===============================================================================
===============================================================================
                 _____       _    _        _____      _    _
                |  __ \     | |  | |      / ____|    | |  | |
                | |__) |    | |  | |     | (___      | |__| |
                |  _  / FOR | |  | | THE  \___ \ BOMB|  __  |
                | | \ \     | |__| |      ____) |    | |  | |
                |_|  \_\     \____/      |_____/     |_|  |_|

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

Copyright 2014 - Staley, Deuce ex Defcon.  Any site that wishes to host any of
my guides is free to do so, provided you don't edit the content in any way,
shape, or form, and provided you contact me prior to posting the guide(s), as I
like to know where they're being used.

I cannot guarantee any site other than GameFAQs will always have the most
current form of my guides, so if there's ever any doubt, always check GameFAQs.

Because they have previously taken copies of my guides and replaced the name of
the site they were written for with the name of their own site, CheatCC.com
specifically does NOT have permission to host or link to any of my work - past,
present, or future.

If you have questions, comments, or so forth concerning this guide, please
email me at [email protected] or post on my message boards,
http://thebrink.us/boards

-----------------------------------------------------------------------------
|                          =========================                          |
|                         |        CONTENTS         |                         |
|                          =========================                          |
-----------------------------------------------------------------------------

This guide is for the Rush for the Bomb, the follow up to Rush for Berlin.  If
you're playing the Rush for Berlin Gold version of the game, you might get a
bit confused since the game is labeled Rush for the Bomb when you launch it,
but really the Rush for Berlin Gold version is both games together as one.  If
you're looking for information related to the original four campaigns in Rush
for Berlin, please refer to the previous guide I wrote for that game, which you
can find on GameFAQs in the following location:

http://www.gamefaqs.com/pc/928230-rush-for-berlin/faqs



0.10)  General Notes
0.20)  Important Controls
0.30)  Medals
1.00)  Walkthrough
    1.10)  German Campaign
         1.11)  Kettenreaktion
         1.12)  Treffpunkt
         1.13)  Auftrag Barcelona
         1.14)  Fernziel Zaragoza
         1.15)  Zielsetzung:  Uberleben
         1.16)  Nachtflug
    1.20)  Western Allies Campaign
         1.21)  Acceptable Losses
         1.22)  A Hard Night's Day
         1.23)  Protecting Interests
         1.24)  The Spoils of Summer
         1.25)  No Passaran
         1.26)  Death is So Final
2.00)  Units
   2.10)  German Units
       2.11)  German Infantry
       2.12)  German Vehicles
   2.20)  Russian Units
       2.21)  Russian Infantry
       2.22)  Russian Vehicles
   2.30)  Western Allies Units
       2.31)  Western Allies Infantry
       2.32)  Western Allies Vehicles
3.00)  Cheats
4.00)  End
   4.01)  Version History
   4.02)  Closing

=============================================================================
|                  -----------------------------------------                  |
|                 |          0.10)  General Notes           |                 |
|                  -----------------------------------------                  |
=============================================================================

In this section, I will list some notes about various things you should keep in
mind while playing, in no particular order:

I)  Always make sure the compass is pointing due north.

- The camera sometimes starts pointing in a stupid direction, so to keep the
walkthrough instructions as simple as possible, you should always turn your
compass so it's facing due north at the start of every mission.  If, for any
reason, I tell you to rotate the map so it faces any other direction, I will
include some reference points to make sure you have it facing the right way.
(The map can rotate by holding down the two mouse buttons and rotating it.)

II)  You can adjust the camera zoom.

- By rolling the wheel in the middle of your mouse, you can make the camera
zoom in or zoom out.  I tend to keep it zoomed all the way out, since you can
see more of the map on your screen at once.

III)  Resource regeneration rates stack.

- Or at least I'm fairly sure they do...  Meaning more factories will decrease
the time it takes to regenerate funds.  More on this after I play more of the
game.  One thing I can tell you for sure is that anything you control that's
capable of generating resources will only generate resources while it's not in
use.  So if you're building stuff in your factory, your factory's resource
regeneration percentage will drop to zero until it's done building stuff.

IV)  "What to bring"

- Prior to each mission, you'll note that I've included a section that lists
units to bring along with you from your core.  These are only my personal
suggestions - you might not even have all of the units I list, depending on how
many casualties you've had throughout the missions.  Feel free to follow my
suggestions exactly, modify them, ignore them, or whatever floats your boat.
If there happens to be a certain unit I feel you should definitely bring along,
I'll specifically mention it (as well as specifically mention why you should
bring it).  My suggestions will also assume that you don't want to bring so
many units that it puts you in the "red" for time.

Note that you will always have to bring at least one core unit along on each
mission, or the game won't let you start the mission.  Oddly though, there's
no mechanism in place to prevent you from bringing only a vehicle that requires
a crew, so for example, if you attempt to start the Azgard Fortress mission
with only your Pershing tank, you'll start the mission with literally zero
units under your command.  You won't lose instantly, but you won't be able to
do anything.  Kind of an odd oversight on the part of the developers.

V)  Ending with a high score (a rating of "excellent").

- Those of you that're playing the game as it was intended to be played will
be interested in ending every mission with an "excellent" rating.  See the
little bar at the top of the screen?  The slider on that bar is positioned on
the bar to show how well you're doing - green (to the right) is good, and red
(to the left) is bad.  Destroying more enemy units will move the marker to the
right, but you shouldn't panic if you're close to finishing a mission while
you're not in the green yet.  Completing objectives gives you a score boost, so
you'll always get a decent jump at the end of the mission.

Note that your score slowly drops the longer you let the mission go on, too.
If you hover over the slider, you'll notice that it displays your current
score, and that it's slowly ticking down about one point per second.  How many
units you bring at the start of each mission will also affect your score.  You
can read some more details about that in the next section.  Keep in mind that
the longer you let a mission drag on, the rate that the score drops will
increase by an enormous amount too.

VI)  The number of units you bring at the start of each mission will affect the
    mission's starting time.

- When you're choosing what core units to bring along at the start of each
mission, keep in mind that each unit you bring lowers the time value displayed
in the center of the screen.  This will affect the game clock when the mission
starts.  For example, let's examine the fourth Russian mission, The Sword of
Bagration.  When picking units, you start with 10 minutes on the clock.  You
have 10 green slots and 5 red slots.

You're required to bring at least one core unit, so if you do just bring one,
the mission will start with 9 green minutes on the clock, which will count down
until it reaches 0.  Why do you care?  Well, score for one thing.  Remember
that you lose points the longer the mission lasts.  Any green minutes on your
timer will add to your score, and any red minutes will subract from it.  This
can have a massive impact on your starting score.

On that fourth Russian mission, if you only take one unit with you, your
starting score will be 20,400.  If you take all fifteen units with you, your
starting score will be 12,000.  That means that each unit you bring with you at
the start of a mission will cost you 600 score right off the bat.  That's ten
times the score that you lose for letting a minute just tick off the clock, so
keep that in mind.  Of course you can easily get an Excellent rating on every
mission even if you completely disregard the cost of bringing extra units.  But
if you're at all interested in setting a high score, you'll need to pay
attention to this.

With that in mind, I'm about to share a really douchebag tactic that you can
use to exploit this mechanic.  I don't advocate that you use it, but hey, part
of writing guides is that you share as much information as you can:

When you're in a mission and you use the Restart Mission option from the menu,
the mission will always start the game clock at 0:00 regardless of how many
units you brought with you.  So for example, if you brought a full 15 units on
that fourth Russian mission, you'd normally start the game at 5:00 minutes in.
But if you start the mission and then immediately hit the Escape key and pick
the Restart Mission option, you'll still have all 15 of your units, and the
clock will be back down to 0:00.  That's a really cheap way to save 3000 score.

VII)  Beware of satchel dogs.

- While quite effective against enemy vehicles, the satchel dogs that your
Russian Shock Infantry have are not the smartest things in the world.  They
tend to automatically attack abandoned vehicles, even your own.  If you're not
careful, they can destroy your core vehicles right at the start of a mission
before you even get your crews to man them.  This is also a problem when you're
trying to capture an enemy vehicle intact.  If you're planning to have Shock
Infantry go anywhere near an abandoned vehicle, be certain that you have the
unit set to Passive mode first.

VIII)  Physician, heal thyself.

- While medics are capable of healing each other, they won't be able to heal
themselves.  This presents a problem when you only have one medic, and he gets
injured.  Remember that while he can't directly heal himself, he can use his
First Aid Station ability to deploy a stationary healing area, which will be
able to heal him.  This is a critical ability to remember during a lot of
missions where infantry tactics are required, especially since dropping a first
aid station and then retreating past it is a great way to allow your units to
still be healed while the medics are moving.

IX)  Infantry experience.

- As your units level up, they gain hit points and damage.  It looks like
levels 2 and 3 add 20% to the unit's base hit points and damage rating, and
level 4 will add an additional 10% to the unit's base hit points and damage
rating.  This can make a huge difference, especially when you have big piles of
leveled infantry going up against infantry that doesn't have that level boost.
This boost also takes effect for the damage you deal when that unit is in a
vehicle.  It's also added after any other bonuses are applied, so for example
if you have a German Tank Ace that's already giving you a 25% firepower bonus
in some tanks, that bonus is applied before the experience bonus is applied.

=============================================================================
|                     ----------------------------------                      |
|                    |    0.20)  Important Controls     |                     |
|                     ----------------------------------                      |
=============================================================================

The default control scheme is fairly standard if you've played many other RTS
games (especially Codename:  Panzers, since those games were by the same
people), but if you're used to more main-stream games, you might find this
scheme a little confusing at first.  The following is a list of some of the
most important shortcut keys and so forth.

(NOTE:  I'm not listing all of them, just the ones I find the most useful.)

S:

- Stops the highlighted units.  Very useful if you just accidentally sent a
group of your units somewhere incredibly stupid and want them to stop before
they get themselves annihilated.

A:

- Makes the highlighted units attack a target.  very useful for destroying
unmanned vehicles and buildings that haven't been identified as a threat.

Changing the direction a unit is facing without actually moving:

- If you select a unit, then right click and hold it down, you will have an
arrow that you can use to manually turn a unit without actually moving it.
This is great for making sure your units are facing the enemy when they are
lined up for defensive positions.  Similarly, you can also use this feature
when you're telling a unit to move.  For example, if you're moving a unit due
south, but you'd like it to be facing due north when it stops, you can right
click on the destination, then hold it down and rotate the arrow until it's
pointing in the desired direction before you let go.  When the unit reaches
its destination, it will automatically turn itself in the specified direction.

Pause:

- Pressing your space bar will pause the game.  This is very beneficial when
you're worried about time.  You can easily form teams without wasting time or
fighting, or you can pause the game and give your units a lot of orders all at
once, and they'll carry out those orders as soon as you unpause the game.

Making Groups:

- Holding the Control key while you have something selected and then pressing
a number key will form a group.  Groups are invaluable for effective
fast-passed combat.  Once you've made a group, pressing the corresponding
number key without having the group selected will select the group for you.
Pressing the number while the group is already selected will center the screen
on that group.

Adding units to pre-existing groups:

- If a group already exists and you want to add another unit to it without
having to reform the entire group, simply select the group with the
corresponding number key, then hold the Shift key and left click on the unit to
add it to your selection.  (Remember to hit Control+the group's number key
after that to actually tag that unit into the group.)

Selecting every unit of a certain type:

- If you double-click on a unit, all units of that type will be selected.
This is great for sorting out your forces and quickly making groups.

=============================================================================
|                     ----------------------------------                      |
|                    |          0.30)  Medals           |                     |
|                     ----------------------------------                      |
=============================================================================

Depending on how well you do during a particular mission, which objectives you
complete, how many units you lose, whether you kill all of the enemy targets on
the map, et cetera, you can earn several types of medals at the end of the
mission.  These medals fit into five categories, which are described below
along with the various types of each medal that you can earn in each category.

Unfortunately, the extent of the information I can give you about each medal
and the exact mechanics behind earning them is very limited, primarily because
there's not exactly a whole lot of information out there about them.  The
following is the entirety of the game manual's description of them:

"After extraordinary battlefield performance, the player can earn medals.
These are connected to well-defined statistics and the player is always aware
of the goals he must reach to be awarded one."

This is true to some extent - each of the five types of medals are pretty
clearly titled in a way that properly indicates the basics of what you need to
do to earn them.  Unfortunately, specifics of what you need to do for each
medal in each category is never explained anywhere.  They don't even provide a
list of all the possible types, so I might even be missing some rare ones that
I never encountered.

If anyone out there has any official information about this stuff, especially
if you can link me to a source, that would be great.  I know some of the guys
involved in the development of these games used to send me stuff about them
years ago when they first came out, so if any of you happen to read this update
and feel like sharing some first-hand knowledge of the game, that would be
awesome.

-------------------
Objectives Finished
-------------------

All main, optional, and secret objectives completed:
  Germany:         Iron Cross with Oak Leaves and Swords
  Western Allies:  US Good Conduct Medal

All main and optional objectives completed:
  Germany:         Iron Cross with Oak Leaves
  Western Allies:  US Silver Star

All main and secret objectives completed:
  Germany:         Iron Cross
  Western Allies:  US Bronze Star

The game will also sometimes give you a medal when two or more of a particular
type of objective are complete (for example, you might still get an Iron Cross
for completing two out of three secret objectives).

Keep in mind that if a map doesn't have any objectives of a particular type,
that will count as you completing them all.  So for example, you can still get
the high end medal on a map even if it has no optional objectives.

--------------
Low Casualties
--------------

Just like it sounds, you're awarded this type of medal based on how many units
you lost during the mission.  Keep in mind that there's an annoying quirk to
what counts as a casualty - if you occupy a vehicle of any kind during a
mission, whether it was an allied vehicle, enemy vehicle, or one that was
already abandoned right from the start, it will count as a casualty for you if
you don't end the mission with it manned.  Keep that in mind before you capture
any random vehicles.

Even though I can't imagine this would ever really come up, I feel like sharing
this bit of information too.  If you bring a core vehicle along on a mission
that requires an infantry squad to man it, but then you NEVER occupy that
vehicle at all during the mission, it won't count as a loss, and it won't be
removed from your core at the end of the mission either.  But if you occupy a
core vehicle at any point during a mission, even if you occupy it with non-core
units, it MUST be manned at the end of the mission (by a core or non-core unit)
to avoid having it count as a casualty and be lost from your core.

Note that allied units don't count as casualties.  Only core and non-core units
that are actually under your command count.

I've tried to see if there are exact percentages or anything that I can rely on
for what earns each type of medal, but I can't, and it's not a static number of
losses either.  The best I can tell you is that in general, even a single
casualty will ruin your chances at the high end medal, although sometimes it's
possible to take one without missing it.  Generally it only takes a few to ruin
your chances at the low end medal too, even if you have a hundred units on the
map.

High end:
  Germany:         Close Combat Badge 3
  Western Allies:  UK Mention in Despatches 3

Low End:
  Germany:         Close Combat Badge 2
  Western Allies:  UK Mention in Despatches 2

------------------
Kill Enemy Officer
------------------

You earn these medals by killing enemy officer units.  Since this will be
mandatory for earning the Clear Level medals, I won't generally bother listing
specific information about this type of medal in the walkthrough for each
mission unless there's a particular officer somewhere that's hard to find or
something.

Some medals may or may not be possible for all missions depending on how many
officers are present during the mission.

Kill four or more enemy officers on the map:
  Germany:         Golden Service Clasp
  Western Allies:  UK Distinguished Service Order

Kill three enemy officers on the map:
  Germany:         Silver Service Clasp
  Western Allies:  UK Military Cross

Kill one or two enemy officers on the map:
  Germany:         Bronze Service Clasp
  Western Allies:  US Marksman

-----------
Clear Level
-----------

Just like it sounds, you'll earn this medal for annihilating all enemy units on
the map.  Since this is a pretty straight-forward thing to do and there's only
one type of medal for it, I won't generally bother mentioning anything specific
about it in the walkthrough for each mission unless there's a particular unit
that's really well hidden or something.

NOTE:  If you're wondering, hostile wildlife doesn't count as an enemy, so you
      can ignore them and still get credit for this medal.

Annihilate all enemy forces on the map:
  Germany:         Death's Head Badge
  Western Allies:  UK George Cross

--------------
Core Unit Gain
--------------

To me it would seem like the obvious intent of this medal was to track whether
the player collected all of the new core units that are available during a
particular mission by completing optional/secret objectives and so forth, but
that doesn't appear to be how it works in the game at all.

How it ACTUALLY works is that you just have to occupy a core vehicle that
wasn't occupied at the beginning of the mission (and make sure you're still
occupying it at the end of the mission).  Sometimes this will mean that the
only way to earn the medal is to bring one of your core vehicles with you.  For
missions where you can't bring core vehicles and there's no way to earn one
during the mission, it won't be possible to earn this medal.

A special note, though - if you receive a new core vehicle that already has a
crew during a mission, you'll need to eject the crew and reoccupy the vehicle
in order to get credit.  Bizarre, I know.

  Germany:         War Merit Cross
  Western Allies:  UK Military Cross

=============================================================================
                      ::::::::::::::::::::::::::::::::
                             1.00)  Walkthrough
                      ::::::::::::::::::::::::::::::::
                           1.10)  German Campaign
                      ::::::::::::::::::::::::::::::::
=============================================================================
|                                                                             |
|                            1.11)  Kettenreaktion                            |
|                                                                             |
=============================================================================
-------
History                                                   Norway, February 1943
-------

"It is Generally accepted that the Atomic Age began in Berlin, in 1938, with
the discovery that uranium can undergo nuclear fission.  It was the writing on
the wall - the first step towards the creation of a weapon of unspeakable
destructive power, the atomic bomb.

German's thirst for deuterium, or heavy water, was a byproduct of the Nazi
effort to create this ultimate weapon.  Luckily for mankind, the only viable
source of heavy water in Europe during the Forties was the Norsk Hydro power
plant of Rjukan, Norway - a major target of Allied air raids and special
forces operations throughout the war.

You are Harald Sturm, an accomplished officer of the German Kriegsmarine,
currently spending a well-earned shore leave in the Storegut Tourist Hotel on
the outskirts of Rjukan."

----------------
Unit Information
----------------

Received units for the mission:

  None

Core Units:

  4 Green Infantry Slots
  2 Red Infantry Slots

(Starting Core:)

  2 Medics
  2 Snipers
  3 Standard Infantry

What to Bring:

  2 Medics
  2 Snipers

You can also add an SdKfz 223 Recon Vehicle to your core by completing the
first secret objective.  Harald Sturm will appear as if he's a core unit during
this mission, but he won't be available for selection in your core unit list at
the start of the second mission.

----------------------
Production Information
----------------------

Starting Resources:  4000
Called-In Officers:  0

You won't be able to produce any additional units during this mission.

---------------
Main Objectives
---------------

1)  Meet Hauptmann Puhl and take over his command.

   German Patrol:  "We hit a landmine!  Hauptmann Puhl is badly wounded!  We
                    need assistance!"

- Simply head south-west down the road and get to the recon vehicle that hit
the landmine.  Make sure you take care of the infantry that are headed towards
him before they get to the recon vehicle.

2)  Sturm must survive.

   Harald Sturm:  "Commodore Harald Sturm of the Kriegsmarine.  As the Senior
                   Officer, I will take charge."

- Pretty simple objective.  If he dies, you fail.

3)  Defend the factory and the truck.

   German Soldier:  "We encountered Tommy sappers heading for the facility.
                     We must rush to alert the garrison!"

- Don't let the enemy capture the flag of the factory in the middle of the
base, and don't let the fuel truck get destroyed.  While the ten minute timer
is ticking down, this will mostly involve defending against paratrooper attacks
that will land on various sides of the base.  Split all of your units in half,
leaving one set close to the truck and one close to the flag.

4)  Escort the truck.

- Once the ten minute timer is done, the truck will slowly drive to the
airfield along the path indicated on the minimap.  You'll need to protect it
from additional paratrooper attacks along the way, and you'll need to clear the
path of landmines.  Watch out for sneak attacks from the trees in the middle of
the map, and watch out for surprise paratroop drops in the very center of the
map.  They can use the hills near their landing zone to come in behind the fuel
truck if you're not careful.

5)  Send Harald Sturm to meet Colonel von Hurst.

   Colonel Hurst (on radio):  "Horst here.  I am under orders to deliver the
                               cargo manifest to the ferry before it departs!
                               Over."

- After the truck reaches the airfield, send Sturm to meet the colonel in the
south-west corner of the map, near the dock.

-------------------
Optional Objectives
-------------------

1)  Keep at least 1 sapper alive.

- Exactly as it sounds.  Keep one alive to get credit for this objective.

2)  Get Sturm to use the train station's radio.

   Harald Sturm:  "There's a Railway Station nearby.  I'll see if they have a
                   way to bring in reinforcements."

- Send Sturm into the railroad station in the north-west corner of the map.
Once he's inside, he'll radio for a train which will show up and give you three
non-core halftrack transports and a non-core supply truck.  Not exactly super
useful reinforcements on this map, but at least it's something.

3)  The truck mustn't hit any landmines.

- There are multiple minefields on the western road that the truck will follow
from the base to the airfield.  Make sure you send the sappers down the path
before the truck goes down it.

-----------------
Secret Objectives
-----------------

1)  Find Sergeant Rammstein and his sappers.

   Harald Sturm:  "Rammstein!  My friend!  Is that you?

- Send Sturm to the south-east corner of the map after you get control of him
and head for the Commandant's House.  There's an Engineering Officer there, and
when Sturm approaches him, he (and his five sapper friends) will come under
your command as non-core units.

2)  Repair Hauptmann Puhl's car to use it!

- As soon as you get to your base after picking up Sturm, send the supply
truck down to the damaged recon vehicle and repair it.  It will become a core
unit after that.

3)  Occupy the supply drop station!

- Look for a wharf on the water south-west of the train station.  Get a unit
into it so they can take a boat to the west side of the map, then look near the
three fuel tank things near the wharf on the other side.  There's a pile of
supplies here that you can capture, which will give you a supply drop ability.

-----------
Walkthrough
-----------

Start by sending your men south-west down the road at full speed.  There's a
group of enemy soldiers that are between you and the damaged recon vehicle, and
you need to stop them before they do any more damage to the units around it.
As soon as you do, Harald Sturm will be added to your command along with a pair
of Standard Infantry units, a pair of halftracks, and four sappers.

Send Sturm to the Commandant's House in the south-east corner of the map, and
while he's headed there, send the rest of your men back up the road you just
came from.  Use the sappers to clear out the landmines along the way, and take
care of any paratroopers you encounter.  Loop north and go towards the base
once you've finished clearing the road.

When Sturm reaches the Commandant's House, you'll ge given control of an
Engineering Officer and more sappers.  Send Sturm and all of these new units to
the north side of the bridge directly north of the airfield.  There are mines
all over the road from here all the way north to the railroad tracks.  You'll
want to clear them out since the fuel truck is going to use this road to reach
the airfield later.  Don't let the pile of infantry in the trees near the hill
catch you by surprise.

When you reach the base with the rest of your men, you'll be given control of
the majority of the German units in the area.  Consolidate everything into two
groups - one near the fuel truck to protect it from attacks from the east and
south, and the other west of the factory on the railroad tracks to defend
against attacks there.  Immediately send your repair truck down to the damaged
recon vehicle to repair it for one of the secret objectives, but pay attention
to the path it takes to get there.  You don't want to accidentally hit a mine
on your way there if you haven't finished sweeping the street yet.

Meanwhile, send Sturm into the train station in the north-west corner to
complete that optional objective, and you'll be rewarded with a trio of
halftracks and another repair truck.  Send Sturm, the Engineering Officer, and
all but one sapper to the base to help defend it.  Send the remaining sapper to
the wharf on the edge of the water south-west of the train station.  He'll take
a boat ride to the other side.  See the little fuel tank things that he lands
next to?  Capture the supply pile on the north side of it to complete the last
secret objective.

When the ten minute timer is done, the fuel truck will start moving along the
designated path towards the airfield.  If you already cleared the road of
landmines, there's only one other thing you need to do to protect the truck
along the way, which is defend against surprise paratrooper attacks from the
hill in the center of the map.  Large groups of paratroopers will land next to
the house there, then run down the west side of the hill in an attempt to catch
the fuel truck by surprise.  Keep a big pile of your units sitting on the road
there to stop them, and you'll be fine.

Allied forces will attack the airfield from the south edge of the map as soon
as the fuel truck approaches it, and you might find yourself massively
outgunned since they'll have tanks.  Be careful if you're trying to earn the
high end casualties medal, or you can lose a few units during this defense very
easily.  Eventually a Maus will arrive from the south-west corner and wipe out
any surviving enemies anyway.

Take your time to clear the map of any remaining paratroopers if you care about
the Clear Level medal, then send Sturm to meet Colonel von Hurst near the dock.
The rest of the mission should take care of itself as the truck makes its way
to the barge.

NOTE:  Since you don't start with any core vehicles and the only one you can
      earn during the mission isn't the type that can have a crew, there's no
      way to earn the Core Unit Gain medal on this mission.

=============================================================================
|                                                                             |
|                              1.12)  Treffpunkt                              |
|                                                                             |
=============================================================================
-------
History                                                The Baleares, March 1944
-------

"The Personal Journal of Commodore Harald Sturm

It has been a year since the Rjukan affair, and promotion was the last thing I
was expecting for my involvement in it.  The fact that Joachim Ratze of the SD
personally vouched for me in Berlin makes things look even worse.  I suspect
he wants to get rid of me as a witness to his Norway blunder.

There is not much I can do about it.  Just keep doing my job and maintain a
low profile during our mystery assignment:  the amphibious landing on the
Spanish-controlled island of Mallorca.  They say it's part of a much larger
operation - something to do with acquiring key military intelligence from the
Americans."

----------------
Unit Information
----------------

New Core Units Added:                     Core Units:

  1 Pz. V 'Panther'                         6 Green Infantry Slots
  1 Flamethrower                            1 Green Vehicle Slot
  1 Standard Infantry                       2 Red Infantry Slots

Received units for the mission:           What to Bring:

  2 Standard Infantry                       2 Snipers
  1 Medic                                   2 Medics
  1 Flamethrower                            2 Standard Infantry
  1 Pz. V 'Panther'                         1 Pz. V 'Panther'
  1 Supply Truck

You can also add a Panther to your core by completing the second secret
objective.  Whatver unit you use to capture it will also become a core unit, so
make sure you take the opportunity to capture the barracks on the northern edge
of the map first so you can get another non-core sniper to convert to core.  Or
if you'd prefer a different type of infantry, go right ahead.

NOTE:  The recon car would be a more useful thing to bring on this mission so
      you can make good use of its scout planes, but unfortunately the Panther
      that you can capture in one of the secret objectives won't count for the
      Core Unit Gain medal.  If you want the medal, you'll have to bring your
      core Panther with you.

----------------------
Production Information
----------------------

Starting Resources:  220
Called-In Officers:  0

After capturing it from the Allies:

  Barracks (.15 Regeneration Rate)
  --------------------------------------------------
  Unit Type                 Cost     Production Time
  --------------------------------------------------
  Standard Infantry          25            25
  Medic                      40            40
  Sapper                     30            30
  Mortar Team                40            40
  Flamethrower               30            30
  Sniper                     40            40
  Fallschirmjager            25            25
  Panzergrenadier            40            40

---------------
Main Objectives
---------------

1)  Sturm must survive.

- Pretty basic objective.  If he dies, you fail.

2)  Occupy the Eastern Port.

   Sturm:  "Our mission is pretty straightforward:  we need to capture the
            port of Cala Sant Vincenc to secure a staging area for our
            expeditionary forces."

- The port in the north-east corner has to be captured.  There's nothing
really tricky about it.

3)  Secure Pollenca.

   Sturm:  "It's about time.  I need you to flank the enemy forces at
            Pollenca.  Now get moving!"

- Capturing the city in the middle of the map isn't very hard, but there are
quite a few tanks and field guns that might annoy you.  Not to mention tons of
garrisoned buildings.  It's probably a good idea to wait to sweep the town
until after you've captured the barracks on the northern edge of the map so you
can have some additional reinforcements.

4)  Ratze must survive

   Ratze:  "Commodore Sturm.  Obersturmbahnfuhrer Ratze here.  I have been
            sent to assist you during the initial phase of Plan Lazarus."

- Again, pretty basic.  If he dies, you fail.

-------------------
Optional Objectives
-------------------

1)  Seize the Airfield.

   Sturm:  "Although the eastern port is our main objective, be sure to seek
            out additional targets."

- There's a tunnel that you can use to make an assault on the airfield.  The
entrance is just barely south of where Ratze first enters the map.  Be aware
that one of the heavy field guns in the very north-west corner of the airfield
will be able to start firing at you the instant you come out of the tunnel
though, so you'll have to tread carefully.

2)  Take the port of Pollenca.

   Sturm:  "The airport to the north and the smaller southern port are ideal
            for unloading supplies."

- Capture the port in the south-east corner of the map to complete this secret
objective.  This will be much easier if you do it after capturing the barracks
on the north edge of the map, so I recommend you take care of that first.

-----------------
Secret Objectives
-----------------

1)  Kill the Allied Officer.

- There's an officer on the south-east corner of the hill that the airfield is
on.  Kill him while you're up there to get credit for this secret objective.

2)  Retake the Panther.

   German Soldier:  "The Allies left a captured Panther here in pretty good
                     shape.  I think I can start the engine...  Got it!"

- There's a supply depot fenced in near the center of the map.  An empty
Panther is sitting under some netting in the same area.  Capture it, and you'll
complete this secret objective.  It will also be added to your core along with
whatever unit you use to capture it, so make sure you capture it with a
non-core unit to maximize your benefit (a spare core sniper or medic is always
a good idea - I suggest a sniper personally).

3)  Help out the stranded villagers.

   Farmer:  "We're trying to leave town, but poor old Blanchie can't pull the
             wagon any more without food..."

- There're some villagers next to a horse by a tree between the center town
and the south-east town.  They need some oats for their horse.  There's a
trough south of the center village.  If you get an infantry unit close to it,
they'll grab a bag of oats that you can give to the villagers to complete this
secret objective.  You can grab the oats before or after talking to the
villagers, so save yourself some time by grabbing the oats shortly after the
mission starts rather than backtracking later.

4)  Take out all guns.

- You'll accomplish this while you're wiping out enemy units for the Clear
Level medal.  All it wants you to do is kill the crews in all of the heavy
field guns on the map.  You don't actually have to destroy the guns themselves.

-----------
Walkthrough
-----------

Start by moving north slowly and dealing with any Locust tanks and infantry
that you encounter.  Your first stop is a small trough about one screen south
of the center of the village.  If you get an infantry unit close enough to it,
they'll grab a sack of oats that you can use for a secret objective later.

  German Soldier:  "Look, a sack of oats.  Let's take them.  The cook can make
                    us some delicious gruel."

Next, move north along the west edge of the map, bypassing the center village
for now.  The goal is to meet the rest of your forces where Ratze entered the
map south of the airfield.  There's a tunnel on the hill just south of Ratze's
group, and you can use it to attack the airfield.  You have to be prepared,
though - there's a heavy field gun in the very north-west corner of the
airfield, and it'll start firing at you immediately.

Try to wipe out one target at a time and don't sit still.  Retreating to the
south-east corner of the hill after hitting each unit should provide you with
a safe area to heal your troops between assaults.  There's also an enemy
officer in the south-east corner of this airfield hill that you need to kill to
complete a secret objective, so this will be a good opportunity for that.

With the airfield secured, move east accross the northern edge of the map.
There's a barracks up here that you can capture, but it's fairly well guarded.
To make things worse, there's another heavy field gun farther east of it, and
it'll start blasting you as soon as anything around the barracks can see you.
You'll need to make hit and run attacks to take out the infantry and tank near
the barracks first, then make more runs to actually capture it (don't forget
that the barracks itself can "see" you, allowing the field gun to continue
firing).

With the barracks captured, you can crank out some extra snipers and some
panzergrenadiers to make the rest of the mission a lot easier.  When you're
ready, head to the south side of the next hill east of the barracks and take
care of the field gun there.  Head south to the bridge next and deal with the
forces that're guarding it.  There's a depot on the south side of it that you
can capture, but more importantly, there's an abandoned Panther under some
netting there.  Capturing it will complete another secret objective.  The unit
you use to capture it will become core along with the Panther itself, so make
sure you take the opportunity to capture it with a non-core sniper or whatever
other guide of non-core infantry you'd like.

Take your infantry through the center village now and start wiping out the
enemy units on the streets and in all of the buildings.  If you're interested
in the Clear Level objective, you'll want to move between every row of houses
to make sure you can clear out every building.  Capture the flag and make sure
there aren't any other remaining units lingering in the open area south of the
village.

Move south-east to the next village, stopping half way there to talk to the
villagers with the horse.  If you picked up the oats earlier in the mission,
you can complete a secret objective now.  If you didn't get the oats earlier,
head back to the trough south of the center village and grab them, then return
to the villagers.

Sweep the south-east village now, making sure to check both sides of every
building again if you care about the Clear Level medal.  Fight your way all the
way to the flag in the corner and capture it to complete the second optional
objective, then turn north and head for the windmill on the hill.  There's
another field gun up there, plus some snipers.  It can be tricky to avoid
casualties, but if you get up the hill quickly and hit the snipers first, you
can do it.

The last thing to do is to clear out the north-east corner of the map and
capture the last flag there.  Make sure you avoid capturing the flag until
you've gotten all the way to the north side of the dock to wipe out enemy units
there if you care about the Clear Level medal.

NOTE:  The Panther that you can capture for one of the secret objectives won't
      give you credit for the Core Unit Gain medal.  You'll have to bring your
      core Panther with you at the start of the mission if you want to earn
      the medal.

=============================================================================
|                                                                             |
|                          1.13)  Auftrag Barcelona                           |
|                                                                             |
=============================================================================
-------
History                                        Barcelona, Spain March 10th 1944
-------

"The Personal Journal of Commodore Harald Sturm

It is now official:  we are to land a major Wehrmacht contingent in Aragon,
effectively violating Spanish neutrality...  again.  To add insult to injury,
the Allied naval forces in the Western Mediterranean are now wise to our
intentions and are on full alert.  They will no doubt try to intercept our
ships and pin down our first wave troops, thus preventing them from securing
their strategic objectives in Barcelona.

I cannot help wondering - why go to such lengths to break a dysfunctional
alliance on the eve of the Allied invasion of Europe?  Why waste men and
material for such an obscure cause?  I suspect Ratze knows all the answers...
and will keep them from me until the very last minute."

----------------
Unit Information
----------------

New Core Units Added:                     Core Units:

  1 Pz. VI 'Tiger'                          5 Green Infantry Slots
  1 Supply Truck                            3 Green Vehicle Slots
                                            2 Red Infantry Slots
                                            1 Red Vehicle Slot

Received units for the mission:           What to Bring:

  1 Pz. VI 'Tiger'                          3 Snipers
  1 Pz. V 'Panther'                         2 Medics
  1 Supply Truck                            1 Pz. VI 'Tiger'
  3 Standard Infantry                       1 Pz. V 'Panther'
  3 Mortar Teams                            1 Recon Vehicle

Don't worry about bringing your own Standard Infantry units for your vehicles.
You can use the non-core ones to man them, or train new ones at the barracks.

----------------------
Production Information
----------------------

Starting Resources:  1500
Called-In Officers:  1

  Barracks (.15 Regeneration Rate)
  --------------------------------------------------
  Unit Type                 Cost     Production Time
  --------------------------------------------------
  Standard Infantry          25            25
  Medic                      40            40
  Sniper                     40            40
  Flamethrower               30            30
  Mortar Team                40            40

After capturing it from the Allies:

  Barracks (.15 Regeneration Rate)
  --------------------------------------------------
  Unit Type                 Cost     Production Time
  --------------------------------------------------
  Standard Infantry          25            25
  Medic                      40            40
  Sapper                     30            30
  Mortar Team                40            40
  Flamethrower               30            30
  Sniper                     40            40

---------------
Main Objectives
---------------

1)  Take the key positions.

   Sturm:  "Our orders are to secure all strategic locations in the city and
            secure the area for our landing troops."

- There are four flags in the city that need to be captured.  There's nothing
too tricky about it really, but it can be time consuming if you're attempting
the Clear Level medal.

2)  Sturm must survive.

- You should be pretty used to this objective by now.  If he dies, you fail.

-------------------
Optional Objectives
-------------------

1)  Capture the coastal battery.

   Sturm:  "Secondary targets are the coastal battery atop the western
            elevation which we can use to clear the bay of enemy ships..."

- There's a field mortar in the south-west corner of the map that you have to
capture for this objective.  Don't forget to leave a unit in it for the rest of
the mission, or it'll count as a casualty when the mission ends.

2)  Secure the storage facilities.

   Sturm:  "...and the storage area to the west of our present position."

- There's a depot in the north-west corner of the map that needs to be
captured for this objective.

-----------------
Secret Objectives
-----------------

1)  Capture the lighthouse.

   German Soldier:  "Commodore!  We can now use the coastal battery to flush
                     out the remaining Allied troops!"

- There's a lighthouse south-west of your starting position at the end of the
dock.  Capture it, and you'll get a naval artillery support ability that you
can use periodically.

2)  Find the scattered regulars.

   Spanish Regular:  "We're glad you're here, let us join you!"

- There are four units of Spanish infantry that will join you as non-core
units if you get close enough to them.  You can find them in the following
locations:

- In a cluster of buildings in the north-west corner of the map, slightly
north-east of the depot you need to capture for the optional objective.
- South-east from the first unit, in a cluster of buildings that's open on the
west side.  South and slightly west of the north-western primary objective.
- In a cluster of buildings directly north-east of the south-western primary
objective flag.</pre><pre id="faqspan-2">
- In the second cluster of buildings north of the center primary objective.

-----------
Walkthrough
-----------

This is an easy mission, but it can be time consuming if you're attempting the
Clear Level medal.  Start by using your barracks to crank out some extra
snipers, medics, and standard infantry if you need them (which you probably
will, since there are a lot of tanks out there).

Vehicles will attack from the north and the west throughout the mission, but
you can stop that by capturing the north-eastern primary objective symbol and
the barracks in the south-west corner.  Start by assaulting the north-eastern
corner with your vehicles and infantry.  Capturing the objective symbol in this
corner will stop the tank attacks from appearing up here.

With this corner taken care of, you can leave your vehicles behind at your
barracks to defend it, then start moving across the bottom of the map with your
infantry hoard.  Your first target should be the lighthouse on the dock so you
can complete the first secret objective.  Continue moving west after that,
making sure you wipe out any infantry units that fire at you from inside the
houses along the way.  If you brought your recon vehicle, you can use your
scout plane to reveal the south-western primary objective symbol in advance,
then use the bombardment ability you got from the lighthouse to make short work
of the field gun there before you assault it with your infantry.

With the south-western primary objective captured, continue even farther to the
south-west to capture the barracks there.  This will stop the tank and infantry
groups from appearing in this corner, effectively stopping all Allied
reinforcements if you already captured the north-eastern primary objective.

The coastal battery that you need to capture for one of the optional objectives
is actually just a single field mortar on the hill slightly north-west of your
newly captured barracks.  Simply move up there and kill the crew, then man it
with an infantry unit to complete the objective (and remember to keep a unit in
it for the rest of the mission to avoid having it count as a casualty).

Continue moving north along the west edge of the map now and seize the depot in
the north-west corner to complete the other optional objective.  Now comes the
enormously time-consuming part.  If you want to complete the second secret
objective, you'll need to collect four hidden units of Spanish troops in the
middle of the city, and if you want the Clear Level medal, you're going to have
to comb every square inch of the city to kill garrisoned units.  The four
Spanish units are in the following locations:

- In a cluster of buildings in the north-west corner of the map, slightly
north-east of the depot you need to capture for the optional objective.
- South-east from the first unit, in a cluster of buildings that's open on the
west side.  South and slightly west of the north-western primary objective.
- In a cluster of buildings directly north-east of the south-western primary
objective flag.
- In the second cluster of buildings north of the center primary objective.

Once you've secured them all and you've systematically moved your way through
every nook of the city looking for garrisoned units, go ahead and capture the
last primary objective symbols to complete the mission.

NOTE:  The only way to get the Core Unit Gain medal on this mission is to bring
      one of your core tanks so you can occupy it.

=============================================================================
|                                                                             |
|                          1.14)  Fernziel Zaragoza                           |
|                                                                             |
=============================================================================
-------
History                                     Los Monegros, Spain March 13th 1944
-------

"The Personal Journal of Commodore Harald Sturm

Berlin ordered me to push on Westward in the Ebro valley and secure Zaragoza,
the next major foothold in Aragon, before the main bulk of the Allied
expeditionary force deploys.

Our agents carrying the stolen American intelligence have successfully eluded
the British and the Spanish in Madrid, and left for France in a motor car
yesterday - or so I am told by Ratze who seems as intent as ever on preventing
me from getting the whole picture.

How I long to put a bullet or two in his head and get back to my ship."

----------------
Unit Information
----------------

New Core Units Added:                     Core Units:

  1 Pz. VI 'Tiger'                          5 Green Infantry Slots
  1 Supply Truck                            2 Green Vehicle Slots
                                            2 Red Infantry Slots
                                            1 Red Vehicle Slot

Received units for the mission:           What to Bring:

  4 Standard Infantry                       3 Snipers
  2 Supply Trucks                           2 Medics
  2 Mortar Teams                            1 Pz. VI 'Tiger'
  1 Sniper                                  1 Recon Vehicle
  1 Medic
  1 Pz. V 'Panther'
  1 Pz. VI 'Tiger'

You might want to go ahead and bring the extra units for your red slots on this
mission.  Otherwise, considering swapping the snipers out for standard infantry
units.  The snipers are nice to have, but the hardest thing to deal with on
this mission will be the tanks, and you'll have a much easier time with them
that way.  Dumping the crews out of your tanks to use them in the infantry
battles when necessary also helps.

----------------------
Production Information
----------------------

Starting Resources:  2000
Called-In Officers:  0

  Barracks (.15 Regeneration Rate)
  --------------------------------------------------
  Unit Type                 Cost     Production Time
  --------------------------------------------------
  Standard Infantry          25            25
  Medic                      40            40
  Sniper                     40            40
  Flamethrower               30            30
  Mortar Team                40            40

After capturing it from the Allies:

  Headquarters (.15 Regeneration Rate)
  --------------------------------------------------
  Unit Type                 Cost     Production Time
  --------------------------------------------------
  Pz. IV F2                  40            40
  Hetzer                     45            45
  Pz. V 'Panther'            60            60
  Pz. VI 'Tiger'             70            70
  Wirbelwind                 40            40
  Hummel                    100           100
  Supply Truck               60            60

---------------
Main Objectives
---------------

1)  Cross the valley.

- You have to get your officers to the objective symbols on both sides of the
river to complete this objective.

2)  Sturm and Ratze must survive.

- You should be used to this by now.

-------------------
Optional Objectives
-------------------

1)  Neutralise the batteries.

   Sturm:  "The enemy has deployed several batteries to the hills.  Taking
            them out will reduce our losses, but it will also hinder our
            progress considerably."

- There're three of them on each side of the river.  Do the west side of the
river first, and you'll be able to capture the radar station while you're at
it.  The air strikes that it gives you will make the east side of the river a
lot easier.

2)  Wire the bridge with explosives.

   Sturm:  "Our scouts report that the enemy is deploying reinforcements by
            train.  We must sabotage the bridge to stop them!"

- Shortly after the mission begins, you'll get a fifteen minute timer and be
told to destroy the bridge.  You need to get a unit to the center of it before
the timer ends.  This can be pretty tough to do without casualties unless you
move fast.

-----------------
Secret Objectives
-----------------

1)  Capture the radar station.

- It's in the north-west corner of the map.  Clear the west side of the map
first and capture the radar station after you've destroyed the bridge.  The air
strike ability the radar station gives you will make clearing out the east side
of the river much easier.

-----------
Walkthrough
-----------

The basic premise of this mission is that you need to get each of your officers
to the north edge of the map where the two flashing objective symbols are.  On
its own, that's not too difficult of a task - but the time limit on the second
optional objective will greatly complicate things if you're trying to complete
all of the objectives.

I recommend you start with the west side of the river first since you'll have
more units there anyway, and also because capturing the radar station in the
north-west corner will make the east side of the river way easier to handle.
Start by using your forces to clear the area directly north of your position as
well as the area by the windmills west of your position.

By now you've probably already had a howitzer shell or two land near you.  Try
not to keep your infantry piles still too long, or they'll get shredded.  If
you brought your recon vehicle, use its scout plane to search the first hill on
the west side of the map so you can see where the first heavy field gun is
waiting for you.  Make hit and run tactics on the units nearby, ultimately
making a run on the gun itself to wipe it out.

Now that you're up on the hill, you can move along the path to the north to
deal with the next gun.  There're a lot of units around it, so you'll need to
use some careful hit and run tactics here too.  Keep in mind that you're up
against a time limit for the second optional objective though, so don't burn
too much time between attacks.  Once the second gun is dealt with, get back
down to the main area.  The third gun on this side can wait until after you've
taken care of the bridge.

The compound on the west side of the bridge is pretty heavily guarded, and the
third field gun on this side will be able to hit you when you approach.  Lure
the vehicles out of the compound with your infantry and then use your tanks to
wipe them out.  Take care of the guard tower and house closest to the bridge,
then rush your infantry onto the center of it to plant the bombs.  Retreat back
to the rest of your units when you're done.

Now that the time limit is out of the way, the rest of the mission is pretty
simple.  Return to the western hills and take care of the third field gun.  The
area in front of the Allied headquarters will likely have several tanks, so
make sure you're careful around it.  Once the last field gun on this side is
dealt with, capture the headquarters.  The last thing to do on this side of the
river is to make an assault on the radar station in the hills.  Once you've
captured it, you'll be able to use its air strike ability to take care of the
field guns on the east side of the river without going near them (especially if
you also brought your recon vehicle so you can use its scout planes).

You can cross from the west side of the river to the east side using the
shallow water a bit north-east of your original starting position, but it's not
really a good idea until you've eliminated the southern two field guns on that
side of the map.  Use your recon vehicle's scout plane to reveal the southern
field gun, then use the captured radar station's air strike to wipe that gun
out.  Rush Ratze's units up the hill and annihilate the survivors.

Continue wiping out units on this side of the map with Ratze's forces until the
air strike ability is ready again, then reveal the next field gun and hit it
with the air strike.  Repeat this process as many times as you need.  By now
you can probably safely move units across the shallow water too, so the rest of
the mission should be simple.  Make a thorough sweep through the hills to make
sure there aren't any survivors up there (if you care about the Clear Level
medal), then attack the Allied compound on the northern edge of the map.  When
you're sure there aren't any remaining allied units left on the map, go ahead
and get your officers to their respective objective symbols to complete the
mission.

=============================================================================
|                                                                             |
|                       1.15)  Zielsetzung:  Uberleben                        |
|                                                                             |
=============================================================================
-------
History                                Sierra de Montsant, Spain April 2nd 1944
-------

"The Personal Journal of Commodore Harald Sturm

In light of the Allied landing at Valencia, my forces assumed a defensive
stance along the Ebro River.  Constantly harassed by local guerrillas and
enemy paratroopers, I needed every single unit at my disposal - and Ratze was
kind enough to offer the assistance of his crack armored brigade.

They are to secure my left flank by holding the strategic junction of
Allamagosa.  Together, we are to blunt the spearhead of the Allied offensive,
and buy some time for our elusive agents to join us."

----------------
Unit Information
----------------

New Core Units Added:                     Core Units:

  1 Pz. VI 'Tiger'                          6 Green Infantry Slots
  1 Pz. VI/B 'Konigstiger'                  3 Green Vehicle Slots
                                            2 Red Infantry Slots
                                            1 Red Vehicle Slot

Received units for the mission:           What to Bring:

  An army manning a defensive               1 Pz. VI/B 'Konigstiger'
  line, Barracks, Factory                   2 Pz. VI 'Tiger's
                                            2 Medics
                                            3 Snipers
                                            1 Standard Infantry

You can also add a new core officer named La Maquesa by completing the second
optional objective.  You can add a Feldkommandant officer to your core too by
completing the first secret objective.

----------------------
Production Information
----------------------

Starting Resources:  2500
Called-In Officers:  0

  Barracks (.15 Regeneration Rate)
  --------------------------------------------------
  Unit Type                 Cost     Production Time
  --------------------------------------------------
  Standard Infantry          25            25
  Medic                      40            40
  Sapper                     30            30
  Flamethrower               30            30
  Sniper                     40            40

  Headquarters (.15 Regeneration Rate)
  --------------------------------------------------
  Unit Type                 Cost     Production Time
  --------------------------------------------------
  Pz. IV F2                  40            40
  Hetzer                     45            45
  Pz. V 'Panther'            60            60
  Pz. VI 'Tiger'             70            70
  Wirbelwind                 40            40
  Hummel                    100           100
  Supply Truck               60            60

After capturing it from the Allies:

  Factory (.15 Regeneration Rate)
  --------------------------------------------------
  Unit Type                 Cost     Production Time
  --------------------------------------------------
  Pz. IV F2                  40            40
  Hetzer                     45            45
  Pz. V 'Panther'            60            60
  Pz. VI 'Tiger'             70            70
  Wirbelwind                 40            40
  Hummel                    100           100
  Supply Truck               60            60

---------------
Main Objectives
---------------

1)  Repel the Allied attack.

   Sturm:  "The terrain is advantageous for us here - we can stop them once
            and for all!  Hold them at bay and prepare a counterattack!"

- Allied attacks will hit your defensive positions for a while, and rebel
infantry will attack your headquarters and barracks from the south-west.  Be
prepared for small assaults on your north-west position and major assaults from
the bridge, the water near the boathouse north-west of the bridge, and the
water south-east of the bridge.  Also be prepared for Ratze's units in the
south-east to disappear on you eventually, leaving you on your own to defend
the depot there.

2)  Sturm and Ratze must survive.

- You should be used to this by now.

3)  Secure the far bank.

   Sturm:  "Excellent!  Their momentum is broken - now we can take the
            initiative and continue forward towards the airfield!"

- You'll have to cross the water and capture the depot, factory, and train
station to complete this objective.

-------------------
Optional Objectives
-------------------

1)  Eliminate the Guerilla threat.

   Sturm:  "Guerillas!  Their hideout must be somewhere nearby.  Flush them
            out before they cause any more trouble!"

- Capture the Spanish flag in the south-west corner of the map to complete
this objective.

2)  Rescue de La Concha's daughter.

   Sturm:  "Our scouts report that the daughter of a local don named De la
            Concha has been detained and is now being held captive nearby.
            Try to get her back alive!"

- Kill all the enemy troops around the cabin on the hill north-west of the
Allied factory to complete this objective.  La Maquesa will be added to your
core as an officer.

-----------------
Secret Objectives
-----------------

1)  Save the German Officer.

   Feldkommandant Officer:  "My brothers are here - now you die!"

- There's a German officer pinned down in the small farm in the north-west
corner of the map.  You need to rush in as fast as you can and wipe out the
Allied infantry before they kill him.  If you save him, he'll be added to your
core (as a Felkdkommandant officer).

2)  Seize and repair all abandoned tanks.

- There are three KV-2s abandoned in different parts of the map.  You'll need
to capture all three of them and repair them to get credit for this objective.
The first one is in the grove of light colored trees directly west of your
barracks.  The other two are on the north side of the river.  One is near a
small house west of where you rescue the Feldkommandant for the first secret
objective, and the other is in a field of flowers west of the Allied factory.

-----------
Walkthrough
-----------

You'll need a solid defensive line in four main locations - the north-west
water crossing, the void west of the bridge, the water crossing south of the
bridge where the trenches are, and the depot near your AI-controlled units.
Start building additional Tigers to help your line as well as a few more supply
trucks.  Train a bunch of snipers at your barracks (and some medics).  Send a
unit of standard infantry into the light colored trees west of your barracks
and capture the abandoned KV-2.  There are three of them on the map that you'll
need to capture for one of the secret objectives, but this one is the only one
on this side of the river.

Don't leave your barracks or your headquarters undefended.  Infantry will
attack from the south-west, and they can capture them from you if you're not
paying close enough attention.  If you're trying to get the high end casualties
medal, make sure you abandon all of your guard towers and send the weak
infantry units back to a safe spot.  You might also want to roll the small
field guns back to safe spots too.

Sit back and defend your spots until you get credit for the first objective.
If you're feeling adventurous, you can try to send some units to the south-west
corner and capture the flag there to complete the first optional objective.
Otherwise, wait until you're done with the first main objective before you
attempt this.

When you're ready to cross the river, start with the west side.  Everything
should be pretty straight forward, but you'll want to keep your eyes peeled for
another KV-2 abandoned next to a small house west of the farm in the
north-west corner of the map.  That farm also has a stranded German officer in
it, and if you save him, he'll be added to your core as a Feldkommandant
officer.

As you move east, keep your eyes peeled for the small houses in the hills
north-west of the factory.  If you kill the enemies around the first one,
you'll get credit for the optional objective to find De La Concha's daughter.
She'll be added to your core (as an officer named La Maquesa).  The third KV-2
is also in a field of flowers directly west of the factory, so capture that
while you're over here.  If you haven't repaired all three of them yet, do so
now to get credit for that secret objective.

With all of the objectives out of the way, all you need to do is finish
clearing out all of the enemies from around the map (if you care about the
Clear Level medal) and capture the factory and train station.

=============================================================================
|                                                                             |
|                              1.16)  Nachtflug                               |
|                                                                             |
=============================================================================
-------
History                                       Allamagosa, Spain April 10th 1944
-------

"The Personal Journal of Commodore Harald Sturm

With German positions in the Ebro valley secure for the moment, I am to lead a
motorized column northeast, apprehend Ratze in Allamagosa and demand an
explanation of his recent activities.

With him out of the way, I am to sweep the area clean of enemy troops, secure
the old airfield and prepare for the arrival of our agents - they are expected
at daybreak on a commercial plane they rented on the far side of Sistema
Iberico."

----------------
Unit Information
----------------

New Core Units Added:                     Core Units:

  1 Engineer Officer                        1 Green Officer Slot
                                            4 Green Infantry Slots
                                            1 Green Vehicle Slot
                                            1 Red Officer Slot
                                            2 Red Infantry Slots
                                            2 Red Vehicle Slots

Received units for the mission:           What to Bring:

  1 Standard Infantry                       1 Pz. VI/B 'Konigstiger'
  1 Medic                                   1 Medic
  1 Kubel Wagen                             1 Standard Infantry
  1 Supply Truck                            2 Snipers
                                            1 La Maquesa

2 KV-2s (and their crews) will be added to your core in the middle of the
mission if you brought La Maquesa with you.

----------------------
Production Information
----------------------

Starting Resources:  750 (boosts to 1200 later in the mission)
Called-In Officers:  3

After command of Ratze's base has been swapped over to you:

  Barracks (.15 Regeneration Rate)
  --------------------------------------------------
  Unit Type                 Cost     Production Time
  --------------------------------------------------
  Standard Infantry          25            25
  Medic                      40            40
  Sapper                     30            30
  Mortar Team                40            40
  Flamethrower               30            30
  Sniper                     40            40
  Fallschirmjager            25            25
  Panzergrenadier            40            40

  Factory (.15 Regeneration Rate)
  --------------------------------------------------
  Unit Type                 Cost     Production Time
  --------------------------------------------------
  Recon Vehicle             110           110
  BMW Motorcycle            100           100
  Pz. IV F2                  40            40
  Pz. V 'Panther'            60            60
  Pz. VI 'Tiger'             70            70
  Jagdtiger                 120           120
  Halftrack Transport        35            35
  Supply Truck               60            60
  Panzerwerfer 42           160           160

---------------
Main Objectives
---------------

1)  Sturm must go to Ratze's command bunker.

- You'll have to get Sturm himself (no other unit will work) to the yellow
objective symbol by the bunker south of the AI-controlled factory in the
south-west corner of the map.

2)  Sturm must survive.

- You should be very used to this by now.  If he dies, you fail.

3)  Repair the damaged panzers.

   Lieutenant Witt:  "We have lots of damaged tanks but no repair trucks.
                      Actually we can hardly keep our line."

- There are three damaged AI-controlled tanks south-east of the factory in
Ratze's base.  Repair them all, and you'll get control of them later.  Note
that there's nothing stopping you from repairing them before you meet
Lieutenant Witt, which will save you some time later.

4)  Defend the Barracks.

   Harald Sturm:  "Men!  Move out to defend the Barracks!"

- Enemy units will assault it from the western edge of the screen right next
to it.  Make sure you have as much of your force near the barracks as possible
to repel the attack.

5)  Defend the HQ bunker.

- After the barracks is secured, heavy waves of Allied units will attack your
base from the north.  If you can get some sappers to the road and mine it, you
might slow some of them down - but in all seriousness, that's not necessary.
You can go ahead and use the sappers you start with for as long as you can, but
don't waste your time and resources training any others.  Instead, focus on
forming a defensive line with your tanks. De La Concha should give you two KV-2
tanks if you brought La Maquesa with you, and three other Jagdtigers should
also show up as reinforcements.  Your focus should be on building some extra
supply trucks and at least one recon vehicle.  Its extra sight range will be
crucial for defending against the Allied Calliopes and M7s, and its scout
planes will be incredibly useful too.

6)  Take the airfield on time.

- Once you stop the T28 in the final Allied attack on your base, you'll be
given a timer at the top of the screen.  You'll have to capture the flag on the
north side of the airfield before the timer hits the 15:00 mark.  This is
incredibly difficult to do without casualties if you also want to complete the
secret objective and the second optional objective, so do yourself a favor and
get a head start with some of my tips in the walkthrough.

-------------------
Optional Objectives
-------------------

1)  Bandage the wounded.

- There're several injured infantry units near the barracks.  Heal them with
your medics to get credit for this objective, and you'll get control of them
later.  Note that there's nothing stopping you from healing them before meeting
Lieutenant Witt, which will save you some time later.

2)  Sturm should meet Ratze.

- He's in the very north-east corner of the map where the giant bridge is.
Sturm himself has to get to the objective symbol, no other unit will count.
Two Tigers and a supply truck will come under your control after completing
this objective.

-----------------
Secret Objectives
-----------------

1)  All air-defence groups neutralised.

- There are three anti-aircraft guns in different locations that you'll need
to destroy to get credit for this objective.  One is on the top of the hill
east of your defensive line.  The second one is near a small building on the
western edge of the map between your base and the airfield.  The final one is
south of the bridge, on the east side of the big ruins.  The two on the east
side of the map aren't hard to get to, and you can save yourself some trouble
by taking them out before meeting Lieutenant Witt.  The one on the west side of
the map is in range of some seriously heavy field mortars near the airfield
though, so you'll have to be a lot more careful with that one.

-----------
Walkthrough
-----------

Send all of your units west towards your AI-controlled base.  Avoid letting
Sturm get near the objective symbol for a while though.  Instead, take the
opportunity to use your supply truck to repair the damaged tanks south-east of
the factory, and use your medics to heal the infantry near the barracks.  Both
of these will be objectives later, but you benefit from taking care of them
now before the heavier assaults start hitting your base after the meeting with
Lieutenant Witt.

It's also a good idea to take out two of the three anti-aircraft guns before
meeting the Lieutenant, which will help you save a ton of time for the last
objective.  One of them is on the top of the hill east of your defensive line.
Send your snipers and medics up there and wipe out the infantry near the gun up
there.  Move your way north along the eastern edge of the map and take out the
infantry along the way, eventually stopping at the big ruins and destroying the
anti-aircraft gun there.  Don't stray over to the west side of the ruins yet
though - you don't want to attact the attention of any vehicles in the area
while you're so weakly armed.

Return to your base now and trigger the next phase of the mission by getting
Sturm to the objective symbol by the bunker near the factory.  Units will start
attacking you now, starting with the western edge of the map next to the
barracks.  Get all of your forces there and defend it as long as you have to.
Keep in mind that you'll get control of the barracks, so you can train some
more medics and snipers.  Don't worry about training panzergrenadiers - several
transports full of them will arrive eventually for you.

If you brought La Maquesa with you, De La Concha will give you two KV-2s when
he shows up.  Eventually you'll be told to prepare yourself for heavy Allied
assaults from the western road, which will hit your northern defensive line.
When you have control of the factory, build yourself some supply trucks and a
couple Jagdtigers.  Eventually three more Jagdtigers will show up for you too,
so don't build too many of them.  A recon vehicle will be extremely useful for
you too, especially for the wave of Calliopes and M7s that will attack in one
of the waves.

Prepare a solid defensive line with your tanks and supply trucks and be ready
to fend off the Allied vehicles.  When you're warned about the self-propelled
guns, be ready to deal with several M7s and Calliopes.  If you have a recon
vehicle behind your tanks, you'll be able to see the artillery units when they
get in range.  Otherwise, you're likely to get annihilated before you can fire
back at them.  You can use your huge panzergrenadier pile to help wipe out
survivors too.  Just keep your medics with them and keep Sturm in the pile too
to give them the level bonus.

The final wave of Allied units will have a T28 in it.  Once it's destroyed, the
final phase of the mission will be activated, and you'll be up against a timer
to capture the airfield.  You'll also still need to wipe out the last
anti-aircraft gun on the eastern side of the map and get Sturm to the bridge in
the north-eastern corner if you want to complete the remaining optional and
secret objectives.

There's a massive field mortar on the western side of the airfield that will be
able to hit your units when you assault the final anti-aircraft gun, so you'll
need to be very careful while you assault it.  If you have a couple recon
vehicles, the easiest way to deal with it is to edge them into range and then
use your air strikes to pulverize everything near it.  Otherwise, use your
snipers and panzergrenadiers to do hit and run tactics on them.

Do yourself a favor and use your recon vehicle to edge closer to the airfield
until you can see a target, then blast it and run away.  Repeat this process
until you can get close enough to call air strikes on the field mortar itself.
Attacking the airfield is actually easiest from the east side by the bridge,
but eliminating the field mortars along the southern edge of the airfield will
make the main assault way easier.

With the field mortars out of the way, head up to the bridge to complete the
other optional objective by getting Sturm to the objective symbol.  Now all
that's left to do is wipe out the airfield.  If you're interested in the high
end casualties medal, you're going to have to do even more hit and run tactics
to wittle down the remaining artillery and tanks in there.  To make things
worse, there are also Churchill Crocodiles in there, which can be just as
dangerous to your units as the heavy artillery.

Make sure you clear everything else from around the airfield if you care about
the Clear Level medal, then capture the flag on the north end to complete the
mission (and the campaign).

Campaign Ending:  "Congratulations, Commodore Sturm.  You have done your duty
                  for the fatherland in the Balears and Spain.  You will not,
                  in any way, be held responsible for the unfortunate setback
                  that befell our cause at Allamagosa - rest assured that
                  Joachim Ratze will pay dearly for his less than exemplary
                  conduct on the battlefield.  You are hearby relieved from
                  your command and may return to your normal duties as a
                  Kriegsmarine officer."

=============================================================================
                      ::::::::::::::::::::::::::::::::
                       1.20)  Western Allies Campaign
                      ::::::::::::::::::::::::::::::::
=============================================================================
|                                                                             |
|                          1.21)  Acceptable Losses                           |
|                                                                             |
=============================================================================
-------
History                                                   Norway, February 1943
-------

"You are Thomas Brewster Hazard, an all-American mercenary, self-taught stunt
man, political idealist and volunteer member of Special Operations Executive
(SOE) created by Winston Churchill in 1940 to organize and carry out acts of
sabotage in occupied Europe.

Your current assignment is to infiltrate the Norsk Hydro power plant of
Rjukan, Norway, sabotage the facility and prevent the Nazis from transporting
the vitally important shipment of heavy water back to Germany."

----------------
Unit Information
----------------

Received units for the mission:

  1 Flamethrower

Core Units:

  5 Green Infantry Slots
  1 Red Infantry Slot

(Starting Core:)

  2 Medics
  1 Sniper
  2 Airborne Infantry
  1 Bazooka
  1 Standard Infantry

What to Bring:

  2 Medics
  1 Sniper
  1 Airborne Infantry
  1 Standard Infantry

Hazard Brewster will also be a core officer under your command for this
mission.  You can also add a sniper to your core by completing the secret
objective.

----------------------
Production Information
----------------------

Starting Resources:  0
Called-In Officers:  0

---------------
Main Objectives
---------------

1)  Sabotage the flying wing.

   Hazard:  "Okay listen up!  With the power plant under attack, our job is to
             eliminate all means of transport."

- Destroy the plane on the airfield where the objective symbol is flashing to
get credit for this objective.

2)  Hazard must survive.

- If he dies, you fail.  Get used to this one.

3)  Get a German uniform.

   Hazard:  "We need to trick them then.  Let's search those houses for a
             German officer's uniform!"

- After you destroy the flying wing, you'll be given a timer and you'll be
told to find a German uniform.  A building will be marked on the west side of
the map for you.  Get Hazard into it to complete this objective.  If you'd like
to avoid fighting a bunch of extra crap, use the wharf on the water to take a
shortcut to the north part of the west side of the map.

4)  Avoid attacking the convoy.

   Hazard:  "One last thing:  do not engage the convoy or they'll take the
             heavy water truck out of the area."

- After destroying the flying wing, don't attack any of the German units that
appear around the dock area.  Just retreat your entire force south off of the
airfield as soon as the flying wing is destroyed.

5)  Meet Sturm at the ferry.

   Captain Rivers:  "You must hurry, sir.  The ferry may depart at any
                     moment."

- After you've grabbed a German uniform for Hazard, get him to the objective
symbol on the dock to complete this objective.  Make sure you don't fire at any
of them with Hazard accidentally, or it'll blow your cover, causing you to fail
the mission.

-------------------
Optional Objectives
-------------------

1)  Signal the attack force.

   Hazard:  "A strike force awaits our signal to ambush the airfield.  With
             their help, we can destroy the German planes."

- Use the flamethrower unit that you were given to light the logs on fire near
the objective symbol.  Make sure you do this before you approach the airfield,
or the AI-controlled troops will attack anyway and you'll fail this objective.

-----------------
Secret Objectives
-----------------

1)  Rescue the sniper.

   Sniper:  "Thank God, I was hiding for a long time.  I barely can feel my
             limbs."

- There's a sniper pinned down behind the church on the eastern edge of the
map.  Kill the enemy troops next to the church and get behind it to make the
sniper come out, and he'll be added to your core.

2)  Captain Rivers survived.

- When the AI-controlled troops storm the airfield for you, there will be an
officer with them named Captain Rivers.  If you keep him alive for the rest of
the mission, you'll get credit for this secret objective.

-----------
Walkthrough
-----------

NOTE:  Due to the nature of this mission, you won't be able to get the Clear
      Level medal.  This means you can avoid exploring unnecessary areas of
      the map to save time.  Although if you want to see the penguin party bus
      in the north-west corner of the map, knock yourself out.

With the knowledge that you can't get a Clear Level medal on this map, you can
ignore a huge part of it.  Start by heading north along the east side, wiping
out all of the Germans you encounter along the way.  Your first destination is
the church on the eastern edge, south of the objective marker on the log piles.
Kill the Germans in front of it, then get behind it to make a sniper come out
and join your core.  This will give you credit for the first secret objective.

Now you can head north to the log piles for the optional objective.  Keep in
mind that you need to light them on fire with the flamethrower before you go
near the airfield, or you'll fail the optional objective.  As soon as the log
piles are on fire, AI-controlled troops will assault the airfield.  Get all of
your units up there too and help them out.  An officer named Captain Rivers
will be with them, and you'll need to keep him alive for the second secret
objective.

If you can avoid destroying the flying wing for a little bit, you can send your
units south-west to the wharf on the edge of the water to clear the path before
triggering the timer.  Otherwise, don't worry about it - you've got plenty of
time.  Just destroy the flying wing, then head for the house on the west side
of the map where the new objective symbol is flashing.  The wharf on the water
is an excellent way to avoid having to fight your way through all the extra
units if you take the land route.

Get Hazard into that house to get the uniform, then send him back over the
water to the dock again.  Avoid firing at any of the enemy soldiers there, or
you'll fail the mission.  Instead, walk him onto the new objective symbol to
complete the mission.

NOTE:  Since you don't start with any core vehicles and there's no way to earn
      any during the mission, you won't be able get the Core Unit Gain medal.

NOTE:  Hazard transforms into Colonel Hurst when he puts on the German uniform,
      which the game appears to count as a casualty for you.  This means that
      there's no way to earn the high end casualties medal on this mission,
      just the low end one.

=============================================================================
|                                                                             |
|                          1.22)  A Hard Night's Day                          |
|                                                                             |
=============================================================================
-------
History                                  Sistema Iberico, Spain April 10th 1944
-------

"Having successfully survived the downing of his plane, Hazard must navigate
the perilous paths of Sistema Iberico, avoid capture and find a way back to
his property.

To make a hard night's day even harder, the mountain range between him and
Tom's American Diner is positively crawling with German scouts and motorized
patrols."

----------------
Unit Information
----------------

New Core Units Added:                     Core Units:

  1 Ranger Officer                          1 Green Officer Slot
  3 Standard Infantry                       3 Green Infantry Slots
                                            2 Red Infantry Slots

Received units for the mission:           What to Bring:

  None                                      1 Ranger Officer
                                            1 Medic
                                            2 Snipers

The first vehicle you build from the captured enemy headquarters will be added
to your core, so choose whatever you'd like.  I recommend a Calliope personally
since their range and fire power can be quite useful.

----------------------
Production Information
----------------------

Starting Resources:  660
Called-In Officers:  3

After capturing them from the enemy:

  Barracks (.15 Regeneration Rate)
  --------------------------------------------------
  Unit Type                 Cost     Production Time
  --------------------------------------------------
  Standard Infantry          25            25
  Medic                      40            40
  Sapper                     30            30
  Flamethrower               30            30
  Bazooka                    40            40

  Headquarters (.15 Regeneration Rate)
  --------------------------------------------------
  Unit Type                 Cost     Production Time
  --------------------------------------------------
  M4 Sherman 'Firefly'       55            55
  M36 'Slugger'              55            55
  M4 Sherman 'Skink'         40            40
  Churchill 'Crocodile'      90            90
  Supply Truck               60            60
  M4 Sherman Calliope       160           160
  A34 'Comet'                65            65

---------------
Main Objectives
---------------

1)  Get your heroes through the valley.

- Get Hazard and O'Day to the flashing objective symbol on the east side of
the map to complete this objective.  There're quite a few German vehicles in
the way though, so you'll need to collect some reinforcements first.

2)  Hazard must survive.

- If he dies, you fail.

3)  Mavis O'Day must survive.

- If she dies, you fail.

-------------------
Optional Objectives
-------------------

1)  Take the Falangist Barracks.

- The barracks is in the north-east corner of the map, and it's relatively
heavily guarded.  You'll want to secure the assistance of the Russian
reinforcements from the bus before you attempt an assault on the barracks.

2)  Find the bus passengers.

   Russian Sailor:  "Well met, comrades.  We are a traveling troupe of
                     unemployed Russian sailors.  We bring you songs, dances
                     and heartfelt greetings from the Soviet Union."

- Not exactly hard to do.  They're next to some tents a tiny bit north-east of
the bus and the Kubel Wagen.

3)  Capture the Radio Station on the hilltop.

- There's a radio station on the hill south of your original starting
position.  It's decently guarded, so you'll want to secure some reinforcements
before you attempt to capture it.

-----------------
Secret Objectives
-----------------

1)  Eliminate the German patrol.

- Toast the German tanks that go from the headquarters to the intersection in
the middle of the map to get credit for this objective.  You'll accomplish it
anyway if you plan to capture the headquarters for the next objective, so it's
not really something you have to try very hard to do.

2)  Capture the enemy HQ.

   Hazard:  "The first unit to come out of this Factory will be my command
             vehicle!"

- In the south-east corner of the map, there's an enemy headquarters that you
can capture.  If you do, the first unit you build from it will become a core
unit.

3)  Capture the enemy Tiger.

   US Soldier:  "Oh my god!  A Tiger tank!  How I wish I had one!"

- In some netting on the approach to the radio station, there are several
German tanks.  One of them is a Tiger, and you'll need to capture it to get
credit for this secret objective.  The easiest way to do it is with your Ranger
officer's Lightning Strike ability, which will instantly capture it.

-----------
Walkthrough
-----------

Head east through the valley and take care of the Germans near the abandoned
civilian vehicle and Kubel Wagen.  Head north from these vehicles to the dead
end with the tents in it, and you'll find the bus passengers for one of the
optional objectives.  With these reinforcements, you'll be able to make an
assault on the Falangist barracks in the north-east corner of the map.

Carefully move into the middle of the map and start taking out the machine gun
nests and guard towers.  Keep your eyes peeled for the German patrol coming
down the road though.  You're in no position to fight against those tanks.  If
you see them coming, immediately retreat down the road and use your Partisans
to drop explosive charges behind you, which you can then use to disable some of
them when they chase you.

When it's safe, move your infantry up to the north-east to make an assault on
the Falangist barracks.  There're snipers, so make sure you pay attention to
them before any other targets, or they'll pick off your weak single-man
Partisan units.  Fight your way all the way to the barracks and depot and
capture them both, then train some more medics and a hoard of bazooka troops.
Sit tight at the barracks and wait for the German paratroopers to attempt to
retake it.  Wipe them out, then move towards the bridge when you've got a
decent chunk of bazooka troops.

You could capture the radio station first and use its air strike ability to
destroy the bridge, but that'll force you to use the tunnel to get to the
headquarters in the south-east corner.  Instead, just attack the headquarters
from over the bridge, using your bazooka troops to wipe out the remaining
German tanks there.  When you capture the headquarters, the first vehicle you
build from it will be added to your core.  I suggest building a Calliopse
personally.  Its range will come in handy for some of the remaining missions.

The last two things you need to do before heading for the eastern objective
symbol is to capture the radio station and the Tiger tank at the bottom of the
hill on the way.  Your Ranger officer's Lightning Strike ability will make
capturing the tank very simple, so take care of that before assaulting the
forces on the radio station's hill.

With all of the optional objectives and secret objectives complete, go ahead
and send your men over to the eastern objective symbol to complete the mission.

NOTE:  Since you can't start with any core vehicles, you won't be able to earn
      the Core Unit Gain medal.  Even though the first unit you build from the
      captured headquarters will become core, it still won't give you credit
      for the medal, even if you dump the crew and reoccupy it.

=============================================================================
|                                                                             |
|                         1.23)  Protecting Interests                         |
|                                                                             |
=============================================================================
-------
History                                           Aragon, Spain April 11th 1944
-------

"Surrounded by Germans showing an obsessive interest in the lost luggage of
his late passengers, Hazard and his associates must take a last stand on his
property.

The goals are, establish a defense perimeter and keep the enemy's motorized
units off the airstrip until the vanguard of the Allied Expeditionary Force
arrives."

----------------
Unit Information
----------------

New Core Units Added:                     Core Units:

  1 A34 'Comet'                             1 Green Officer Slot
  1 M4 Sherman 'Firefly'                    8 Green Infantry Slots</pre><pre id="faqspan-3">
  4 Mortar Teams                            1 Green Vehicle Slot
  1 Standard Infantry                       4 Red Infantry Slots
  1 SAS Officer                             1 Red Vehicle Slot

Received units for the mission:           What to Bring:

  2 Supply Trucks, Barracks                 1 SAS Officer
                                            2 Medics
                                            2 Snipers
                                            4 Standard Infantry
                                            1 M4 Sherman Calliope

I recommend bringing the SAS Officer so you can get experience with him to get
the paratrooper ability for later.  You can also add a T28 to your core by
capturing it near the airfield.  Whatever unit you use to capture it will also
become core, so take the opportunity to turn one of your non-core snipers into
a core unit.

----------------------
Production Information
----------------------

Starting Resources:  660
Called-In Officers:  3

  Barracks (.15 Regeneration Rate)
  --------------------------------------------------
  Unit Type                 Cost     Production Time
  --------------------------------------------------
  Standard Infantry          25            25
  Medic                      40            40
  Sapper                     30            30
  Flamethrower               30            30
  Bazooka                    40            40

---------------
Main Objectives
---------------

1)  Hold the ranch until the Allied Forces arrive.

   US Corporal:  "They're probably waiting for reinforcements, just like us.
                  We have to maintain our positions until relieved!"

- Sit and defend the villa until the timer runs out.  Weak infantry will hit
the north-east side, so you don't really need to do anything to defend that
spot.  Nothing at all will attack the south-east side where your barracks is.
The real problem will be both western entrances, where heavy infantry and tank
strikes will continuously attack.  Get extra medics and a swarm of bazooka
troops from your barracks as fast as you can.  The supply crates that drop
around your base constantly will allow you to have an endless supply of
resources.  Once you've captured some of the tanks from around the map, you can
repair those and use them to defend your base too.

2)  Hazard must survive.

- If he dies, you fail.

3)  Mavis O'Day must survive.

- If she dies, you fail.

-------------------
Optional Objectives
-------------------

1)  Most of the Allies must survive.

- At least 50% of the units must survive to get credit for this objective.
Groups of AI-controlled Allies will show up in the corners of the map and make
their way to the villa.  First in the south-east, then the north-east, then the
south-west, and finally the north-west.  When they reach the villa, you'll get
control of them.

2)  Gather at least 10 tanks from the battlefield.

   US Corporal:  "Some of these tanks may still be salvageable..."

- There are 17 abandoned Allied vehicles scattered around the map.  Four
Fireflies in the south-east corner, a Slugger south of the west side of your
villa, four Fireflies, a Pershing, and a T28 in the big void south of the
airfield, two M7s east of the airfield, two Fireflies north of the villa, and a
Firefly and a Pershing north of the airfield.

-----------------
Secret Objectives
-----------------

1)  Use the secret tunnel.

   Dr. Henry:  "There's a cave behind this rock.  We'll have to blast it to
                get it out of the way."

- First you'll have to liberate Dr. Henry from the house in the south-east
corner of the map.  He'll run to the rocks east of your villa that're blocking
the tunnel entrance there.  Plant an explosive charge in front of them to clear
them out of the way (this won't work unless you liberate Dr. Henry first).  If
you don't have any paratroopers, some will arrive with the AI-controlled
reinforcements eventually.  Go through the tunnel with at least one unit to
complete this objective.

2)  Save all the Allied soldiers.

- If you clear the path for each group of soldiers and prevent them from
taking any casualties, you'll get credit for this secret objective.  Groups
will appear in the south-east, north-east, south-west, and north-west corners,
in that order.

3)  Gather all 17 tanks from the battlefield.

- There are 17 abandoned Allied vehicles scattered around the map.  Four
Fireflies in the south-east corner, a Slugger south of the west side of your
villa, four Fireflies, a Pershing, and a T28 in the big void south of the
airfield, two M7s east of the airfield, two Fireflies north of the villa, and a
Firefly and a Pershing north of the airfield.

-----------
Walkthrough
-----------

Keep one supply truck close to your three heavy field guns so they'll stay
armed, and keep the other one next to your Calliope (or whatever other vehicle
you brought).  You need to set up some solid defensive positions near both
western entrances to your villa.  Get some extra medics started at your
barracks, then train a pile of bazooka troops.  Supply crates will drop in and
around your villa constantly, which should allow you to keep your barracks
cranking out units the entire time.

You'll need plenty of infantry units too, so you can use them to capture the
empty vehicles scattered all over the map.  When you're ready, send your
snipers, some medics, your officers, and four units of infantry to the
south-east corner of the map.  As soon as you can see the tank by the bridge,
your artillery will blast it, making it a lot easier for your soldiers to
destroy it.

Cross the bridge and head up the hill to the house in the corner.  Take care of
the enemy snipers and officer, then approach the house to free Dr. Henry.
He'll run straight for the rocks that're blocking the tunnel entrance on the
east side of your villa, so let him go.  Meanwhile, head back down the hill and
use your infantry units to capture the four Fireflies down here.  Send them up
to your base to get repaired, then use them to cover the western entrances.

Meanwhile, send your units north of the villa and deal with the tanks by that
bridge.  You can capture two more abandoned Fireflies up here too if you have
some more infantry units to spare.  With both bridges cleared, the first two
sets of AI-controlled reinforcements should have no threat at all entering the
villa, and you'll get control of them as soon as they arrive.

The south-west corner of the map needs to be your next priority since that's
where the third group of AI-controlled reinforcements will arrive.  Send your
men down there along with a cluster of infantry units to capture six more
abandoned Allied vehicles.  The T28 at the southern edge of the airfield will
become core when you capture it along with whatever unit you use to do it, so
do yourself a favor and take the opportunity to turn a third sniper into a
core unit when you capture it.

To complete the tunnel secret objective, use a unit of paratroopers to drop an
explosive charge next to it after Dr. Henry gets there.  Send at least one
unit through the tunnel to get credit for the objective.  Either way, you'll
want to make an assault on the airfield next to wipe out the remaining German
unit in the area.  Capture the two M7s on the eastern side of it as well as the
remaining Firefly and Pershing on the north side of it to complete the last
secret objective.

Getting the Clear Level objective can be somewhat pure luck on this one since
German paratroopers will constantly land on the airfield.  Keep a pile of units
there so you can annihilate them each time they hit the ground.

=============================================================================
|                                                                             |
|                         1.24)  The Spoils of Summer                         |
|                                                                             |
=============================================================================
-------
History                                  Sistema Iberico, Spain April 20th 1944
-------

"Reinforced by Allied infantry and armor, Hazard and his ragtag team of scouts
must return to the mountains, locate the wreckage of his plane and find the
luggage of the alleged Argentinian honeymooners carried along for the ride.

Hazard's personal agenda includes keeping the feisty Mavis O'Day out of harm's
way."

----------------
Unit Information
----------------

New Core Units Added:                     Core Units:

  3 M4 Sherman 'Firefly's                   1 Green Officer Slot
  1 Ranger Officer                          6 Green Infantry Slots
  4 Standard Infantry                       3 Green Vehicle Slots
                                            2 Red Infantry Slots
                                            1 Red Vehicle Slot

Received units for the mission:           What to Bring:

  None                                      1 Ranger Officer
                                            2 Medics
                                            1 Sniper
                                            3 Standard Infantry
                                            1 T28
                                            1 A34 'Comet'
                                            1 M4 Sherman Calliope

Your SAS Officer won't be able to call in paratrooper units during this
mission for some reason, so you won't be able to use him to man your vehicles.
You might want to consider coughing up the extra two red infantry slots to
bring your other two snipers along too.

----------------------
Production Information
----------------------

Starting Resources:  0 (jumps to 4400 after capturing a production facility)
Called-In Officers:  3

After capturing them from the enemy:

  Barracks (.15 Regeneration Rate)
  --------------------------------------------------
  Unit Type                 Cost     Production Time
  --------------------------------------------------
  Standard Infantry          25            25
  Medic                      40            40
  Mortar Team                40            40
  Flamethrower               30            30
  Sniper                     40            40

  Headquarters (.15 Regeneration Rate)
  --------------------------------------------------
  Unit Type                 Cost     Production Time
  --------------------------------------------------
  M4 Sherman 'Firefly'       55            55
  M36 'Slugger'              55            55
  Churchill 'Crocodile'      90            90
  M26 'Pershing'             85            85
  M4 Sherman 'Skink'         40            40
  Supply Truck               60            60

  Headquarters (.15 Regeneration Rate)
  --------------------------------------------------
  Unit Type                 Cost     Production Time
  --------------------------------------------------
  Recon Vehicle             110           110
  BMW Motorcycle            100           100
  Pz. IV F2                  40            40
  Pz. V 'Panther'            60            60
  Pz. VI 'Tiger'             70            70
  Jagdtiger                 120           120
  Panzerwerfer 42           160           160

---------------
Main Objectives
---------------

1)  ***Help Hazard to find the lost luggage.

- Get Hazard to the flashing objective symbols along the northern edge of the
map to get credit for this objective.  Sometimes you'll get lucky and find what
you're looking for on the first try, and sometimes you might have to check all
three flashing objective symbols.

2)  Save Mavis O'Day.

- Storm the final area after Mavis shows up to disable their artillery
barrages.  Capturing the Maus with your Ranger Officer will be quite useful
since you can then drive it up the hill to deal with the hoard of Wirbelwinds
up there.  Capture the flag on the building after you've finished clearing the
map of enemies (if you care about the Clear Level medal).

3)  Hazard must survive.

- If he dies, you fail.

-------------------
Optional Objectives
-------------------

1)  Eliminate the local forces.

- Capturing the headquarters in the north-eastern corner of the map will give
you credit for this objective.  Using the tunnel on the south side of the water
will help you get up there.  Take a detour onto the top of the hill that has
the radar station first.  You'll encounter a heavy field gun along the way and
another one next to the radar station.  Eliminating them both is crucial if you
want to avoid massive casualties.

2)  Capture the Radio Station.

   US Soldier:  "Incoming Bombers!  The enemy must have a Radio Station
                 somewhere nearby!"

- It's in the south-east corner of the map.  Capturing it isn't difficult.
Pick off the guard towers from a distance with your snipers, then rush a pile
of snipers and standard infantry up the hill with your medics and officers.
You can Lightning Strike one of the tanks if you want, but the primary threat
(for casualties) is the sniper right next to the radio station.  Take him out,
and the rest is easy.

-----------------
Secret Objectives
-----------------

1)  Use the secret tunnels.

- There's a tunnel on the south side of the water on the eastern side of the
map.  Send at least one unit through it to get credit for this objective.

2)  Capture the Radar Station.

- There's a radar station on the hill north of the water on the eastern side
of the map.  Capture it to complete this objective.  The tunnel on the south
side of the water will help you get up here a lot easier.

-----------
Walkthrough
-----------

Begin by heading east towards the enemy headquarters and barracks.  Use your
T28 and other units to annihilate everything defending both structures, then
capture them both.  Be prepared to defend against an immediate paratrooper
counter attack on the barracks.  One luxury you'll have on this mission is that
you can actually make use of calling in a third officer.  I suggest a
Communications Officer so you'll have two Photo Recon abilities.

Build some supply trucks immediately, and train some more snipers and medics
from the barracks along with some units of standard infantry.  You'll also
probably want to build a few Pershings to help defend both sides of the
headquarters against groups of tanks.  Sometimes a stray one will hit the
barracks too, so be ready for that.

The radio station in the south-east corner of the map is one of the optional
objectives.  Send your snipers, medics, and officers down there.  You can pick
off the guard towers from the bottom of the hill, and using your Photo Recon
ability, you can launch Calliope barrages up there to weaken the remaining
German units (if you have the Calliope).  Otherwise, simply rush up the hill,
pick off the sniper first, and then deal with the tanks.  You can capture one
of them with the Ranger Officer's Lightning Strike ability to make things even
easier if you want.

With the radio station captured, regroup at your captured buildings and make
your group even stronger with anything else you've been training at the
barracks.  Your next target is the tunnel on the hill south of the water on the
eastern side of the map.  Head through the tunnel and immediately turn west on
the other side, then curl south.  Take care of the field gun on the small hill,
but don't stand still too long.  Another big field gun on the hill by the radar
station can fire at you, and two nearby Sturmtigers can too.

Rush up the hill with the radar station and take out the field gun there along
with the two anti-aircraft guns, then capture the radar station to complete the
second secret objective.  Head back down the hill and position yourself to the
south-west of the headquarters.  If you use your photo recon abilities to watch
the enemy tanks, you can raid that headquarters when there aren't any tanks
around, which will make it incredibly easy to capture.  Otherwise you're
probably not going to want to attempt wiping out any tanks there with just your
infantry, or the nearby Sturmtigers will make you pay for it horribly.

Either way, head back through the tunnel with your infantry and make an assault
on the camp in the middle of the map.  Wipe out the officer and all of the
troops there, then send your vehicles to the small bridge and take up a
defensive position there (don't forget to leave something behind to cover the
barracks and headquarters against paratrooper attacks).

Use your photo recon ability and your snipers to slowly lure enemy tanks out of
the big open area north of the bridge now.  There are multiple Sturmtigers in
the area, so pay very careful attention to them.  Otherwise they can cause some
serious damage to you, especially your infantry pile.  Clear out the entire
area, including the north-eastern headquarters if you didn't capture it earlier
in the mission.  Thoroughly sweep the area for all units (making good use of
your photo recon ability) if you care about the Clear Level medal.

Get Hazard to the flashing objective symbols across the northern edge of the
map to complete the first main objective.  You might have to search more than
one of them depending on how lucky you get.  When you've found what he's
searching for, Mavis will show up and disable the defensive artillery barrages
that were guarding the western German fortification.  Send your units back over
there and attack it.  If you run in with the Ranger Officer and use the
Lightning Strike ability to capture the Maus, you can use it to wipe out all of
the Wirbelwinds guarding the German building.

Either way, make sure you wipe out everything around this area before you
capture the flag if you care about the Clear Level medal, since the mission
will end as soon as you capture it.

=============================================================================
|                                                                             |
|                             1.25)  No Passaran                              |
|                                                                             |
=============================================================================
-------
History                                     Sistema Iberico, Spain May 3rd 1944
-------

"In a last ditch attempt to get to the crash site and recover the American
research documents, the Germans commit their reserves to a major flanking
maneuver in the mountains of Aragon.

Cut off from the sea and the Allied main force, Hazard needs to muster all
available troops and hold the line until Mavis O'Day - revealed to be a field
agent of the American Office of Strategic Services (OSS) - completes her task
of delivering misinformation to the enemy."

----------------
Unit Information
----------------

New Core Units Added:                     Core Units:

  2 M7 'Priest's                            1 Green Officer Slot
  2 M26 'Pershing's                         7 Green Infantry Slots
  2 Supply Trucks                           3 Green Vehicle Slots
  5 Standard Infantry                       5 Red Infantry Slots
                                            3 Red Vehicle Slots

Received units for the mission:           What to Bring:

  Multiple howitzers, multiple              1 Ranger Officer
  AT-guns, Barracks, Factory                2 Medics
                                            2 Snipers
                                            3 Standard Infantry
                                            1 T28
                                            2 M26 'Pershing's

The T28 and the Pershings will give you an easy advantage for defending one
side of your base right off the bat.

----------------------
Production Information
----------------------

Starting Resources:  1320
Called-In Officers:  3

  Barracks (.15 Regeneration Rate)
  --------------------------------------------------
  Unit Type                 Cost     Production Time
  --------------------------------------------------
  Standard Infantry          25            25
  Medic                      40            40
  Sapper                     30            30
  Mortar Team                40            40
  Flamethrower               30            30
  Sniper                     40            40
  Airborne Infantry          25            25
  Bazooka                    40            40

  Factory (.15 Regeneration Rate)
  --------------------------------------------------
  Unit Type                 Cost     Production Time
  --------------------------------------------------
  M4 Sherman 'Firefly'       55            55
  M36 'Slugger'              55            55
  M26 'Pershing'             85            85
  T28                       135           135
  M4 Sherman 'Skink'         40            40
  M4 Sherman Calliope       160           160
  Supply Truck               60            60

After capturing them from the enemy:

  Headquarters (.15 Regeneration Rate)
  --------------------------------------------------
  Unit Type                 Cost     Production Time
  --------------------------------------------------
  Recon Vehicle             110           110
  BMW Motorcycle            100           100
  Pz. IV F2                  40            40
  Pz. V 'Panther'            60            60
  Pz. VI 'Tiger'             70            70
  Sturmmorser Tiger         150           150
  Hetzer                     45            45

  Factory (.15 Regeneration Rate)
  --------------------------------------------------
  Unit Type                 Cost     Production Time
  --------------------------------------------------
  Recon Vehicle             110           110
  Pz. IV F2                  40            40
  Pz. V 'Panther'            60            60
  Pz. VI 'Tiger'             70            70
  Jagdtiger                 120           120
  Panzer VII 'Maus'         150           150
  Panzerwerfer 42           160           160
  Sturmmorser Tiger         150           150

---------------
Main Objectives
---------------

1)  Hazard must survive.

- If he dies, you fail.

2)  Advance to the dig site with Hazard.

- Simply walk Hazard onto the flashing upbjective symbol by the factory in the
north-west corner of the map to complete this objective.

3)  Protect the Factory.

- Avoid letting the factory fall under German control.  In all seriousness,
you'd pretty much have to not be trying at all on this mission for this to ever
happen on its own.  The pile of heavy field guns you start with should make
defending it a joke.  So will some T28s once you build them, or you can always
go with the trust bazooka/medic pile from your barracks.

-------------------
Optional Objectives
-------------------

1)  Capture the Supply Depot.

- It's just barely north-west of your factory.  Get an infantry unit close
enough to it to capture it, and you'll get credit for this objective.

2)  Capture the Spanish HQ.

   US Soldier:  "The enemy weakens...  but one more Factory wouldn't hurt."

- Capture the Spanish headquarters in the north-east corner of the map to
complete this objective.

-----------------
Secret Objectives
-----------------

1)  Find the mortar team.

   US Mortar:  "Luckily you've found us!  Can we join you guys?"

- There's a tunnel near the water north-west of your factory, which will lead
to the other side of the water.  You can add some extra infantry to your
command when you find them on the other side.

-----------
Walkthrough
-----------

First of all, don't forget that you'll have the luxury of calling in a third
officer on this mission.  I recommend a Mobile Infantry Officer so your supply
trucks will be able to serve as medics, allowing you to reduce the number of
units you need at your base to fend off against German attacks.

Start the mission by consolidating your units.  Send all of your BL5.5s to a
single cluster south-east of your factory where you can cover them.  From
there, they'll be able to fire at anything that attacks your base from any
direction, and absolutely nothing can live through this many of these.  You'll
want to get some supply trucks around them as early as possible to keep them
supplied with shells.

Roll all four of the 6 Pound ATGs from the road south of the giant bridge over
to join the other two by the barbed wire directly east of your factory.  Face
them all towards the bridge so they can defend it.  You'll also need to be
ready to defend them against infantry attacks from the side, so keep your
starting infantry nearby.

Man your T28 and Pershings, then line them up west of your factory where the
rest of your 6 Pound ATGs are lined up.  The T28 will make defending this side
pretty easy - but not as easy as it'll be once you have a half dozen of them
sitting around.  Make sure you build a few more supply trucks before you start
mass-producing T28s though.

Send an infantry unit north-west of your factory and capture the Support Place
there for the optional objective, then look near the water north of it to find
a tunnel entrance.  Go through it, then move east along the beach until you
encounter a pile of troops that will join your command.  Send them back through
the tunnel and use them however you'd like.

This mission is actually pretty simple really.  You can either crank out a
classic hoard of snipers, bazookas, and medics to storm the entire map with, or
you can use a T28 pile.  Either is incredibly deadly, but the T28 pile will be
the way easier option if you're attempting to avoid casualties.  Heavy field
guns and Sturmmorser Tigers will hit you throughout the map, which can be a
major problem for infantry piles.

When you've got enough firepower, cross the enormous bridge and capture the
supply depot and factory in the north-east corner of the map.  Keep your eyes
peeled for heavy artillery blasts coming in from nearby forces though.  If you
brought T28s, nothing is much of a threat.  To make things even easier for the
rest of the mission, you can build recon cars at this factory and use their
scout planes and great visual range to wipe out the remaining Germans from
outside the reach of their heavy artillery.

The water south-west of your base is shallow enough to cross, but it might not
be the greatest idea in the world if you want to avoid getting slammed by a
bunch of heavy guns at the same time.  Instead, work your way west across the
northern edge of the factory, carefully using either a scout plane, recon
vehicle, or sniper to look what's ahead of you (also don't forget about the
photo recon ability that Hazard has).

Turn south-west when you reach the dig site, liberate the supply depot, take
the factory, and crush the remaining Germans near the water (if you care about
the Clear Level medal).  When you're sure all of the enemy units have been
swept off of the map, go ahead and walk Hazard onto the flashing objective
symbol to end the mission.

=============================================================================
|                                                                             |
|                          1.26)  Death is So Final                           |
|                                                                             |
=============================================================================
-------
History                                             The Baleares, May 20th 1944
-------

"Recruiting the help of Allied Special Forces, Hazard and friends are to
infiltrate a top secret enemy intelligence facility on the Baleares, and
deliver a crippling blow to German naval activities in the Mediterranean
Theater.

The unspoken goal is to rescue the intrepid Mavis O'Day from the clutches of
Ernst 'Der Henker' von Blutbach, the sinister head of SD Amt IV."

----------------
Unit Information
----------------

New Core Units Added:                     Core Units:

  None                                      1 Green Officer Slot

Received units for the mission:           What to Bring:

  None                                      1 Ranger Officer

Doesn't really matter what officer you bring, but keep in mind that you won't
be able to call in paratroopers with your SAS Officer, so that makes him a bit
on the useless side compared to usual.

----------------------
Production Information
----------------------

Starting Resources:  3300
Called-In Officers:  1

After capturing them from the enemy:

  Barracks (.15 Regeneration Rate)
  --------------------------------------------------
  Unit Type                 Cost     Production Time
  --------------------------------------------------
  Standard Infantry          25            25
  Medic                      40            40
  Sapper                     30            30
  Flamethrower               30            30
  Bazooka                    40            40
  Sniper                     40            40

  Factory (.15 Regeneration Rate)
  --------------------------------------------------
  Unit Type                 Cost     Production Time
  --------------------------------------------------
  Pz. V 'Panther'            60            60
  Pz. VI 'Tiger'             70            70
  Wirbelwind                 40            40
  Pz. VI/B 'Konigstiger'    120           120
  Pz. VII 'Maus'            150           150
  Supply Truck               60            60

  Headquarters (.15 Regeneration Rate)
  --------------------------------------------------
  Unit Type                 Cost     Production Time
  --------------------------------------------------
  Pz. IV F2                  40            40
  Pz. VI 'Tiger'             70            70
  Pz. VI/B 'Konigstiger'    120           120
  Jagdtiger                 120           120
  Wirbelwind                 40            40
  Supply Truck               60            60

---------------
Main Objectives
---------------

1)  Switch off the generators OR the searchlights.

- Either reach the search light south of your starting position or the
generators south-west of the submarines to complete this objective.  This will
be infinitely easier if you disable the alarm first (see the first secret
objective).

2)  Capture the HQ to produce units.

- After disabling the alarm and turning off the generators/search light, use
the reinforcements you're given to head west out of the submarine pen and
capture the headquarters there.

3)  Keep the HQ secured.

- You'll have to keep the headquarters under your control, or you'll fail the
mission the instant it's captured.  Paratroopers will land near it very soon
after you capture it the first time, and tank piles and infantry will storm it
constantly for the rest of the mission (until you capture the barracks and
factory to stop their reinforcements).

4)  Secure the Island.

- Captue the barracks and factory to complete this objective.

5)  Free Mavis.

- Get an infantry unit into the chunk of castle with the flashing objective
symbol in the center part of the northern edge of the island to complete this
objective.  Leave it for last to make things easier on yourself.

6)  Mavis O'Day must survive.

- If she dies, you fail.

7)  Hazard must survive.

- If he dies, you fail.

-------------------
Optional Objectives
-------------------

1)  Avoid triggering the Alarm.

- If a German infantry unit reaches an alarm post before you've disabled the
alarm system, you'll fail this objective.  See the first secret objective for
an explanation of how to disable the alarms.

2)  Rescue the other officer.

   US Officer:  "At last!  I was starting to wonder if you'd come at all..."

- Whatever core officer you brought with you at the start of the mission will
be trapped in a building in the south-west corner of the map.  You'll have to
clear the German infantry units out of the area around that building to free
him.

3)  Capture the Tanks.

- These are in a fenced area on the west side of the sub pen.  This objective
tends to be a bit glitchy as far as whether it will give you credit for
capturing them or not, but what I've noticed is that it almost always gives you
credit for it if you get a standard infantry unit AND the Mobile Infantry
Officer that arrives in the first wave of reinforcements into one of these five
tanks at the same time.

4)  Capture the Depot.

- It's near the windmill in the middle of the map.  Capture it to complete
this objective.

-----------------
Secret Objectives
-----------------

1)  Disable the alarm system.

   Hazard:  "Hm...  I don't know much about these types of places, but I bet
             this alarm system has a main shut down switch somewhere..."

- There's a small room along the north edge of the sub pen area with an
officer and another infantry unit in it.  Get Hazard and your medic to that
room as soon as you can when the mission starts, wipe out the enemy units, and
walk into the north-west corner of the room to switch off the alarms.  This
will give you credit for this secret objective, and it'll also instantly give
you credit for the first optional objective.

2)  BIG BADA BOOM!

   US Solder:  "Looks like the Jerries are using the Lighthouse as a Comm
                Center.  We could try to use it to our benefit."

- Capture the lighthouse in the north-east corner of the map to complete this
objective.  This will make storming the castle immensely easier, since a shore
bombardment will be called in that will usually wipe out all three field
howitzers on the north side of the castle walls.

-----------
Walkthrough
-----------

Take Hazard and the medic west along the edge of the wall, taking care of the
solitary soldier that attacks you on the way.  Inch your way towards the door
on the north wall, and keep your eyes peeled for infantry on the edge of your
visual range.  Keep your distance from them until they exit the screen to the
south-west.  When it's clear, enter the door and wipe out the officer and the
other infantry unit in that small room.  There's an alarm switch in the
north-west corner of it, so get your men close enough to it to trigger it.
This will give you credit for the first secret objective and the first optional
objective.

With the alarms disabled, you can easily work your way back east between the
two submarines and approach the search light by the water to accomplish the
first main objective.  When you do, reinforcements will arrive at the same spot
where your original units started.

Use the reinforcements to clear out the rest of the sub pen, then head west
towards the flashing objective symbol where your other officer is being held
captive.  Wipe out the Germans in the guard tower and castle walls, annihilate
the forces in the town, and liberate the officer from the south-western
building.

Next, capture the headquarters nearby.  Immediately build two supply trucks and
a few Jagdtigers.  Keep your infantry pile in front of the headquarters for now
since some paratroopers will immediately attempt to counter attack it.  Once
they're dealt with, send your standard infantry units down to the abandoned
German tank pile west of the sub pen and capture them all.  Line them up on the
north side of the headquarters to defend it, and get your supply trucks behind
them as soon as they're built.

You'll continue to receive groups of infantry as reinforcements back at your
original starting position throughout the mission, so make sure you pay
attention and continuously send them over to your headquarters to join the rest
of your forces.  Enemy infantry and tank piles will attack you constantly until
you capture their barracks and factory.  Once you're comfortable with your
defenses and you've accumulated enough infantry reinforcements, make a raid on
the German factory.  Bypass the barracks for now - there are too many field
mortars and a Sturmtiger in range of it.

With the factory captured, be prepared to defend it against potential
paratrooper counter attacks.  Meanwhile, head into the north-eastern corner of
the map and capture the lighthouse there.  Your men will use it to trick the
German navy into destroying their own defensive positions on the north side of
the castle wall, which will usually include the destruction of all three of the
field mortars on the north side of the wall.

With the field mortars gone, the only other significant threat is the group of
units south of the middle chunk of the castle, which includes a Sturmtiger and
a Panzerwerfer.  Send your tanks up there and wipe them out, or just rush them
with your bazooka pile after making use of the captured artillery strike
ability from the lighthouse.

Either way, with those vehicles eliminated, the only thing left for you to do
is to sweep the map for all remaining units if you care about the Clear Level
medal (and capture the depot if you didn't do it earlier).  When you're sure
you're ready to end the mission, send a unit into the chunk of castle in the
middle of the northern edge of the map.

NOTE:  Since you can't bring any core vehicles with you on this mission, there
      won't be a way for you to earn the Core Unit Gain medal.

Campaign Ending:  "Congratulations!  Jolly good show, Thomas - you have really
                  done your bit for Mavis and the Allied war effort.  Thanks
                  to your valiant conduct, the Germans are in full retreat
                  from Spanish soil - custodian of the strategic
                  misinformation that is guaranteed to keep their intelligence
                  experts busy for the rest of the war.  If there is anything
                  S.H.A.E.F can do for you...  Just let Ike know."

=============================================================================
                      ::::::::::::::::::::::::::::::::
                                2.00)  Units
                      ::::::::::::::::::::::::::::::::
=============================================================================

As a brief warning for some of the data in the following sections, keep in mind
that not all units can be built in every mission, and that some can't be built
at all (you can just encounter them during missions).  Also note that I found
some oddities between cost/range/sight/damage values between units in missions
compared to their values in multiplayer.  I assume that's related to the
missions using original values, but the multiplayer using newer values that
were introduced when Rush for the Bomb was added to the game.

Since I used the missions and the multiplayer to collect the data for this
section, I can't guarantee that I didn't accidentally include a mix and match
of data on some items.  I tried to always use mission data when possible to be
consistent, but there might still be a few errors that snuck in.

=============================================================================
|                                                                             |
|                            2.10)  German Units                              |
|                                                                             |
=============================================================================
|                     ----------------------------------                      |
|                    |     2.11)  German Infantry       |                     |
|                     ----------------------------------                      |
=============================================================================
--------------------------
Engineer Officer (Officer)
--------------------------

"General support unit to keep combat vehicles in top shape."

Cost:  400
Damage:  30
Range:  28
Sight Range:  45
Reload Time:  2 Seconds
Damage Per Second:  15
Type:  Bullet
Ammo:  Unlimited
Armor:  None
Hit Points:  400

Special 1:  Field Repairs (Passive)
           "The officer is capable of repairing his vehicle (for armored units
            only.)"

Special 2:  Acquisition (Passive)
           "Collect a small amount of resources from destroyed enemy
            vehicles."

Special 3:  Control Goliath (Active, 25 second duration, 75 second recharge)
           "Produces a remote controlled tankette filled with explosives.  It
            will move towards the designated target and detonate."

The ability to repair his own vehicle can make this officer a life saver
sometimes, and his control goliath ability is amusing and deadly to both tanks
and infantry.

---------------
Fallschirmjager
---------------

"Elite infantry unit with limited firepower."

Cost:  25
Damage:  15
Range:  28
Sight Range:  40
Reload Time:  2 Seconds
Damage Per Second:  7.5
Type:  Bullet
Ammo:  Unlimited
Armor:  None
Hit Points:  500

Special:  Explosives (Active, 60 second recharge)
         "Places explosives which can be selected and detonated later."

The explosive charges can be placed on the ground and then detonated manually
from anywhere if you click on them like they're a normal unit.  The explosions
are lethal against most infantry (500 base damage) and will damage and disable
most vehicles.  Once planted on the ground, the explosives will stay there
until they're either detonated by the player or destroyed (700 hit points), or
until the unit attempts to drop another one, which will make the previous one
disappear.  Unlike first aid stations from medics, these can't be repaired by a
supply truck when they're damaged.

------------------------
Feldkommandant (Officer)
------------------------

"Veteran combat officer."

Cost:  400
Damage:  30
Range:  28
Sight Range:  45
Reload Time:  2 Seconds
Damage Per Second:  15
Type:  Bullet
Ammo:  Unlimited
Armor:  None
Hit Points:  400

Special 1:  Piercing Rounds (Passive)
           "The standard attack of the officer's vehicle will substantially
            decrease the enemy's armor value."

Special 2:  German Efficiency (Passive)
           "Damaged factories all over the map will produce at maximum
            efficiency."

Special 3:  Abwehr Intel (Active, 30 second duration, 180 second recharge)
           "Enemy officers are marked on the minimap for a limited period of
            time."

The first ability is similar to how flamethrowers damage a vehicle's armor,
which can allow you to drop heavy vehicles a lot faster.  Other than that, this
officer's usefulness is pretty limited.

------------
Flamethrower
------------

"Infantry support unit.  Lethal against buildings and vehicles."

Cost:  30
Damage:  90
Range:  18
Sight Range:  40
Reload Time:  5 Seconds
Damage Per Second:  18
Type:  Fire
Ammo:  Unlimited
Armor:  None
Hit Points:  250

Special:  High Pressure Fuel Tank (Active, 60 second recharge)
         "Extra damage against targets within buildings/vehicles for a
          limited time period."

These are excellent at getting infantry out of garrisoned structures,
especially if you can approach the structure from a view that it can't fire at
you much.  The high pressure fuel tank ability also makes these insanely good
at capturing enemy vehicles without damaging them too much.

Fire damage on vehicles will also reduce their armor, even all the way down to
zero if you hit them enough.  This can make flamethrowers extremely useful when
fighting heavy tanks, but unfortunately because of their low hit point values
and speed, they tend to cost you a lot of casualties.

---------------------------
Luftwaffe Officer (Officer)
---------------------------

"Seasoned officer armed with ground-to-air missile weapon."

Cost:  400
Damage:  120
Range:  30
Sight Range:  45
Reload Time:  5 Seconds
Damage Per Second:  25
Type:  AT
Ammo:  Unlimited
Armor:  None
Hit Points:  400

Special 1:  Air Suppression (Passive)
           "Nearby enemy units are in constant fear and receive 1 level
            penalty."

Special 2:  Expert Aircrews (Passive)
           "All airplanes belonging to the officer are harder to shoot down."

Special 3:  Air Superiority (Active, 30 second duration, 180 second recharge)
           "All enemy aerial activity is negated for a limited period of
            time."

Maybe it's just the result of my playstyle, but I personally find this to be
one of the less useful officers.  Admittedly, they are great for bringing along
on assaults just for the -1 enemy level penalty.

-----
Medic
-----

"General support unit.  Provides first aid."

Cost:  40
Damage:  10
Range:  35
Sight Range:  40
Reload Time:  2 Seconds
Damage Per Second:  5
Type:  Bullet
Ammo:  Unlimited
Armor:  None
Hit Points:  250

Special:  First Aid Station (Active, 150 second recharge)
         "The medic creates a field hospital which heals nearby friendly units
          (including himself) until destroyed."

A staple of your infantry forces as well as your vehicle forces, since even a
single medic can drastically increase the survivability factor of your men.
The first aid station ability will basically allow your medic to be in two
places at once - he can drop the first aid station on the ground, then go
somewhere else to heal stuff in his own range radius.

The first aid station has the same range as the medic, and it'll sit on the
ground forever unless the medic uses the skill again (which will make the old
first aid station disappear) or it gets destroyed (it has 200 hit points).  An
interesting side note - you can repair a first aid station with a supply truck,
making them the far safer choice for keeping defensive vehicle pile crews
healed instead of leaving the medic himself exposed next to them.

To maximize the medic's combat effectiveness when using him as a support unit
with assault infantry, don't keep him as a member of your main group.  Instead,
keep him as a separate group and target your first group with him, which will
make him follow them and heal them instead of trying to participate in the
actual combat.

-----------
Mortar Team
-----------

"Medium range infantry support unit.  Lethal against enemy troops and
vehicles."

Cost:  40
Damage:  100
Range:  50
Sight Range:  40
Reload Time:  5 Seconds
Damage Per Second:  20
Type:  HE (ballistic)
Ammo:  Unlimited
Armor:  None
Hit Points:  500

Special:  None

A standard mortar unit.  Great for hitting stuff from over walls and buildings,
but since their range isn't much better than normal infantry and tanks, they
can struggle to be very useful against vehicles.  In general, you're probably
better off using bazooka troops, especially since the mortar shells are in the
air for so long that moving targets can easily avoid most of the damage.

---------------
Panzergrenadier
---------------

"Heavy infantry unit trained to destroy enemy armor."

Cost:  40                                      Armor
Damage:  100
Range:  30                                       10
Sight Range:  40
Reload Time:  5 Seconds                     10  [10]  10
Damage Per Second:  20
Type:  AT                                        10
Ammo:  Unlimited
Hit Points:  250

Special:  Tank Barrier (Active, 60 second recharge)
         "Creates a concrete block to slow down enemy vehicles.  Can be
          destroyed."

A group of several of these can be utterly devastating against vehicles,
especially when accompanied by some medics to keep them healed and some snipers
to make sure enemy infantry can't get close enough to bother them.  This is one
of the few types of infantry with any armor rating.

The tank barrier ability will deploy a little concrete barricade.  They have 70
armor rating on all sides, but only 50 hit points, so they don't exactly slow
tanks down very much.  Unlike first aid stations and explosives, this unit can
deploy an infinite amount of tank barriers at the same time without the
previous one disappearing.

------
Sapper
------

"Infantry support unit trained to handle explosives."

Cost:  30
Damage:  10
Range:  20
Sight Range:  40
Reload Time:  1 Second
Damage Per Second:  10
Type:  Bullet
Ammo:  Unlimited
Armor:  None
Hit Points:  250

Special:  Landmine (Active, 30 second recharge)
         "Lays a mine invisible to enemy units (except for Sappers) and
          damages vehicles uppon contact."

These guys can drop a landmine on the ground, which will both damage and
disable most vehicles when they run over it.  They can also see enemy landmines
on the ground within their sight range, allowing you to detonate them with any
unit just by firing at them.  Unlike the explosive charges that some units can
drop on the ground, the Sapper can have more than one landmine on the ground at
the same time.

------
Sniper
------

"Special infantry unit.  Provides long range precision fire."

Cost:  40
Damage:  90
Range:  55
Sight Range:  55
Reload Time:  5 Seconds
Damage Per Second:  18
Type:  Bullet
Ammo:  Unlimited
Armor:  None
Hit Points:  200

Special:  Fast Relocation (Active, 90 second recharge)
         "Allows change of position instantly to avoid enemy fire."

These are a staple of your assault force, and when you get a group of them
together with some medics and standard infantry to absorb some damage, they can
make a devastating force.  The fast relocation skill will let you teleport to
terrain in the sniper's range, allowing you get away from combat much faster if
you wind up in a situation where you're going to lose your sniper.  Don't</pre><pre id="faqspan-4">
forget that you can pause the game with the space bar to make more effective
use of this ability when needed.

-----------------
Standard Infantry
-----------------

"Infantry combat unit.  The backbone of the German Armed Forces."

Cost:  25
Damage:  10
Range:  35
Sight Range:  40
Reload Time:  2 Seconds
Damage Per Second:  5
Type:  Bullet
Ammo:  Unlimited
Armor:  None
Hit Points:  500

Special:  Magentic Mine (Active, 60 second recharge)
         "Powerful proximity charge to be used against enemy armor.  May also
          kill crews."

This is your basic infantry unit.  They also substitute as vehicle crews when
necessary.  Several magnetic mine hits on a strong vehicle will usually kill
the crew, potentially allowing you to capture it.

------------------
Tank Ace (Officer)
------------------

"Veteran commander.  Use in vehicles to maximize weapon damage."

Cost:  400
Damage:  30
Range:  28
Sight Range:  45
Reload Time:  2 Seconds
Damage Per Second:  15
Type:  Bullet
Ammo:  Unlimited
Armor:  None
Hit Points:  400

Special 1:  Reinforced Plating (Passive)
           "The front armor rating of the unit recieves 95% damage reduction
            if it was lower to start with (for armored units only)."

Special 2:  Gunnery Training (Passive)
           "Nearby combat vehicles receive a 25% damage bonus."

Special 3:  Dead Eye (Active, 90 second recharge)
           "The next shot will be lethal (for armored units only)."

Definitely a great officer to have around when you've got large scale vehicle
combat going on.  The reinforced plating skill is awkwardly worded, but what
it's trying to say is that any tank the officer gets into will have its front
armor rating boosted to a maximum of 95, meaning if you put him in a vehicle
that already had 95 armor rating on the front, this bonus won't do anything.

The gunnery training ability will give a 25% damage bonus to all tanks within
the officer's range (tanks only, not artillery or other vehicles).  This can
make for an exceptionally deadly defensive line if you put a Tank Ace in a
vehicle in the middle of it, or it can make for an exceptionally deadly assault
force if you keep careful track of where your tank ace is.

The dead eye skill is just unfair to be honest.  It's an instant kill on any
vehicle it targets.  Make sure to target a full-strength vehicle to get the
most out of this ability.

---------------------------
Volksturm Officer (Officer)
---------------------------

"General support unit.  Provides logistical aid."

Cost:  400
Damage:  30
Range:  28
Sight Range:  45
Reload Time:  2 Seconds
Damage Per Second:  15
Type:  Bullet
Ammo:  Unlimited
Armor:  None
Hit Points:  400

Special 1:  Respected Leader (Passive)
           "The morale of nearby friendly units cannot go below normal under
            any circumstances."

Special 2:  Last Reserves (Passive)
           "Lowers the production cost of Panzergrenadier (anti-tank) infantry
            units by 50%."

Special 3:  Speer Method (Active, 180 second recharge)
           "All units in the production queue of nearby Factories are produced
            immediately."

This officer's Last Reserves and Speer Method ability make him one of the most
utilitarian officers in the game, especially during missions where you might
be able to have more than one of them on the map at the same time.

=============================================================================
|                     ----------------------------------                      |
|                    |      2.12)  German Vehicles      |                     |
|                     ----------------------------------                      |
=============================================================================
--------------
BMW Motorcycle
--------------

"Lightning fast recon vehicle."

Cost:  100                                     Armor
Damage:  30
Range:  32                                        0
Sight Range:  60
Reload Time:  3 Seconds                      0  [ 0]  0
Damage Per Second:  10
Type:  Bullet                                     0
Ammo:  Unlimited
Hit Points:  200

Special 1:  Recon Pass (Active, 90 second recharge)
           "Calls in a recon plane which gives sight range as it passes by.
            Enemy AA defenses may destroy the plane."

Special 2:  Tactical Airstrike (Active, 120 second recharge)
           "Calls in a tactical bomber to the designated target anywhere on
            the map.  Enemy AA defenses will limit effectiveness."

Special 3:  Strategic Airstrike (Active, 120 second recharge)
           "Calls heavy bombardment to the target area within sight range.
            Enemy AA defenses will limit effectiveness."

These function the same as normal recon vehicles, they're just a weaker version
(no armor, less hit points).  They are slightly faster, though.

Excellent for extending the visual range of your assault units or defensive
positions.  The scout planes are also excellent for both of those purposes,
since you can reveal defenses from outside of their range or reveal enemy units
that are hitting you from outside the range of your defenses.  The airstrikes
can also be quite useful, especially in high numbers.  Note that despite the
description on the tactical airstrike though, you can only call in tactical and
strategic airstrikes on targets that are within the recon vehicle's sight.

------------
Field Mortar
------------

"Medium siege mortar that delivers long range barrages."

Cost:  N/A                                     Armor
Damage:  350
Range:  200                                      25
Sight Range:  40
Reload Time:  12 Seconds                     0  [ 0]  0
Damage Per Second:  29
Type:  HE (Ballistic)                             0
Ammo:  15
Hit Points:  550

Special:  None

These can't be built, but you'll have them during certain missions.  They're
incredibly devastating, especially on infantry because of their massive blast
radius.  The only down side is that you can't move them, and you have to keep a
supply truck next to them at all times because of their pitiful ammo count.
Beware of flamethrowers - they'll pretty much insta-kill the crew if they get
close enough to fire at you.

-------
Flak 88
-------

"Versatile 88 mm gun.  Lethal against ground targets."

Cost:  N/A                                     Armor
Damage:  180
Range:  65                                       25
Sight Range:  40
Reload Time:  8 Seconds                      0  [ 0]  0
Damage Per Second:  22
Type:  AT                                         0
Ammo:  30
Hit Points:  400

Special:  None

These can't be built, but you'll have them during certain missions.  They can
be pushed like field guns, so they're not stationary like field mortars are.
Beware of flamethrowers - they'll pretty much insta-kill the crew if they get
close enough to fire at you.

----------
Flak 88 AA
----------

"Anti-aircraft equivalent of the versatile 88 mm gun."

Cost:  N/A                                     Armor
Damage:  40
Range:  45                                        0
Sight Range:  50
Reload Time:  8 Seconds                      0  [ 0]  0
Damage Per Second:  5
Type:  HE (Ballistic)                             0
Ammo:  30
Hit Points:  400

Special:  None

These can't be built, but you'll have them during certain missions.  These are
technically structures rather than units, which means you can occupy and desert
them without having it count as a casualty if you leave it abandoned.  Beware
of flamethrowers - they'll pretty much insta-kill the crew if they get close
enough to fire at you.

-------------------
Halftrack Transport
-------------------

"Armored all-terrain transport."

Cost:  35                                      Armor
Damage:  30
Range:  32                                       15
Sight Range:  40
Reload Time:  3 Seconds                     10  [ 0]  10
Damage Per Second:  10
Type:  Bullet                                     5
Ammo:  Unlimited
Hit Points:  350

Special:  None

These don't really do much.  You can put two infantry units in them and drive
them around if you want, but that's about it.  If you have a medic as a
passenger, he won't be able to use his healing ability until you eject him from
the vehicle.

------
Hetzer
------

"Light and versatile tank hunter."

Cost:  45                                      Armor
Damage:  120
Range:  45                                       45
Sight Range:  32
Reload Time:  7 Seconds                     25  [15]  25
Damage Per Second:  17
Type:  AT                                        20
Ammo:  30
Hit Points:  350

Special:  None

Nothing too special about these things.  In general they're only effective
against small vehicles since they don't have the firepower or armor to survive
very long against heavier targets.

------
Hummel
------

"Highly mobile self-propelled artillery unit."

Cost:  100                                     Armor
Damage:  200
Range:  80                                       20
Sight Range:  40
Reload Time:  10 Seconds                    15  [ 0]  15
Damage Per Second:  20
Type:  HE (Ballistic)                            10
Ammo:  10
Hit Points:  450

Special:  None

Obviously Sturmmorser Tigers are better, but at 2/3rds of the cost, these are
still a pretty nice alternative.  A pack of them together can be utterly
devastating against infantry rushes.  They do suffer from the typical artillery
problem though - the faster your target, the less effective these will be.

---------
Jagdtiger
---------

"Heavy tank destroyer based on the fearsome Tiger."

Cost:  120                                     Armor
Damage:  200
Range:  45                                       95
Sight Range:  32
Reload Time:  9 Seconds                     50  [30]  50
Damage Per Second:  22
Type:  AT                                        45
Ammo:  20
Hit Points:  500

Special:  None

These things can be ridiculously hard to kill when you run into one with weak
Allied vehicles.  They can dish out some massive damage, and if you can't get
to their sides or get behind it, the front armor can allow it to take a major
beating.  Their only disadvantage compared to the King Tiger is that they don't
have a turret, so the tank itself has to move to aim.  (They also have slightly
lower side and rear armor, even though the front armor is better than the King
Tiger's.)

-----------
Kubel Wagen
-----------

"Reliable all-terrain recon vehicle."

Cost:  N/A                                     Armor
Damage:  N/A
Range:  N/A                                       0
Sight Range:  40
Reload Time:  N/A                            0  [ 0]  0
Damage Per Second:  25
Type:  N/A                                        0
Ammo:  N/A
Hit Points:  200

Special:  None

These can't be built, and they're relatively rare on any missions.  They work
like any other kind of transport, which means you can put two infantry units in
them and drive around if you really want to.  The infantry inside them can't do
anything, so they're pretty pointless really.

-------
LeFH 18
-------

"Medium field cannon that gives direct fire support."

Cost:  N/A                                     Armor
Damage:  130
Range:  120                                      25
Sight Range:  40
Reload Time:  9 Seconds                      0  [ 0]  0
Damage Per Second:  14
Type:  HE (Ballistic)                             0
Ammo:  25
Hit Points:  400

Special:  None

These can't be built, but you'll start with them on some missions.  The crews
that man them can push them on the ground, allowing you to relocate them.  If
you can keep these behind your defenses, they can be deadly due to their high
damage and excellent range, especially against infantry targets due to their
blast radius.  The crews are extremely exposed to all forms of attack though,
and flamethrowers will pretty much insta-kill you.  The armor won't exactly
allow you to withstand much of a vehicle attack, either.

----------
LeFH Wespe
----------

"Self-propelled artillery unit designed to support infantry."

Cost:  60                                      Armor
Damage:  130
Range:  70                                       15
Sight Range:  40
Reload Time:  10 Seconds                    10  [ 5]  10
Damage Per Second:  13
Type:  HE (Ballistic)                             5
Ammo:  20
Hit Points:  350

Special:  None

Still pretty effective against infantry groups, but because these are so much
weaker than Hummels or Sturmmorser Tigers, you have to be a lot more careful
with them when enemy vehicles are anywhere nearby.

----------
Opel Blitz
----------

"Highly reliable road transport vehicle."

Cost:  N/A                                     Armor
Damage:  N/A
Range:  N/A                                      15
Sight Range:  40
Reload Time:  N/A                           10  [ 0]  10
Damage Per Second:  N/A
Type:  N/A                                        5
Ammo:  N/A
Hit Points:  350

Special:  None

These can't be built, and the only place I can really remember seeing them is
on the fourth German mission when a pair of them block the railroad tracks.

------
PaK 50
------

"Anti-tank gun with limited firepower."

Cost:  N/A                                     Armor
Damage:  120
Range:  55                                       15
Sight Range:  40
Reload Time:  6 Seconds                      0  [ 0]  0
Damage Per Second:  20
Type:  AT                                         0
Ammo:  35
Hit Points:  400

Special:  None

These can't be built, but you'll have them on some missions.  The infantry crew
that mans them can push them, allowing you to relocate them.  If you can keep
them behind a defensive position, they can assist you a little, but if they get
anywhere near the front line, they're totally screwed due to their lack of
armor and the high exposure of the crew to machine gun fire and flamethrowers.

---------------
Panzerwerfer 42
---------------

"Mobile rocket launching system with limited accuracy."

Cost:  160                                     Armor
Damage:  600
Range:  80                                       20
Sight Range:  40
Reload Time:  12 Seconds                    15  [ 5]  15
Damage Per Second:  50
Type:  AT                                        10
Ammo:  30
Hit Points:  350

Special:  None

The long range on these and the widespread damage they can do makes them great
against infantry piles, especially if you have several of them lined up behind
your tanks.  The do good damage against vehicles, too.  You'll need to keep
supply trucks handy for them though, since they'll burn through their ammo
supply in no time at all.

---------
Pz. IV F2
---------

"Late revision of the definitive German medium tank."

Cost:  40                                      Armor
Damage:  80
Range:  45                                       35
Sight Range:  32
Reload Time:  7 Seconds                     25  [10]  25
Damage Per Second:  11
Type:  AT                                        15
Ammo:  40
Hit Points:  350

Special:  None

The lightest German tank in the game.  Nothing too interesting about them
really.  They'll be massively outclassed by Pershings or IS-2s.  The only good
things they have going for them is that they're fast and they're cheap to
produce.  If you're looking to mass produce cheap vehicles though, you should
probably go with Hetzers instead, since they have better armor and firepower
for a tiny bit more resources.

---------------
Pz. V 'Panther'
---------------

"Well balanced medium tank."

Cost:  60                                      Armor
Damage:  100
Range:  45                                       60
Sight Range:  32
Reload Time:  7 Seconds                     35  [15]  35
Damage Per Second:  14
Type:  AT                                        30
Ammo:  40
Hit Points:  400

Special:  None

A good step up from the Panzer IV, but since Panzer VI tanks are only 10
resources more expensive, they're generally a much better value than Panthers.

--------------
Pz. VI 'Tiger'
--------------

"Heavy battle tank designed to suppress enemy armor."

Cost:  70                                      Armor
Damage:  150
Range:  45                                       65
Sight Range:  32
Reload Time:  9 Seconds                     50  [20]  50
Damage Per Second:  15
Type:  AT                                        45
Ammo:  25
Hit Points:  500

Special:  None

These are solid tanks.  Jagdtigers and King Tigers are still obviously better,
but considering how much less these cost, it's not a bad tradeoff at all.

----------------------
Pz. VI/B 'Konigstiger'
----------------------

"Major overhaul of the mighty Tiger."

Cost:  120                                     Armor
Damage:  200
Range:  45                                       85
Sight Range:  32
Reload Time:  9 Seconds                     55  [25]  55
Damage Per Second:  22
Type:  AT                                        50
Ammo:  25
Hit Points:  500

Special:  None

Definitely something you don't want to encounter in groups.  These are the best
option when mass producing tanks.  The Maus is tempting since it's so heavily
armored, but they're so ridiculously slow compared to these that it's not even
funny.

--------------
Pz. VII 'Maus'
--------------

"Next generation heavy tank with extremely strong front plating."

Cost:  150                                     Armor
Damage:  200
Range:  45                                       95
Sight Range:  32
Reload Time:  9 Seconds                     85  [35]  85
Damage Per Second:  11
Type:  AT                                        65
Ammo:  20
Hit Points:  600

Special:  None

Even one of these on the battlefield during a mission can be a major pain in
the ass to deal with.  Like their description says, they have insanely strong
front armor, but the sides and rear are also ridiculously well armored.  Mortar
shells and airstrikes can do some decent damage to them because of the somewhat
weaker top armor - in fact, mortar shells to the top will often kill the crew
relatively quickly with little damage to the tank itself.

While these make for some especially effective defensive units, they're a bit
impractical for assault units due to their insanely slow speed, low mobility,
and lack of shell capacity.

-------------
Recon Vehicle
-------------

"Armored all-terrain recon vehicle."

Cost:  110                                     Armor
Damage:  30
Range:  32                                       15
Sight Range:  60
Reload Time:  3 Seconds                     10  [ 0]  10
Damage Per Second:  10
Type:  Bullet                                     5
Ammo:  Unlimited
Hit Points:  250

Special 1:  Recon Pass (Active, 90 second recharge)
           "Calls in a recon plane which gives sight range as it passes by.
            Enemy AA defenses may destroy the plane."

Special 2:  Tactical Airstrike (Active, 120 second recharge)
           "Calls in a tactical bomber to the designated target anywhere on
            the map.  Enemy AA defenses will limit effectiveness."

Special 3:  Strategic Airstrike (Active, 120 second recharge)
           "Calls heavy bombardment to the target area within sight range.
            Enemy AA defenses will limit effectiveness."

Excellent for extending the visual range of your assault units or defensive
positions.  The scout planes are also excellent for both of those purposes,
since you can reveal defenses from outside of their range or reveal enemy units
that are hitting you from outside the range of your defenses.  The airstrikes
can also be quite useful, especially in high numbers.  Note that despite the
description on the tactical airstrike though, you can only call in tactical and
strategic airstrikes on targets that are within the recon vehicle's sight.

-----------------
Sturmmorser Tiger
-----------------

"Heavy tank destroyer.  Also provides ranged fire support."

Cost:  150                                     Armor
Damage:  300
Range:  100                                      85
Sight Range:  32
Reload Time:  12 Seconds                    50  [15]  50
Damage Per Second:  25
Type:  HE (Ballistic)                            45
Ammo:  10
Hit Points:  450

Special:  None

These things are a force to be reckoned with, whether you're attacking them
with infantry or with tanks.  Their heavy armor makes them very resilient, and
their insane range and destructive area damage can allow you to slaughter
enemy infantry from long distances, even when they're moving.  It can be hard
to deal significant damage to moving vehicles from a distance, but stationary
vehicles will be shredded in no time.

------------
Supply Truck
------------

"Sturdy field supply vehicle."

Cost:  60                                      Armor
Damage:  N/A
Range:  N/A                                      15
Sight Range:  40
Reload Time:  N/A                           10  [ 0]  10
Damage Per Second:  N/A
Type:  N/A                                        5
Ammo:  N/A
Hit Points:  300

Special 1:  Repair
           "Replenishes all nearby friendly vehicles (infinite)."

Special 2:  Extra Ammo
           "Replenishes the ammunition supply of nearby friendly infantry
            units (infinite)."

Special 3:  First Aid
           "Replenishes the health of nearby friendly infantry units
            (infinite)."

These will repair damaged vehicles and reload vehicles (not infantry like their
description says, seeing as infantry don't have ammo in the first place).
Unlike the Codename:  Panzers series, these don't have a limited amount of
supplies this time, so you don't have to worry about them running out.

The third ability is only relevant when you have a Mobile Infantry Officer,
which isn't likely considering that's an Allied officer.

----------
Wirbelwind
----------

"Highly mobile fire support unit that can fend off enemy aircraft."

Cost:  40                                      Armor
Damage:  30
Range:  50                                       55
Sight Range:  50
Reload Time:  0 Seconds                     25  [ 0]  25
Damage Per Second:  30
Type:  Bullet                                    15
Ammo:  Unlimited
Hit Points:  350

Special:  None

Excellent at anti-aircraft, but pretty much beyond useless at anything else.
You'd think a vehicle that basically sprays ridiculous clouds of machine gun
ammo would be extremely effective against infantry, but it's actually a total
joke against infantry unless you have several of them together in a group.

=============================================================================
|                                                                             |
|                           2.20)  Russian Units                              |
|                                                                             |
=============================================================================
|                     ----------------------------------                      |
|                    |     2.21)  Russian Infantry      |                     |
|                     ----------------------------------                      |
=============================================================================
---------------------------
Artillery Officer (Officer)
---------------------------

"General support unit.  Provides fire superiority."

Cost:  400
Damage:  30
Range:  28
Sight Range:  45
Reload Time:  2 Seconds
Damage Per Second:  15
Type:  Bullet
Ammo:  Unlimited
Armor:  None
Hit Points:  400

Special 1:  Eagle Eye (Passive)
           "Gives 25% bonus attack range to the artillery unit that contains
            the officer."

Special 2:  Artillery Observer (Passive)
           "Nearby friendly artillery units receive a 25% bonus to their
            damage."

Special 3:  Artillery Barrage (Active, 180 second recharge)
           "Covers the target area within sight range with heavy artillery
            fire.  There is no way to avoid the shells except moving away."

Having one of these around will make your combat groups extra deadly if you
have some Katyushas and/or ISU-152s around to make good use of the damage
bonus.  The artillery barrage ability can only be used on targets within normal
sight range of the officer, which makes it far less useful that it could be.
It does still work great for hitting piles of incoming units though if you're
holding a defensive position.

------------
Flamethrower
------------

"Infantry support unit.  Lethal against buildings and vehicles."

Cost:  30
Damage:  90
Range:  18
Sight Range:  40
Reload Time:  5 Seconds
Damage Per Second:  18
Type:  Fire
Ammo:  Unlimited
Armor:  None
Hit Points:  250

Special:  High Pressure Fuel Tank (Active, 60 second recharge)
         "Extra damage against targets within buildings/vehicles for a
          limited time period."

These are excellent at getting infantry out of garrisoned structures,
especially if you can approach the structure from a view that it can't fire at
you much.  The high pressure fuel tank ability also makes these insanely good
at capturing enemy vehicles without damaging them too much.

Fire damage on vehicles will also reduce their armor, even all the way down to
zero if you hit them enough.  This can make flamethrowers extremely useful when
fighting heavy tanks, but unfortunately because of their low hit point values
and speed, they tend to cost you a lot of casualties.

-----
Medic
-----

"General support unit.  Provides first aid."

Cost:  40
Damage:  10
Range:  35
Sight Range:  40
Reload Time:  2 Seconds
Damage Per Second:  5
Type:  Bullet
Ammo:  Unlimited
Armor:  None
Hit Points:  250

Special:  First Aid Station (Active, 150 second recharge)
         "The medic creates a field hospital which heals nearby friendly units
          (including himself) until destroyed."

A staple of your infantry forces as well as your vehicle forces, since even a
single medic can drastically increase the survivability factor of your men.
The first aid station ability will basically allow your medic to be in two
places at once - he can drop the first aid station on the ground, then go
somewhere else to heal stuff in his own range radius.

The first aid station has the same range as the medic, and it'll sit on the
ground forever unless the medic uses the skill again (which will make the old
first aid station disappear) or it gets destroyed (it has 200 hit points).  An
interesting side note - you can repair a first aid station with a supply truck,
making them the far safer choice for keeping defensive vehicle pile crews
healed instead of leaving the medic himself exposed next to them.

To maximize the medic's combat effectiveness when using him as a support unit
with assault infantry, don't keep him as a member of your main group.  Instead,
keep him as a separate group and target your first group with him, which will
make him follow them and heal them instead of trying to participate in the
actual combat.

---------------------------------------
Military Intelligence Officer (Officer)
---------------------------------------

"Gathers information about the enemy."

Cost:  400
Damage:  30
Range:  28
Sight Range:  45
Reload Time:  2 Seconds
Damage Per Second:  15
Type:  Bullet
Ammo:  Unlimited
Armor:  None
Hit Points:  400

Special 1:  Fireproof Armor (Passive)
           "The officer's vehicle will not take armor damage from fire type
            weapons."

Special 2:  Bolshevik Motivation (Passive)
           "Increased unit limit."

Special 3:  Motor Pool Boost (Active, 15 second duration, 120 second recharge)
           "Nearby armored units receive a temporary level bonus (may reach
            elite rank)."

Fireproof armor would be way more useful if it affected all nearby vehicles
instead of just the officer's vehicle.  The short duration on the motor pool
boost ability kinda sucks too.  If you don't know what the unit limit is for
the second special ability, you've probably never played the multiplayer parts
of the game.  In skirmishes, you have a hard cap on the number of units you're
allowed to have.

-----------
Mortar Team
-----------

"Medium range infantry support unit.  Lethal against enemy troops and
vehicles."

Cost:  40
Damage:  100
Range:  50
Sight Range:  40
Reload Time:  5 Seconds
Damage Per Second:  20
Type:  HE (ballistic)
Ammo:  Unlimited
Armor:  None
Hit Points:  500

Special:  None

A standard mortar unit.  Great for hitting stuff from over walls and buildings,
but since their range isn't much better than normal infantry and tanks, they
can struggle to be very useful against vehicles.  In general, you're probably
better off using bazooka troops, especially since the mortar shells are in the
air for so long that moving targets can easily avoid most of the damage.

------------------------
Partisan Elder (Officer)
------------------------

"Aging Partisan with a great deal of tactical knowledge."

Cost:  400
Damage:  30
Range:  28
Sight Range:  45
Reload Time:  2 Seconds
Damage Per Second:  15
Type:  Bullet
Ammo:  Unlimited
Armor:  None
Hit Points:  400

Special 1:  Stahanovist Loader (Passive)
           "The officer is capable of refilling his vehicle (for armored units
            only.)"

Special 2:  Charismatic Leader (Passive)
           "All Partisans on the map receive +1 level bonus.  Units can reach
            level 4 (Elite) this way."

Special 3:  Partisan Activity (Active, 240 second recharge)
           "Calls all nearby Partisans into action against seriously damaged
            enemy vehicles."

The ability to constantly regenerate ammo in his vehicle isn't quite as useful
as the German Engineering Officer's ability to constantly repair his own
vehicle, but it can still come in handy.  When combined with a strategic bomber
strike and/or an artillery strike, or even just a Katyusha bombardment, the
Partisan Activty ability can really help clean out concentrated enemy vehicles
that've been weakened.  The manual says it'll destroy enemy vehicles that're
below 25% health.

--------------
Partisan Squad
--------------

"Irregular combat team.  Masters of infiltration and sabotage."

Cost:  N/A
Damage:  15
Range:  28
Sight Range:  40
Reload Time:  2 Seconds
Damage Per Second:  7.5
Type:  Bullet
Ammo:  Unlimited
Armor:  None
Hit Points:  500

Special:  Explosives (Active, 60 second recharge)
         "Places explosives which can be selected and detonated later."

These can't be built, but you'll have them on lots of Russian missions.

The explosive charges can be placed on the ground and then detonated manually
from anywhere if you click on them like they're a normal unit.  The explosions
are lethal against most infantry (500 base damage) and will damage and disable
most vehicles.  Once planted on the ground, the explosives will stay there
until they're either detonated by the player or destroyed (700 hit points), or
until the unit attempts to drop another one, which will make the previous one
disappear.  Unlike first aid stations from medics, these can't be repaired by a
supply truck when they're damaged.

--------------
Penal Infantry
--------------

"Auxilary infantry unit of questionable quality."

Cost:  15
Damage:  8
Range:  35
Sight Range:  40
Reload Time:  2 Seconds
Damage Per Second:  4
Type:  Bullet
Ammo:  Unlimited
Armor:  None
Hit Points:  400

Special:  None

A total joke for the most part, but since their firepower issue isn't an issue
when they're inside a vehicle, these can be substituted as vehicle crews with
relatively no penalty.  Still, the only reason to ever use these is for laughs.

---------------------------
Political Officer (Officer)
---------------------------

"Party Supervisor.  Upholds the morale of frontline troops."

Cost:  400
Damage:  30
Range:  28
Sight Range:  45
Reload Time:  2 Seconds
Damage Per Second:  55
Type:  Bullet
Ammo:  Unlimited
Armor:  None
Hit Points:  400

Special 1:  Double Portion of Vodka (Passive)
           "Improves the morale of nearby friendly units.  They may still
            receive morale damage, but it will regenerate faster."

Special 2:  Scavenging (Passive)
           "The officer gathers considerable amounts of resources from enemy
            buildings captured nearby."

Special 3:  Propaganda (Active, 120 second recharge)
           "Spreads propaganda leaflets all over the map.  The morale of enemy
            units will suffer considerably."

The propaganda ability has a secondary usefulness since it will cause a plane
to fly around the map, revealing the shroud like a scout.

------
Sapper
------

"Infantry support unit trained to handle explosives."

Cost:  30
Damage:  10
Range:  20
Sight Range:  40
Reload Time:  1 Second
Damage Per Second:  10
Type:  Bullet
Ammo:  Unlimited
Armor:  None
Hit Points:  250

Special:  Landmine (Active, 30 second recharge)
         "Lays a mine invisible to enemy units (except for Sappers) and
          damages vehicles uppon contact."

These guys can drop a landmine on the ground, which will both damage and
disable most vehicles when they run over it.  They can also see enemy landmines
on the ground within their sight range, allowing you to detonate them with any
unit just by firing at them.  Unlike the explosive charges that some units can
drop on the ground, the Sapper can have more than one landmine on the ground at
the same time.

--------------
Shock Infantry
--------------

"Heavy combat unit used to penetrate enemy defenses."

Cost:  40                                      Armor
Damage:  30
Range:  28                                       20
Sight Range:  40
Reload Time:  2 Seconds                     20  [20]  20
Damage Per Second:  15
Type:  Bullet                                    20
Ammo:  Unlimited
Hit Points:  300

Special:  Satchel Dog (Active, 60 second recharge)
         "Deploys a highly trained dog which plants an explosive kit on
          targeted enemy units before returning."

The explosives that the satchel dogs carry will disable vehicles like the
explosive charges that paratroopers and Maquisard units use.  Unfortunately
these "highly trained" dogs seem to have missed a few training sessions related
to identifying friendly vehicles versus enemy vehicles.  They have a nasty
habit of blowing up unoccupied vehicles automatically if you haven't already
"marked your territory" (meaning a friendly infantry unit was the last thing to
occupy the vehicle - if an enemy infantry unit was the last thing in it or if
was never occupied at all, the dogs treat it as hostile).

------
Sniper
------

"Special infantry unit.  Provides long range precision fire."

Cost:  40
Damage:  90
Range:  55
Sight Range:  55
Reload Time:  5 Seconds
Damage Per Second:  18
Type:  Bullet
Ammo:  Unlimited
Armor:  None
Hit Points:  200

Special:  Fast Relocation (Active, 90 second recharge)
         "Allows change of position instantly to avoid enemy fire."

These are a staple of your assault force, and when you get a group of them
together with some medics and standard infantry to absorb some damage, they can
make a devastating force.  The fast relocation skill will let you teleport to
terrain in the sniper's range, allowing you get away from combat much faster if
you wind up in a situation where you're going to lose your sniper.  Don't
forget that you can pause the game with the space bar to make more effective
use of this ability when needed.

----------------------
Squad Leader (Officer)
----------------------

"Veteran officer with considerable experience."

Cost:  400
Damage:  30
Range:  28
Sight Range:  45
Reload Time:  2 Seconds
Damage Per Second:  15
Type:  Bullet
Ammo:  Unlimited
Armor:  None
Hit Points:  400

Special 1:  Expert Crew (Passive)
           "All crew members do their best.  Incoming damage is reduced and
            the crew will escape if the tank is about to be destroyed (for
            armored units only)."

Special 2:  Commando Tactics (Passive)
           "Friendly units near the officer capture enemy buildings more
            efficiently."

Special 3:  Red Zeal (Active, 30 second duration, 180 second recharge)
           "Nearby friendly infantry units become invulnerable for a limited
            time period."

The Expert Crew ability is obviously a nice feature if you can keep your lead
vehicle with the officer in it to help absorb extra damage.  More importantly,
the Red Zeal ability can be an absolute lifesaver, and can allow you to get
away with some ridiculous infantry attacks.

-----------------
Standard Infantry
-----------------

"Infantry combat unit.  The backbone of the German Armed Forces."

Cost:  25
Damage:  10
Range:  35
Sight Range:  40
Reload Time:  2 Seconds
Damage Per Second:  5
Type:  Bullet
Ammo:  Unlimited
Armor:  None
Hit Points:  500

Special:  Magentic Mine (Active, 60 second recharge)
         "Powerful proximity charge to be used against enemy armor.  May also
          kill crews."

This is your basic infantry unit.  They also substitute as vehicle crews when
necessary.  Several magnetic mine hits on a strong vehicle will usually kill
the crew, potentially allowing you to capture it.

=============================================================================
|                     ----------------------------------                      |
|                    |     2.22)  Russian Vehicles      |                     |
|                     ----------------------------------                      |
=============================================================================
-----------
Bantam Jeep
-----------

"Sturdy all-terrain command/recon car."

Cost:  30                                      Armor
Damage:  N/A
Range:  N/A                                       0
Sight Range:  40
Reload Time:  N/A                            0  [ 0]  0
Damage Per Second:  N/A
Type:  N/A                                        0
Ammo:  N/A
Hit Points:  200

Special:  None

Comes with a unit of standard infantry in it.  Since it's unarmed, the only
thing you can do with it is use it as a scout.  Even that's a bit suicidal
though, since it has extremely low hit points and zero armor.

--------------
BM-13 Katyusha
--------------

"The Soviet secret weapon - loud, frightening and very effective."

Cost:  140                                     Armor
Damage:  600
Range:  80                                       10
Sight Range:  40
Reload Time:  12 Seconds                    10  [ 0]  10
Damage Per Second:  50
Type:  AT                                         5
Ammo:  30
Hit Points:  350

Special:  None

Wide area damage.  They're effective against vehicles and infantry, especially
when you have several of them firing at the same time.  You'll need to keep
supply trucks with them at all times though.  Otherwise they only get three
rocket barrages before they're out of ammo.

-------------------
Halftrack Transport
-------------------

"Armored all-terrain transport."

Cost:  35                                      Armor
Damage:  30
Range:  32                                       15
Sight Range:  40
Reload Time:  3 Seconds                     10  [ 0]  10
Damage Per Second:  10
Type:  Bullet                                     5
Ammo:  Unlimited
Hit Points:  350

Special:  None

Like supply trucks and some other vehicles, this one doesn't have to have a
standard infantry unit to crew it.  It always has a driver and a gunner.  You
can use it to transport two infantry units at the same time.  Since they can't
fire out of it while being transported though, it's not a very good idea,
especially since the halftrack's speed isn't all that much better than the
speed of typical infantry units.

----
IS-2
----

"Heavy tank named after the Boss.  Eats Panthers for breakfast."

Cost:  110                                     Armor
Damage:  200
Range:  50                                       80
Sight Range:  50
Reload Time:  9 Seconds                     65  [20]  65
Damage Per Second:  22
Type:  ST                                        50
Ammo:  25
Hit Points:  500

Special:  None

These outclass Panthers, Tigers, and are right on par with King Tigers.  Since
T34-85s are half the cost though, you still might want to mass produce them
instead of IS-2s as long as you don't mind casualties and don't have a unit cap
that you're trying to avoid.

-------
ISU-152
-------

"Self-propelled gun built on the IS-2 chassis."

Cost:  120                                     Armor
Damage:  200
Range:  80                                       65
Sight Range:  32
Reload Time:  10 Seconds                    55  [20]  55
Damage Per Second:  20
Type:  HE (Ballistic)                            40
Ammo:  15
Hit Points:  450

Special:  None

Their extremely large blast radius is deadly against infantry targets, and
their range is excellent.  If you can get an artillery officer nearby or in the
vehicle itself so you can get the range and damage bonuses, these things are
ridiculous.  They have decent armor too, and for some reason their machine guns
seem especially effective against infantry compared to the machine guns on a
lot of other vehicles.  That might just be my imagination though.

-------
M17 GMC
-------

"Halftrack with MG."

Cost:  35                                      Armor
Damage:  30
Range:  50                                       15
Sight Range:  50
Reload Time:  0 Seconds                     10  [ 0]  10
Damage Per Second:  30
Type:  Bullet                                     5
Ammo:  Unlimited
Hit Points:  350

Special:  None

The Russian equivilent to a Wirbelwind or a Skink.  Its main use to you is
anti-aircraft.  For some reason its machine gun spray will be laughably
effective on infantry targets.

---------
Recon Car
---------

"Lightly armored recon vehicle."

Cost:  110                                     Armor
Damage:  30
Range:  32                                       15
Sight Range:  60
Reload Time:  3 Seconds                     10  [ 0]  10
Damage Per Second:  10
Type:  Bullet                                     5
Ammo:  Unlimited
Hit Points:  250

Special 1:  Recon Pass (Active, 90 second recharge)
           "Calls in a recon plane which gives sight range as it passes by.
            Enemy AA defenses may destroy the plane."

Special 2:  Tactical Airstrike (Active, 120 second recharge)
           "Calls in a tactical bomber to the designated target anywhere on
            the map.  Enemy AA defenses will limit effectiveness."

Special 3:  Strategic Airstrike (Active, 120 second recharge)
           "Calls heavy bombardment to the target area within sight range.
            Enemy AA defenses will limit effectiveness."

Excellent for extending the visual range of your assault units or defensive
positions.  The scout planes are also excellent for both of those purposes,
since you can reveal defenses from outside of their range or reveal enemy units
that are hitting you from outside the range of your defenses.  The airstrikes
can also be quite useful, especially in high numbers.  Note that despite the
description on the tactical airstrike though, you can only call in tactical and
strategic airstrikes on targets that are within the recon vehicle's sight.

------
SU-100
------

"Medium self-propelled gun.  Cheap and durable."

Cost:  60                                      Armor
Damage:  200
Range:  45                                       55
Sight Range:  32
Reload Time:  9 Seconds                     30  [20]  30
Damage Per Second:  22
Type:  AT                                        30
Ammo:  25
Hit Points:  400

Special:  None

Pretty typical anti-tank gun.  Much better fire power than the T34-85 versus
armored targets, and not much of an armor penalty compared to the T34-85
either, so the extra 5 cost is probably worth it for you in most scenarios.

------
SU-122
------

"Heavy self-propelled gun.  Durable and effective."

Cost:  70                                      Armor
Damage:  150
Range:  70                                       35
Sight Range:  32
Reload Time:  10 Seconds                    30  [15]  30
Damage Per Second:  15
Type:  HE (Ballistic)                            30
Ammo:  20
Hit Points:  350

Special:  None

Their longer firing range makes them great for taking out defenses, or for
supporting your defensive line.  In groups, they can shred infantry rushes
thanks to the radius that their shells will damage targets on the ground.
ISU-152s have even better range and better fire power, but since they cost 120
compared to 110 for an SU-122, you still might be better off mass producing
SU-122s as long as you have the room to maneuver large groups of units and the
supply trucks to keep them all supplied.

--------------
Supply Tractor
--------------

"Heavy supply vehicle."

Cost:  60                                      Armor
Damage:  N/A
Range:  N/A                                      15
Sight Range:  40
Reload Time:  N/A                           10  [ 0]  10
Damage Per Second:  N/A
Type:  N/A                                        5
Ammo:  N/A
Hit Points:  300

Special 1:  Repair
           "Replenishes all nearby friendly vehicles (infinite)."

Special 2:  Extra Ammo
           "Replenishes the ammunition supply of nearby friendly infantry
            units (infinite)."

Special 3:  First Aid
           "Replenishes the health of nearby friendly infantry units
            (infinite)."

These will repair damaged vehicles and reload vehicles (not infantry like their
description says, seeing as infantry don't have ammo in the first place).
Unlike the Codename:  Panzers series, these don't have a limited amount of
supplies this time, so you don't have to worry about them running out.

The third ability is only relevant when you have a Mobile Infantry Officer,
which isn't likely considering that's not a Russian officer.

---
T28
---

"Self-propelled heavy artillery piece designed to intimidate German armor."

Cost:  135                                     Armor
Damage:  270
Range:  45                                       95
Sight Range:  32
Reload Time:  9 Seconds                     80  [35]  80
Damage Per Second:  30
Type:  AT                                        60
Ammo:  20
Hit Points:  600

Special:  None

Even better fire power than the German Maus, although slightly less armor.
They can sit and take a ridiculous beating from just about anything.  One of
them can easily wipe out multiple King Tigers on its own as long as you keep
the front armor facing the enemy.

-------
T34-76E
-------

"Early version of the well balanced medium tank."

Cost:  45                                      Armor
Damage:  80
Range:  45                                       45
Sight Range:  32
Reload Time:  7 Seconds                     35  [15]  35
Damage Per Second:  11
Type:  AT                                        30
Ammo:  40
Hit Points:  350

Special:  None

A little too light to be a very good match against many targets, but they can
still do well in high numbers.  You're better off coughing up the extra 10
resources for the T34-85 version though, or better yet, coughing up the extra
15 resources for an SU-100.

------
T34-85
------

"Late version of the well balanced medium tank."

Cost:  55                                      Armor
Damage:  100
Range:  45                                       50
Sight Range:  32
Reload Time:  7 Seconds                     40  [15]  40
Damage Per Second:  14
Type:  AT                                        35
Ammo:  40
Hit Points:  400

Special:  None

They drastically outclass any of the German or Allied low level tanks.  At half
the cost of an IS-2, they'll generally be a better choice if you don't mind
higher casualties (and you're not up against a unit cap).

---------
Transport
---------

"Tracked heavy transport."

Cost:  25                                      Armor
Damage:  N/A
Range:  N/A                                      15
Sight Range:  40
Reload Time:  N/A                           10  [ 0]  10
Damage Per Second:  N/A
Type:  N/A                                        5
Ammo:  N/A
Hit Points:  350

Special:  None

I have no idea what the point is in these.  They can't carry infantry units,
they aren't armed, and they don't have the ability repair or resupply your
other vehicles.

=============================================================================
|                                                                             |
|                        2.30)  Western Allies Units                          |</pre><pre id="faqspan-5">
|                                                                             |
=============================================================================
|                     ----------------------------------                      |
|                    |  2.31)  Western Allies Infantry  |                     |
|                     ----------------------------------                      |
=============================================================================
-----------------
Airborne Infantry
-----------------

"Well trained infantry unit.  Ideal for covert operations."

Cost:  25
Damage:  15
Range:  28
Sight Range:  40
Reload Time:  2 Seconds
Damage Per Second:  7.5
Type:  Bullet
Ammo:  Unlimited
Armor:  None
Hit Points:  500

Special:  Explosives (Active, 60 second recharge)
         "Places explosives which can be selected and detonated later."

The explosive charges can be placed on the ground and then detonated manually
from anywhere if you click on them like they're a normal unit.  The explosions
are lethal against most infantry (500 base damage) and will damage and disable
most vehicles.  Once planted on the ground, the explosives will stay there
until they're either detonated by the player or destroyed (700 hit points), or
until the unit attempts to drop another one, which will make the previous one
disappear.  Unlike first aid stations from medics, these can't be repaired by a
supply truck when they're damaged.

-------
Bazooka
-------

"Heavy infantry unit trained to destroy enemy armor."

Cost:  40
Damage:  100
Range:  30
Sight Range:  40
Reload Time:  5 Seconds
Damage Per Second:  12
Type:  AT
Ammo:  Unlimited
Armor:  None
Hit Points:  250

Special:  Tank Barrier (Active, 60 second recharge)
         "Creates a concrete block to slow down enemy vehicles.  Can be
          destroyed."

A group of several of these can be utterly devastating against vehicles,
especially when accompanied by some medics to keep them healed and some snipers
to make sure enemy infantry can't get close enough to bother them.

The tank barrier ability will deploy a little concrete barricade.  They have 70
armor rating on all sides, but only 50 hit points, so they don't exactly slow
tanks down very much.  Unlike first aid stations and explosives, this unit can
deploy an infinite amount of tank barriers at the same time without the
previous one disappearing.

-----------------------
Comms Officer (Officer)
-----------------------

"General support unit.  Provides vital intelligence."

Cost:  400
Damage:  30
Range:  28
Sight Range:  45
Reload Time:  2 Seconds
Damage Per Second:  15
Type:  Bullet
Ammo:  Unlimited
Armor:  None
Hit Points:  400

Special 1:  Binoculars (Passive)
           "25% sight range bonus for the officer's vehicle."

Special 2:  Wireless Contact (Passive)
           "Nearby friendly buildings can use their special skills faster
            (rapid cooldown)."

Special 3:  Photo Recon (Active, 15 second duration, 180 second recharge)
           "Gives full recon data about the whole map (no Fog of War for a
            limited period of time)."

The photo recon ability is one of the most useful abilities you can have,
especially when you're attempting to get the Clear Level medals during the
missions.

------------
Flamethrower
------------

"Infantry support unit.  Very effective against buildings/armor."

Cost:  30
Damage:  90
Range:  18
Sight Range:  40
Reload Time:  5 Seconds
Damage Per Second:  18
Type:  Fire
Ammo:  Unlimited
Armor:  None
Hit Points:  250

Special:  High Pressure Fuel Tank (Active, 60 second recharge)
         "Extra damage against targets within buildings/vehicles for a
          limited time period."

These are excellent at getting infantry out of garrisoned structures,
especially if you can approach the structure from a view that it can't fire at
you much.  The high pressure fuel tank ability also makes these insanely good
at capturing enemy vehicles without damaging them too much.

Fire damage on vehicles will also reduce their armor, even all the way down to
zero if you hit them enough.  This can make flamethrowers extremely useful when
fighting heavy tanks, but unfortunately because of their low hit point values
and speed, they tend to cost you a lot of casualties.

-----
Medic
-----

"General support unit.  Provides first aid."

Cost:  40
Damage:  10
Range:  35
Sight Range:  40
Reload Time:  2 Seconds
Damage Per Second:  5
Type:  Bullet
Ammo:  Unlimited
Armor:  None
Hit Points:  250

Special:  First Aid Station (Active, 150 second recharge)
         "The medic creates a field hospital which heals nearby friendly units
          (including himself) until destroyed."

A staple of your infantry forces as well as your vehicle forces, since even a
single medic can drastically increase the survivability factor of your men.
The first aid station ability will basically allow your medic to be in two
places at once - he can drop the first aid station on the ground, then go
somewhere else to heal stuff in his own range radius.

The first aid station has the same range as the medic, and it'll sit on the
ground forever unless the medic uses the skill again (which will make the old
first aid station disappear) or it gets destroyed (it has 200 hit points).  An
interesting side note - you can repair a first aid station with a supply truck,
making them the far safer choice for keeping defensive vehicle pile crews
healed instead of leaving the medic himself exposed next to them.

To maximize the medic's combat effectiveness when using him as a support unit
with assault infantry, don't keep him as a member of your main group.  Instead,
keep him as a separate group and target your first group with him, which will
make him follow them and heal them instead of trying to participate in the
actual combat.

---------------------------------
Mobile Infantry Officer (Officer)
---------------------------------

"Veteran combat officer."

Cost:  400
Damage:  30
Range:  28
Sight Range:  45
Reload Time:  2 Seconds
Damage Per Second:  15
Type:  Bullet
Ammo:  Unlimited
Armor:  None
Hit Points:  400

Special 1:  Triangulation (Passive)
           "All artillery type units of the player have 100% accuracy."

Special 2:  Mobile Medics (Passive)
           "All support vehicles are able to heal infantry units as well (even
            allied units)."

Special 3:  Masterful Leadership (Active, 15 second duration, 120 second
           recharge)
           "Gives a massive boost to all nearby armored units."

The second ability will make your repair trucks function like medics, allowing
you not to worry so much about keeping medics around to heal your tank crews.
The third ability will give all nearby vehicles a firepower and armor bonus for
a few seconds (generally ten armor per side and twenty attack power).

-----------
Mortar Team
-----------

"Medium range infantry support unit.  Lethal against enemy troops and
vehicles."

Cost:  40
Damage:  100
Range:  50
Sight Range:  40
Reload Time:  5 Seconds
Damage Per Second:  20
Type:  HE (ballistic)
Ammo:  Unlimited
Armor:  None
Hit Points:  500

Special:  None

A standard mortar unit.  Great for hitting stuff from over walls and buildings,
but since their range isn't much better than normal infantry and tanks, they
can struggle to be very useful against vehicles.  In general, you're probably
better off using bazooka troops, especially since the mortar shells are in the
air for so long that moving targets can easily avoid most of the damage.

------------------------
Ranger Officer (Officer)
------------------------

"Elite infantry officer and close combat expert."

Cost:  400
Damage:  30
Range:  28
Sight Range:  45
Reload Time:  2 Seconds
Damage Per Second:  15
Type:  Bullet
Ammo:  Unlimited
Armor:  None
Hit Points:  400

Special 1:  Respected Leader (Passive)
           "The morale of nearby friendly units cannot go below normal under
            any circumstances."

Special 2:  Perfect Communication (Passive)
           "Gives an extra level to nearby infantry units.  Units can reach
            level 4 (Elite) this way."

Special 3:  Lightning Strike (Active, 90 second recharge)
           "If an enemy vehicle can be entered, the officer does it instantly,
            killing the enemy crew inside."

The morale and level boosts make this officer especially effective to have
around when you're fighting with big piles of infantry.  More importantly, the
Lightning Strike ability is one of the most ridiculously cheap and useful
abilities in the game.  It will be a huge help in missions where you need to
capture enemy vehicles to achieve an objective, and it can be a total bitch of
a move in multiplayer.

------
Sapper
------

"General support unit trained to deal with mines."

Cost:  30
Damage:  10
Range:  20
Sight Range:  40
Reload Time:  1 Second
Damage Per Second:  10
Type:  Bullet
Ammo:  Unlimited
Armor:  None
Hit Points:  250

Special:  Landmine (Active, 30 second recharge)
         "Lays a mine invisible to enemy units (except for Sappers) and
          damages vehicles uppon contact."

These guys can drop a landmine on the ground, which will both damage and
disable most vehicles when they run over it.  They can also see enemy landmines
on the ground within their sight range, allowing you to detonate them with any
unit just by firing at them.  Unlike the explosive charges that some units can
drop on the ground, the Sapper can have more than one landmine on the ground at
the same time.

---------------------
SAS Officer (Officer)
---------------------

"Covert ops officer for special assignments."

Cost:  400
Damage:  30
Range:  28
Sight Range:  45
Reload Time:  2 Seconds
Damage Per Second:  15
Type:  Bullet
Ammo:  Unlimited
Armor:  None
Hit Points:  400

Special 1:  Sabotage (Passive)
           "Nearby enemy production facilities receive a 50% penalty to all
            activities."

Special 2:  Elite Paratroopers (Passive)
           "All Allied paratroopers on the map receive +1 level bonus.
            Airborne units can reach level 4 (elite) this way."

Special 3:  Major Paradrop (Active, 180 second recharge)
           "Deploys 2 squads of Airborne Infantry to the designated area.
            Enemy AA defenses may destroy the inbound plane."

The paradrop ability makes this officer immensely valuable on most of the
Allied missions, and it can be a major help in multiplayer too since you can
use the paradrop ability to capture targets all the way across the map very
early in the game.

------
Sniper
------

"Infantry combat unit with precision fire capability."

Cost:  40
Damage:  90
Range:  55
Sight Range:  55
Reload Time:  5 Seconds
Damage Per Second:  18
Type:  Bullet
Ammo:  Unlimited
Armor:  None
Hit Points:  200

Special:  Fast Relocation (Active, 90 second recharge)
         "Allows change of position instantly to avoid enemy fire."

These are a staple of your assault force, and when you get a group of them
together with some medics and standard infantry to absorb some damage, they can
make a devastating force.  The fast relocation skill will let you teleport to
terrain in the sniper's range, allowing you get away from combat much faster if
you wind up in a situation where you're going to lose your sniper.  Don't
forget that you can pause the game with the space bar to make more effective
use of this ability when needed.

-----------------
Standard Infantry
-----------------

"Standard infantry unit.  The very best of the West."

Cost:  25
Damage:  10
Range:  35
Sight Range:  40
Reload Time:  2 Seconds
Damage Per Second:  5
Type:  Bullet
Ammo:  Unlimited
Armor:  None
Hit Points:  500

Special:  Magentic Mine (Active, 60 second recharge)
         "Powerful proximity charge to be used against enemy armor.  May also
          kill crews."

This is your basic infantry unit.  They also substitute as vehicle crews when
necessary.  Several magnetic mine hits on a strong vehicle will usually kill
the crew, potentially allowing you to capture it.

------------------------
Supply Officer (Officer)
------------------------

"General support unit.  Provides replenishment."

Cost:  400
Damage:  30
Range:  28
Sight Range:  45
Reload Time:  2 Seconds
Damage Per Second:  15
Type:  Bullet
Ammo:  Unlimited
Armor:  None
Hit Points:  400

Special 1:  Personal Influence (Passive)
           "Lowers the production costs of supply trucks by 25%."

Special 2:  Production Rationalization (Passive)
           "Nearby friendly Factories receive an extra 15% speed bonus for
            production."

Special 3:  Supply Drop (Active, 180 second recharge)
           "Drops a supply/repair container in a designated area.  Enemy AA
            defenses will hinder success.  Enemy units may capture the
            container."

The speed boost to factories is a nice thing to have, especially since it
actually affects your barracks too.  The supply crate might be useful every
once in a while, but since it's a one-time pick up each time you use it, it's
not nearly as useful as having a supply truck sitting around.

=============================================================================
|                     ----------------------------------                      |
|                    |  2.32)  Western Allies Vehicles  |                     |
|                     ----------------------------------                      |
=============================================================================
-----------
A34 'Comet'
-----------

"A very effective all-purpose cruiser tank."

Cost:  65                                      Armor
Damage:  140
Range:  45                                       65
Sight Range:  32
Reload Time:  7 Seconds                     55  [50]  55
Damage Per Second:  20
Type:  AT                                        50
Ammo:  40
Hit Points:  500

Special:  None

These are decent medium tanks, but Pershings are still better considering how
small the cost difference is.  These do have absurdly strong top armor though
for some reason, even compared to Pershings.

-----------
Bantam Jeep
-----------

"Sturdy all-terrain command/recon car."

Cost:  30                                      Armor
Damage:  N/A
Range:  N/A                                       0
Sight Range:  40
Reload Time:  N/A                            0  [ 0]  0
Damage Per Second:  N/A
Type:  N/A                                        0
Ammo:  N/A
Hit Points:  200

Special:  None

Comes with a unit of standard infantry in it.  Since it's unarmed, the only
thing you can do with it is use it as a scout.  Even that's a bit suicidal
though, since it has extremely low hit points and zero armor.

---------------------
Churchill 'Crocodile'
---------------------

"Flamethrower variant.  Used to saturate buildings/fortifications."

Cost:  95                                      Armor
Damage:  200
Range:  30                                       80
Sight Range:  24
Reload Time:  6 Seconds                     60  [20]  60
Damage Per Second:  33
Type:  Fire                                      40
Ammo:  Unlimited
Hit Points:  500

Special:  None

They're utterly lethal against garrisoned structures, and since fire damage can
reduce a vehicle's armor to zero, they can be quite useful for eliminating
heavy tanks even when you don't have any heavy vehicles of your own.

-----------
Decoy Truck
-----------

"Special transport designed to 'mimic' friendly armor."

Cost:  20                                      Armor
Damage:  N/A
Range:  N/A                                      10
Sight Range:  40
Reload Time:  N/A                            0  [ 0]  0
Damage Per Second:  N/A
Type:  N/A                                        0
Ammo:  N/A
Hit Points:  250

Special 1:  Decoy Sherman (Active)
           "Transforms the truck into a fake M4 Sherman.  Enemy units will
            identify it as such from a distance."

Special 2:  Decoy Priest (Active)
           "Transofrms the truck into a fake M7 Priest.  Enemy untis will
            identify it as such from a distance."

Special 3:  Decoy M26 (Active)
           "Transforms the truck into a fake M26 Pershing.  Enemy units will
            identify it as such from a distance."

You can set these to any of the three decoys.  To switch decoys, use the first
decoy again to revert to your normal state, which will unlock the other two
decoy buttons again.

---------------
Dodge Transport
---------------

"Softskin utility vehicle."

Cost:  30                                      Armor
Damage:  N/A
Range:  N/A                                      15
Sight Range:  30
Reload Time:  N/A                           10  [ 0]  10
Damage Per Second:  N/A
Type:  N/A                                        5
Ammo:  N/A
Hit Points:  350

Special:  None

Can be used to transport two infantry units at a time, but that's a bout it.
With such low armor and hit points, it's not exactly a safe way to move
infantry around since they can actually survive more damage outside of the
vehicle than they an inside it.  Plus they can fire back if they're outside of
the vehicle, but they're helpless if they're inside it.

--------------
M26 'Pershing'
--------------

"Medium tank designed to combat enemy armor."

Cost:  85                                      Armor
Damage:  180
Range:  45                                       70
Sight Range:  32
Reload Time:  9 Seconds                     50  [20]  50
Damage Per Second:  20
Type:  AT                                        40
Ammo:  25
Hit Points:  500

Special:  None

This is probably the Allied tank that you'll use the most, since the selection
is pretty slim.  They're not bad, but they're at a definite disadvantage to
King Tigers and Maus tanks, not to mention tank hunters.

-------------
M36 'Slugger'
-------------

"Medium tank hunter with average firepower."

Cost:  65                                      Armor
Damage:  180
Range:  45                                       55
Sight Range:  40
Reload Time:  9 Seconds                     25  [15]  25
Damage Per Second:  20
Type:  AT                                        20
Ammo:  25
Hit Points:  400

Special:  None

Comparable firepower to the Pershing, but for much less cost.  Unfortunately
with the low armor, these things won't last long against heavier targets.  You
likely won't find much use for them unless you can't build Pershings for some
reason.

-------------------
M4 Sherman Calliope
-------------------

"Self-propelled mobile rocket system."

Cost:  55                                      Armor
Damage:  600
Range:  80                                       50
Sight Range:  32
Reload Time:  12 Seconds                    35  [15]  35
Damage Per Second:  50
Type:  AT                                        35
Ammo:  30
Hit Points:  400

Special:  None

Several of these in a pack can absolutely slaughter just about anything, but
sometimes the spread on their rockets can make them less effective than you'd
like.  They'll burn through their limited ammo supply like crazy, so you'll
have to keep a supply truck around them at all times.

--------------------
M4 Sherman 'Firefly'
--------------------

"Mass produced medium tank designed to support infantry."

Cost:  55                                      Armor
Damage:  100
Range:  45                                       50
Sight Range:  32
Reload Time:  7 Seconds                     35  [15]  35
Damage Per Second:  14
Type:  AT                                        35
Ammo:  40
Hit Points:  400

Special:  None

The default Allied tank.  Severely outclassed by most other vehicles, and since
the cost gap between these and Pershing tanks isn't as big as the gap is for
low level German/Russian tanks and their heavier counterparts, there's not much
of a reason for you to build these instead of Pershings unless you're really
strapped for time.

------------------
M4 Sherman 'Skink'
------------------

"Anti-aircraft equivalent of the M4.  Lethal within its limited range."

Cost:  40                                      Armor
Damage:  30
Range:  50                                       50
Sight Range:  50
Reload Time:  0 Seconds                     35  [15]  35
Damage Per Second:  30
Type:  Bullet                                    35
Ammo:  Unlimited
Hit Points:  350

Special:  None

Deadly against airborne targets, but inexplicably ineffective against infantry
on the ground for some reason.

-----------
M7 'Priest'
-----------

"Self-propelled gun that provides ranged fire support."

Cost:  70                                      Armor
Damage:  150
Range:  80                                       40
Sight Range:  40
Reload Time:  10 Seconds                    25  [ 0]  25
Damage Per Second:  15
Type:  HE (Ballistic)                            15
Ammo:  20
Hit Points:  350

Special:  None

The blast radius from their shells will help you annihilate infantry rushes,
especially if you have several of these sitting behind the relative safety of
some Pershings.  Their long range will be immensely helpful for dealing with
defensive positions, too.

-------------
Recon Vehicle
-------------

"Lightly armored all-terrain recon vehicle."

Cost:  110                                     Armor
Damage:  30
Range:  32                                       10
Sight Range:  60
Reload Time:  3 Seconds                     10  [ 0]  10
Damage Per Second:  10
Type:  Bullet                                     5
Ammo:  Unlimited
Hit Points:  170 (sort of...  they'll always have 240 with their level 3 boost)

Special 1:  Recon Pass (Active, 90 second recharge)
           "Calls in a recon plane which gives sight range as it passes by.
            Enemy AA defenses may destroy the plane."

Special 2:  Tactical Airstrike (Active, 120 second recharge)
           "Calls in a tactical bomber to the designated target anywhere on
            the map.  Enemy AA defenses will limit effectiveness."

Special 3:  Strategic Airstrike (Active, 120 second recharge)
           "Calls heavy bombardment to the target area within sight range.
            Enemy AA defenses will limit effectiveness."

Excellent for extending the visual range of your assault units or defensive
positions.  The scout planes are also excellent for both of those purposes,
since you can reveal defenses from outside of their range or reveal enemy units
that are hitting you from outside the range of your defenses.  The airstrikes
can also be quite useful, especially in high numbers.  Note that despite the
description on the tactical airstrike though, you can only call in tactical and
strategic airstrikes on targets that are within the recon vehicle's sight.

------------
Supply Truck
------------

"Softskin supply vehicle."

Cost:  60                                      Armor
Damage:  N/A
Range:  N/A                                      15
Sight Range:  40
Reload Time:  N/A                           10  [ 0]  10
Damage Per Second:  N/A
Type:  N/A                                        5
Ammo:  N/A
Hit Points:  300

Special 1:  Repair
           "Replenishes all nearby friendly vehicles (infinite)."

Special 2:  Extra Ammo
           "Replenishes the ammunition supply of nearby friendly infantry
            units (infinite)."

Special 3:  First Aid
           "Replenishes the health of nearby friendly infantry units
            (infinite)."

These will repair damaged vehicles and reload vehicles (not infantry like their
description says, seeing as infantry don't have ammo in the first place).
Unlike the Codename:  Panzers series, these don't have a limited amount of
supplies this time, so you don't have to worry about them running out.

The third ability won't be unlocked unless you have a Mobile Infantry Officer,
in which case your supply trucks will start service as mobile first aid
stations in addition to their normal reload and repair functionalities.

=============================================================================
|                     ----------------------------------                      |
|                    |          3.00)  Cheats           |                     |
|                     ----------------------------------                      |
=============================================================================

The developers were nice enough to include some fairly standard cheat codes
should you feel the need to use them.

While playing a mission, press the Enter key to open the "Team Chat" box.  Type
one of the following phrases into the box and press Enter again to activate the
cheat.  Entering the code a second time will deactivate it.

chucknorrishim - Your units will kill basically anything in one shot, even
                allied targets if you force-fire on them.  The only thing that
                tends to withstand it is garrisoned units.

gimmechucknorris - Your current resource amount will be set to the maximum
                  allowed amount for that particular mission.

iamchucknorris - Instantly win the current mission.  You won't get credit for
                completing any objectives, but you will get credit for any
                medals you normally would've gotten had you ended the mission
                legitimately.

lethimbechucknorris - All selected units will gain one level of experience.

openforchucknorris - All missions will be unlocked.

tobechucknorris - Your units will be invincible, even if you force-fire on
                 yourself with the one hit kill cheat activated.  Note that
                 certain other misfortunes can also still kill units despite
                 this cheat being active, like being on some train tracks at
                 the wrong time.

=============================================================================
|                         --------------------------                          |
|                        |        4.00)  End        |                         |
|                         --------------------------                          |
=============================================================================
===============================================================================
                           4.01)  Version History
===============================================================================
---------------
July 24th, 2014
---------------
- Posted the first version of the guide (1.00), which included walkthroughs
for all 12 of the missions and the unit lists for all three sides.

===============================================================================
                               4.02)  Closing
===============================================================================

As always, any comments or questions are always welcome.  Just send me an email
at [email protected] or post on my message boards:

http://thebrink.us/boards

Copyright 2014 - Staley, Deuce ex Defcon.  Any site that wishes to host any of
my guides is free to do so, provided you don't edit the content in any way,
shape, or form, and provided you contact me prior to posting the guide(s), as I
like to know where they're being used.

I cannot guarantee any site other than GameFAQs will always have the most
current form of my guides, so if there's ever any doubt, always check GameFAQs.

Because they have previously taken copies of my guides and replaced the name of
the site they were written for with the name of their own site, CheatCC.com
specifically does NOT have permission to host or link to any of my work - past,
present, or future.

===============================================================================
       DEUCE                         EX                         DEFCON
===============================================================================