AAAA                        SSSSSSSSSSS
                    AAAAAA      XXX     XXX III SSS      SSSS
                   AAA  AAA      XXX   XXX  III  SSS       SS
                  AAA    AAA      XXX XXX   III   SSSSS
                 AAA      AAA      XXXXX    III     SSSSS
                AAAAAAAAAAAAAA    XXX XXX   III         SSSS
               AAA          AAA  XXX   XXX  III SS        SSS
              AAA            AAAXXX     XXX III SSSS      SSS
       AAAAA AAA              AAA                SSSSSSSSSSS  SSSSSSSSSSS
      AAA AAA                           &                    SSS      SSSS
     AAA   AAA         LLL        LLL        III  EEEEEEEEE    SSS      SS
    AAA     AAA        LLL        LLL        III  EEE           SSSSS
   AAA       AAA       LLL        LLL        III  EEEEEE          SSSSS
  AAAAAAAAAAAAAAA      LLL        LLL        III  EEE                SSSS
 AAA           AAA     LLLLLLLLL  LLLLLLLLL  III  EEE        SS        SSS
AAA             AAA    LLLLLLLLL  LLLLLLLLL  III  EEEEEEEEE  SSSS      SSS
AAA               AAA                                          SSSSSSSSSSS
                               WORLD AT WAR


---------------------------------------------------------------------------

          Author: Joakim Danielsson aka Ernst Stavro Blofeld

---------------------------------------------------------------------------

###########################################################################
########################## - TABLE OF CONTENTS - ##########################
###########################################################################
###                                                                     ###
### 1.0) PROLOGUE                                                       ###
###         - A short introduction                                      ###
###                                                                     ###
###                                                                     ###
### 2.0) INFORMATION                                                    ###
###         2.1  - The Game                                             ###
###         2.2  - The World War II metagame                            ###
###         2.3  - The Guide                                            ###
###                                                                     ###
###                                                                     ###
### 3.0) CONTROLS AND OPTIONS                                           ###
###                                                                     ###
###                                                                     ###
### 4.0) HOW TO PLAY                                                    ###
###         4.1  - Getting Started                                      ###
###         4.2  - Armies                                               ###
###         4.3  - Technology                                           ###
###         4.4  - Special Operations                                   ###
###         4.5  - Countries                                            ###
###         4.6  - Commanders                                           ###
###         4.7  - The Map                                              ###
###         4.8  - Battles                                              ###
###         4.9  - Summary (short walkthrough)                          ###
###                                                                     ###
###                                                                     ###
### 5.0) RECOMMENDED STRATEGIES                                         ###
###                                                                     ###
###                                                                     ###
### 6.0) SIMILARITIES WITH OTHER AXIS & ALLIES GAMES                    ###
###                                                                     ###
###                                                                     ###
### 7.0) CONCLUSION                                                     ###
###                                                                     ###
###                                                                     ###
### 8.0) CREDITS                                                        ###
###                                                                     ###
###                                                                     ###
### 9.0) LEGAL INFO                                                     ###
###                                                                     ###
###                                                                     ###
###########################################################################
###########################################################################
###########################################################################




___________________________________________________________________________

                               1) PROLOGUE
___________________________________________________________________________

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.



                         /========================\
                         |      4.2 – ARMIES      |
                         \========================/

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
===

Cost:                      100 with infantry   (GB, Germany, USA).
                           95 “               (Russia)
                           90 “               (Japan)

                          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.





                      /============================\
                      |      4.3 – TECHNOLOGY      |
                      \============================/

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.


..........................................................................

=============
GREAT BRITAIN
=============

 Income:                48
 Territories:           11

 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.


..........................................................................

======
RUSSIA
======

 Income:                43
 Territories:            8

 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.


..........................................................................

=======
GERMANY
=======

 Income:                36
 Territories:            8

 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.


..........................................................................

=====
JAPAN
=====

 Income:                24
 Territories:            5

 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.


..........................................................................




                      /============================\
                      |      4.6 – COMMANDERS      |
                      \============================/

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.



##  ##  ######  ######
##  ##  ##      ##  ##
##  ##  ######  ######
##  ##      ##  ##  ##
######  ######  ##  ##


==============
GENERAL ARNOLD
==============

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

..........................................................................



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######  ##  ##  ######  ##  ##    ##

#####   ######  ##  ######  ######  ##  ##  ##
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######  ######  ##    ##    ######  ##  ## ###
##  ##  ## ##   ##    ##    ##  ##  ##  ##  ##
#####   ##  ##  ##    ##    ##  ##  ##  ##   #


========================
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



===================
ADMIRAL MOUNTBATTEN
===================

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

..........................................................................



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######  ##  ##  ######  ######  ##  ######
## ##   ##  ##      ##      ##  ##  ##  ##
##  ##  ######  ######  ######  ##  ##  ##


===============
GENERAL CHUIKOV
===============

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



===================
MARSHAL ROKOSSOVSKI
===================

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

..........................................................................



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========================
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

..........................................................................



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######  ##  ##  ##      ##  ##  ##   #


===================
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



===================
VICE ADMIRAL MIKAWA
===================

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



================
ADMIRAL YAMAMOTO
================

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)





                      /=========================\
                      |      4.8 – BATTLES      |
                      \=========================/

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!





             /=============================================\
             |      4.9 – SUMMARY (SHORT WALKTHROUGH)      |
             \=============================================/

=================
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.








___________________________________________________________________________

                         5.0) RECOMMENDED STRATEGIES
___________________________________________________________________________

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
___________________________________________________________________________

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.




___________________________________________________________________________

                            7.0) CONCLUSION
___________________________________________________________________________

    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...





___________________________________________________________________________

                               8.0) CREDITS
___________________________________________________________________________

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.

That’ll do!




___________________________________________________________________________

                             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!

© Copyright 2009 Joakim Danielsson



THANKS FOR READING IT!