First of all I have to answer the obvious question why I even bother to
spend a lot of time creating an in-depth guide for a game that is, since
many years, outdated. Actually there are several reasons. Axis & Allies has
other complete guides and walkthroughs published already, but none in which
I have found any real valuable information about the World War II game. It
seems like nobody cares to be honest and I can’t blame them. The WWII game
has a lot of potential, but unfortunately no more than that. I will explain
this later in the “conclusion”. Another reason for me to write this guide
is the obvious connection to the other Axis & Allies games and since the
World War II game is in fact the most related to the original Axis & Allies
board game I find it very interesting in making a comparison.
2) INFORMATION
___________________________________________________________________________
/==========================\
| 2.1 – The Game |
\==========================/
GAME:
-Axis & Allies
SYSTEM:
-PC
DEVELOPER:
-TimeGate Studios
PUBLISHER:
-Atari
ESRB RATING:
-T (13+)
PLAYERS:
-1 to 8
PLAYERS (WORLD WAR II METAGAME):
-1
RELEASE DATE:
-US: November 2, 2004
-EU: November 12, 2004 (Version used in this guide)
EXPANSION:
-None available
/===========================================\
| 2.2 – The World War II metagame |
\===========================================/
================
FINDING THE GAME
================
Start your Axis & Allies game. You will then find the World War II metagame
under “Single player” and then obviously “World War II”.
===================
A SHORT DESCRIPTION
===================
The World War II game is similar to a board game where you pick a country
and a general and move your pieces in a turn-based order, in this case
armies, around the world map conquering and defending territories. It is
very different from the rest of the game which is a RTS (Real Time
Strategy) game. However when it comes to combat you can actually choose to
auto resolve battles or play them yourself in RTS mode. You can to buy new
armies or upgrade them. The alliance that occupies two enemy capitals at
the same time wins the game.
/===========================\
| 2.3 – The Guide |
\===========================/
TYPE OF GUIDE:
-In-Depth Strategy Guide of the World War II metagame in Axis & Allies
--->
Information regarding versions: Minor changes will be named with a comma as
for example, 1.1, 1.2, 1.3 and so on, while major changes, such as a new
section or an overall appearance change will be named with an integer, for
example 2.0, 3.0, 4.0 etcetera.
--->
============
Version: 1.0 – Published in August 2009
============
Began on August 18th, 2009 and finished on August 22nd, 2009. The guide is
made from the EU version of Axis & Allies.
============
CONTACT INFO
============
Author:
-Joakim Danielsson aka Ernst Stavro Blofeld
Comments, questions, opinions:
-I understand Swedish, Norwegian, English, Danish, and French
E-mail: hammerdal @ gmail.com
-I have added a new email. I will still check my old though, but not as
frequent.
Availability:
-This guide is published only on GameFAQs. If you find this guide on any
other site please contact me.
3.0) CONTROLS AND OPTIONS
___________________________________________________________________________
==============
BASIC CONTROLS
==============
The World War II metagame does not require a lot of complex controls. It’s
basically enough just using your mouse to browse the map and left clicking
on a unit and command it by right clicking the map. If you wish to fight in
RTS-mode then you will have a wide range of other controls and a new type
of game, but if you are just quick resolving every battle you won’t need to
bother about that.
========
HOT KEYS
========
There aren’t many hot keys in the WWII game and the majority of them aren’t
even listed in the instruction booklet.
P = Purchase
H = History
E = End Turn
+ = Faster Game Speed (Makes no different in this game though)
- = Slower Game Speed (Makes no different in this game though)
Tab = Change viewed territory
Esc = Denying
Enter = Accepting
When a unit is highlighted:
Tab = Change Unit
A = Attack
M = Move
N = Upgrade With an Airfield
D = Upgrade With a Mechanical Division
V = Upgrade With an Armor Division
4.0) HOW TO PLAY
___________________________________________________________________________
/=================================\
| 4.1 – GETTING STARTED |
\=================================/
The World War II game is turn-based which means that you must do all your
moves, purchases and attacks during your turn. You won’t be able to move or
control your selected nation until it’s your turn again so make your
decisions wisely. When a battle occur the game will ask you if you want a
quick resolve battle or a RTS (Real Time Strategy) battle. If you choose
RTS battle you can control your troop’s fate, otherwise the outcome of the
battle will be decided by randomness.
You can only attack once during your turn so be sure to check the map
appropriately before making a decision.
When reaching the World War II metagame menu you must first of all decide
what country and which commander you shall use. You can choose from five
countries and four commanders for every country with unique abilities.
Let’s take a quick look of the available options:
COUNTRY: COMMANDERS:
USA - Arnold, Eisenhower, Nimitz, Patton.
Great Britain - Montgomery, Mountbatten, Wavell, Wingate.
Russia - Chuikov, Konev, Rokossovski, Zhukov.
Germany - Kesselring, Manstein, Rommel, Rundstedt.
Japan - Kuribayashi, Nagumo, Mikawa, Yamamoto.
NOTE:
If you don’t intend to resolve the battles in RTS it really doesn’t matter
which commander you have picked since the commander’s special operations
only can be used in RTS.
Your objective is to capture and hold two enemy capitals.
To purchase an army, click on “Purchase” [P] and the “Armies” tab. A list
of available armies will then appear.
There are 6 types of armies you can buy:
- Infantry
- Mechanical
- Armor
- Infantry with Air
- Mechanical with Air
- Armor with Air
Besides from those we can also find defensive armies around the map. You
can’t move or upgrade a defensive army other than with technology.
========
INFANTRY - Represented with a helmet in the purchase section
========
Cost: 25 (USA, GB, Germany, Japan).
20 (Russia)
Available upgrades: Mechanical, Armor and Air
Responding technologies: Advanced Infantry Training (GER, RUS, USA)
Banzai Infantry (JAP)
Conscription (RUS)
Construction Battalions (ALL)
Entrenchment (GB, JAP, RUS)
Flamethrower Infantry (USA)
Foraging (GB, JAP)
Garand Semi-Auto Rifles (USA)
Goliath Remote Bombs (GER)
Improved AT Weapons (JAP, RUS, USA)
Improved Machine Guns (GB, GER, USA)
Improved Mortars (GB, GER, JAP)
M7 Rifle Grenades (USA)
Marksmanship Training (RUS, USA)
Panzerfausts (GER)
Plentiful Ammunition (GB, JAP)
Sniper Rifles (JAP, RUS)
Special Forces (GB, JAP, USA)
Infantries are the least expensive units in the game. However, they are
cheap and can control areas for a low cost without risking losing an
armoured or a mechanical army.
==========
MECHANIZED - Represented with a truck in the purchase section
==========
Cost: 50 (GB, Germany, Japan, Russia).
40 (USA)
Available upgrades: Armor and Air
Responding technologies: Advanced Armored Training (GER)
Entrenchment (GB, JAP, RUS)
Foraging (GB, JAP)
Improved Fire Control (GB, GER, USA)
Improved Machine Guns (GB, GER, USA)
Long Range Artillery (GB, JAP, RUS, USA)
Mechanical Reliability (GB, RUS, USA)
Mechanized Production (GB, JAP, RUS, USA)
Plentiful Ammunition (GB, JAP)
Rocket Truck (RUS)
Tankette (JAP)
Mechanized divisions are between infantries and tanks in both costs and
firepower and can support your infantry for a relatively low cost. The good
thing is that you might afford a mechanized army every turn if your economy
is good.
======
ARMOUR - Represented with a tank in the purchase section
======
Cost: 75 (GB, Japan, Russia, USA).
70 (Germany)
Available upgrades: Air
Responding technologies: Advanced Armored Training (GER)
Diesel Engines (GB, GER, JAP, RUS)
Entrenchment (GB, JAP, RUS)
Flame Tanks (GB)
Foraging (GB, JAP)
Gyrostabilized Tank Guns (GER, RUS, USA)
Heavy Tanks (GB, GER, RUS, USA)
Improved Fire Controlo (GB, GER, USA)
King Tiger Tank (GER)
Long Range Artillery (GB, JAP, RUS, USA)
Mechanical Reliability (GB, RUS, USA)
Plentiful Ammunition (GB, JAP)
Rocket Truck (RUS)
Schurzen (GER)
Tankette (JAP)
Tank Production (GER, RUS)
As you might have figured out by now, the armoured armies are your
strongest units, but at a high price. You can afford three infantries for
the same cost as one tank. Nevertheless you will probably want to buy a
couple of these.
===
AIR - Represented with an aircraft in the purchase section
===
125 with mechanical (GB, Germany, Russia, USA)
110 “ (Japan)
150 with armour (GB, Russia, USA)
140 “ (Germany)
125 “ (Japan)
Available upgrades: Mechanical and Armor
Responding technologies: Aircraft Supercharges (GER, JAP, RUS, USA)
Air Superiority (GB, GER, JAP)
Improved Reconnaissance (GER, JAP, RUS)
Increased Payload (GB, USA)
Napalm (USA)
SAS Commandos (GB)
Self-Sealing Fuel Tanks (All)
Note that you cannot just by air support. You must attach it to either an
existing army or build a new army with air support. Air support turn even
an infantry army into a powerful unit. The cost is high to buy air support,
but might be higher if you ignore buying it.
==============
DEFENSIVE ARMY - Represented with gun emplacements on the map
==============
Cost: You cannot buy these
Available upgrades: None
Responding technologies: All
All defensive armies are automatically placed when the game starts. As
stated above, you can’t buy new defensive armies and you can’t move them
which means that if you lose them, they will be lost forever so make sure
that doesn’t happen.
================
UPGRADING ARMIES
================
In addition to buying armies, you can also spend your money to upgrade
existing armies. If you select an army that is capable of being upgraded, a
new row of icons appears in the bottom-right corner of the toolbar. Click
on one of the available icons to upgrade the army and give it the ability
to create more powerful units during RTS battles. By spending progressively
larger amounts of money, you can upgrade an Infantry Army into a Mechanized
Army, an Armoured Army or give the Infantry Army the ability to use Air
Support.
When you convert an Infantry Army into a Mechanized Army, you give it the
ability to build and use vehicles during RTS battles. If you upgrade an
Infantry Army directly to an Armored Army, you also gain the ability to
create Mechanized regiments during battles, since these are prerequisites
for building armoured regiments (tanks).
Air Support is somewhat different than the other upgrades. If you upgrade
an army with Air Support, it can build and use airplanes during RTS
battles, but you won’t gain either of the previous two upgrades in the
process. For instance, if you to upgrade an Infantry Army with Air Support,
you can build infantry and airfields during RTS battles, but you do not
gain the ability to construct vehicles or tanks.
=============
MOVING ARMIES
=============
An army can only move once during a turn and you can do only one attack per
turn. However, you can move how many armies as you like during your turn.
To move, click on the army and use move [M] and right click the territory
you want to move into. You can also move the army by selecting it and then
drag the army to the territory without releasing the button until you reach
the territory.
If you move your army into an independent or undefended territory, then you
take control of that territory at the beginning of your next turn.
Besides from armies you can also purchase new technologies that will
improve your military. Technologies differ from country to country and all
countries have their own special abilities.
To purchase a technology, click on “Purchase” [P] and the “Technologies”
tab. A list of available technologies will then appear. Place your mouse
cursor above a technology to view more detailed information about what the
technology does and what units it affects. Simply click on a technology to
purchase it.
List of technologies:
- AIRCRAFT SUPERCHARGERS -
Cost: 25
Country: Germany, Japan, Russia, USA
Affects: Aircraft
Info: +25% to Maximum Speed
Guidance: Makes your aircrafts fly faster.
- CONSTRUCTION BATTALIONS -
Cost: 25, 80
Country: Germany, Japan, Russia, USA (25), Great Britain (80)
Affects: Engineers
Info: +3 to Repair Ability
Guidance: Your engineers will work faster with this technology.
- ENTRENCHMENT -
Cost: 25
Country: Great Britain, Japan, Russia
Affects: All regiments
Info: +25% to Entrenchment Rate
Guidance: This means all your regiments will be better protected.
- FLAMETHROWER INFANTRY –
Cost: 25
Country: USA
Affects: Infantry HQ
Info: Grants access to the Flamethrower Infantry on the Infantry HQ
Guidance: This will let you have another type of infantry that doesn’t
use ammo, but oil.
- FORAGING -
Cost: 25
Country: Great Britain, Japan
Affects: All regiments
Info: +15% to Resupply Rate
Guidance: Your units will heal quicker with this technology.
- GARAND SEMI-AUTO RIFLE -
Cost: 25
Country: USA
Affects: Infantry Rifles
Info: +20% to Attack Speed
Guidance: The rate of fire increases for your infantries equipped with
rifles.
- IMPROVED FORTIFICATIONS -
Cost: 25
Country: Japan, Russia
Affects: Bunkers
Info: +25% Shell Resistance, +25% Explosive Resistance
Guidance: This will make your bunkers much stronger.
- IMPROVED LOGISTICS -
Cost: 25, 100
Country: Germany, Japan, USA (25), Great Britain (100)
Affects:
Info: +5 to Detection Range, +5 to Supply Range
Guidance: Your supply lines are increased and your visual range as
well.
- IMPROVED MORTARS -
Cost: 25
Country: Germany, Great Britain, Japan
Affects: Mortar
Info: +5 to Attack Value, +20% to Attack Speed
Guidance: All mortar infantry regiments are faster and have stronger
firepower.
- MARKSMANSHIP TRAINING -
Cost: 25
Country: Germany, Russia
Affects: Infantry
Info: +2 to Attack Value
Guidance: Your infantries attacking skills are now improved.
- SELF-SEALING FUEL TANKS -
Cost: 25
Country: All
Affects: Aircraft
Info: +20 to Defense Value
Guidance: Your aircrafts will now be considerably stronger.
- SPECIAL FORCES -
Cost: 25
Country: Great Britain, Japan, USA
Affects: Infantry
Info: +1 to Attack Value, +1 to Defense Value, +10% to Health
Guidance: It’s cheap and makes infantries more effective in combat.
- ADVANCED INFANTRY TRAINING –
Cost: 50
Country: Germany, Russia, USA
Affects: Infantry
Info: +1 to Current Morale
Guidance: Makes your infantries more effective in combat.
- AIR SUPERIORITY -
Cost: 50
Country: Germany, Great Britain, Japan
Affects: Fighter
Info: +10 to Attack Value, +5 to Defense Value
Guidance: Your fighters will be stronger and more deadly than before.
- AMMUNITION PRODUCTION -
Cost: 50
Country: Germany, Russia, USA
Affects: Ammunition Production
Info: +5 to Current Ammo Production
Guidance: Slightly increases ammo production of the engineer brigade.
- BANZAI INFANTRY -
Cost: 50
Country: Japan
Affects: Infantry HQ
Info: Grants access to Banzai Infantry on the Infantry Division HQ
Guidance: These infantries are tougher than regular infantry.
- CONSCRIPTION -
Cost: 50
Country: Russia
Affects: Infantry HQ
Info: -20% to Recruit Cost
Guidance: All your infantries now becomes cheaper.
- DIESEL ENGINES -
Cost: 50
Country: Germany, Great Britain, Japan, Russia
Affects: Tanks
Info: +15% to Maximum Speed
Guidance: Not surprisingly you get faster tanks.
- IMPROVED AT WEAPONS -
Cost: 50
Country: Japan, Russia, USA
Affects: Anti-Tank Infantry
Info: +10 to Attack Value
Guidance: Your AT infantry now inflicts more damage on your enemies.
- IMPROVED FIRE CONTROL -
Cost: 50
Country: Germany, Great Britain, USA
Affects: Artillery
Info: +10 to Attack Value
Guidance: All your artillery units (mechanized, tanks, ships and
artillery batteries) will have improved fire rates.
- IMPROVED MACHINE GUNS -
Cost: 50
Country: Germany, Great Britain, USA
Affects: Machine Gun Infantry, Bunkers, Halftracks, Fighters, HQs
Info: +4 to Attack Value
Guidance: Improved weapons for every unit with a machine gun.
- IMPROVED RECONNAISSANCE -
Cost: 50
Country: Germany, Japan, Russia
Affects: Aircraft
Info: +5 to Detection Range
Guidance: Your aircrafts now have a larger visual range.
- LONG RANGE ARTILLERY –
Cost: 50
Country: Great Britain, Japan, Russia, USA
Affects: Artillery
Info: +6 to Projectile Ability Range, +6 to Bombard Ability Range
Guidance: All your artillery units (mechanized, tanks, ships and
artillery batteries) can shoot longer and more effective.
- M7 RIFLE GRENADES -
Cost: 50
Country: USA
Affects: Infantry HQ
Info: Grants access to the Assault Infantry.
Guidance: The Infantry Division HQ now has a new type of infantry.
- MECHANIZED PRODUCTION -
Cost: 50
Country: Great Britain, Japan, Russia, USA
Affects: Mechanized HQ
Info: -15% to Recruit Cost
Guidance: With this technology equipped all mechanized units will be
noticeably cheaper.
- MECHANICAL RELIABILITY -
Cost: 50
Country: Great Britain, Russia, USA
Affects: Vehicles
Info: +10% to Health
Guidance: This won’t just increase health for your tanks and half-
tracks, it will also increase health for trucks.
- PANZERFAUSTS -
Cost: 50
Country: Germany
Affects: AT Infantry
Info: +15 to Attack Value
Guidance: Firepower of you anti-tank infantry will be increased.
- PROXIMITY FUSES -
Cost: 50
Country: Germany, Great Britain, USA
Affects: Anti-Aircraft
Info: +10 to Attack Value
Guidance: Your firepower increases of all anti-aircraft units.
- SAS COMMANDOS -
Cost: 50
Country: Great Britain
Affects: Airborne HQ
Info: Grants access to SAS Commandos on the Airborne HQ.
Guidance: SAS Commandos are in fact elite paratroopers which means
that this technology is dependent on you having air support.
- SNIPER RIFLES -
Cost: 50
Country: Japan, Russia
Affects: Infantry HQ
Info: Grants access to Sniper Infantry on Infantry Division HQ.
Guidance: Sniper Infantry are called Commando Infantry for Japan.
- ADVANCED ARMORED TRAINING -
Cost: 75
Country: Germany
Affects: Vehicles
Info: +3 to Current Morale
Guidance: Makes your vehicles more effective in combat.
- GOLIATH REMOTE BOMBS -
Cost: 75
Country: Germany
Affects: Infantry HQ
Info: Grants access to the Goliath Infantry on the Infantry
Division HQ.
Guidance: This is a type of anti-tank infantry using remote bombs to
blow up enemy tanks or structures.
- GYROSTABILIZED TANK-GUNS -
Cost: 75
Country: Germany, Russia, USA
Affects: Tanks
Info: +10 to Attack Value
Guidance: All your tanks have increased firepower.
- MILITARY SURPLUS -
Cost: 75
Country: Great Britain, Japan, Russia
Affects: +5 to Money Production
Info:
Guidance: This technology permanently improves your economy by 5.
- OIL PRODUCTION -
Cost: 75
Country: Germany, Japan, USA
Affects: Oil Production
Info: +5 to Current Oil Production
Guidance: Slightly increases oil production of the engineer brigade.
- PLENTIFUL AMMUNITION -
Cost: 75
Country: Great Britain, Japan
Affects: All regiments
Info: +10% to Resupply Rate
Guidance: Your units heal and reload faster.
- ROCKET TRUCK -
Cost: 75
Country: Russia
Affects: Division HQs
Info: Grants access to Rocket Trucks on the Mechanized and Armor
Division HQs.
Guidance: These artillery regiments can literally unleash a rain of
fire on your enemies.
- TANKETTE -
Cost: 75
Country: Japan
Affects: Division HQs
Info: Grants access to the Tankette on the Mechanized and Armor
Division HQs.
Guidance: They are smaller and weaker than tanks, but cheaper and more
manoeuvrable.
- TANK PRODUCTION -
Cost: 75
Country: Germany, Russia
Affects: Armor HQ
Info: -10% to Recruit Cost
Guidance: This is going to seriously help you to afford a greater
number of heavier tank types.
- FLAME TANKS –
Cost: 100
Country: Great Britain
Affects: Armor HQ
Info: Grants access to Flame Tanks on the Armor HQ.
Guidance: This will equip some tanks with flamethrowers.
- INCREASED PAYLOAD -
Cost: 100-125
Country: Great Britain (125), USA (100)
Affects: Bombers
Info: +15 to Attack Value
Guidance: This will seriously improve your bomber’s striking force.
- NAPALM -
Cost: 100
Country: USA
Affects: Bombers
Info: Grants bombers the ability to drop napalm bombs to increase
damage.
Guidance: Now your enemies will burn.
- SCHURZEN -
Cost: 100
Country: Germany
Affects: Tanks
Info: +15% to Resistance
Guidance: Your tanks will have improved defence with this technology.
- KING TIGER TANK -
Cost: 150
Country: Germany
Affects: Armor HQ
Info: Grants access to King Tiger Tank on the Armor Division HQ.
Guidance: These really are kings on the battlefield, but they are
expensive and you need to purchase the Heavy Tank technology
before you can even start building your King Tiger Tanks.
/====================================\
| 4.4 – SPECIAL OPERATIONS |
\====================================/
Special Operations can only be used in RTS-mode. If you play the World War
II metagame and determining every battle with quick resolve you won’t need
to worry or care about Special Operations.
The reason why I even bother to write this section is that the Special
Operations are vital for the choice of the commander. Before making the
choice of a commander you should know what Special Operations are and does.
When playing in RTS mode you can find the Special Operations menu at the
upper left corner of the screen.
List of Special Operations:
- ASSEMBLY LINE -
Cost: 300 Experience Points
Country: Russia, USA
Outcome: Summons Materials Parts. Requisitions parts to increase
the health of your vehicles.
Explanation: A pile of boxes appears at the targeted location and will
provide your vehicles with extra health.
- ARMORED RESUPPLY -
Cost: 300 Experience Points
Country: Germany
Outcome: Resupply for 30 seconds. Provides supply to target armor
regiments.
+25% to Resupply Rate.
Area: Large.
Explanation: This will provide your armoured units with a new supply
zone.
- ATOMIC BOMB -
Cost: 2000 Experience Points
Country: USA
Outcome: Drops an atomic bomb to obliterate the enemy and infects
survivors with radiation sickness.
500 damage, +900 damage vs Buildings.
Radiation for 10 seconds, 15 damage every second.
Area: Large.
Explanation: This is the most powerful attack of the game and might
destroy large parts of your base or units for that matter.
Getting hit by an atomic bomb takes time to recover from.
- BANZAI CHARGE -
Cost: 1000 Experience Points
Country: Japan
Outcome: Bonzai Charge for 60 seconds. Frenzies target regiments,
increasing their attack power and health.
+50% to Attack Speed, +50% to Health, Immune to Fear.
Area: Large.
Explanation: Quite useful on infantries, but unfortunately nothing else
and this makes this Special Operation almost useless in
most of the matches and missions.
- BLITZKRIEG -
Cost: 1000 Experience Points
Country: Germany
Outcome: Blitzkrieg for 120 seconds. Targeted tanks are granted
bonuses to speed and attack.
+50 to Attack Value, +20% to Maximum Speed, Immune to
Fear.
Area: Large.
Explanation: Blitzkrieg in combination with King Tiger Tanks is mortal
combination for the enemy, especially if you have many
regiments. It will work on every tank and when attacking
many enemy units this can prove war-winning.
- BRITISH SABOTAGE -
Cost: 800 Experience Points
Country: Great Britain
Outcome: Summons Saboteur. Paradrops a saboteur to inflict damage
on enemy buildings.
Explanation: The saboteur can destroy a building in short time, but his
weak health makes him vulnerable so try to aim at
buildings in the periphery with not much defence.
- CARPET BOMBING -
Cost: 1800 Experience Points
Country: Great Britain, Russia, USA
Outcome: Sends a wave of long range bombers to carpet bomb an area
under enemy control.
400 damage, +1200 damage vs Buildings.
Area: Large.
Explanation: The moment you carry out the order to do a carpet bombing,
a number of bombers will fly to the targeted area and drop
their heavy loads. The bombers cannot be shot down and the
damage delivered is not something to ignore.
- CODE BREAKER -
Cost: 200 Experience Points
Country: Great Britain, Japan
Outcome: Summons Code Breaker Tower. The Fog of War is removed from
the target location for a brief period.
Explanation: A cheap way to find out where the enemy base might be
located.
- COMMUNIST ZEAL -
Cost: 1000 Experience Points
Country: Russia
Outcome: Communist Zeal for 120 seconds. Targeted infantry are
granted attack, health, and speed bonuses.
+3 Extra Damange, +40% to Health, +20% to Maximum Speed,
immune to fear.
Area: Large.
Explanation: Targeted infantry regiments will improve significantly and
this will help you out if fighting only with infantry.
This Special Operation however, can actually be useless if
you only have tanks and mechanized regiments in your
military.
- COMMUNIST PURGE -
Cost: 200 Experience Points
Country: Russia
Outcome: Communist Inspiration for 30 seconds. Remove incompetent
infantry officers to increase infantry morale and attack
power.
Immune to Fear, 1 Morale Gained.
Area: Large.
Explanation: This is really a special Special Operation and a drastic
situation may call for a drastic solution and if that
happens and infantry regiments are involved this can help
you out.
- CORPS REORGANIZATION -
Cost: 1000 Experience Points
Country: All
Outcome: Summons Corps HQ Truck. Deploys a new Corps HQ to provide
supply and resources.
Explanation: With this Special Operation you can build a new Corps HQ
if the pre-deployed Corps HQ has been destroyed.
- DEMORALIZATION -
Cost: 800 Experience Points
Country: Germany, Japan
Outcome: Fear for 20 seconds. Instils the enemy with fear,
lowering both their morale and attack.
-30% to Attack Speed, 3 Morale Lost.
Area: Large.
Explanation: If you are hunting down retreating enemy regiments this
will most certainly slow them down enough for you to
defeat them. It is of course also useful in big clashes.
- DOUBLE THE GUARD -
Cost: 400 Experience Points
Country: Russia
Outcome: Double the Guard Bonus for 120 seconds. Targeted buildings
are granted an attack bonus.
+15 to Attack Value.
Area: Large.
Explanation: This is useless most of the time, but it can also prove to
be a life saver. Pretty much all buildings have low attack
value so this will definitely improve them, but should
only be used in desperate situations.
- ECONOMIC AID -
Cost: 500 Experience Points
Country: Great Britain, USA
Outcome: Summons Economic Aid. Summons an aircraft to drop a load
of cargo containing oil and ammo.
Explanation: A pile of boxes appears at the targeted location and will
provide with an extra +15 to your oil and ammo.
- ESPIONAGE -
Cost: 400 Experience Points
Country: Germany, Japan
Outcome: Describe Economy. Target an enemy building to reveal his
current economic status and steal money.
Steal resources: 50.
Explanation: There isn’t much money to steal, but you will know how
your enemy’s economy looks like at the moment and stealing
50 bucks at the beginning of the game will certainly annoy
your opponent, but money is not the issue here. Knowing
how the enemy’s economy and number of troops looks like is
the issue.
- FIGHTING SPIRIT -
Cost: 300 Experience Points
Country: Great Britain, USA
Outcome: Courage for 60 seconds. Targeted units are granted a boost
in morale, defense, and speed.
+2 to Defense Value, +20% to Maximum Speed.
Immune to Fear, 1 Morale Gained.
Area: Large.
Explanation: This will simply help your units to fight better. Perfect
to use when several regiments are engaging combat
simultaneously.
- FORCED MARCH -
Cost: 200 Experience Points
Country: Germany
Outcome: Forces a company to move faster, but taxes their health.
+50% to Maximum Speed, 1 Damage every second.
Area: Large.
Explanation: Use this only when you really need it; if you need to
outrun enemy units or catching up enemy units.
- INFANTRY RESUPPLY -
Cost: 200 Experience Points
Country: Great Britain
Outcome: Resupply for 30 seconds. Provides supply to target
infantry regiments.
+25% to Resupply Rate.
Area: Large.
Explanation: Your targeted regiments will be resupplied.
- INDUSTRIAL SABOTAGE -
Cost: 500 Experience Points
Country: Japan
Outcome: Target enemy depot is destroyed through sabotage.
1200 damage.
Explanation: Target a weaker building and it will instantly be turned
into dust.
- KAMIKAZE -
Cost: 1600 Experience Points
Country: Japan
Outcome: Requests a Japanese Zero to inflict massive damage on the
enemy.
400 Damage, +800 Extra Damage vs Buildings.
Area: Large.
Explanation: Preferably use this on buildings or, if necessary, on
large formations of enemy forces. Not as effective as the
Atomic Bomb or Carpet Bombing, but still a very powerful
weapon.
- LEND LEASE -
Cost: 400 Experience Points
Country: Japan, USA
Outcome: Summons Lend Lease. Provides a small amount of money.
Explanation: This is a Special Operation that you shouldn’t use if
you’re not in a pretty serious situation where need money
really quick or in a situation where you have Experience
Points to waist. As you might understand by now; the Lend
Lease doesn’t give you much money.
- MASKIROVKA -
Cost: 500 Experience Points
Country: Russia
Outcome: Summons Medium Tank Regiment. Deploys a regiment of
Maskirovka tanks to confuse and demoralize the enemy.
Explanation: This is in fact a real regiment, the downside is that the
Maskirovka tanks cannot be attached to any HQs which means
that they cannot Resupply or heal; once damaged, always
damaged.
- MECHANIZED ADVANCE -
Cost: 1000 Experience Points
Country: USA
Outcome: Mechanized Advance for 120 seconds. Grants speed, attack,
and defense bonuses to the targeted halftracks.
+10 Extra Damage, +5 to Defense Value, +20% to Maximum
Speed, Immune to Fear.
Area: Large.
Explanation: This might win the battle for you if you use it correctly.
Group halftracks and artillery tanks (yes, they are
affected as well) and their attack will be greatly
improved.
- MECHANIZED RESUPPLY -
Cost: 300 Experience Points
Country: Japan, USA
Outcome: Resupply for 30 seconds. Provides supply to target
mechanized regiments.
+25% to Resupply Rate.
Area: Large.
Explanation: This gives you the opportunity to establish a supply zone
outside your own for mechanized units.
- MILITARY GEAR UP -
Cost: 300 Experience Points
Country: Germany, Russia
Outcome: Summons Infantry Supplies. Requisitions supplies to
increase the health of your infantry.
Explanation: A pile of boxes appears at the targeted location and will
provide your infantry units with extra health.
- PANZER HOHLE -
Cost: 500 Experience Points
Country: Germany
Outcome: Summons Medium Tank Regiment. Deploys a regiment of fake
tanks to confuse and demoralize the enemy.
Explanation: The tank regiment is actually real, it’s just that it
cannot be resupplied which means that they cannot heal;
once damaged, always damaged.
- PROPAGANDA WAR -
Cost: 800 Experience Points
Country: Germany, USA
Outcome: Decreases the enemy's morale, speed, and defense.
Propaganda War for 20 seconds; 4 Morale Lost,
-2 to Defense Value, -20% to Maximum Speed.
Area: Large.
Explanation: This might potentially raise havoc amongst affected enemy
units. It may cause them to retreat, scatter and fight
less efficient.
- RADAR SCAN -
Cost: 400 Experience Points
Country: Great Britain, Japan
Outcome: Radar Scan for 10 seconds. Reveals the enemy's location on
the minimap for a brief period. No fog on minimap.
Explanation: Now you can find out the exact location of your enemy's
base.
- RAPID DEPLOYMENT -
Cost: 300 Experience Points
Country: Japan, Russia
Outcome: Summons Military Equipment. Requisitions equipment to
temporarily reduce all deployment costs.
Explanation: This is often really helpful early on, but loses its value
along with an increasing economy. Rapid Deployment will
help though when creating several regiments at the same
time even in late game.
- RUSSIAN SABOTAGE -
Cost: 800 Experience Points
Country: Russia
Outcome: Summons Saboteur. Paradrops a saboteur to inflict damage
on enemy buildings.
Explanation: The saboteur can destroy a building in short time, but his
weak health makes him vulnerable so try to aim at
buildings in the periphery with not much defence.
- SANDBAGGING -
Cost: 300 Experience Points
Country: Great Britain
Outcome: Sand Bagged for 180 seconds. Targeted buildings are
granted a defense bonus against enemy attacks.
+40% Resistance (Bullet Damage), +40% Resistance (Shell
Damage), +40% Resistance (Explosive Damage).
Area: Large.
Explanation: When defending your base this will be really helpful.
- SECRET AGENT -
Cost: 200 Experience Points
Country: Great Britain, USA
Outcome: Summons Secret Agent. Paradrops a secret agent to spy on
the enemy.
Explanation: Don’t expect much out of this, but at least it doesn’t
cost you much Experience Points.
- SMOKE BARRAGE -
Cost: 600 Experience Points
Country: Great Britain, Russia
Outcome: Smoke Barrage for 30 seconds. Creates a smokescreen that
reduces your enemies’ rate of fire and stops their
advance.
-50% to Attack Speed, -50% to Maximum Speed.
Area: Large.
Explanation: This will help you when attacking large enemy formations.
- SUPPLY DROP -
Cost: 400 Experience Points
Country: Germany, Russia, USA
Outcome: Summons Provisions. Summons an aircraft to transport and
drop a temporary zone of supply.
Explanation: This will create a new supply zone at the targeted area.
- V WEAPONS -
Cost: 1800 Experience Points
Country: Germany
Outcome: Orders a V-1 Rocket strike to reap devastation on the
enemy at the targeted location.
600 damage, +600 Damage vs Buildings.
Area: Large.
Explanation: This weapon is effective and can wipe out large parts of
your enemy’s base if you target the right place. It isn’t
as powerful as the Atomic Bomb, but better than Carpet
Bombing and Kamikaze if you are trying to wipe out enemy
forces.
/===========================\
| 4.5 – COUNTRIES |
\===========================/
======
U.S.A.
======
Income: 55
Territories: 10
Defensive Armies: 5
Infantry: 2
Mechanized Divisions: 0
Armor Divisions: 0
Infantry with Air: 0
Mechanical with Air: 0
Armor with Air: 0
TECHNOLOGIES: COST: AFFECTS:
/ Flamethrower Infantry 25 Infantry
/ Special Forces 25 Infantry
/ Construction Battalions 25 Engineers
/ Garand Semi-Auto Rifle 25 Infantry
/ Self-Sealing Fuel Tanks 25 Aircrafts
/ Aircraft Superchargers 25 Aircrafts
/ Improved Logistics 25 Supply lines & visual range
/ Improved AT Weapons 50 Anti-Tank Infantry
/ Improved Fire Control 50 Artillery
/ Advanced Infantry Training 50 Infantry</pre><pre id="faqspan-2">
/ Mechanized Production 50 Mechanized HQs
/ M7 Rifle Grenades 50 Infantry
/ Improved Machine Guns 50 All units equipped with MGs
/ Mechanical Reliability 50 Vehicles
/ Long Range Artillery 50 Artillery
/ Ammunition Production 50 Ammunition Production
/ Oil Production 75 Oil Production
/ Gyrostabilized Tank Guns 75 Tanks
/ Napalm 100 Bombers
/ Increased Payload 100 Bombers
SPECIAL OPERATIONS: COST: DESCRIPTION:
\ Assembly Line 300 Give vehicles +health
\ Atomic Bomb 2000 It’s an atomic bomb
\ Carpet Bombing 1800 Massive bombing instantly
\ Corps Reorganization 1000 Rebuild your HQ if destroyed
\ Economic Aid 500 Provides extra oil and ammo
\ Fighting Spirit 300 Big morale boost
\ Lend Lease 400 Provides some money
\ Mechanized Advance 1000 Boosting mechanized units
\ Mechanized Resupply 300 New supply zone (mechanized)
\ Propaganda War 800 Demoralise the enemy
\ Secret Agent 200 Spy on the enemy
\ Supply Drop 400 New supply zone
USA SPECIAL UNITS AND REGIMENTS:
*Assault Infantry: Assault infantry are armed with rifle grenades,
making them more effective against hardened targets
than regular infantry.
*Flamethrower Infantry: Flamethrower units must get fairly close to their
targets in order to effectively use their weapons.
They deal much more damage than normal infantry
units, and reduce target morale.
*Marines: Marines are resilient combatants deployed from
American battleships.
At the beginning of the game in December 1941, USA is actually pretty weak
and can only do little to aid Great Britain and Russia and let alone be
very offensive. USA with its strong economy has the opportunity to buy
itself out of the tricky situation with new technology and units with the
game’s most powerful economy.
Defensive armies: 4
Infantry: 5
Mechanized Divisions: 1
Armor Divisions: 0
Infantry with Air: 1
Mechanical with Air: 0
Armor with Air: 0
TECHNOLOGIES: COST: AFFECTS:
/ Improved Mortars 25 Infantry
/ Entrenchment 25 All regiments
/ Special Forces 25 Infantry
/ Foraging 25 All regiments
/ Self-Sealing Fuel Tanks 25 Aircrafts
/ Improved Fire Control 50 Artillery
/ Air Superiority 50 Fighters
/ Diesel Engines 50 Tanks
/ Long Range Artillery 50 Artillery
/ SAS Commandos 50 Airborne infantry
/ Improved Machine Guns 50 All units equipped with MGs
/ Mechanical Reliability 50 Vehicles
/ Proximity Fuses 50 Anti-aircraft units
/ Mechanized Production 50 Mechanized HQs
/ Military Surplus 75 Economy
/ Plentiful Ammunition 75 All regiments
/ Construction Battalions 80 Engineers
/ Flame Tanks 100 Tanks
/ Improved Logistics 100 Supply lines & visual range
/ Increased Payload 125 Bombers
SPECIAL OPERATIONS: COST: DESCRIPTION:
\ British Saboteur 800 Sabotage enemy buildings
\ Carpet Bombing 1800 Massive bombing instantly
\ Code Breaker 200 Removes fog
\ Corps Reorganization 1000 Rebuild your HQ if destroyed
\ Economic Aid 500 Provides extra oil and ammo
\ Fighting Spirit 300 Big morale boost
\ Infantry Resupply 200 Extra health for infantry
\ Radar Scan 400 Removes fog on mini-map
\ Sandbagging 300 Increasing defence
\ Secret Agent 200 Spy on the enemy
\ Smoke Barrage 600 Creating a smoke screen
GREAT BRITAIN SPECIAL UNITS AND REGIMENTS:
*Anti-Aircraft Infantry: In response to enemy air superiority, the British
have begun supporting their infantry with anti-
aircraft halftracks.
*Flame Tank: This modified M4 Sherman is capable of spitting
out flames at its target at very short range.
*Heavy Infantry: A regiment of heavy infantry is equipped with more
heavy weapons than a standard infantry regiment.
A fast expansion at a low cost is what you can expect with Great Britain
early on if you play your cards well. Africa, South America and the Middle-
East lie uncontested before you and will make a splendid contribution to
its economy. However, Japan might rise even faster than Britain and the
constant threat from Germany may cause you serious trouble if you put too
much attention to expanding the nation.
Defensive armies: 2
Infantry: 6
Mechanized Divisions: 0
Armor Divisions: 2
Infantry with Air: 0
Mechanical with Air: 0
Armor with Air: 0
TECHNOLOGIES: COST: AFFECTS:
/ Aircraft Supercharges 25 Aircrafts
/ Construction Battalions 25 Engineers
/ Entrenchment 25 All regiments
/ Self-Sealing Fuel Tanks 25 Aircrafts
/ Marksmanship Training 25 Infantry
/ Improved Fortifications 25 Bunkers
/ Improved AT Weapons 50 Anti-Tank infantry
/ Sniper Rifles 50 Infantry
/ Ammunition Production 50 Ammunition production
/ Mechanical Reliability 50 Vehicles
/ Advanced Infantry Training 50 Infantry
/ Improved Reconnaissance 50 Aircrafts
/ Long Range Artillery 50 Artillery
/ Diesel Engines 50 Tanks
/ Conscription 50 Infantry HQs
/ Gyrostabilized Tank Guns 75 Tanks
/ Military Surplus 75 Economy
/ Rocket Truck 75 Artillery vehicles
/ Tank Production 75 Tanks
SPECIAL OPERATIONS: COST: DESCRIPTION:
\ Assembly Line 300 Give vehicles +health
\ Carpet Bombing 1800 Massive bombing instantly
\ Communist Zeal 1000 Boosting infantry units
\ Communist Purge 200 Morale boost for infantry
\ Corps Reorganization 1000 Rebuild your HQ if destroyed
\ Double The Guard 400 Buildings granted +defence
\ Maskirovka 500 Provides medium tanks
\ Military Gear Up 300 Extra health
\ Rapid Deployment 300 Reducing new recruit costs
\ Russian Sabotage 800 Sabotage enemy buildings
\ Smoke Barrage 600 Creating a smoke screen
\ Supply Drop 400 New supply zone
RUSSIAN SPECIAL UNITS AND REGIMENTS:
*Conscript: Conscripts are similar to Infantry, except that
they’re cheaper to build, consume fewer resources,
and don’t possess grenade attacks.
*Rocket Truck: Rocket Trucks can rapidly fire multiple rockets at
a target, but require a long reload time.
*Snipers: A good Russian sniper will take out an enemy
soldier with a single shot. Snipers excel at
tearing apart enemy infantry.
The situation is critical for Russia already from the start. The German
threat is huge and if you don’t mobilize your defensive you will probably
lose your capitol.
Defensive armies: 1
Infantry: 6
Mechanized Divisions: 3
Armor Divisions: 2
Infantry with Air: 0
Mechanical with Air: 0
Armor with Air: 1
TECHNOLOGIES: COST: AFFECTS:
/ Aircraft Supercharges 25 Aircrafts
/ Construction Battalions 25 Engineers
/ Marksmanship Training 25 Infantry
/ Improved Mortars 25 Infantry
/ Improved Logistics 25 Supply lines & visual range
/ Self-Sealing Fuel Tanks 25 Aircrafts
/ Improved Reconnaissance 50 Aircrafts
/ Panzerfausts 50 Anti-Tank infantry
/ Advanced Infantry Training 50 Infantry
/ Air Superiority 50 Fighters
/ Improved Machine Guns 50 All units equipped with MGs
/ Diesel Engines 50 Tanks
/ Improved Fire Control 50 Artillery
/ Proximity Fuses 50 Anti-aircraft units
/ Ammunition Production 50 Ammunition production
/ Goliath Remote Bombs 75 Infantry
/ Tank Production 75 Armor HQs
/ Gyrostabilized Tank Guns 75 Tanks
/ Advanced Armored Training 75 Tanks
/ Oil Production 75 Oil production
/ Schurzen 100 Tanks
/ King Tiger Tank 150 Tanks
SPECIAL OPERATIONS: COST: DESCRIPTION:
\ Armored Resupply 300 New supply zone (tanks)
\ Blitzkrieg 1000 Boosting tanks
\ Corps Reorganization 1000 Rebuild your HQ if destroyed
\ Demoralization 800 Demoralize enemy units
\ Espionage 400 Spy on the enemy
\ Forced March 200 Infantry move faster
\ Military Gear Up 300 Extra health
\ Panzer Hohle 500 Provides medium tanks
\ Propaganda War 800 Demoralize the enemy
\ Supply Drop 400 New supply zone
\ V Weapons 1800 Massive bombing instantly
GERMAN SPECIAL UNITS AND REGIMENTS:
*Goliath B1: Experimentation with remote-controlled weapons has
lead to the development of the Goliath B1. The
Goliath is essentially a mobile bomb, capable of
destroying vehicles and bunkers.
*King Tiger Tank: A regiment of King Tigers consume more resources
than any other regiment in the game, but they
outclass all others.
The German military is early on by far the most powerful and can defeat any
allied country, but since the allies has a stronger economy the balance of
power may shift rapidly if Germany don’t stay aggressive enough.
Defensive armies: 2
Infantry: 6
Mechanized Divisions: 1
Armor Divisions: 0
Infantry with Air: 3
Mechanical with Air: 0
Armor with Air: 0
TECHNOLOGIES: COST: AFFECTS:
/ Aircraft Supercharges 25 Aircrafts
/ Construction Battalions 25 Engineers
/ Foraging 25 All regiments
/ Improved Mortars 25 Infantry
/ Improved Logistics 25 Supply lines & visual range
/ Entrenchment 25 All regiments
/ Self-Sealing Fuel Tanks 25 Aircrafts
/ Improved Fortifications 25 Bunkers
/ Special Forces 25 Infantry
/ Improved AT Weapons 50 Anti-tank infantry
/ Diesel Engines 50 Tanks
/ Long Range Artillery 50 Artillery
/ Mechanized Production 50 Mechanized HQs
/ Sniper Rifles 50 Infantry
/ Air Superiority 50 Aircrafts
/ Improved Reconnaissance 50 Aircrafts
/ Banzai Infantry 50 Infantry
/ Military Surplus 75 Economy
/ Oil Production 75 Oil production
/ Plentiful Ammunition 75 All regiments
/ Tankette 75 Mechanized and armor HQs
SPECIAL OPERATIONS: COST: DESCRIPTION:
\ Banzai Charge 1000 Boosting infantry units
\ Code Breaker 200 Removes fog
\ Corps Reorganization 1000 Rebuild your HQ if destroyed
\ Espionage 400 Spy on the enemy
\ Industrial Sabotage 500 1200 damage to one building
\ Kamikaze 1600 Suicidal massive bombing
\ Lend Lease 400 Provides some money
\ Mechanized Resupply 300 New supply zone (mechanized)
\ Radar Scan 400 Removes fog on mini-map
\ Rapid Deployment 300 Reducing new recruit costs
JAPANESE SPECIAL UNITS AND REGIMENTS:
*Banzai Infantry: Banzai Infantry are capable of performing
powerful suicide attacks.
*Snipers: Japanese soldiers have honed their sniping skills
in the dense pacific jungles. These special
commandos are known for their brutal hit-and-run
tactics against enemy infantry.
*Tankette: Although Japan isn’t capable of building Heavy
Tank regiments, they can research and build
Tankettes. These tanks might not pack a mighty
punch, but they are cheaper than other tank
regiments.
With the weakest economy, Japan could be an easy target for the allies, but
the allied forces in Asia and in the Pacific are few and cannot at the
beginning stand the full force of the Japanese military. Like Germany,
Japan has to expand quickly to make up for its weak economy.
All five nations have four commanders each. The choice of the commander
dictates which doctrine that will be applied and decides what special
operations you can use. Each commander have their own unique abilities and
when you’ve made your choice you won’t be able to switch.
The special operations cannot be used in the World War II overview (the
world map). It is only in RTS mode that special operations and doctrines
can be used.
DESCRIPTION FROM THE INSTRUCTIONS BOOKLET:
General Harry “Hap” Arnold was named Chief of the Army Air Forces in 1941,
and oversaw the implementation of avionic technology and strategy for the
U.S. air forces. He was one of only five men ever to hold the rank of
General of the Army (five-star general), and is the only man ever to be a
general of the Air Force.
DESCRIPTION FROM THE WORLD WAR II METAGAME MENU:
Henry Arnold was a driving force in American development of American aerial
superiority, and a pioneer of heavy bombing strategies. He was also a
member of the American Joint Chiefs of Staff and the Allied Combined Chiefs
of Staff.
[Note that his name shifted from Harry in the manual to Henry in the
game. His real name is Henry Harley Arnold.]
SPECIAL OPERATION: POINTS REQUIRED:
- Carpet Bombing 1800
- Propaganda War 800
- Secret Agent 200
- Corps Reorganization 1000
==================
GENERAL EISENHOWER
==================
DESCRIPTION FROM THE INSTRUCTIONS BOOKLET:
Dwight D. Eisenhower was the Supreme Allied Commander during post-Overlord
World War II, responsible for the broadest strokes of military policy and
troop movements. He later became the Supreme Commander of the Combined Land
Forces of NATO after the war, and later become President of the United
States.
DESCRIPTION FROM THE WORLD WAR II METAGAME MENU:
Later President of the United States, Dwight D. Eisenhower was protege and
close friend to General Patton. Hand-picked by President Roosevelt to lead
the liberation of Europe, General Eisenhower proved himself to be both a
brilliant strategist and an excellent statesman in coordinating Allies both
during and after WWII.
SPECIAL OPERATION: POINTS REQUIRED:
- Mechanized Advance 1000
- Lend Lease 300
- Mechanized Resupply 300
- Corps Reorganization 1000
==============
ADMIRAL NIMITZ
==============
DESCRIPTION FROM THE INSTRUCTIONS BOOKLET:
Chester William Nimitz rose through the ranks of the navy, having served
mainly in submarines during his early career, to become a full Admiral in
1941 and Fleet Admiral (five-star admiral) in 1945.
During the war, he commanded the US Pacific Fleet, and accepted
Japan’s formal surrender aboard the USS Missouri in 1945.
DESCRIPTION FROM THE WORLD WAR II METAGAME MENU:
Having spent almost his entire life serving in the Navy, Admiral Nimitz was
entrusted with rebuilding the devastated Pacific Fleet after the Pearl
Harbor attack. Ultimately, his strategic insight led to critical victories
in the Coral Sea and at Midway that broke the Japanese Navy and won the
Pacific front for the Allies.
SPECIAL OPERATION: POINTS REQUIRED:
- Atomic Bomb 2000
- Economic Aid 500
- Assembly Line 300
- Corps Reorganization 1000
==============
GENERAL PATTON
==============
DESCRIPTION FROM THE INSTRUCTIONS BOOKLET:
Patton was one of the most flamboyant generals of World War II. He helped
invade French North Africa in 1942, commanded the 3rd Army during the
invasion of France, and relieved the 101st Airborne Division that had been
surrounded at Bastogne during the Battle of the Bulge.
DESCRIPTION FROM THE WORLD WAR II METAGAME MENU:
A lover of battle and a masterful commander of armored battalions, George
S. Patton epitomized the American general. As a veteran of the Western
Front of the first World War, General Patton brought rugged, experienced,
win-at-all-cost leadership to the Allies in the European Theater.
SPECIAL OPERATION: POINTS REQUIRED:
- Mechanized Advance 1000
- Supply Drop 400
- Fighting Spirit 300
- Corps Reorganization 1000
========================
FIELD MARSHAL MONTGOMERY
========================
DESCRIPTION FROM THE INSTRUCTIONS BOOKLET:
Bernard Law Montgomery, after commanding the 8th Army in North Africa and
playing a role in the invasion of Sicily and Italy, returned to Europe as
the commander-in-chief of the ground forces during D-Day. After the war, he
served as the Chief of the Imperial General Staff and as deputy supreme
commander of NATO forces in Europe.
DESCRIPTION FROM THE WORLD WAR II METAGAME MENU:
Bernard Montgomery was in many ways the image of a British military
officer: he trained at the elite Sandhurst academy, served in India and
then in France during the first World War, and ultimately rose to general
during WWII. Afte the war, he was granted a peerage and took the title
'Viscount of Alamein.'
SPECIAL OPERATION: POINTS REQUIRED:
- Carpet Bombing 1800
- Fighting Spirit 300
- Code Breaker 200
- Corps Reorganization 1000
DESCRIPTION FROM THE INSTRUCTIONS BOOKLET:
Mountbatten, great grandson of Queen Victoria, was chief of Combined
Operations Command in 1942, and helped organise the preparations for D-Day.
In 1943 he became supreme commander for the troops in southeastern Asia,
where he repelled the Japanese invasion into India and re-conquered Burma.
He accepted the Japanese surrender in Singapore. After the war, he became
the last Viceroy of India before that nation’s independence, and went on to
become First Sea Lord and chief of Britain’s defence staff.
DESCRIPTION FROM THE WORLD WAR II METAGAME MENU:
Great grandson of Queen Victoria, cousin of Henry V, Lord Mountbatten was
assigned by Churchill to lead critical commando missions across the
European theater. After the war, Lord Mountbatten oversaw the establishment
of independent states in India and Pakistan.
SPECIAL OPERATION: POINTS REQUIRED:
- British Sabotage 800
- Smoke Barrage 600
- Radar Scan 400
- Corps Reorganization 1000
====================
FIELD MARSHAL WAVELL
====================
DESCRIPTION FROM THE INSTRUCTIONS BOOKLET:
Archibald Wavell’s first engagement in the war was as the commander of the
Middle Eastern forces in 1939. Although he defeated the Italians in North
Africa, he wasn’t able to replicate the feat against Rommel. He later
became Viceroy of India in 1941, and helped organise the defence against
the Japanese invasion of the colony.
DESCRIPTION FROM THE WORLD WAR II METAGAME MENU:
Archibald Percival Wavell, himself the son of a general, served all across
the Empire during WWII. After helping secure the Suez Canal, he
coordinated British forces against the Japanese invasion as Commander in
Chief of India.
SPECIAL OPERATION: POINTS REQUIRED:
- Carpet Bombing 1800
- Sandbagging 300
- Secret Agent 200
- Corps Reorganization 1000
=====================
MAJOR GENERAL WINGATE
=====================
DESCRIPTION FROM THE INSTRUCTIONS BOOKLET:
Maj. General Wingate served in the Sudan and Palestine before the war. In
Burma in 1942, he helped organise groups of jungle-trained troops, drawn
from the British, Burmese, and Ghurka forces, which were to be supplied by
air and dropped behind enemy lines.
DESCRIPTION FROM THE WORLD WAR II METAGAME MENU:
A master of espionage, Orde Wingate began his career in intelligence by
thwarting Arab terrorist forces operation near Palestine. He bluffed
12,000 Italians into surrendering to a force of a few hundred, and
concluded his career by executing sabotage attacks across Burma, destroying
Japanese bases, bridges, and equipment.
SPECIAL OPERATION: POINTS REQUIRED:
- British Sabotage 800
- Economic Aid 500
- Infantry Resupply 200
- Corps Reorganization 1000
DESCRIPTION FROM THE INSTRUCTIONS BOOKLET:
Before the Soviet Union’s entry into World War II, Vasily Chuikov was an
advisor of Chiang Kai-Shek’s in China, but in 1942 he was recalled to lead
the 62nd Russian Army in Stalingrad. Over one million people died during
the 200 days of fighting in the city, but eventually the Russians managed
to break the siege, encircle the German troops, and force their surrender.
Chuikov later participated in the capture of Berlin.
DESCRIPTION FROM THE WORLD WAR II METAGAME MENU:
A young commander and the son of a famous wrestler, Vasily Chuikov served
as advisor to Chiang Kai-shek before being recalled to command the defense
of Stalingrad. By maintaining the morale of his soldiers and developing
new methods of urban combat, General Chuikov prevented the city's fall and
ultimately participated in the capture of Berlin.
SPECIAL OPERATION: POINTS REQUIRED:
- Carpet Bombing 1800
- Maskirovka 500
- Assembly Line 300
- Corps Reorganization 1000
=============
MARSHAL KONEV
=============
DESCRIPTION FROM THE INSTRUCTIONS BOOKLET:
Ivan Konev participated throughout the war on the eastern front. He
counter-attacked the German forces as they pushed into Russia in 1941,
helped push them back from Moscow, and eventually led the first Soviet army
to reach German soil. During the post-war period, he became Commander-in-
Chief of the Soviet ground forces, First Deputy Minister of Defence, and
Commander-in-Chief of the Warsaw Pact armed forces.
DESCRIPTION FROM THE WORLD WAR II METAGAME MENU:
Ivan Konev was a Russian general of firsts, leading the first counterattack
against the German advance -- and stopping it outside of Moscow -- and
leading the first army onto German soil. A hero of the war and one of the
conquerors of Berlin, Konev went on to an illustrious career as a military
governor.
SPECIAL OPERATION: POINTS REQUIRED:
- Communist Zeal 1000
- Smoke Barrage 600
- Military Gear Up 300
- Corps Reorganization 1000
DESCRIPTION FROM THE INSTRUCTIONS BOOKLET:
Konstantin Rokossovski helped to defend Moscow, participated in the defence
of Stalingrad, helped to recapture the cities of Orel and Warsaw, and led
the charge for Berlin. After the war, he became a military advisor in
Poland, serving as minister of defence.
DESCRIPTION FROM THE WORLD WAR II METAGAME MENU:
Konstantin Rokossovski, an early supporter of the Bolshevik's, Rokossovski
was later purged, and fought in WWII under a never-revoked death sentence.
He distinguished himself as a firey commander at the battles of Moscow,
Stalingrad, and Kursk.
SPECIAL OPERATION: POINTS REQUIRED:
- Communist Zeal 1000
- Double The Guard 400
- Rapid Deployment 300
- Corps Reorganization 1000
==============
MARSHAL ZHUKOV
==============
DESCRIPTION FROM THE INSTRUCTIONS BOOKLET:
One of the Soviet Union’s most celebrated commanders, Giorgiy Zhukov lifted
the siege of Moscow, organised a successful counter-offensive at
Stalingrad, and helped push the Germans out of Russia. He was the victor in
the fierce competition between Soviet generals to please Stalin by
capturing Berlin, and later became the commander of the Soviet zone of
post-war Germany.
DESCRIPTION FROM THE WORLD WAR II METAGAME MENU:
Rising from a lowly cavalry officer in the Tsar's army to Marshal of the
Soviet Forces, Georgi Zhukov proved himself a survivor above all else. By
developing the Siberian army during the darkest days of WWII, Marshal
Zhukov shocked the Japanese and Germans alike, winning first in Mongolia
and then in Europe.
SPECIAL OPERATION: POINTS REQUIRED:
- Russian Sabotage 800
- Supply Drop 400
- Communist Purge 200
- Corps Reorganization 1000
========================
FIELD MARSHAL KESSELRING
========================
DESCRIPTION FROM THE INSTRUCTIONS BOOKLET:
Albert Kesselring was one of the most notable commanders of Germany’s air
forces during World War II, commanding an air fleet in the Battle of
Britain, and also supported Barbarrosa in Russia and Rommel’s operations in
North Africa. His last command was spent in a largely successful
twentymonth defence of Italy.
[In the instructions booklet, Kesselring is wrongly depicted with the
image of the Russian general Chuikov.]
DESCRIPTION FROM THE WORLD WAR II METAGAME MENU:
Albert Kesselring, trained as a balloon observer in the first World War,
went on to command the German airforce in numerous theaters, supporting
Operation Barbarossa in Russia and Rommel's advances in North Africa.
General Kesselring's last significant command was the defense of Italy.
SPECIAL OPERATION: POINTS REQUIRED:
- Blitzkrieg 1000
- Supply Drop 400
- Military Gear Up 300
- Corps Reorganization 1000
======================
FIELD MARSHAL MANSTEIN
======================
DESCRIPTION FROM THE INSTRUCTIONS BOOKLET:
Erich von Manstein proved himself to be a genius of military command and
planning in World War II. He first distinguished himself by planning the
successful invasion of France, for which he earned the Knight’s Cross. He
later became one of the most able commanders in the failed invasion of
Russia, and managed to complete most of his objectives, despite heavy
losses. After the retreat from Russia, Manstein stepped up his criticism of
Hitler’s policies and was eventually relieved of command in 1944.
DESCRIPTION FROM THE WORLD WAR II METAGAME MENU:
Erich von Manstein, a veteran of the first World War, proved an able
commander in Russian campaigns of WWII. Field Marshal Manstein was known
during the war for ruthless efficiency, but regarded by many as the
greatest field commander of WWII. His removal aided Russia rather than
Germany.
SPECIAL OPERATION: POINTS REQUIRED:
- V Weapons 1800
- Propaganda War 800
- Espionage 400
- Corps Reorganization 1000
====================
FIELD MARSHAL ROMMEL
====================
DESCRIPTION FROM THE INSTRUCTIONS BOOKLET:
Erwin Rommel, popularly known as the “Desert Fox,” achieved his greatest
successes in World War II as a commander of the Afrika Korps in northern
Africa. After being forced to retreat by Montgomery’s 8th Army, he backed
the plot to assassinate Hitler, and committed suicide after it failed.
DESCRIPTION FROM THE WORLD WAR II METAGAME MENU:
Erwin Rommel, the Desert Fox, was undeniably one of the greatest commanders
in military history. A master strategist with armored units, a professor
of infantry tactics, and a critic of Hitler, Rommel won accolades on the
battlefield from not only the Axis, but the Allies as well.
SPECIAL OPERATION: POINTS REQUIRED:
- Blitzkrieg 1000
- Panzer Hohle 500
- Forced March 200
- Corps Reorganization 1000
=======================
FIELD MARSHAL RUNDSTEDT
=======================
DESCRIPTION FROM THE INSTRUCTIONS BOOKLET:
Field Marshal Rundstedt helped to direct some of Nazi Germany’s earliest
military actions, including the invasions of Poland and France. He was
subject to Hitler’s capriciousness more than once, having been replaced or
relieved of command on three separate occasions after having differences of
opinion with Germany’s dictator.
DESCRIPTION FROM THE WORLD WAR II METAGAME MENU:
Gerd von Rundstedt, an early opponent of the Nazi party, was recalled to
the military with the outbreak of WWII. A cautious, cagey leader, Rundstedt
disagreed with the winter invasion of Russia and ultimately was charged
with overseeing the coastal defense of France.
SPECIAL OPERATION: POINTS REQUIRED:
- V Weapons 1800
- Demoralization 800
- Armored Resupply 500
- Corps Reorganization 1000
===================
GENERAL KURIBAYASHI
===================
DESCRIPTION FROM THE INSTRUCTIONS BOOKLET:
Tadamichi Kuribayashi was responsible for the defence of Iwo Jima. Having
had the importance of the island impressed upon him in a personal audience
with the Emperor of Japan, Kuribayashi instructed his men to kill ten
American soldiers apiece. Despite being desperately outnumbered by the end
of the invasion, and being asked numerous times to surrender, Kuribayashi
and his men refused. Out of 20,000 Japanese defenders of the island,
ninety-five percent were killed, including Kuribayashi.
DESCRIPTION FROM THE WORLD WAR II METAGAME MENU:
Tadamichi Kuribayashi was a samurai and a veteran of thirty years when he
was assigned to defend Iwo Jima. Known for his honor and resolute pride,
General Kuribayashi demanded that he and his men always face death, never
even considering surrender.
SPECIAL OPERATION: POINTS REQUIRED:
- Banzai Charge 1000
- Espionage 400
- Mechanized Resupply 300
- Corps Reorganization 1000
DESCRIPTION FROM THE INSTRUCTIONS BOOKLET:
Gunichi Mikawa commanded Japan’s 8th Fleet in the central and southern
Pacific from 1942 onwards, and was responsible for one of the United States
Navy’s worst defeats ever at the Battle of Savo Island, just a month after
accepting his new post.
DESCRIPTION FROM THE WORLD WAR II METAGAME MENU:
Gunichi Mikawa, a veteran of the first World War and a world traveler,
rapidly rose in the Japanese Navy, occupying prestige positions and
critical commands. The victor of the Battle of Savo Island, Mikawa
inflicted one of the worst defeats in American naval history, with only a
fleet of aging cruisers. He proved himself a master of surprise and
strategy.
SPECIAL OPERATION: POINTS REQUIRED:
- Banzai Charge 1000
- Lend Lease 400
- Rapid Deployment 300
- Corps Reorganization 1000
==============
ADMIRAL NAGUMO
==============
DESCRIPTION FROM THE INSTRUCTIONS BOOKLET:
Chuichi Nagumo was the commander of Japan’s carrier striking force during
World War II, and executed both the successful Pearl Harbour attack and the
failed invasion of Midway. He died by his own hand during the final days of
the defence of Saipan.
DESCRIPTION FROM THE WORLD WAR II METAGAME MENU:
Chuichi Nagumo, an early supporter of air-sea integration, oversaw Japanese
bombing attacks in Australia, Ceylon, and India. Ultimately seen as
responsible for the Japanese fleet at Midway, Nagumo was demoted and died
with the fall of Saipan.
SPECIAL OPERATION: POINTS REQUIRED:
- Kamikaze 1600
- Industrial Sabotage 500
- Code Breaker 200
- Corps Reorganization 1000
DESCRIPTION FROM THE INSTRUCTIONS BOOKLET:
Although he was initially opposed to attacking the United States, Isoroku
Yamamoto was the commander of Japan’s Command Fleet before the Pacific War
erupted, and was responsible for the planning of the attack on Pearl
Harbour and most other major operations. Due to superior American
intelligence, Yamamoto’s planned invasion of Midway went disastrously
wrong, costing the Japanese four aircraft carriers and signalling the
beginning of the end of Japanese naval influence in the Pacific. In 1943,
American intelligence learned that a convoy of airplanes would be escorting
Yamamoto on an inspection tour; sixteen P-38 fighters were sent to
intercept the convoy, and were successful in shooting down Yamamoto’s
plane.
DESCRIPTION FROM THE WORLD WAR II METAGAME MENU:
Isoroku Yamamoto began his naval career as an ensign amid the Russo-
Japanese War, serving at the unprecedented devastation of the Russian fleet
at Tsushima. A visionary of naval warfare, it was Admiral Yamamoto who
spearheaded Japan's development of an aircraft carrier compliment. Despite
his opposition to war with America, Yamamoto oversaw the Japanese fleet in
the early years of WWII.
SPECIAL OPERATION: POINTS REQUIRED:
- Kamikaze 1600
- Demoralization 800
- Radar Scan 400
- Corps Reorganization 1000
/=========================\
| 4.7 – THE MAP |
\=========================/
After you have chosen a country and a commander the game will start. You
will then reach the world map in which we will take a closer look at now.
There is a large map which you can zoom in and out of in the top side of
the screen and then a mini-map in the lower left corner of the screen where
you can overview your current situation.
===========
TERRITORIES
===========
The world map is divided into territories. Each territory can be controlled
by only one nation at a time — if you want to take control of an enemy’s
territory, you must defeat the army that occupies it.
It is important to control as many territories as possible, because
each territory you control contributes money to your cash reserves. The
larger, more populous territories contribute the most money to your war
chest each turn, so you should put extra effort into conquering them.
Click on a territory to display information about it, including its
name, the amount of money it generates each turn and the nation that
currently controls it. The nation name is colour-coded: your country’s name
appears in green; ally names are blue; and hostile names are red.
* Allied:
Allied territories either belong to your nation or to a friendly nation.
You can freely move your armies across these territories, although you
won’t gain control of an unoccupied territory that belongs to an ally if
you leave an army there.
* Hostile:
Hostile territories belong to nations that are currently at war with you.
You can take control of a hostile territory by entering it and leaving an
army there for a turn (if there are no defending armies). If there are
defending armies, you must defeat them before you can take control.
* Independent:
Independent territories aren’t controlled by any of the warring nations.
You can gain control of an independent nation by moving an army into it and
leaving it there at the end of your turn.
* Neutral:
Neutral territories cannot be entered or conquered by any of the warring
nations. Neutral territories are grey in colour.
List of territories:
In the “Defence” category all armies in all territories are listed with the
following abbreviations: I=Infantry, IA=Infantry with Air, M=Mechanized,
A=Armour, AA=Armour with Air, DA=Defensive Army.
TERRITORY: CONTROLLED BY: WORTH: DEFENCE:
Eastern United States USA 20 DA, I
Western United States USA 18 DA, I
Germany Germany 12 DA
Great Britain Great Britain 12 DA, I, M
Japan Japan 12 DA
Russia Russia 12 DA, I, I
Ural Mountains Russia 10 I
Caucasus Russia 7
Dutch East Indies Great Britain 7
Persia Independent 7
Belarus Russia 5 I, A
France Germany 5 M
German Coast Germany 5 I
Manchuria Japan 5 I, M
Southern Europe Germany 5 I
Australia Great Britain 4 DA, I
Eastern Canada Great Britain 4
Eastern China USA 4 DA
Eastern Europe Germany 4 I, M, M, A, AA
Eastern Siberia Russia 4 DA
Egypt Great Britain 4 IA, M
India Great Britain 4 DA, I
Hawaii USA 3 DA
New Guinea Great Britain 3
Philippines USA 3 DA
Saudi Arabia Independent 3
South Africa Great Britain 3 I
South East Asia Great Britain 3 I
Ukraine Russia 3 I, A
Alaska USA 2
Caribbean Independent 2
French North Africa Independent 2
Gibraltar Great Britain 2 DA
Iwo Jima Japan 2 DA, I, I, IA
Libya Germany 2 I, A
Mexico Independent 2
Samoa USA 2
Scandinavia Germany 2 I
Western Canada Great Britain 2
Aleutian Islands USA 1
Argentina Independent 1
Brazil Independent 1
Congo Independent 1
East Africa Independent 1
French Coast Germany 1 I
French West Africa Independent 1
Kazakhstan Russia 1
Madagascar Independent 1
Marshall Islands Japan 1
Midway USA 1
Palestine Independent 1
Siberia Russia 1 I
Venezuela Independent 1
Western China USA 1
Baltic Sea Neutral -
Indian Ocean Neutral -
Mongolia Neutral -
North Sea Neutral -
Spain Neutral -
Sweden Neutral -
Switzerland Neutral -
Turkey Neutral -
TOTAL:
Number of territories: 62
Net worth of all territories: 227
=====
UNITS
=====
There are two kinds of units that appear on the world map:
* Capitals:
Capitals represent each nation’s capital city. Capitals cannot be moved,
and they lend no special abilities to their territories or the armies that
occupy them. However, capitals are key to victory in the World War II game.
In order to win, you need to attack and conquer two of your opponent’s
capitals. If you are playing as the Axis, you need to conquer any two of
the three Allied powers: Great Britain, Russia or the United States. If you
are playing as one of the Allied nations, you need to conquer both Germany
and Japan.
* Armies:
Armies are the building blocks of any successful military campaign. You
must move your armies into enemy territory and vanquish the armies of your
opponents if you wish to successfully win a World War.
=======
ECONOMY
=======
As usual when it comes to war, money is vital. Your current income is
displayed at top of the world map, followed by your income in parentheses.
The money you have when starting your turn is the money added to your
treasure chest. You can save your money from turn to turn and stockpile it
if you feel the need to buy something expensive.
The money you have in this mode is not transferred however to battles
in RTS mode. Money can be spent on buying new armies, upgrade existing
armies or researching a new technology.
=======================================
THE TOOLBAR AT THE BOTTOM OF THE SCREEN
=======================================
The bottom third of the gameplay screen contains your toolbar. Click on the
computer icon in the bottom-left corner of the toolbar, or press [Esc], to
open the Options Menu, where you can adjust the game options, save or load
a game, or return to the Main Menu. The mini-map is adjacent to the Options
Menu.
The mini-map gives you an overview of the worldwide tactical situation,
and also controls your view of the tactical map click itself.
The information panel appears in the centre of the toolbar. When you
select an army or territory, stats about that army or territory appear on
the information panel.
You have the ability to choose advanced game options in the bottomright
corner of the toolbar. In most cases, three options are available:
* Purchase:
Click on Purchase [P] to open a new window where you can buy new armies or
research new technologies, if you have the cash to pay for them.
* History:
Click on History [H] to open a window that shows the events of past turns,
including troop movements, purchases, the outcomes of battles and similar
events.
* Politics:
Click on Politics to open a small window in the upper right corner of the
screen. It shows all nation’s total income and current income
(parenthesis).
* End Turn:
Click on End Turn [E] to end your current turn and shift control of the
world map to the other players. Extra options become available when you
select an army. (See section “4.2 Armies” for more information)
A battle occurs when enemy forces meet in the same territory. If you are
attacking move your forces into the desired territory and click the icon
with two crossing swords at the bottom right of the screen. Now a screen
appears where you can overview the forthcoming battle with your forces on
the left side and the enemy forces on the right side. You have three
choices at this point; RTS Battle, Quick Resolve and Cancel.
* RTS Battle:
If you choose the RTS battle, then you enter into a tactical simulation
where you control the outcome of the battle yourself.
* Quick Resolve:
In Quick Resolve mode, the computer simulates the battle and determines the
victor instantaneously. The game takes into account the number and type of
armies involved, as well as any technologies that have been purchased by
either side. This is the quickest way to get through a battle that you are
sure to win. If both sides are evenly matched, however, you may be more
likely to win if you attack manually via an RTS battle.
* Cancel:
If you feel you won’t win or by any other reason don’t want to attack now
you just click the cancel button.
==================
ARMIES AND BATTLES
==================
The type and number of armies that you control on the world map has a
direct impact on what you can do during an RTS battle. Your first
consideration is the number of armies with which you attack or defend a
territory. When an RTS battle begins, each army located in a territory
grants you bonus income. Each additional army grants you a bonus amount to
your starting money, providing you with a significantly better chance of
winning.
Your second consideration is the type of armies that you have on the world
map. During an RTS battle, you are only allowed to build units of the same</pre><pre id="faqspan-3">
type as the most advanced army you have in the territory that is being
contested. If you only have an Infantry Army in a territory, you can only
build infantry regiments during a battle in that territory. If you have an
Infantry Army and a Mechanized Army, you can build infantry and mechanized
units, and so on. Therefore, even if you have a large number of armies, you
may still be defeated by an outnumbered foe with technologically advanced
forces.
==============
BATTLE OUTCOME
==============
The victor of a battle retains all of the armies he or she used in that
battle, and gains or retains control of the territory in which the battle
was fought.
If you move one or more armies into enemy territory, instigate a fight and
then lose the ensuing battle, an army is destroyed. If you had more than
one army in the fight, your remaining armies tuck their tails between their
legs and retreat back to the territory from which they launched their
assault. No territories change control in such an instance.
If you lose a battle that an enemy started by moving into your territory,
then your weakest army is destroyed permanently, and the enemy gains
control of the territory. If you have multiple armies in the territory,
then your remaining armies attempt to retreat to the strongest friendly
adjacent territory. If there are no adjacent friendly territories, then
your armies are all destroyed permanently. Do not let the enemy encircle
you!
=================
STARTING THE GAME
=================
Select World War II from the Single Player Menu if you want to wage war
across the globe in a traditional turn-based fashion. Choose your
nationality by selecting one of the five emblems across the top of the
screen and then select the general who will command your forces.
There are two alliances; the Allies (Great Britain, Russia, USA) and the
Axis (Germany, Japan). Depending on what nation you pick, you will fight
against one of these alliances.
================
PLAYING THE GAME
================
Your aim is to capture two enemy capitals which mean victory.
You start with a pre-determined amount of money which you can buy new
armies for, upgrade existing armies or research new technologies.
There are two main aspects of the world map: territories and units. Each
territory can be controlled by only one nation at a time — if you want to
take control of an enemy’s territory, you must defeat the army that
occupies it. Use your army units to attack hostile territories.
You can buy three types of armies attached with or without air support;
infantry, mechanized and armor. They can all be upgraded later though with
air support. Defensive armies are immobile and you cannot buy new ones.
Every nation has its unique set of technologies. Researching a
technology will improve your armies and better the odds when determining a
battle via Quick Resolve.
Battles can be determined in RTS (Real Time Strategy) mode or via Quick
Resolve that automate the battle instantaneously while taking into account
the number of armies, upgrades and researched technologies.
Since you cannot, unfortunately, play versus human players in the World War
II metagame we have to adapt the strategies for a pretty bad AI. Follow my
6 steps as a rule of thumb and you should manage well.
All the decisions you make are linked together. If you for example chose to
upgrade your existing armies that means you will have it easier to defend,
but harder to expand due to the fact that your enemies probably buys more
armies. So in short, one decision affects all other decisions.
6-STEPS RECOMMENDATIONS:
1) Fast and (relatively) Unsafe or Slow and (relatively) Safe
First of all you should decide how fast you plan to win. The Axis is
pretty tied up, because taking it slow will almost always be to their
disadvantage. The question for the Axis is rather how fast they
can/should win. If you are playing as a nation of the Allies you can
make a decision if you want to take a chance to a fast win.
2) Armies, Upgrades or Technologies
It’s time for you to figure out if you should buy new armies, upgrade
existing armies or research technologies.
3) Defend or Attack
This is probably the most basic decision you have to make. Build your
armies, upgrade or research technologies based on whether you are
offensive or defensive.
4) Where to strike
This might sound radical and it can be some times. This doesn’t mean
that you should move all your newly built armies towards one of them.
It means you should make up your mind in what part of the world you
will strike hardest, or defend for that matter.
5) Scatter or Group
The next step is to decide whether or not to move all armies to one
territory and attack your enemy territories one at a time, or scatter
them to conquer and expand several new territories.
6) Conjoin or Separate
You should now choose if you are teaming up with a member of your
alliance or if you want to strike or defend alone. Since you only
control one nation it’s likely that the AI controlled nation/s of your
alliance might cross your path or attack the same territories. The
Allies are more involved in this choice than the Axis for the simple
reason that they are on separate parts of the world.
======
U.S.A.
======
Starts with: 4 Defensive Armies
2 Infantries
Income: 55
Largest threat: Japan
6-STEPS RECOMMENDATIONS:
1) Slow and (relatively) Safe
You need time to build your military and going for a quick victory just
isn’t going to happen.
2) Armies
If you buy anything but new armies you are making a mistake early on.
3) Defend
USA is an economic power house and can manage a loss of territories as
long as the US mainland isn’t threatened. Helping defending Great
Britain and Russia is first and foremost the best decision in early
game.
4) Be opportunistic
When you have established a fairly large military you can decide where
to strike; if it is against Japan or Germany is definitely up to the
situation.
5) Scatter and Group
This depends very much on the given situation. Germany might attack
Russia and mobilize the forces in the west against Great Britain
leaving much of Europe without defence which makes a good opportunity
to scatter infantries all around Europe. The problem is that Germany
might succeed an invasion of Great Britain which means you should
consider grouping your forces in Europe on the British Islands for
defensive purposes instead. The same scenario goes for the Pacific
theatre as well. Let the current situation decide what to do.
6) Conjoin
If a friendly capitol is threatened try to move your forces there and
strengthen its defence. The Allies must work together if they shall
prevail. The downside is that the AI doesn’t always get that.
USA is the hardest country to play in this game, without doubt. The reason
is actually quite simple; the bad AI. The AI often makes bad decisions and
since there are two more nations in your alliance it means that there are
potentially two idiots playing, fortunately the ones playing your enemies
are also idiots. I usually try to move much of my forces to Great Britain
for extra defence and then attack with my remaining forces in the Pacific.
I played 30 games with USA and won 21 of them and losing 9.
=============
GREAT BRITAIN
=============
Starts with: 4 Defensive Armies
6 Infantries
1 Armor
Income: 43
Largest threat: Germany
6-STEPS RECOMMENDATIONS:
1) Slow and (relatively) Safe
This isn’t entirely a certain choice to make. You will lose many
territories in Asia and maybe in Africa, but can make up for the losses
by quickly dispatching new armies to these areas. Attacking Germany
like a madman can however relieve some pressure from Russia if Germany
decides to attack them. If Germany on the other hand decides to invade
Great Britain, then you have no choice but to take it slow and
(relatively) safe.
2) Armies and Technologies
Great Britain has armies scattered all around the world and can be
difficult to replace if destroyed. Therefore a combination of
purchasing new armies and researching technologies is good choice.
3) Defend and Attack
It’s a tricky decision, but for Great Britain combinations seems to be
the answer for pretty much everything. Even here it’s a combination of
defending (first and foremost) and attacking.
4) Strike: Germany
They are considerably closer than Japan which you should not ignore
just because of this. Attack Germany by all means when the opportunity
gives, but make sure to send some armies towards Japan as well.
Combination is indeed the answer for Britain.
5) Scatter and Group
It’s getting quite repetitive now, but even here you should favour a
combination of scattering and grouping to achieve the best effect. I
often scatter my armies in the Pacific and grouping them in Europe.
This way the Japanese has to work harder and longer to achieve
domination in the Pacific and the Germans have a constant threat to
face in Europe even if Russia has been defeated.
6) Conjoin and Separate
Even at the last step it’s a combination of conjoining and separation
that is favourable. If possible, try to reach Russia with some of your
armies if Russia has been attacked and most likely the US will send
some troops through Britain. Work together, but make sure you don’t
leave Africa and Asia wide open.
The problem for Great Britain is the distances. It’s a long way to replace
defeated units in the Pacific, especially when you need to consider the
constant threat from Germany. Paradoxically it’s also the distances that
will help you win due to the income all colonies produces for you. My final
advice for Britain is to always have an eye on Germany.
I played 30 games with Great Britain and won 21 of them and losing 9.
======
RUSSIA
======
Starts with: 2 Defensive Armies
5 Infantries
2 Mechanized
1 Infantry with Air
Income: 48
Largest threat: Germany
6-STEPS RECOMMENDATIONS:
1) Slow and (relatively) Safe
Doing anything else with Russia is usually suicide. Retreating back to
Russia and make a strong-hold there is usually what it takes not to
lose your capitol already at the second turn. There are situation
however when Russia needs to be aggressive early on and that occurs
when Germany decides to attack Great Britain instead. If that happens
you must push against Germany to make German military turn back and
relieve some pressure off Britain.
2) Armies and Upgrades
Russia can purchase cheap infantry, use that and then upgrade if
necessary. It’s almost as simple as that.
3) Defend
As I stated before, always aim for defence in the beginning and then,
depending on the situation, reassess your decision if necessary.
4) Strike: Germany
This is a pretty easy decision because it often comes naturally in the
sense that Germany likes to attack Russia first. You can’t leave your
back open so be prepared and strike back when possible. Don’t forget,
however, to make sure that there are troops defending your eastern
parts all the time.
5) Group
The decision is easy, but since you can buy cheap infantry you have the
opportunity to scatter easily to a relatively low cost. Grouping your
armies together is pretty much the only option if you’re hoping to
invade Germany.
6) Conjoin
The best thing here if is the British attacks from the west and you
from the east towards Germany. If you are in the need of defence they
usually try to get to you, but don’t count on that since the AI can be
pretty unpredictable.
At first sight Russia seems extremely vulnerable, but the appearance is
deceptive. If you retreat back to defend Russia itself then the Germans
will have a really hard time defeating you. In fact, you are getting
stronger than Germany for every turn at the beginning. The German tactics
is pretty much based on blitzkrieg and a halted German army is a weak
German army. Russia can easily strike back and the chance is that Germany
is bleeding to death in its unsuccessful efforts to defeat you.
I played 30 games with Russia and won 23 of them and losing 7.
=======
GERMANY
=======
Starts with: 1 Defensive Army
6 Infantry
3 Mechanized
2 Armor
1 Armor with Air
Income: 36
Largest threat: Russia
6-STEPS RECOMMENDATIONS:
1) Fast and (relatively) Unsafe
With Germany you can win in February 1942 which actually isn’t that
hard so the best choice is to aim for a fast victory. You have the
strongest military on earth at the beginning of the game and must use
it quickly to bring down your enemies.
2) Upgrades
This is the only country where I usually only upgrade armies with. The
reason is because the war is often won before reinforcements arrive. I
find upgrades more effective than technologies since I hope to win the
war in an early stage and with that in mind it’s better to upgrade one
army than a very small upgrade that all armies can use.
3) Attack
If it isn’t clear now I say it again, attack, be aggressive. A passive
Germany is a soon defeated Germany.
4) Strike: Russia and Great Britain
I usually divide my armies to two striking forces, one towards Russia
and one towards Britain. I often moves all troops from Southern Europe
and Africa to the French Coast and by the time they arrive I have
hopefully and successfully invaded Russia. With this strategy it is
fully possible to win the war in February 1942.
5) Group
This getting somewhat repetitive. As I mentioned in the subsection
above, divide your military and strike Russia and Britain to win the
war quickly.
6) Separate
Teaming up with Japan is pretty much never a possibility. Your forces
might “bump” into each other, but rarely more than that. Keeping
separate is really not optional for the Axis. The distances are simply
too vast.
There is no doubt that Germany is fearsome. There is no other country with
a military so strong as Germany at the beginning. Act fast and you will
most likely win the game almost every time.
I played 30 games with Germany and won 30 of them and losing 0.
=====
JAPAN
=====
Starts with: 2 Defensive Army
6 Infantry
1 Mechanized
3 Infantry with Air
Income: 24
Largest threat: USA
6-STEPS RECOMMENDATIONS:
1) Fast and (relatively) Unsafe
Actually Japan won’t need to worry that much about the time. It can
rely on Germany and if Germany fails, then it’s up to Japan for a fast
expansion. Almost no matter what you do, the Japanese expansion will be
quick due to its low income early on.
2) Armies, Upgrades or Technologies
Japan’s location is special. You aren’t threatened at the beginning,
you are threatening everyone around you. You must expand fast and
avoiding leaving holes in your defence which means you must buy more
armies and since you don’t have any armor and just one mechanized army
you should upgrade. If you are sending troops all around the world you
won’t be able to replace them easily which means you should improve
your military with technologies. This is why a combination of
purchasing new armies, upgrading and research technologies are useful.
3) Attack
Not attacking with Japan might not be so devastating after all seen to
the fact that Germany of wins the war by itself. However, an all too
passive Japanese military will put extra pressure on Germany and if
they fail you must be ready. Attack and expand as much as you can.
4) Strike: USA and Russia
By putting pressure on USA you will hinder them from sending forces to
Europe and the US mainland brings you tons of money. Expand through the
Pacific and Asia to also put extra pressure on Russia, but focus your
main offensive towards USA.
5) Scatter
Leaving holes in your defence when capturing many new territories isn’t
that good which is why I advocates the scattering of your units. Also,
the Pacific is wide and you can often have armies in several territories
around the territory you intend to attack and then regroup during the
attack.
6) Separate
Teaming up with Germany is pretty much never a possibility. Your forces
might “bump” into each other, but rarely more than that. Keeping
separate is really not optional for the Axis. The distances are simply
too vast.
Japan is actually too easy to play that it isn’t funny. Hell, you can win
without doing anything good if Germany plays its cards right. I find it
impossible to lose with Japan if you play seriously. In fact I can’t even
remember that I have lost even once while playing seriously. This is a big
bummer for the World War II metagame. It shouldn’t be this easy.
I played 30 games with Japan and won 30 of them and losing 0.
6.0) SIMILARITIES WITH OTHER AXIS & ALLIES GAMES
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Axis & Allies isn’t the first Axis & Allies game out there:
GAME NAME FORMAT RELEASE YEAR
Axis & Allies PC 2004
Axis & Allies: Iron Blitz PC 1999
Axis & Allies PC 1998
Axis and Allies Philips CD-i 1994
All those games are based upon the Axis & Allies board game. The most
recent PC game (this one) has the World War II metagame as its main
connection to that board game. Since I actually own all these games,
including the board game, I can’t help but making a comparison.
Axis and Allies for CD-i wasn’t a great success, partly because of the game
and partly because of the system. Not many people have tried this game, but
the layout is not much different from the other A&A games except from
obvious factors like graphics and sounds for example. The menus and the
controller are a bit hard to manoeuvre, but you are in fact using a cursor
just as we do in the PC games.
Four years later in 1998, the PC game arrives in stores. The game is
smoother and updated, but all rules are the same. The game soon becomes
famous for being full of bugs and glitches. Patches are released, but even
up to this day many of those errors still remains unresolved. This game is
very similar to the original board game and it achieved some popularity.
Axis & Allies: Iron Blitz are nowadays a rare game to come by. It included
new additions from the A&A game released the year before. This time you
could also use Marines and Destroyers, but other than that just small
changes, if any, were made.
In the beginning of the 21st century many raised their eye brows when the
news spread of a new Axis & Allies game. The expectations were not sky
high, but not low either and when this game was released in 2004 it did its
job. The Axis & Allies symbol was best used in the World War II metagame
which was much alike the original board game. This time, however, you could
not buy a fleet nor independent air forces or even control more than one
country at the time. Many were disappointed of the fact that you couldn’t
even play multiplayer on the WWII metagame. Otherwise the basics were the
same as the first A&A video game released a decade earlier.
Axis & Allies is multiplayer, has always been and will always be.
The World War II metagame could have been brilliant or at least decent. Now
it feels like something they threw in just because they needed a reference
to the name Axis & Allies.
Not being able to play multiplayer or control more than one nation in the
WWII game is honestly an insult. The entire concept with Axis & Allies,
from the creation of the board game decades ago to this PC game is based on
multiplayer, and yet they created a game without multiplayer. What in the
world where they thinking?
The WWII game would have been so much better if there was an option to play
multiplayer. Almost every review I have read about the Axis & Allies game
concludes the same thing; the absent of multiplayer in the WWII metagame is
a serious mistake by the producers. It would most certainly have extended
the life time of this entire game.
The rest of the game is quite decent, but this was what I looked forward to
when I bought this game; the connection to the original board game. They
wasted it and I cannot really understand why they didn’t put more effort in
the WWII game.
The AI is bad, sometimes just horrible. You can’t trust the AI ever. The AI
can control it’s capitol against a powerful enemy that mobilizes its forces
in the territory next to the capitol. What does my AI allied do? Of course
move out every single army out of the capitol in a completely different
direction and the war is instantly lost even though we might control most
of the world. And why does he always leave his most expensive unit to guard
a capitol? Why not leave an infantry there as well, as an insurance so that
the AI doesn’t lose his most valuable unit?
The WWII game has indeed many flaws, but can actually be quite amusing some
times and that is an indicator for how good and popular it could have been
if they just had put some more time and effort in it. Well that concludes
it and also somewhat describe the fundamentally perspective of life; if
only...
This guide was not intended to be even half the size as it is now, but I
got carried away and in my effort to cover all possible angles the guide
expanded. Therefore I have to thank myself for the sacrifices I made.
9.0) LEGAL INFO
___________________________________________________________________________
This FAQ/Strategy Guide is made by Joakim Danielsson aka Ernst Stavro
Blofeld and is protected by copyright law. You may save it and print it,
but not sell it, put it on another homepage or give it away to other
people. Personal use only, and if you print it, this section must be
included in the printing. Have a great time using this guide!