gun (it’s only weapon in range of American broken
segment. For a complete list of support weapons please see section units in hex 4,18) to interdict the enemy broken+ units. Here is the
8.2.2; section 8.2.3 for Ordnance and section 8.2.4 for AFVs. situation on the map after all the rout movement of the American
In the American Defensive Fire Segment, leader and half-squad broken+ units at the end of the American Rout movement.
possessing medium machine gun in hex 5,15 engaged my friendly At this point, you should have good general understanding how to
units in hex 1,23; luckily without any consequence! play the game, I wish you good luck and have fun!
I have decided not to fire in the Advancing Fire Segment. Since none
of my units broke due to enemy fire there is nothing for me to do in
the German Rout Segment, I click on next segment button to continue. 5.5. Ordnance usage
In the American Rout Segment, both broken units (leader Corporal Ordnance weapons have covered arc; ordnance has to face the enemy
D as well as Airborne squad) need to rout away because the hex 3,19 units in order to engage them. If an enemy unit is outside of the
is in LOS of German good order units in hex 1,23 as well as the ordnance covered arc the ordnance has to be rotated in order to face
American broken+ units are in open ground hex (open ground does the enemy target unit. Ordnance that changes its covered arc will pay
not provide any defensive terrain bonus value) so the broken+ units “to hit” penalty in first shot against the enemy target unit. Ordnance can
fire the following ammunition type: AP – Armour Piercing, HE – High
Explosives, APCR – Armour Piercing Composite Rigid, APDS – Armour
Piercing Discharged Sabot or HEAT – High Explosive Anti-Tank. Some
Ordnance can also fire SMOKE (Smoke or White Phosphorous rounds).
Ordnance firing smoke is only available in hot seat game.
To fire with an ordnance weapon,
first left click on the hex with ordnance
in it, select the weapon and then right
click on the target. If the target hex contains personnel and AFV units
then the following fire type dialog will be displayed.
If an ordnance does not have specific ammunition type, then that
option will be disabled in the dialog. In the screenshot above German
75mm Anti-Tank Gun PaK 40 does not fire White Phosphorous rounds
34 35
therefore that type of ammunition is not Every start of each new CG day, all
available. personnel units recover they status
If ordnance fires against AFV, the to good order. All support weapons,
following ammunition type dialog will be displayed. Notice that the Ordnance and AFVs will have its
German 75mm Anti-Tank Gun Pak 40 only fires Armour Piercing rounds. weapons repaired. An Immobilized
AFV roll for immobilized removal check, if the AFV succeeds then
the AFV will no longer in immobilized state – otherwise the AFV stays
5.6. AFV weapons usage immobilized for another full CG day.
An AFV just like ordnance has covered arc, one for hull and one
for turret – if an AFV has turret. An AFV pays “to hit” penalty if its
weapon covered arc is not facing the enemy target unit. Some AFVs
have both hull and turret like for example German PzKpfw VIE Tiger 7. SCENARIO DESIGN
I; while other AFVs only have hull like for example German StuG All the scenarios bundled with the game have been created using
IIIG Assault Gun. An AFV can have main armament like for example the scenario editor that comes with the game. The scenario editor
German Tiger I has 8mm/L60 gun, other AFVs like some half-tracks is easy to use, all a player needs is a bit of imagination or historical
only have machine guns, for example German SPW 251/1. references to create fun to play yet challenging scenarios.
An AFV can have Main Armament
and up to three machine guns: Coaxial,
Bow or Anti-Aircraft. The weapon 7.1. Editor Interface
selection dialog only appears when firing with AFVs as Ordnance
only have one weapon to fire with.
6. PLAYING CAMPAIGN
Playing a campaign is basically the same thing as playing a scenario.
With the only difference being that a campaign uses a day and night
as an abstract concept. Full day is split into day portion and night
portion. The day portion is 8 turns and uses Day Visibility setting and
night portion is 4 turns and uses Night Visibility setting – as defined
in the scenario editor attributes dialog. Think of campaign as longer
version of a scenario that goes one for number of days (maximum 42).
36 37
The scenario design editor interface is divided into 6 major
components: Menu Bar, Toolbar, Tactical Map, Objects Panel, Order
·· Modify LEG Unit – Allows to modify currently selected
personnel unit on the Order of the Battle Panel.
of the Battle Panel and Unit Control Panel.
·· Delete LEG Unit – Allows to delete currently selected personnel
unit from the Order of the Battle Panel.
7.1.1. Menu Bar
Contains all the dropdown menus used for the game.
·· Insert AFV Unit – Inserts a new AFV
unit into the Order of the Battle Panel.
··New Scenario – Resets all components of scenario design Order of the Battle Panel.
to the default state (Resets Scenario Attributes, Victory
Conditions, Map and OOB data etc.).
·· Clone Unit – Allows to clone a number
of times currently selected personnel/
··New OOB – Resets only the Order of the Battle, removes all
units from the current scenario.
7.1.1.3. Settings Menu
Have the following menu items:
38 39
·· Import all sectors from a big Map – Allows to import the
whole map from a text file.
·· Map Paint – Switches the scenario design interface to either
map paint mode or object placement mode.
·· Make All Hexes Playable – All hexes on the map are playable,
enabled by default. 7.1.2. Toolbar
·· Make All Hexes Not Playable – All hexes on the map are not
available for use.
Toolbar buttons are provided for quick and easy access to important
menu items. When you move your mouse over a toolbar button, tool
··Hex Outline – Turns on/off Hex outline on the map. Forest elevation.
40 41
··
Orchard – Cultivated fruit/vegetable/nut producing trees area.
Orchard can be either in season (April to October) or out of
7.1.3.2. Dirt Roads
A collection of dirt road terrain objects.
season.
··
Wood Rubble – Collapsed wood building. 7.1.3.3. Paved Roads
··
Stone Rubble – Collapsed stone building. A collection of paved road terrain objects,
··
Shell Holes – Produced as a result of heavy OBA shelling of
an area.
this control also includes concrete built
bridges.
··
Trench – Man made terrain fortification.
··
Debris – Pieces of a building, like pieces of wood or iron
beams that fell of a damaged building, bricks etc.
7.1.3.4. Stone Buildings
A collection of stone building objects, all stone buildings in the game
··
Crag – Rugged rock face hex. are 1 level height only (there are no multi-story stone buildings)
··
Fortified Building Location – Reinforced building that offers
better defensive protection. 7.1.3.5. Wood Buildings
··
Hex Victory Value – Hex Victory Objective Value. A collection of wood building objects, this
··
Playable Hex – Makes a hex part of the scenario map, by
default all hexes on the scenario map are set to as playable.
includes wooded lumberyards items. All
wood buildings in the game are 1 level height only (no multi-story
··
Non-Playable Hex – a hex not available to play on. wooden buildings).
··
1 Squad Limit per Setup Hex – Allows only one Squad to be
placed/set up in a hex. 7.1.3.6. Side A and Side B Setup Zones
··
2 Squad Limit per Setup Hex – Allows only two Squads to be
placed/set up in a hex.
Each side can have up to 30 setup zones for
a scenario. These zones can be associated
··
Die <= Current Turn – A unit setup/placement feature, a die
(six sided) is rolled during a setup, if die is <= current scenario
with specific unit type or any number of units. It’s up to the scenario
designer to decide how to use these setup zones in a scenario.
turn then a unit may be placed in the hex; otherwise the unit is
not allowed to be placed on the hex.
··
German/Russian/American/British Exit Hex – tracks units
exited off the map and gives victory points values based on
7.2. Scenario/Campaign Attributes
Scenario Attributes dialog manages all the global setting of a
victory conditions dialog. scenario.
··
Covered Arc – A hex with covered arc arrow allows Ordnance/
··Scenario Name – Title of the scenario.
AFV to be setup with specific facing.
··Map Size – The total map size is 40 x 97 hexes. The map is
divided into 12 sectors, 4 sectors across and 3 sectors down.
Sectors 1,2,3 and 4 are defined as 10 x 33 hexagons. Sectors
42 43
5…12 are defined as 10 x 32 turn 20 and each turn after, at the end of each turn a six sided
hexagons. die is rolled. If the die roll result <= 2 then the scenario will
··
Scenario Length – specifies
a number of turns a scenario
end. If this condition is not met then the scenario will continue
to next turn.
will have, maximum is 504.
·· Scenario Date – The date of the scenario, the month of the
··
Day Visibility – Specifies how
many hexes a unit can see on
scenario is used in the game to determine if a Grain or Orchard
hex is in or out of season as well Ordnance and AFV special
the map during the day. type of ammunition availability.
··
Night Visibility – Specifies
how many hexes a unit can
see on the map during the 7.3. Victory Conditions
night. Night visibility is only The Victory Conditions dialog defines the Victory Point Objectives
used when playing Campaign (VPO) for a scenario. The game tracks two kinds of Victory Point
game. In campaign game, Objectives:
full day (12 turns) is divided
into day part (8 turns) and night part (4 turns). Total of 504 turns
··Hex Control, a side that has its unit in the VPO hex. The last
unit that passed through the VPO hex controls that hex.
/ 12 turns per day = 42 days of fighting for a campaign.
··Units, enemy units either killed or exited map through exit hexes.
··
Side A Nationality – Nationality that will setup first. The Victory Conditions dialog has five components:
··
Side B Nationality – Nationality that moves first.
··The top left corner of the dialog shows all the VPO hexes in the
··
AI Attitude – Computer Opponent can be set to either Defend
or Attack.
current scenario (hex
coordinates, value and
··
OBA – Each side can have maximum of two Off-Board Artillery
batteries in a scenario/campaign.
current owner of each
VPO hex).
··
Only Side B goes on the last turn – This indicates that the
last turn will only be half a turn, performed only by the Side
··Top right and middle
right panels show how
B player. many points each side is
··
Scenario Variable End – The following two sub-components
will trigger the scenario end mechanism, the variable end
awarded for destroying
enemy unit types.
marker needs to be set on for a specific turn as well as die roll
number needs to be selected in range between 1 and 6.
··Bottom right panel
shows how many points
Example: a scenario is set to be 20 turns. The Variable length is are awarded for exiting
set to be triggered on Turn 20 and dr <= 2. This means that on unit types off the map.
44 45
·· Bottom left panel shows Major Defeat, Minor Defeat, Draw, Minor
Victory and Major Victory Levels. Each side is tracked individually.
·· Stealthy – A Stealthy personnel unit is trained specially for
close quarter combat.
46 47
a support weapon to a unit, first select the unit on the OOB then
click on the S. Weapons button. You can then choose which support
·· From Turn – All units with Turn 1 will be deployed at the
beginning of the scenario. Choosing any other turn will make
weapon you would like to assign to the selected unit. the new unit come aboard as reinforcement.
Ordnance can only be attached to a Crew personnel unit. To
assign Ordnance to a Crew, please first select the unit on OOB and
·· Setup Zone – Option 1: a unit can have either Free Placement,
in which case the player can place the unit anywhere on the
then click on ORDNANCE button above the OOB map. However if the scenario design places a unit on the map
control panel. in the scenario editor than this unit cannot be deployed at the
beginning of the scenario. Option 2: a unit can be associated
with specific setup zone. Which means that a unit can only
deployed on a specific setup zone hex.
7.4.5. Modify/Delete Support Weapon & Ordnance ·· AI Special Command – This feature works the same way for
AFV as it does for Personnel unit.
To assign different support weapon to a personnel unit, click on the
unit on OOB control panel and then click on the S. Weapons button. 7.4.7. Modify AFV Unit
You can now either choose to assign a different kind of support Modify an AFV unit attributes, first click on the unit on the OOB
weapon or you can simply remove a support weapon by selecting control panel then click on the modify AFV button on the toolbar.
“no weapon” item from the list.
To assign different ordnance to a Crew unit, click on the unit on 7.4.8. Delete AFV Unit
OOB control panel and then click on the Ordnance button. You can To delete an AFV from the OOB control panel, first click on the unit
now either choose to assign a different kind of ordnance or you can on the OOB control panel then click on the delete AFV button on
simply remove ordnance by selecting “no weapon” item from the list. the toolbar.
·· Side – Choose which side you would like to add the new unit. the quantity. Please note that attached support weapon/ordnance to
48 49
7.4.10. Insert a Personnel/AFV unit on the Map 8.1.1. Pre-Game Setup Segment
To place a unit on the map, first select the unit on At the beginning of each scenario, the player will have the ability to
the OOB control panel then click on “Inert UNIT on place Personnel units/Ordnance/AFV (if available) on the map.
the map” button and simply left click anywhere on the map.
8.1.2. Reinforcement Segment
7.4.11. Delete a Personnel/AFV Unit from the Map If there are Reinforcements (Personnel Units/AFVs) due to enter
To delete a unit from the map, simply select the for specific a player turn the Reinforcements Segment will activate,
unit on the OOB control panel and then click on otherwise the game proceeds to Administrative Segment.
the “Delete UNIT from the map” button.
8.1.3. Administrative Segment
Administrative segment is split into two parts; first the ATTACKER
7.5. Map Design performs all his actions then the DEFENDER performs all of his
The scenario design editor has two basic modes, unit placement actions. In this segment, all broken personnel units will try to recover
mode and map plaint mode. By default the editor is in unit from their broken state either with or without presence of good
placement mode, in order to switch to map paint mode click on the order state Leader. Broken support weapons, ordnance and AFVs
paint brush button on the toolbar. To get back to unit placement will be repaired if possible. AFVs will try to recover from shocked
mode, click on the paint brush button again. You know you are state. In addition, new units (if available) will also come on board.
map paint mode when the paint brush button on the toolbar is in Personnel units will also be able to recover not possessed weapons
pushed down state. from the ground.
50 51
8.1.7. Advancing Fire Segment Once Ambush bonus is determined, the side with the Ambush
The ATTACKER units that moved in Movement Segment may fire bonus can possibly influence the outcome of Close Combat.
in this segment at reduced firepower. However, support weapons, NOTE: A stealthy personnel unit can gain a possible advantage
ordnance and AFV may fire only once without Rate of Fire. A unit in Close Combat.
may fire in Fire Segment or Advancing Fire Segment, but not both.
8.1.10. Close Combat Segment
8.1.8. Rout Segment All hexes marked with Melee marker are resolved first (Melee hex
Rout segment is split into two parts; first the ATTACKER performs all his is a close combat assault hex that did not get resolved in in the
actions then the DEFENDER performs all of his actions. In this segment, previous Close Combat Segment); all hexes marked with Close
the active player’s all broken+ personnel units that are adjacent to good Combat marker are then resolved next.
order enemy units as well as all broken+ personnel units in LOS of
enemy units in open ground (without any terrain bonus) have to rout 8.1.11. End of Turn
away. Failing to do so would eliminate the broken+ personnel units. The Once the Close Combat Segment is completed the second part of the
broken+ personnel units while they perform move command in open turn is executed where the ATTACKER now becomes the DEFENDER
ground terrain hex can be interdicted by the enemy units. No broken+ and the DEFENDER now becomes the ATTACKER. Example, say on
personnel unit may be interdicted more than once if the broken+ a turn 1, and first part of the turn the ATTACKER is German and the
personnel unit suffered casualty from interdiction already in the current DEFENDER is Russian. In the second part of the turn 1 Russian is
segment. A broken+ personnel unit that performs low crawl move (1 now the ATTACKER and the German is now the DEFENDER. Once
hex move) cannot be interdicted by the enemy units at all. A broken+ both parts of the turn are done the game turn is now over and the
personnel unit cannot rout towards enemy unit in LOS (or known enemy turn 2 now begins. Once all turns are completed, the scenario is
units – meaning an enemy unit that was seen previously in the current finished.
Rout Segment but it is not visible later).
8.1.12. Pre-Game Setup Segment
8.1.9. Advance Segment Pre-Game Setup Segment is only used once for the duration
The ATTACKER may move personnel units by one hex and possibly of the whole scenario. The purpose of this segment is to allow
move into the DEFENDER’s hex - this will then trigger Close Combat each player to perform the initial placement of his available units
Assault and hex will be marked with Close Combat marker. before the scenario actually begins. Each player will have his/
her own Pre-Game Setup Segment. There are three ways to place
8.1.9.1. Ambush units on the map:
When advancing personnel unit moves into a hex with enemy units,
an Ambush can possibly occur. An Ambush check is triggered in
·· Units are fixed, meaning the scenario designer placed the units
on the map for a scenario in the scenario editor. The placement
Woods/Building/Rubble hex. of these units cannot be modified in Pre-Game Setup Segment.
52 53
·· The scenario designer creates setup zones for each unit/unit
type and the player has the option in the Pre-Game Setup
Anti-Aircraft Guns, Artillery howitzers) 162 AFVs (light/medium/heavy
tanks, assault guns, tank destroyers, half-tracks, armoured cars) and 28
Segment to place units as allowed based on the setup zones. different kinds of Off-Board Artillery pieces (Mortar, Rockets, Howitzers).
·· Units are not associated with any setup zones (Free Placement
set up) and therefore they can be placed anywhere on the map
For complete list of units and weapons please see the scenario editor
application, of tables further down in this section of the manual.
by the player in the Pre-Game Setup Segment.
·· The player can manually select each unit and place the unit on
the map, or the player can click on Quick Setup Button. The
8.2.1. Personnel
There are 4 types of personnel units in the game: Squad, Half-Squad,
Quick setup button allows the computer to place all player Crew and Leader.
units on the map according to the placement restrictions Squad counter represents a group of about 10 men. Half-Squad
imposed by the scenario design. counter is half the size of a Squad. For every kind of Squad there
is same kind Half-Squad. Each nationality has different number of
8.1.13. Reinforcements Segment Squads/Half-Squads:
8.2. Appendix B – Personnel, Support ·· Crew counter (Elite) is a group of about 5 men with special training
to operate support weapons or Ordnance; only Crew can operate
Weapons, Ordnance, AFVs Ordnance. Each nationality has only one type of Crew counter.
Leader counter (Elite) represents one man; the purpose of the leader
Tigers on the Hunt game supports German, Russian, American and in the game with his leadership bonus is to help direct fire and rally
British nationalities, 78 Personal units (Squads, Half-Squads, Crew broken units. Any Squads/Half-Squad/Crew moving together with a
and Leaders), 40 support weapons (Light/Medium/Heavy machine leader as a stack receives movement bonus.
guns, anti-tank riles, panzershreck, bazooka, light mortars, demolition Leader’s morale is represented by a letter in the lower left side
charges, flame throwers, radios etc), 95 ordnance (Anti-Tank/Infantry/ of the counter as well as his rank. A letter (rank: Major) represents
54 55
the best morale while letter D (rank: Corporal) represents the Personnel States:
lowest morale. NOTE: For simplicity purpose, all leader ranks are
standardized across all 4 nationalities. Leader’s Leadership bonus is
··Good Order (also means a unit is in command); a personnel
unit in good order state is fully functioning on the battlefield.
represented with stars, the more starts a leader unit has; the better
its leadership bonus will be.
··Broken+ (Demoralized), when a personnel unit fails its morale
check due to an action (example: enemy fire) it will break. A
personnel unit in Broken+ state is unable to fire or move in
Personnel Attributes: Movement or Advance Segments. It can only rout away from
56 57
8.2.2. Support Weapons USAGE: Squad, Half-Squad, Crew, Leader
Support weapons can be operated by a Squad, Half- Squad and Crew Leader can help to direct fire: No
(exception: only leaders can operate Radio support weapons). Here
is a list of all the support weapons used in the game: NAME: Flame Thrower (FT)
NATIONALITY: German, Russian, American, British
NAME: Light Machine Gun (LMG) RATE OF FIRE: N/A
NATIONALITY: German, Russian, British USAGE: Squad, Half-Squad, Crew
RATE OF FIRE: Low Leader can help to direct fire: No
USAGE: Squad, Half-Squad, Crew, Leader (no Rate of Fire)
Leader can help to direct fire: Yes NAME: Panzerschreck (PSK), LATW
NATIONALITY: German
NAME: Medium Machine Gun (MMG) RATE OF FIRE: N/A
NATIONALITY: German, Russian, American, British USAGE: Squad, Half-Squad, Crew, Leader
RATE OF FIRE: Medium Leader can help to direct fire: No
USAGE: Squad, Half-Squad, Crew
Leader can help to direct fire: Yes NAME: Panzerfaust (PF), LATW
NATIONALITY: German
NAME: Heavy Machine Gun (HMG) RATE OF FIRE: N/A
NATIONALITY: German, Russian, British USAGE: Squad, Half-Squad, Crew, Leader
RATE OF FIRE: High Leader can help to direct fire: No
USAGE: Squad, Half-Squad, Crew
Leader can help to direct fire: Yes NAME: Anti-Tank Rifle (ATR), LATW
NATIONALITY: German, Russian, American, British
NAME: Heavy Machine Gun (HMG) RATE OF FIRE: N/A
NATIONALITY: American USAGE: Squad, Half-Squad, Crew, Leader
RATE OF FIRE: High (M1917), High (.50 cal) Leader can help to direct fire: Yes
USAGE: Squad, Half-Squad, Crew
Leader can help to direct fire: Yes NAME: Light Mortar
NATIONALITY: German, Russian
NAME: Demolition Charge (DC) RATE OF FIRE: High (50mm)
NATIONALITY: German, Russian, American, British USAGE: Squad, Half-Squad, Crew
RATE OF FIRE: N/A Leader can help to direct fire: Yes
58 59
NAME: Light Mortar 8.2.3. Ordnance
NATIONALITY: American Ordnance is a heavy weapon that can only be operated by a Crew
RATE OF FIRE: Medium (M2), High (M19) type of personnel unit.
USAGE: Squad, Half-Squad, Crew MTR – Mortar AT – Anti-Tank Gun INF – Infantry Gun
Leader can help to direct fire: Yes AA – Anti-Aircraft Gun ART – Artillery Gun
60 61
8.2.3.2. Russian Ordnance M1 ART 114
Name Type Caliber (mm) Rate of Fire M1918 ART 155
M1 ART 155
BM 37 MTR 82 High M1918M1 ART 155
GVPM 38 MTR 107 Medium M1A1 ART 155
PM 38 MTR 120 Medium M1 ART 203
PTP 30 AT 37 High M1A2 AA# 37 High
PTP 32 AT 45 High M1 AA# 40 High
PTP 42 AT 45 High M3 AA# 76 Medium
PTP 43 AT 57 High M1A1 AA# 90 Medium
PTP 44 AT 100 Low M2 AA# 90 Medium
PP 15R INF 37 High
PP 27 INF 76 Medium
P 00/02P ART 76 Low 8.2.3.4. British Ordnance
P 02/30 ART 76 Low
P 39 ART 76 Medium Name Type Caliber (mm) Rate of Fire
P 36 ART 76 Medium 3 inch MTR 81 Medium
P 44 ART 85 Medium 4.2 inch MTR 107 Medium
P 10/30 ART 107 Low 25mm Hotchkiss AT 25 High
G 10/30 ART 122 Low 2-Pounder AT# 40 High
G 38 ART 122 Low
6-Pounder AT 57 High
P 31 ART 122 Low
17/25-Pounder AT 76 Low
G 38 ART 152
17-Pounder AT 76 Medium
GP 37 ART 152
M1A1 ART 75 Medium
ZP 40 AA# 25 High
Canon de 75 mle 1897 ART 75 Low
ZP 39 AA# 37 High
ZP 38 AA# 76 Medium 18-Pounder ART 84 Low
ZP 39 AA# 85 Medium 25-Pounder ART 88
25-Pounder Howitzer ART 88 Low
3.7 inch Howitzer ART 94 Low
8.2.3.3. American Ordnance
4.5 inch Howitzer ART 114 Low
Name Type Caliber (mm) Rate of Fire 4.5 inch ART 114
M1 MTR 81 High 5.5 inch Howitzer ART 140
M2 MTR 107 Medium 6.0 inch Howitzer ART 152
M3A1 AT 37 Medium 7.2 inch Howitzer MK I ART 183
M1 AT 57 High 7.2 inch Howitzer MK VI ART 183
M5 AT 76 Low OQF 20 AA# 20 High
M1A1 ART 75 Medium OQF 40 AA# 40 High
M1897A2 ART 75 Low OQF 3 inch AA# 76 Medium
M2A1 ART 105 Low OQF 3.7 inch AA# 94 Low
M3 ART 105 Low
# - Weapon fires 360 degrees
62 63
8.2.4. AFVs
AC - Armoured Car
·· Mired, occurs when a bogged AFV unit fails bog removal
check.
AG - Assault Gun
HT - Half-Track
·· Immobilized, an AFV unit either lost a track or wheels got
damaged either due to enemy fire or a mired AFV unit failed
TD - Tank Destroyer its bog removal check.
TK - Tank
NOTE: AC, AG, HT, TD and TK are all classified as Armoured Fighting 8.2.4.1. German AFVs
Vehicles (AFV) in the game. Open
M.A.
Rate Coax Bow AA
Name Type Caliber Notes
An AFV can have the following states: Top of Fire MG MG MG
··
(mm)
Good Order (also means unit is in command); an AFV unit in PzKpfw IIA# TK 20 Medium Y x
good order state is fully functioning on the battlefield. PzKpfw IIF# TK 20 Medium Y x
··
PzKpfw IIIF TK 37 Medium Y Y
Stunned, an AFV exposed Crew fails its morale check due PzKpfw IIIG TK 50 Medium Y Y
to enemy fire. A Stunned AFV may not fire or move for the PzKpfw IIIH TK 50 Medium Y Y
remainder of the turn. The AFV Crew will recover from Stunned PzKpfw IIIJ TK 50 Medium Y Y
State in the next turn in Administrative Segment; however the PzKpfw IIIL TK 50 Medium Y Y
PzKpfw IIIN TK 75 Low Y Y
AFV Crew morale will never fully recover for the rest of the
PzKpfw IVA TK 75 Low Y Y
scenario.
··
PzKpfw IVC TK 75 Low Y
STUNNED, indicates that an AFV Crew got Stunned again. PzKpfw IVD TK 75 Low Y Y
STUNNED AFV is now out of action for the rest of the scenario. PzKpfw IVE TK 75 Low Y Y
Y
for the rest of the scenario.
··
PzKpfw VIE TK 88 Low Y Y
Bogged, occurs when an AFV unit gets stuck in an AFV unsafe PzKpfw VIE(L) TK 88 Low Y Y Y
move terrain. See Appendix C Terrain chart for details.
64 65
PzKpfw VIB TK 88 Low Y Y Y PSW 233 AC Y 75 Low
StuG IIIB AG 75 Low PSW 234/1 AC Y 20 Medium Y
StuG IIIG AG 75 Low Y PSW 234/2 AC 50 Medium Y
StuG IIIG (L) AG 75 Low Y Y PSW 234/3 AC Y 75 Medium Y
StuH 42 AG 105 Y PSW 234/4 AC Y 75 Medium
StuH 42 (L) AG 105 Y Y sIG II ART Y 150
StuPz IV AG 150 Y sIG 38(t)M ART Y 150
PzJg Tiger TD 88 Low Y PzA II ART Y 105
Marder I TD Y 75 Medium PzA III/IV ART Y 150
Marder III(t) M TD Y 75 Medium
x - Indicates that the AFV cannot fire its Main Armament (MA) while its crew is
PzJg III/IV TD Y 88 Low exposed.
JgdPz 38(t) TD 75 Y
JgdPz IV TD 75 Low Y 8.2.4.2. Russian AFVs
JgdPz IV(L) TD 75 Low Y M.A.
Open Rate Coax Bow AA
StuIG 33B AG 150 Y Name Type Caliber Notes
Top of Fire MG MG MG
JgdPz IV/70 TD 75 Low Y (mm)
66 67
KV-85 TK 85 Low Y Y M26 TK 90 Low Y Y Y
IS-2 TK 122 Y Y M10 GMC TD Y 76 Medium Y
IS-2m TK 122 Y Y M18 GMC TD Y 76 Medium Y
IS-3 TK 122 Y M36 GMC TD Y 90 Medium Y
SU-76M AG Y 76 Medium M36B1 GMC TD Y 90 Medium Y Y
SU-76i AG 76 Low M3A1 HT Y Medium Y
SU-122 AG 122 M3(MMG) HT Y Medium Y
SU-152 AG 152 M3(HMG) HT Y Medium Y
ISU-122 AG 122 HT
M4A1 MC Y 81 Medium Y
ISU-152 AG 152 MTR
SU-85 TD 85 Low HT
M21 MC Y 81 High Y
MTR
SU-100 TD 100
M3 GMC HT Y 75 Low
SU-57(a) HT Y 57 High
M8 AC Y 37 Medium Y Y
BA-6 AC Low Y Y x
M8 HMC ART Y 75 Medium Y
x - Indicates that the AFV cannot fire its Main Armament while the crew is exposed. M7 HMC ART Y 105 Low Y
z - Indicates that the AFV cannot fire its Coaxial MG while the crew is exposed.
8.2.4.4. British AFVs
8.2.4.3. American AFVs M.A.
Open Rate of Coax Bow AA
Name Type Caliber
M.A. Top Fire MG MG MG
Open Rate of Coax Bow AA (mm)
Name Type Caliber
Top Fire MG MG MG Stuart V TK 37 Low Y Y Y
(mm)
M3A1 TK 37 Low Y Y Y Sherman II TK 75 Low Y Y
M5A1 TK 37 Low Y Y Y Sherman III TK 75 Low Y Y
M24 TK 75 Low Y Y Y Sherman V TK 75 Low Y Y
M4 TK 75 Low Y Y Y Sherman IIA TK 76 Low Y Y
M4A1 TK 75 Low Y Y Y Sherman IIC TK 76 Low Y Y
M4A2 TK 75 Low Y Y Y Sherman VC TK 76 Low Y
M4A2 (L) TK 75 Low Y Y Y Sherman IB TK 105 Y Y
M4A3 TK 75 Low Y Y Y Centaur IV TK 95 Low Y
M4A3(75)W TK 75 Low Y Y Y Cromwell IV TK 75 Low Y Y
M4A3E2 TK 75 Low Y Y Y Cromwell VI TK 95 Low Y Y
M4A3E2 (L) TK 76 Low Y Y Y Cromwell VII TK 75 Low Y Y
M4A1(76)W TK 76 Low Y Y Y Cromwell VIII TK 95 Low Y Y
M4A3(76)W TK 76 Low Y Y Y Challenger TK 76 Low Y
M4(105) TK 105 Y Y Y Comet TK 77 Low Y Y
M4A3(105) TK 105 Y Y Y Valentine VIII TK 57 Low
68 69
Valentine XI TK 75 Y
8.2.5.2. Russian Off-Board Artillery
Churchill V TK 75 Low Y Y
Churchill VI TK 75 Low Y Y Type Caliber (mm)
Churchill VII TK 75 Low Y Y ART 70
Churchill VIII TK 95 Low Y Y MTR 80
Wolverine TD Y 76 Medium Y ROCKET ART 80
Achilles TD Y 76 Medium Y ART 100
Daimler AC 40 Low Y ART 120
Bishop ART 88 ROCKET ART 120
Priest ART Y 105 Low Y ART 150
Sexton ART Y 88 Low ROCKET ART 200
M3 GMC HT Y 75 Low
HT 8.2.5.3. American Off-Board Artillery
M4A1 MC Y 81 Medium Y
MTR
Type Caliber (mm)
ART 70
8.2.5. Off-Board Artillery MTR 80
Off-Board Artillery represents a group of guns outside of the game ART 100
map that is available to fire in the player requested area using Radio ROCKET ART 100
ART 150
equipment (support weapon). A radio can only be associated with
ROCKET ART 150
only one OBA; if two OBAs are defined for a side in a scenario then
ART 200
2 radios will be required in order of the battle.
NOTE: Only a Leader can use radio to call for Off-Board Artillery 8.2.5.4. British Off-Board Artillery
support. AI (computer opponent) does not require radio support Type Caliber (mm)
weapon in order to call for OBA.
MTR 70
ART 80
8.2.5.1. German Off-Board Artillery
ART 100
Type Caliber (mm) ART 120
ART 150
ART 70
ART 200
MTR 80
ART 100
ART 120
ART 150
ROCKET ART 150
ROCKET ART 200
70 71
8.3. Appendix C – Terrain Effect Chart 8.4. Appendix D – Scenario List
All scenarios that come with the game were designed by Jorgen
Terrain DEF LOS Personnel AC TK HT Holmquist.
Open Ground/Hill None Clear Y Y Y Y
Grain None Hindrance* Y Y Y Y NAME: Tutorial Scenario 1, Counterattack at Carentan
Brush None Hindrance Y Y Y Y
DATE: June 13th, 1944
Orchard None Hindrance Y Y Y Y
LOCATION: Carentan, France
Woods+ Low Obstacle Y Y** Y** Y**
Wood Building+ Medium Obstacle Y N Y** N
FIRST SETUP SIDE: American
Stone Building+ High Obstacle Y N Y** N FIRST MOVE SIDE: German
Dirt Road None Clear Y Y Y Y LENGTH: 7 turns
Paved Road None Clear Y Y Y Y VISIBILITY: Unlimited
Wood Rubble+ Medium Obstacle Y N Y** N COMPLEXITY: Very Low
Stone Rubble+ High Obstacle Y N Y** N
Crag Low Hindrance Y N N N
NAME: Tutorial Scenario 2, Counterattack at Carentan
Shell Holes Low Clear Y Y Y Y
Trench Medium Clear Y N Y** N DATE: June 13th, 1944
Debris Low Hindrance Y N Y** N LOCATION: Carentan, France
Lumberyard Medium Obstacle Y N N N FIRST SETUP SIDE: American
Bridge None Clear Y Y Y Y FIRST MOVE SIDE: German
Wreck Low Hindrance Y Y Y Y LENGTH: 7 turns
DEF – Defensive Bonus for Personnel Units VISIBILITY: Unlimited
LOS – Line of Sight COMPLEXITY: Very Low
AC – Armoured Car
TK – Tank
HT – Half-Tracked Vehicle NAME: Tutorial Scenario 3, Counterattack at Carentan
* - Only if Grain is in season, otherwise LOS is clear.
** - AFV can possibly get bogged down in this terrain. DATE: June 13th, 1944
+ - Rally Bonus Terrain for Personnel Units LOCATION: Carentan, France
FIRST SETUP SIDE: American
FIRST MOVE SIDE: German
LENGTH: 7 turns
VISIBILITY: Unlimited
COMPLEXITY: Very Low
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NAME: Tutorial Scenario 4, Counterattack at Carentan LENGTH: 9 turns
DATE: June 13th, 1944 VISIBILITY: Unlimited
LOCATION: Carentan, France COMPLEXITY: Low
FIRST SETUP SIDE: American
FIRST MOVE SIDE: German NAME: Counterattack at Bardenberg
LENGTH: 7 turns DATE: October 9th, 1944
VISIBILITY: Unlimited LOCATION: Bardenberg, Germany
COMPLEXITY: Very Low FIRST SETUP SIDE: American
FIRST MOVE SIDE: German
NAME: With a little help from the StuGs LENGTH: 6 turns
DATE: September 28th, 1942 VISIBILITY: 4 hexes
LOCATION: Stalingrad, Russia COMPLEXITY: Low
FIRST SETUP SIDE: Russian
FIRST MOVE SIDE: German NAME: First Contact
LENGTH: 7 turns DATE: June 22nd, 1941
VISIBILITY: Unlimited LOCATION: Patulin, Russia
COMPLEXITY: Low FIRST SETUP SIDE: Russian
FIRST MOVE SIDE: German
NAME: Defending Meximieux LENGTH: 5 turns
DATE: September 1st, 1944 VISIBILITY: Unlimited
LOCATION: Meximieux, France COMPLEXITY: Very Low
FIRST SETUP SIDE: American
FIRST MOVE SIDE: German NAME: Battle of the Lastekodumägi
LENGTH: 7 turns DATE: July 27th, 1944
VISIBILITY: Unlimited LOCATION: Sinimäed Hills, Estonia
COMPLEXITY: Low FIRST SETUP SIDE: German
FIRST MOVE SIDE: Russian
NAME: Pershing on the Front LENGTH: 7 turns
DATE: February 27th, 1945 VISIBILITY: Unlimited
LOCATION: Elsdorf, Germany COMPLEXITY: Medium
FIRST SETUP SIDE: German
FIRST MOVE SIDE: American
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NAME: Defensive positions at Outreau LENGTH: 10 turns
DATE: May 22nd, 1940 VISIBILITY: Unlimited
LOCATION: Boulogne, France COMPLEXITY: Medium
FIRST SETUP SIDE: British
FIRST MOVE SIDE: German NAME: Desperate Counterattack
LENGTH: 8 turns DATE: March 26th, 1945
VISIBILITY: Unlimited LOCATION: Schweinheim, Germany
COMPLEXITY: Medium FIRST SETUP SIDE: American
FIRST MOVE SIDE: German
NAME: Popel’s Attack LENGTH: 7 turns
DATE: June 27th, 1941 VISIBILITY: Unlimited
LOCATION: Dubno, Russia COMPLEXITY: Medium
FIRST SETUP SIDE: German
FIRST MOVE SIDE: Russian NAME: 7th Somerset at Oosterhout
LENGTH: 6 turns DATE: September 22nd, 1944
VISIBILITY: Unlimited LOCATION: Oosterhout, Holland
COMPLEXITY: Medium FIRST SETUP SIDE: German
FIRST MOVE SIDE: British
NAME: First day of Borodino LENGTH: 9 turns
DATE: October 15th, 1941 VISIBILITY: Unlimited
LOCATION: Borodino, Russia COMPLEXITY: Medium
FIRST SETUP SIDE: Russian
FIRST MOVE SIDE: German NAME: Oosterbeek Perimeter
LENGTH: 8 turns DATE: September 21st, 1944
VISIBILITY: Unlimited LOCATION: Oosterbeek, Holland
COMPLEXITY: Medium FIRST SETUP SIDE: British
FIRST MOVE SIDE: German
NAME: Diminishing the Perimeter LENGTH: 7 turns
DATE: April 10th, 1942 VISIBILITY: Unlimited
LOCATION: Kholm, Russia COMPLEXITY: Low
FIRST SETUP SIDE: German
FIRST MOVE SIDE: Russian
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NAME: The Battle of the Cactus Farm LENGTH: 10 turns
DATE: May 1st, 1943 VISIBILITY: Unlimited
LOCATION: Cactus Farm, Tunisia COMPLEXITY: High
FIRST SETUP SIDE: German
FIRST MOVE SIDE: British NAME: Battle for Elst
LENGTH: 7 turns DATE: September 24th, 1944
VISIBILITY: Unlimited LOCATION: Elst, Holland
COMPLEXITY: Medium FIRST SETUP SIDE: German
FIRST MOVE SIDE: British
NAME: Last Stand in Tretten LENGTH: 10 turns
DATE: April 23rd, 1940 VISIBILITY: Unlimited
LOCATION: Tretten, Norway COMPLEXITY: Medium High
FIRST SETUP SIDE: British
FIRST MOVE SIDE: German NAME: Fighting Among the Ruins
LENGTH: 6 turns DATE: October 14th, 1942
VISIBILITY: Unlimited LOCATION: Stalingrad, Russia
COMPLEXITY: Medium FIRST SETUP SIDE: Russian
FIRST MOVE SIDE: German
NAME: Mopping up the Forrest LENGTH: 8 turns
DATE: August 15th, 1942 VISIBILITY: Unlimited
LOCATION: Perekopskiy, Russia COMPLEXITY: High
FIRST SETUP SIDE: Russian
FIRST MOVE SIDE: German NAME: Opening the Gate
LENGTH: 8 turns DATE: September 15th, 1942
VISIBILITY: Unlimited LOCATION: Stalingrad, Russia
COMPLEXITY: Medium FIRST SETUP SIDE: Russian
FIRST MOVE SIDE: German
NAME: Canicatti High Ground LENGTH: 9 turns
DATE: July 12th, 1943 VISIBILITY: Unlimited
LOCATION: Canicatti, Italy COMPLEXITY: High
FIRST SETUP SIDE: German
FIRST MOVE SIDE: American
78 79
NAME: Over the Canal LENGTH: 9 turns
DATE: April 27th, 1945 VISIBILITY: Unlimited
LOCATION: Berlin, Germany COMPLEXITY: Medium High
FIRST SETUP SIDE: German
FIRST MOVE SIDE: Russian NAME: Counterattack at Carentan
LENGTH: 9 turns DATE: June 13th, 1944
VISIBILITY: Unlimited LOCATION: Carentan, France
COMPLEXITY: Medium FIRST SETUP SIDE: American
FIRST MOVE SIDE: German
NAME: Trapped in Sector Z LENGTH: 7 turns
DATE: April 29th, 1945 VISIBILITY: Unlimited
LOCATION: Berlin, Germany COMPLEXITY: Medium
FIRST SETUP SIDE: German
FIRST MOVE SIDE: Russian 8.5. Appendix E – Keyboard Shortcuts
LENGTH: 9 turns Keyboard key Function
VISIBILITY: Unlimited < Space > Next Segment/AI Continue Buttons
COMPLEXITY: High <m> Regular Button
<t> Double Time Button
NAME: Christmas at Marvie <u> Assault button
<c> Demolition Charge button
DATE: December 24th, 1944
<d> Rotates an AFV Hull or Ordnance Clockwise
LOCATION: Marvie, Belgium
<a> Rotates an AFV Hull or Ordnance Counter Clockwise
FIRST SETUP SIDE: American <e> Rotates an AFV Turret Clockwise
FIRST MOVE SIDE: German <q> Rotates an AFV Turret Counter Clockwise
LENGTH: 7 turns <l> Low Crawl Button
VISIBILITY: 5 Hexes <f> Starts an AFV in Forward mode
COMPLEXITY: Medium High <b> Starts an AFV in Rearward mode
<s> Stops an AFV
<g> Bog Removal Button
NAME: Fighting for the Highway
<p> Exit Units Button
DATE: September 25th, 1944 <r> Remove Units Button
LOCATION: Koevering, Holland <k> Quick Setup Button
FIRST SETUP SIDE: German <x> Crew Exposed/Button Up Button
FIRST MOVE SIDE: American <w> Transfer Weapon (Support Weapon/Ordnance) functionality
80 81
9. HOW-TO will have leader’s ID #20 attached. This indicates that during the rest
The purpose of this section of the manual is to describe how to of the movement segment, if for whatever reason the leader ID #20
quickly access basic functionality of the game. is unable to move
with the SQUAD
9.1. Unit Movement ID #16, no new
additional leader
9.1.1. Personnel with a Leader Movement can be attached to
Good Order Personnel units (Squad, Half-Squad, Crew) can move the SQUAD ID #16.
further (In Movement Segment only, as in Advance Segment
personnel units can maximum move one hex) when they are stacked 9.1.2. Personnel without a Leader Movement
together with one good order leader. NOTE: in friendly Rout Segment Selecting and moving single personnel unit is very easy, simply
only broken+ personnel units possibly stacked together with good left click on a hex with good order personnel unit; left click on the
order Leader can move together. desired personnel unit on the unit control panel and right lick on the
Friendly Movement Segment, desired (with band highlighted hex) target hex.
Left Click on a hex with friendly To select multiple personnel units together, simply press CTRL
personnel units that also contains key down and left click on which ever personnel units should move
a leader, the example picture above together as a stack.
shows such a hex. In order to move
the Leader ID #20 and say SQUAD 9.1.3. AFV Movement
ID #16 which has Light Machine Gun ID #3 attached, simply press Important: Only One Good Order AFV
the CTRL key on the keyboard and left click on the Leader ID #20 can move at the time and only during
and while the CTRL key is down left click again on the SQUAD ID the friendly Movement Segment.
#16. Hexes that the stack can move However, before an AFV moves; the
into together will be highlighted vehicle engine has to be started either in
with the white band, simply right going forward or going backward mode
click on the desired target hex. A (section, 4.6.3.8 AFV Engine Start).
unit/stack that starts its movement Friendly Movement Segment, Left Click on a hex
on dirt/paved road and continues with friendly AFV unit, the example picture above
to move on a road hex will get an shows such a hex. In order to move the PzKpfw V G Panther ID
additional hex movement bonus. #1 forward, simply left click on the AFV and left click on the Start
NOTE: A personnel unit attached to a leader that moves together engine forward button (AFV engine start sound will be played) on
will have the leader ID attached to it, as in this example SQUAD ID #16 the game interface. At this point the covered arc arrow (green)
82 83
will determine what hexes the AFV can move to (highlighted with can fire) so we are in range to engage the German occupied hex.
white band). Just like section 9.1.1 we simply press the left CTRL key down and
If the AFV would like to move into different while holding the CTRL key down we select all the Russian Squad
adjacent hex, the AFV’s hull needs to be rotated, this and the Leader. Now that we have all the Russian units selected
is accomplished by pressing rotate covered arc buttons (counter- (Only one leader at the time can direct fire) simply right click on
clockwise, clockwise). the German occupied hex. A personnel fire sound will be played as
To stop an AFV from moving (stationary AFV has well as fire line will be shown to the targeted hex. Here is a result
better fire accuracy), select an AFV by left clicking on from the fire, however if fire result will be different - no fire result
a hex that contains moving AFV then left lick on the AFV in the unit will be the same.
control panel and click on engine stop button (section 4.6.3.10 AFV The screenshot below shows the fire result in the game action
Engine Stop) on the game interface. log window. The fire line “Source HEX: [3, 14] >>> FIRE VS >>> Target
HEX: [5,14]” display what source target fired at which target hex.
Then All the Russian units involved in the fire will be listed. The
9.2. Unit Fire last section will display if
any target units got affected.
9.2.1. Personnel Fire In this fire example all the
Firing with personnel unit follows the same basic principle as moving German personnel units failed
personnel unit. Left click is used to select units and right lick is used their morale and check and
to fire on target. they broke.
Example, in the screenshot Here we can see the map with the fire result as well as updated
above we see 3 Russian unit control panel. Notice that the German Leader is now marked
Squads led by a Leader all with < Directing Fire > status as well as all the German Squads are
of which are in good order marked with < Fire > status. Squad/Half-Squad/Crew can only fire
state. Let’s say we are going once in a segment with inherent fire power.
to fire with all the Russian NOTE: If we did not fire with
squads and the Leader (Only the Russian Leader, the Russian
Squads, Half-Squads, and Crew have inherent fire power. The Squads could have possibly
Leader can only direct fire.) against the target hex containing 3 cowered (please see the glossary
German Squads. The Russian Assault Squad has a fire range of for definition), which means that
two hexes (this can be confirmed by selecting any of the Russian the group fire power would have
Assault Squads and then click on the “Fire Range” button on the been halved reducing the impact
application toolbar. White dots will indicate how the Assault Squad of the fire on the target hex.
84 85
9.2.2. Support Weapon Fire (as he can direct
Support weapons (please see section 8.2.2) cannot fire by fire again) however
themselves; they must be attached to a personnel unit. Not all the Russian Assault
personnel units can fire all the different kinds of support weapons. Squad ID #1 is now
For example, only a Leader can use Radio and only Russian Crew marked as fired therefore the personnel unit cannot fire again in
can use Molotov Projector. the current fire segment.
Some support weapons, for example machine guns; have rate of
fire (low, medium or high), this means that they can possibly fire 9.2.3. Demolition Charge
more than once in a segment (Rate of Fire is randomly determined). The Demolition Charge (DC) is a support weapon that has to be
A leader can fire a machine gun, however without rate of fire. placed on an adjacent enemy target hex in the movement segment in
Squads can fire both their inherent FP as well their support order to be used. Placement of a DC is considered movement action
weapon in a segment. However, Half-Squad or Crew have to choose therefore an enemy unit can respond with defensive fire against the
one or the other but not both. Some support weapons are one time personnel unit that is trying to use the DC. Assuming the personnel
fire weapons, like for example Demolition Charge or Panzerfaust. unit that is placing the DC in the enemy hex survives the defensive
Machine Guns, Flame Thrower (can run out fuel), Light Mortar and fire, the DC then explodes in Advancing Fire Segment. If the DC
LATW can break down, and if they do; they will need to be repaired placing personnel unit gets pinned or broken then the DC is not
before they can be used again. placed and it is returned to its personnel unit hex.
In this screenshot
above the Light Machine
(Low Rate of Fire) ID #0
is attached to the Russian
Assault Engineer Squad ID
#1. To fire with the LMG,
select the Leader and the
Assault Engineer ID #1
including the LMG ID #0 by left first pressing the CTRL key down To actually place a DC, first move the Assault Squad ID #1
(and while holding the CTRL key down) left click on the personnel adjacent the German occupied hex. Let’s assume that the Russian
units as well as the LMG SW on the unit control panel; then simply Assault Squad survived the defensive fire from the German units in
right click on the target hex. the adjacent hex. Next click on the “D.Charge” button on the game
Notice the fire result, the LMG ID#0 interface, then left click on the SW Demo Charge ID #1; in that
keeps its Rate of Fire. This indicates that instance the placement hex will be highlighted with white pattern (a
the LMG can fire again with the Leader DC can only be placed in an enemy hex that is actually occupied by
86 87
enemy unit(s)) and now right click on the target hex, in this case the addition, Bazooka, Panzerschreck, Panzerfaust and Piat can also fire
1st Line German units occupied hex. The DC is now detached from against enemy personnel units which are in a building (or rubble).
the Russian Assault Squad and placed in the target hex. Anti-Tank Rifle or Molotov Projector can be used to fire against
enemy personnel units in any terrain hex (not just a building), against
ordnance (emplaced or not) or against an AFV. Panzerfaust is a one
shot weapon; which means once it is fired it is destroyed.
With the exception of Anti-Tank Rifle (which can be selected
and used vs personnel units like LMG support weapon and fired
as a support weapon), a LATW support weapon fires on their own
(meaning the attached personnel
unit cannot be selected in
conjunction with selected LATW).
Once the game is in the To fire a LATW simply select it
Advancing Fire Segment, on the unit control panel and right
the placed DC automatically click on the enemy target within
explodes. range of the LATW. The picture
above shows an example of a
Panzerschreck defensive firing vs
T-34 Russian tank.
88 89
ordnance in the game: Mortar (MTR), Anti-Tank Gun (AT), Anti- T-34 tank (make sure the German Pak 40 gun is selected on the unit
Aircraft Gun (AA), Infantry Gun (INF) and Artillery (ART). All of control panel), simply right click on the T-34 hex. Weapon Target type
these types from game perspective are used in direct fire role. Just dialog will be shown:
like support weapons, ordnance weapons may break down, if they Since the target hex does not contain
do; they need to be repaired before they can be used again. All any enemy personnel units, the INFANTRY
ordnance in the game have facing, meaning in order for ordnance button is disabled. The German Pak 40 gun
to hit enemy target it has to be facing (covered arc) the enemy can fire Smoke rounds but it cannot fire WP so WP button is disabled
target. Most of Ordnance have rate of fire, however some ordnance as well. Click on the AFV button:
can only fire once during a segment; for details please see the The Ammunition Type dialog shows that
ordnance charts in section 8.2.3. The game imposes stacking limit the German Pak 40 has an option to use
on attached ordnance, only one attached ordnance to a CREW can AP or APCR shells. Note that from game
be present in a hex. CREW possessing ordnance = SQUAD from perspective APCR is “special” type of ammunition. Each individual
stacking perspective (CREW not attached to ordnance is = HALF- ordnance weapon (including AFVs) in a scenario is given a limited
SQUAD). (randomly determined) quantity of APCR shells. The “special” shells
Most of Ordnance in the game are classified as non-turreted (like are of limited quantity and
for example SutG IIIG Assault Gun/Tank Destroyer); this means that should be used carefully. For
if the NT Ordnance has to change its facing to fire at enemy hex the purpose of this example left
it will pay a heavy fire penalty. Some Ordnance are classified as click on the APCR button.
turreted meaning they are classified as 360° degree guns (see the # The German Pak 40 gun
note at the end of the 8.2.3 section), they pay light penalty when they fired and scored direct hit on
have to change their facing to target an enemy hex which is outside the T-34 tank (the T-34 tank
of the ordnance covered arc. was turned into a wreck which
In this screenshot, German can provide positive defensive
Pak 40 Antitank gun is facing modifier for any personnel
Russian T-34 tank. To double units present in the same hex). The log window indicates that the
check if the T-34 is within the German Pak 40 gun acquired the enemy target hex (meaning if the
Pak 40 covered arc, left click Pak 40 would fire again at the same target next time, assuming the
on the hex with the German gun didn’t run out of Rate of Fire; it would get a fire bonus), the log
Pak 40 gun and then left click window also indicates that the Pak 40 run out of Rate of Fire and
on the gun in the unit control panel. Now, click on the “Covered Arc” hence was marked with “Fire” marker as well as the gun used its last
button on the tool bar. Thee green dots will indicate that indeed the APCR shell to destroy the T-34.
T-34 is in the covered arc of the German Pak 40 gun. To fire on the
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9.2.6. AFV Fire The screenshot above shows a German Panzer Mk 4 J facing a
AFV is essentially an ordnance weapon mounted on a mobile Russian hex which contains personnel units, MTR ordnance attached
armoured platform. AFV is a unit on its own, meaning it is not to a Crew as well as T-34 M43 tank.
attached to a personnel unit. The game supports 5 different types The picture on the right
of AFV: Armoured Car (AC), Assault Gun (AG), Half-Track (HT), Tank shows in detail what it is in
Destroyer (TD) and Tank (TK). the Russian occupied hex.
AFVs are also classified as turreted (meaning an AFV has a hull To fire with the German
and rotating turret) and non-turreted (hull + superstructure, example Panzer Mark 4 J, left click
German SutG IIIG Assault Gun/Tank Destroyer). Turreted AFVs pay on the hex with the German
light penalty when they need to change their turret to face an enemy tank, left click again to select
target. Non-turreted AFVs like say German StuG IIIG pays heavy the tank on the unit control
penalty when firing against a target that is currently outside of the panel and then right click on
AFV covered arc because the whole AFV hull has to change position the Russian target hex. The
in order to face the enemy target. game will present Weapon
AFV, just like Ordnance; fires on its own, meaning an AFV cannot Type dialog.
combine its fire with any other support or ordnance weapon or personnel The German Panzer Mark 4 J tank
unit. Furthermore AFVs in the game are also classified as closed can fire at the target hex using Main
topped (example American Sherman tank) or open topped (American Armament, or its machine guns. If the MA
M10 tank destroyer). Open topped vehicles are more susceptible to or the various machine guns already fired/
indirect fire like Mortars or Off-board artillery (or personnel units firing are broken, the buttons on the Weapon
at open topped AVF from higher elevation) because the top part of the Type Dialog will be disabled. Left click on
vehicle doesn’t have armour protection for its crew. AFVs usually have the “MA” button.
more than one weapon, AFVs have at least a main armament as well The Target Type dialog will be presented; since the target
one or more machine gun. From contains personnel units as well as AFV unit the dialog will display
the game perspective an AFV can “INFANTRY” as well as “AFV” button. In addition, since Pz IV J MA
have maximum of four weapons: also can fire smoke the “SMOKE” button will also be enabled as
Main Armament, coaxial machine well. Let’s attack the personnel units in the target hex, so left click
gun (hull mounted), bow machine on the “INFANTRY” button.
gun (turret mounted) and anti-
aircraft machine gun. For more
details please see 8.2.4 section
the manual.
92 93
This screenshot shows can possibly fire an almost unlimited number of times against
the Pz IV J firing HE shell moving friendly units. Weapons, once they run out of ROF may
against the personnel not fire again. The purpose of this logic is to prohibit the moving
units in the target hex. units in the movement segment without worrying about enemy
The MA of Pz IV J run out defensive fire.
of Rate of Fire, therefore
the MA is marked as “< First Fire:
MA Fire>”, the MA also A personnel unit that is not marked First/Final marker fires at full
acquired the target hex potential. Personnel units (Squad/HS/Crew) once they fire are marked
(if MA would break, the with First Fire marker. If a weapon that has ROF fires and maintains
target hex will not be ROF, it can fire again. A weapon that loses ROF cannot fire again.
acquired). Since MA was
marked as fired, this Subsequent Fire:
also means that the MA A personnel unit that is marked with First Fire marker can fire again
cannot be used again in but at ½ of its fire power. Once the personnel unit fires, it is marked
the current fire segment to fire again to target the Russian T-34 tank with Final Fire marker.
or to fire Smoke into the target hex.
The HE shell pinned the Russian Half-Squad ID #7. Final Fire:
The German Panzer IV J can still use its Coaxial and Bow A Personnel unit marked with Final Fire marker can only fire into
machine guns and fire them (one at the time) against the personnel adjacent hex; in addition the personnel unit marked with Final Fire
units in the target hex. However, since the Pz IV J is buttoned up marker has to perform morale check. If the personnel unit fails its
it cannot fire its Anti-Aircraft machine gun. To fire with a machine morale check, it breaks (broken+ state).
gun (Coax or Bow) simply select the Panzer IV J tank and right
click on the target hex, then on the weapon type dialog select Terrain Effect Modifier Impact:
“COAX” or “BOW” button. If a friendly personnel unit moves into a hex with none or low TEM
terrain hex and in LOS of enemy weapon with ROF, the enemy
personnel unit/weapon may only fire once against the friendly
9.3. Enemy Defensive Fire in friendly personnel unit.
If a friendly personnel unit moves into a hex with a medium
movement segment and ROF TEM terrain hex and in LOS of enemy weapon with ROF, the enemy
To understand how enemy defensive fire functions in friendly personnel unit/weapon may only fire twice (assuming it passes its
movement segment is to perceive that an enemy personnel unit ROF check, it can fire again) against the friendly personnel unit.
94 95
If a friendly personnel unit moves into a hex with a heavy TEM scenario (consider this as the OBA resource has been assigned
terrain hex and in LOS of enemy weapon with ROF, the enemy to another area of the battlefield outside of the scenario).
personnel unit/weapon may only fire three times (assuming it passes
its ROF check, it can fire again) against the friendly personnel unit.
·· If battery contact is successful the hit error (drift) from the
desired hex is determined and the OBA crosshair is placed on
Once a weapon (ROF capable) runs out of ROF, it may not fire again. the map at a target hex.
·· If the OBA was called for in the player’s Fire Segment the OBA
will fire in Defensive Fire Segment and vice versa.
9.4. Off-Board Artillery
The Off-Board Artillery (OBA) has to be assigned to a scenario in
·· The OBA fires twice before the fire mission is complete (for
example if the OBA fires/resolves in the player’s Fire Segment
the scenario editor in order to be available during a scenario in the it will also be resolved in the players Defensive Fire Segment
game. The Radio support weapon has to be assigned to a leader for in the next turn).
the side that OBA was assigned to (AI doesn’t need Radio support
weapon in order to use OBA in a scenario).
·· The OBA fires at the target hex and the six adjacent hexes.
96 97
A broken+ unit while they move in the rout segment may be 9.6. Rallying Broken Units
interdicted (please see the definition of interdiction in the glossary). Personnel units in Broken/Broken+ state are rallied automatically
Broken+ units that move (not using low crawl) during Rout in The Administrative Segment. The best way to recover broken/
Segment in LOS (without any hindrance) and within range of good broken+ personnel units is to stack them with good order leader in
order enemy units (personnel, support weapon, ordnance, AFV) are rallying bonus terrain like woods, building or rubble hex.
susceptible to enemy interdiction fire. A Broken+ personnel Squad
which fails its morale check will be casualty reduced (only once per
segment). Broken personnel Half-Squad (including Crew) that fails
its morale check will be eliminated. 10. GLOSSARY
The broken+ personnel units may use normal rout movement (by
AAMG: AFV Anti-Aircraft Machine Gun (range of 8 hexes)
default) or use low crawl. The broken+ personnel units that use low
Acquired Target Hex: An ordnance or stationary AFV receives
crawl option may only move one hex.
fire bonus when firing vs a stationary enemy unit in a target
The advantage of using low crawl movement option is that enemy
hex. Ordnance loses its Acquired Target Hex bonus when the
units cannot use interdiction fire (see glossary for the explanation
Ordnance crew break/out of command, ordnance fires a smoke/
of what is Interdiction Fire) vs the broken+ moving personnel units.
WP round. An AFV loses its Acquired Target Hex bonus when
The disadvantage of low crawl is the fact that the broken+ personnel
its Main Armament (MA) breaks, AFV rotates its MA, its Coaxial
units may only move one hex. MG is firing at different direction than MA, AFV fires smoke/
The advantage of normal rout movement is that the broken+ WP round, AFV moves in Movement Segment, AFV is Stunned/
personnel units may move up to 6 hexes away from the enemy; STUNNED/Shocked or AFV goes out of Command
however once the units enter Building/Rubble/Woods hex, the
AFV: Armoured Fighting Vehicle
broken+ personnel units are not allowed to move any further in the
current Rout Segment. The disadvantage is that enemy units can Ambush: Please see section 8.1.9.1 of the manual
possibly interdict the routing broken+ personnel units. BMG: AFV Bow machine gun (range of 8 hexes)
A good order leader stacked with the broken+ personnel units may Bog: temporary immobilization of an AFV
choose to rout away. The broken+ personnel units (possibly stacked AP: Armour-Piercing
with a good order leader) have to rout away from the enemy units. The APCR: Armour-Piercing Composite Rigid
best terrain would be buildings, rubble or woods; as this type of terrain
APDS: Armour-Piercing Discarding Sabot
provides rallying bonus as well as hexes that contain good order leader.
To help with the Rout Segment, the game interface provides Rout Tool Assault: Please see section 4.6.3.2 of the manual
button (see 4.3.3 section of the manual). When enabled, at the beginning Broken (Personnel Unit): See 8.2.1 Personnel section (Personnel
of Rout Segment the game will highlight all broken+ personnel units are Attributes)
in danger to be eliminated if they will not rout away.
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Broken (Weapon): A Weapon malfunction (if a weapon fires there is a Interdiction Fire: Broken+ units that move (not using low crawl) during
chance it runs out of ammunition, or gets jammed) Rout Segment in LOS (without any hindrance) and within range of
Broken+: more severe state of broken personnel unit good order enemy units (personnel, support weapon, ordnance,
AFV) are susceptible to enemy interdiction fire. A Broken+ personnel
Close Combat: Close quarter combat that is resolved in Close
Squad which fails its morale check will be casualty reduced (only
Combat Segment.
once per segment). Broken personnel Half-Squad (including Crew)
CMG: AFV Coaxial machine gun (range of 12 hexes) that fails its morale check will be eliminated
Covered Arc: Ordnance or AFV current field of Fire LATW: Light Anti-Tank Weapon example: Bazooka, Panzerschreck,
Cowering: Penalty that may occur to a personnel unit that fires without Panzerfaust, Anti-tank rifle, PIAT and Molotov Projector
a leader. When Cowering is in effect, the impact of fire on target LMG: Light Machine Gun
hex is reduced. In addition, any unit that cowers will be marked
LOS: Line of Sight, it is a straight line between two hexes. LOS is
with Fire/Final Fire marker (Exception: British Elite and First Line
measured from one hex center dot to another hex center dot
unit firing without a Leader are immune to Cowering)
Low Crawl: Please see section 4.6.3.4 of the manual
Double Time: Please see section 4.6.3.3 of the manual
MA: An AFV Main Armament weapon (example PzKpfw VI Tiger, MA
Emplaced Ordnance: Ordnance that is not setup in a building or
is 8.8 cm KwK 36 L/56)
on paved road, such ordnance receives Defensive bonus. Once
Ordnance is moved, it loses its emplacement status/bonus. Melee: Close Quarter combat that didn’t get resolved in one Close
Combat Segment. A melee may be resolved in the next Close Combat
Exiting Map: A good Order Unit (Personnel/AFV) can exit a map
Segment; Melee marker will stay on until Melee combat is resolved
only during its friendly movement segment and only through its
friendly exit marker MG: Machine Gun
Good Order (Personnel): Personnel unit that is neither broken, broken+ Mired: An AFV’s more severe state of Bog
or out of command; personnel unit that is ready to fight/move MMG: Medium Machine Gun
Good Order (AFV): A vehicle that is neither stunned, shocked or out Motion: An AFV is in motion if it didn’t stop its engine during
of command; AFV that is ready to fight/move Movement Segment
Good Order (Support Weapons/Ordnance): a weapon that is not Non-Stopped: An AFV that started its engine in the current Movement
broken/not-malfunctioned Segment and didn’t stop yet
HE: High Explosive Obstacle – Blocks LOS as well as fire going through a hex
HEAT: High Explosive Anti-Tank OOB: Order of the Battle, is a hierarchical organization, command
Hindrance: Affects LOS (6 hexes of hindrance will actually block structure, strength, disposition of personnel, and equipment of
LOS), it also reduces fire accuracy units and formations of the armed force in a scenario/campaign
HMG: Heavy Machine Gun Out of Command: This state of a unit covers various things like, a
unit failed command & communication check with its HQ, a unit
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is hesitating, confused or in a state of despair or fright. A unit SW: Support Weapon
that is out of command cannot move, fire (exception: if during Unit: Personnel, Ordnance (attached to a Crew) or an AFV
an enemy movement segment an enemy unit moves adjusted
Weapon: Support Weapon, Ordnance or AFV
to the friendly unit that is out of command, the friendly unit will
conduct defensive fire) or initiate close combat Wounded: applies to a leader only, Please see 8.2.1. Personnel
(Personnel Attributes) section of the manual
Pinned: Please see 8.2.1. Personnel (Personnel Attributes) section of
the manual WP: White Phosphorous
Residual Firepower: In an enemy Movement Segment, Wreck: A destroyed AFV, it provides positive defensive bonus to
when an enemy unit is moving that is attacked by a personnel units
friendly personnel unit, a MG/Molotov projector sw or
Ordnance/AFV MA firing HE round can potentially leave Residual
Firepower marker in the moving enemy unit target hex. A
friendly personnel unit and Molotov projector will leave residual 11. CREDITS
firepower marker automatically in the moving enemy unit target
hex. A friendly MG sw, Ordnance/AFV MA firing HE (that keeps Siliconsoft Systems Inc
its ROF after it fired), can choose to either keep its ROF or not. Game Design and Development
If the friendly MG sw, Ordnance/AFV firing HE decides to not to Peter Fisla
keep its ROF then a residual fire marker is placed in the moving Scenario Design
enemy unit target hex. Any enemy personnel unit/Crew Exposed Jorgen Holmquist
AFV moving through a hex with Residual Fire marker will be Game Art and Animation
automatically attacked by the fire marker. Residual Firepower Steve Ford
marker simulates a unit/weapon focusing its fire only at a specific
Sound FX and Music
hex on the map, ignoring all other hexes for the remainder of the
Slitherine Ltd
Movement Segment
Testing Team
ROF: Machine guns, ordnance or MA of an AFV have Rate of Fire. Jorgen Holmquist, 76mm, Bott, Dullahan, Dwayne_M, dynaman216,
Weapons with ROF can possibly attack more than once in a segment General Patton, GJK, jack54, JMass, K1943, parusski, Ratzki,
Shock: An AFV state due to result of enemy fire. An AFV unit will Richie61, sulla05, tinjaw, zakblood, xavutrecht
try to recover from shocked state in Administrative Segment.
Shocked AFV unit may not fire or move
Stun: An AFV that failed morale check due to enemy fire
STUN: A Stunned AFV that failed morale check again
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Matrix Games
Chairman
Jd Mcneil
Development Director
Iain Mcneil
Producer
Tamas Kiss
Operations Director
Erik Rutins
Technical Director
Philip Veale
Creative Director
Richard Evans
Marketing Director
Marco A. Minoli
Public Relations Manager
Olivier Georges
Community Manager
Daniele Meneghini
Production Design
Marta Falbo
Manual Layout
Myriam Bell
Production Lead
Matthew Davis
Production Team
Andrew Loveridge, Lucas Young
Administration
Dean Walker, Liz Stoltz
Customer Support Staff
Paulo Costa, Joseph Miller
Web Development
Valery Vidershpan, Andrea Nicola, Fernando Turi
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