STRATEGY AND TACTICS WORLD WAR II
FAQ/WALKTHROUGH
by Brian Pendell (
[email protected])
Revision History
v 1.0 (13 JUL 2013) initial FAQ, no walkthrough as yet.
v 1.1 (21 Jul 2013) Added walkthrough for campaign 1,
added shortcut search codes, corrected errors
and spelling.
V 1.2 (24 JUL 2013) Added walkthrough for campaign 2.
V 1.3 (28 JUL 2013) Added walkthrough for campaign 3.
Added additional question and corrected
mistakes.
V 1.4 (3 Aug 2013). Added walkthrough for campaign 4.
V 1.5 (8 Aug 2013). Added walkthrough for campaign 5.
V 1.51 (18 Dec 2013) Corrected error for scenario 11.2.2.
This marks the completion of the walkthrough.
Table of Contents
1. Overview [#OV1]
1.1) How do I win? [#OV1Q1]
1.2) Are there different levels of victory? [#OV1Q2]
1.3) Are these points important? [#OV1Q3]
1.4) Hey! I'm having memory problems! [#OV1Q4]
2. Gameplay basics. [#GB2]
2.1 How do I select troops and move? [#GB2Q1]
2.2) Can I undo a move once made? [#GB2Q2]
2.3) How do I fight ground combats ? [#GB2Q3]
2.4) What about the provinces marked with a pentagon? [#GB2Q4]
2.5) How do I move across the ocean? [#GB2Q5]
2.6) How do I select air units? [#GB2Q6]
2.7) What orders do I issue to air units? [#GB2Q7]
2.8) What else can I do on a turn? [#GB2Q8]
2.9) How do reinforcements work? [#GB2Q9]
2.9.4) Hey! I bought reinforcments but now I
can't buy them again! [#GB2Q10]
2.9.5) What about airborne reinforcments? [#GB2Q11]
2.10) What happens if I do nothing on a turn? [#GB2Q12]
2.11) How do I end a turn? [#GB2Q13]
3. Unit Types [#UT1]
3.1) Ground units.[#UT1G1]
3.1.1) What stats do ground units have? [#UT1G1Q1]
3.1.2) What are the different ground units? [#UT1G1Q2]
3.2 Air Units [#UT2A1]
3.2.1) What stats do air units have? [#UT2A2Q1]
3.2.2 What are the different types of air units? [#UT2A2Q2]
4. Reinforcements[#RE1]
4.1) Conventional reinforcements [#RE1Q1]
4.2) Airborne reinforcements [#RE1Q2]
5. Upgrades [#UP1]
5.1) How do I acquire upgrades? [#UP1Q1]
5.2) Is it necessary to buy upgrades from Herocraft to
complete the game? [#UP1Q2]
5.3) What upgrades are there, and what upgrades
are worth getting? [#UP1Q3]
5.3.1) Military upgrades [#UP1Q4]
5.3.2) Economic upgrades [#UP1Q5]
6. Combat Theory, Tips, and Tricks [#CT1]
6.1) Combat resolution [#CT1Q1]
6.2) Combat Principles, tips and tricks [#CT1Q2]
6.2.1) Are there any useful glitches? [#CT1Q3]
7. Campaign Walkthrough: The Birth of Tragedy (German) [#GR01]
7.1 Characters [#GR01H]
7.2 Scenarios [#GRO1SC]
7.2.1 Case Weiss ("Case White") [#GR01CW]
7.2.2 Operation Weserubung ("Weser Crossing") [#GR01WE]
7.2.3 Operation Gelb ("Operation Yellow") [#GR01OY]
7.2.4 Operation Punishment [#GR01OP]
7.2.5 Operation Marita [#GR01OM]
7.2.6 Rommel's Invasion [#GR01RI]
8. Campaign Walkthrough: Eastern Front (Russian) [#RU01]
8.1 Characters [#RU01H]
8.2 Scenarios [#RUO1SC]
8.2.1 Barbarossa: Northern Assault [#RUO1BNA]
8.2.2 Barbarossa: Central Assault [#RUO1BCA]
8.2.3 Barbarossa: Southern Assault [#RUO1BSA]
8.2.4 The Battle for Moscow [#RU01MOS]
8.2.5 Rzhev-Vyasma Operation [#RUO1RVO]
9. Campaign Walkthrough: Roads of Freedom (American) [#US01]
9.1 Characters [#US01H]
9.2 Scenarios [#USO1SC]
9.2.1 Operation Crusader [#USO1OC]
9.2.2 Operation Lightfoot [#US01OL]
9.2.3 Tunisia Campaign [#US01TC]
9.2.4 Italian Campaign [#US01IC]
9.2.5 Operation Overlord [#USO1OVER]
9.2.6 Breaching the Siegfried Line [#USO1SIEG]
10. Campaign Walkthrough: Victory Day (Russian) [#RU02]
10.1 Characters [#RU02H]
10.2 Scenarios [#RUO2SC]
10.2.1 Stalingrad [#RUO2STN]
10.2.2 Breaking the Blockade of Leningrad [#RUO2LNG]
10.2.3 Kiev [#RUO2KEV]
10.2.4 Liberation of Sevastopol [#RUO2SEV]
10.2.5 Operation Bagration [#RUO2BAG]
10.2.6 Liberation of the Balkans [#RUO2BALK]
10.2.7 Berlin Operation [#RUO2END]
11. Campaign Walkthrough: Twilight of the Gods (German)
[#GR02]
11.1 Characters [#RU02H]
11.2 Scenarios [#RUO2SC]
11.2.1 Stalingrad [#GR02STN]
11.2.2 Leningrad [#GR02LNG]
11.2.3 Operation Citadel [#GR02CIT]
11.2.4 The Panther-Wotan Line [#GR02PWOE]
11.2.5 Operation Bagration [#GR02BAG]
11.2.55 IMPORTANT INFLECTION POINT [#GRO2INF]
11.2.6 Balkan Operations [#GR02BALK]
11.2.7 The Battle for Berlin [#GR02BERL]
11.2.8 Alternate: The Battle for Berlin [#GR02FREE]
12. Credits
1) Overview [#OV1]
Strategy and tactics is a campaign-level simulation of World War II
combat. The objective is to take the role of a general officer
and personally lead the armies of your nation to victory.
The viewpoint character shifts between German, Russian, and
American combatants. There are both single scenarios and
campaigns of related scenarios. The game is designed for iPad
but also runs on other phones and tablets such as Android. Up to 4
'players' may participate in a single scenario.
This walkthrough covers all 5 of the multi-scenario campaigns.
It does not cover the single scenarios.
1.1) How do I win? [#OV1Q1]
All scenarios can be won by destroying all enemy troops.
The scenario will automatically end in victory at that point
regardless of whether the enemy still controls territory,
and regardless of whether the enemy could have fielded
reinforcements next turn. This is a shortcut and will prove
invaluable during battles when the time to
complete other goals is limited. However, there is also a
trap in this: Some scenarios
have an additional goal of 'collect a certain number of
resources'. If you destroy all troops
before these resources are collected, you will not be able
to finish this goal. So it may be worth your time to spare
the enemy for a turn or two to complete the additional
objective.
Likewise, just as all scenarios can be won by destroying all
enemy troops, so all scenarios can be lost by losing all
your own. This is true regardless of other factors.
This is important in defensive scenarios where the objective
is to hold a particular region for a given amount of time.
Lives must often be sacrificed to buy time, but you cannot
sacrifice all your troops.
In addition, almost all scenarios will have victory
conditions allowing you to win in some other way than
destroying all enemy troops, which is sometimes completely
impossible.
Some common victory conditions are:
1.1.1) Capture a particular province and hold it for a
number of turns. To fulfill this condition, move at least 1
ground unit into this province, changing it to your color,
and ensure that the province is not
taken back for the requisite number of turns. Sometimes no
turns are specified, in which case all you have to do
is move troops onto it and you will automatically win if all
other primary conditions are fulfilled.
Critical provinces are usually marked with a red cross-hair.
1.1.2) Hold a particular province for a number of turns.
This is a defensive goal which simply requires you to keep
the province under your own control. The province will be
lost when enemy ground troops of any strength enter the
province, at which point the number of turns you held it
will be assessed. If you held it for long enough you will
win regardless of other factors. In some scenarios it is a
question of WHEN, not IF, you will lose the province in
question.
Critical provinces are usually marked with a red cross-hair.
1.1.3) Destroy a certain number of enemy units. Air units
may be destroyed either by air fighters or by moving
ground troops into the province in which they are based.
Ground units can be destroyed either by subjecting them
to overwhelming force, or by forcing them to retreat when
they have nowhere to retreat to. This last feat will be
discussed in greater detail under 'gameplay basics'. The
smallest unit on the field of battle is the 'division', and
this is true both for ground and air forces.
HISTORICAL NOTE: "Destroying a unit" in the military sense
does not mean 'to kill every last man in the unit'.
"Destruction" means only that the unit is no longer able to
function as an organized military force and cannot be
reconstituted. During World War II it was not uncommon
for 50% of the members of such destroyed units to survive as
prisoners or as small, isolated groups of survivors
who were capable only of survival and returning to friendly
lines. These groups would then be re-incorporated into new
or existing formations.
1.1.4) Store a certain number of resources. Normally,
without upgrades, one province will produce 1 resource every
turn. These resources may be spent to purchase
reinforcements. So in this circumstance one must retain a
certain number of provinces for enough turns to collect
necessary resources and not spend more than the absolute
minimum necessary on reinforcements.
Finally, except in a defensive scenario which contains a
condition such as 1.1.2) above,
there is a hidden condition in all scenarios which may cause
defeat:
Allowing the game to drag on too long in terms of turns.
All scenarios are expected to be completed quickly and there
is a limited number of turns in which to win.
If this number of turns is exceeded you will lose regardless
of any other advantages you have. The operational art of
World War II is the art of 'blitzkrieg' -- lightning war --
and the enemy is to be crushed speedily in a rapid campaign.
A drawn-out shoving match , in which armies fight over the
same ground again and again, costs lives, money and time and
gains nothing. So complete your objectives quickly!
The sole exception is in the case of a defensive scenario
where the objective is to disrupt the attacker's momentum
and force him into the long drawn out shoving match
described above.
1.2) Are there different levels of victory? [#OV1Q2]
Yes. Each scenario has three different levels of victory:
1.2.1) Gold badge. This is awarded for the highest level of
skill, which typically manifests in winning in the fewest
number of turns. Alternatively, when on the defense, it is
awarded for keeping the enemy out of critical provinces for
the maximum number of turns.
This is typically worth a large number of points.
1.2.2) Red medal. This is given for demonstrated skill, but
not to the level of the gold badge.
This typically involves completing the victory objectives in
4 or 5 turns longer than that awarded
for the gold badge.
This is typically worth a fewer, but still significant,
number of points.
1.2.3) Stripes. This is the lowest level of victory and is
awarded for a victory which is marginal, just barely one
step above defeat. But it's
still a win, although it is worth
only a trivial number of points.
Finally, there are often additional scenario objectives such
as 'destroy all enemy air divisions' or 'lose less than a
certain number of divisions'. These objectives
are always worth an additional fixed number of points if
they are completed. regardless of the level of victory.
1.3) Are these points important? [#OV1Q3]
Points are important for two reasons:
1.3.1) In the campaigns, points may be spent to purchase
upgrades. So the more points you receive in earlier battles,
the better prepared your troops are for combat
in the later ones. Upgrades may also be purchased with real
cash from Herocraft, but this is not necessary to win any
scenario.
1.3.2) Points contribute to your rating. This allows
your profile to receive higher ranks and to be ranked
on Herocraft's server.
Currently the author is a lieutenant general and is ranked
7 on the board with 270,000 or so points.
1.4) Hey! I'm having memory problems! [#OV1Q4]
Sometimes during the course of the game, especially
during the enemy turn, the game will start to run
very slowly. The most common occurrences for this are
in Campaign 1 scenario 2 (Norway) and Campaign 3 scenario 6
(Siegfried line).
When this happens, I recommend you exit the game,
restart , and this time tap the screen on the
enemy turn to skip the turn. All the enemy forces
will be moved but the moves will not be displayed.
This seems to prevent the memory issue although
it is somewhat inconvenient not to see the
actual moves but only the position on the
board afterwards.
2. Gameplay basics. [#GB2]
2.1 How do I select troops and move? [#GB2Q1]
You will see you a map of the campaign area. The campaign
area is divided into a number of 'provinces'. Provinces
marked in your color are under your control (Red = Russian,
Light Blue = German, Dark Blue = Italian, Green =
American/British). Some of these provinces
will have troop icons in them, and these troops will have
a flag next to them denoting their allegiance.
HISTORICAL NOTE: The red, white, and black flag used by the
Germans in this scenario is NOT the flag used by the Germans
historically during this period. The red, white, and black
flag is instead the flag of the German Empire used from 1871
to 1918, and again from 1933 to 1935. The flag actually
used by the German forces was the Nazi flag with the
swastika. I assume the substitution was made in order to
make the game marketable in Germany, where the use of those
symbols is outlawed today.
At any rate, tap on a province with your troops to select
it. If you change your mind,
tap the same province again to un-select it.
When troops are selected, a sidebar will open on the right.
You will see the exact unit types of each division,
as well as a small vertical bar next to each icon indicating
the health of the unit, which the game refers to
as the 'operational index'.
You may select enemy troops and view their unit types, but
you cannot view their health or issue them orders.
To move troops from one place to another, tap once on a
province containing troops. Then tap a second time on a
neighboring province. A dialog box will pop up which will
enable you to determine exactly how many troops you wish to
move, and of what types. Move the slider bars to
denote the number of troops you wish to move, then press the
check button. The move is now programmed.
You can now execute the move by pressing the '!' button in
the lower right hand corner.
If you do not want to execute the move after all but you
have not pressed the '!' button yet,
click on the troops you have programmed. The '!' button
changes to an 'X' button. Press the 'X' and the move
will be cancelled.
A province may have no more than 12 ground units of any
type.
You can program many troops to move all at the same time. To
do this , select a province with troops and give them a move
order. Then select another province and give those troops a
move order. You can move all your troops at once if you
wish, but troops can still be moved in the same turn even
if you do not issue them simultaneous orders. Once
you have issued all the orders you wish to at this
time, press the '!' button at the lower right hand corner,
and the selected troops will carry out the order you have
issued.
Note that it is possible to move troops one after the other
even in the same turn. A turn does not end until the
'!' box shows a clock icon. Pressing the clock icon ends the
turn.
SO suppose you want to do two different things in a turn,
one after the other . This is how it would be done:
1) Select troops in province A. Issue them a move order,
press '!'. The troops in province A move.
2) Select troops in province B. Issue them a move order,
press '!'. The troops in province B move, but it's still
the same turn.
3) Now press the clock icon. NOW the turn ends.
Some units have only 1 move, while others have two.
IMPORTANT NOTE: A ground unit will ALWAYS lose all move if
it enters an enemy province.
Thus, if you want to move fast troops (such as motorized
troops) into a province,
you must first use slow troops to capture the province,
then move the fast troops through
the now-friendly province, and then finally move them to
their destination.
2.2) Can I undo a move once made? [#GB2Q2]
Yes. You can undo the last move by exploiting the fact that
the game always saves up to the
last move you made. So if you make a move and it is an error,
exit to the main menu , then re-enter the scenario.
The scenario will reload at the point just before you
executed your last move.
You may now cancel the move and issue new orders.
2.3) How do I fight ground combats ? [#GB2Q3]
To attack enemy troops, move friendly troops into a province
occupied by enemy troops. It is often optimal
to use the troops of multiple adjoining provinces to attack
a single enemy province.
There are two attack options:
1) Attack. The troops attempt to move into the enemy
province. No more than 12 units may participate in an attack
at any time.
2) Support. The troops add their firepower to an attack
but do not attempt to move
into the province themselves. This allows forces in excess
of 12 units to participate in the battle.
So, if you have three adjoining provinces with 36 units, you
can launch an attack of up to 12 units supported by up to 24
units. At least one division must be used to
conduct the attack, but an unlimited number of units may
support the attack. So in the example
above, with 36 available units, the attack may be conducted
with 1 unit supported by 35 other units,
rather than 12 supported by 24.
After the attack is made , all units involved in combat will
suffer damage. If a unit's
health is reduced to zero, the unit is 'destroyed' and will
be removed permanently from the game.
In addition to combat losses, there is an overall 'winner'
and 'loser' of the battle.
If the attacker loses, they remain in their original
provinces and do not move into the province they were
attacking.
If the defender loses, the defender must 'retreat' to an
adjoining sector if possible. A unit which cannot
retreat will be destroyed.
In order for a province to be retreated to, the province
must be A) unoccupied or occupied by less than 12 friendly
troops B) must be either friendly or enemy. It may NOT be
neutral.
This is important because , due to a game error, troops may
not retreat into an 'allied' province.
Say, for example, you are playing a western european
scenario as the Germans and attack a Dutch
unit in Holland. You have taken all the other Dutch
provinces, so the only open territory is
neighboring Belgium. The Dutch unit cannot retreat into
Belgian territory even if it is unoccupied,
and so the Dutch unit will be eliminated. Ironically, if
you had first occupied the Belgian territory
with German troops then withdrew them, the Dutch unit could
retreat to that province
because it is now considered 'German' territory!
So in the above example, the Dutch unit can retreat to Dutch
or to German territory that
is unoccupied, but CANNOT retreat to Belgian or French
territory regardless of any other status.
A unit may not retreat into a province in which even one
enemy division is present.
So a common tactic is 'encirclement' -- when facing a large
concentration of enemy forces, to move
1 division into each adjoining province to cut off their
retreat, then launch the main attack.
The enemy will be unable to retreat and consequently
destroyed.
Finally, there may never be more than 12 units in a
province. So if a force of 12 units is forced
to retreat into a province where there are already 4 units,
8 of the 12 retreating units
will retreat, bringing the new strength of the province
retreated into to the maximum of 12,
and the remaining 4 units will be destroyed.
Defense is easy. When it is the enemy turn, the enemy may
choose to attack any
province occupied by your troops. The troops in the
attacked province will fight a defensive
battle automatically.
2.4) What about the provinces marked with a pentagon? [#GB2Q4]
The pentagon indicates that the province in question is
considered fortified and thus
defending troops in this province will receive a bonus.
The exact amount of the bonus is unknown,
but in the author's experience is rarely decisive. They
have been observed to, when garrisoned by many armored units,
make any attack on them considerably more costly than they
would otherwise be, or even repel the attack altogether. Even
so, the same has not been observed to be true of any other
unit, so fortifications are still not very useful. If you
have a force of tanks large enough to successfully defend
a fortification, you should be using them offensively!
HISTORICAL NOTE: "Fortified" in terms of World War II means
that entrenchments have been dug,
fields of fire have been cleared and pre-registered for
artillery, minefields have been laid,
pillboxes and anti-tank obstacles have been constructed.
2.5) How do I move across the ocean? [#GB2Q5]
Certain provinces are marked with an anchor and have a line
connecting them to another
province across the water. This indicates that ground
troops may be moved from this province
to the other just as if they were adjoined by land. This
movement is available to
troops of any nationality. So, for example, in a 1944
scenario it is perfectly possible for
German troops defending against the Normandy invasion to
counterattack by landing in England and
capturing London, despite the fact that the lack of landing
craft and overwhelming Allied naval superiority
made this impossible historically.
Note that this movement is only available to ground units.
Air units have no special rules for relocating , as air
relocation works the same way across both land and sea.
2.6) How do I select air units? [#GB2Q6]
An air unit by itself is selected by simply tapping on it,
the same as with a ground unit.
As with a ground unit, selecting a group of air units will
open up a side bar showing
the exact air units in the province and their health.
If an air unit and a ground unit share a province, the
province will have an airplane symbol
as well as an icon for the ground units. Tap on the
province once to select the ground units in it.
Tap on it a second time to select the air units in it. Tap
a third time to de-select the province.
You will know that air units are selected because a dark
circle will appear around the province
indicating the range of the selected air units. If there
are air units with different ranges,
the air unit with the shorter range will have the dark,
inner circle while the longer range will be a lighter,
larger circle.
2.7) What orders do I issue to air units? [#GB2Q7]
After you have selected an air unit, you may then click
again on any province that is at least
half within the range circle. You may then execute the
following actions;
For a friendly province, a unit may either RELOCATE
to it or it may PATROL it.
For an enemy province, a unit may either STRIKE it
or PATROL it.
In RELOCATION, a unit moves by air to the new province
and will be ready to perform
operations there next turn. Relocation may occur over
land and sea. Note that in some
scenarios it is not possible to move an air unit between
two provinces separated by ocean
when it is possible to move a ground unit!
PATROL of both friendly and enemy provinces functions
the same way. It does nothing
on a friendly turn, but on the enemy turn any enemy
air attacks through this
or adjoining provinces may be intercepted by your
aircraft on patrol , and this
will inflict additional casualties on the attackers.
Note that, because PATROL
takes place on the enemy turn, any air unit instructed
to PATROL may be redirected
to STRIKE or RELOCATE before the end of the turn,
although the units thus redirected
will no longer be able to carry out the patrol task.
Of the two air unit types, only fighters may conduct patrols.
WARNING: If a unit is instructed to PATROL and receives
no other orders, it will
continue to PATROL until ordered otherwise.
Because of this it is quite possible
to lose aircraft divisions that are weak because they
have not had their PATROL
instruction countermanded! This can be best done
by either ordering a STRIKE or
a RELoCATION, after which they will do nothing and
can refit.
STRIKE operations permit the air units to attack
enemy ground units. When an air strike occurs,
both the attacking air unit and the defending ground
unit will suffer damage to their health.
While aircraft typically cause much more damage to
ground targets than the reverse, it is still
possible to lose air divisions if they are continually
thrown in small groups against
large , well-defended targets.
Ground units will not retreat as a result of suffering
air attack, but they may be
destroyed. This normally happens when large quantities
of aircraft are used against small,
isolated targets, or the ground units are at critically
low health.
STRIKE may occur in conjunction with ground attacks.
To perform this operations,
select an air unit, then order it to STRIKE an enemy
province. Select a friendly
ground unit and order it to ATTACK that same province.
Add SUPPORT from other ground units
as appropriate. Then press the "!" key to initiate the
attack. With clockwork precision
the air attack will occur, reducing the enemy's health.
The ground units will then conduct
a synchronized attack with support against the
now-weakened enemy. This is the most appropriate
way to use STRIKE against large groups of ground units.
2.8) What else can I do on a turn? [#GB2Q8]
You may purchase reinforcements by clicking the
parachute box in the upper left corner.
2.9) How do reinforcements work? [#GB2Q9]
When you click the reinforcement icon, you can now
spend resources to bring in
new troops at designated areas on your side. Resources,
as mentioned, are typically
collected at the rate of 1 resource per province per turn.
To purchase reinforcements, simply view the list of
available troop types, and click on the appropriate icon.
After you have selected the unit to purchase,
you will see one of two screens:
2.9.1) You will return to the original map and
various provinces will blink. This
indicates you have enough resources to purchase
the unit and must now deploy it to
one of the blinking provinces. Click on such a province
and your purchased units
will arrive their next turn.
2.9.2) Instead of being taken directly to the map, you
are taken to a window marked
'purchase of resources' with the options 200 /500/1000.
This indicates you do not
have enough resources to deploy the requested units,
but Herocraft will be willing to
sell you resources over and above what you have gathered
for a cost in real money.
The author strongly recommends you do not do this.
Simply select the 'x' to cancel out of this.
But if you feel you must, select one of the options
and Herocraft will assist you with processing
the purchase of the additional resources and the
new units will be available as usual next turn.
The author wishes to emphasize that he has won all
scenarios without purchasing
a single resource point, so purchases are not
necessary to win the game.
The resources gathered per province may be
improved with upgrades, see below.
2.9.3) How do I know where the reinforcements
may be deployed?
Reinforcements (with the exception of airborne
reinforcements, see below) must
be deployed to a strategic province, which are
denoted by an icon resembling
a building with two smokestacks. Only friendly
strategic provinces may be used.
For example, if you are playing as the Russians
in a late-war scenario and capture
a strategic German province in Lublin, occupied
Poland, you may not then send reinforcements here in
the same scenario.
If all strategic provinces are captured, reinforcements
may still be deployed to any friendly province, but
the province to which they are deployed will be
randomly chosen.
2.9.4) Hey! I bought reinforcments but now I
can't buy them again! [#GB2Q10]
All reinforcments are subject to a 'cooldown' period
of about 6 turns , after
which they may be purchased again. So if I buy 6 units
of basic infantry in block,
on the next turn I could buy 4 motorized units or
1 tank unit but it would be another
6 turns before I could again buy the exact same
block of 6 basic infantry.
This cooldown period may be improved by the
purchase of upgrades.
2.9.5) What about airborne reinforcments? [#GB2Q11]
The author played for months before discovering
this feature! After clicking
on the reinforcement button , you will see a
dialog panel with potential normal
reinforcments, but there are also three other
icons here:
-- the cancel icon in the lower right hand corner.
-- A panel with boxes and a 'plus' mark. This
allows Herocraft to sell you additional
resource points. However, as previously emphasized,
this is not necessary to win the game.
-- a parachute with a box panel in the lower
left corner. Pressing on this brings up the
AIRBORNE REINFORCEMENT panel.
Airborne reinforcements are different from
normal reinforcements in that they can be deployed
instantly to enemy provinces, vacant or occupied,
almost at will. The specific provinces into which airborne
reinforcements can be deployed are scenario-dependent,
and range from a very few provinces near home base
to almost anywhere on the map. As mentioned above,
it is possible to deploy airborne forces into
provinces that are currently held by enemy troops!
If airborne troops are dropped onto enemies,
combat will ensue. If airborne troops lose they will retreat
into the nearest eligible province. If the enemy
loses the enemy will retreat as normal.
It appears airborne forces can almost always be deployed to
any province your own troops are adjacent to. So if you
need to travel 3 provinces away, motorized troops can
get you 2 provinces and then an airdrop to get to the
last one.
Airborne reinforcements are typically much more
expensive than normal troops, but may make the difference
in a critical situation where the player is flush
with resources but not with time. They also allow the
player to bring 2-8 divisions into play instantly,
in many scenarios almost anywhere on the map. This is
especially useful when attacking a fortified area and
ground forces alone are inadequate for the purpose.
2.10) What happens if I do nothing on a turn? [#GB2Q12]
A unit which receives no orders during a turn will
conduct replenishment and refit,
thus increasing its health. Most units start at
50% health, so even new units
can benefit from a few turns of rest to increase
their health bars to maximum,
although there will typically not be time to do
this on any large scale.
2.11) How do I end a turn? [#GB2Q13]
A turn ends when you press the action button and
have issued no additional orders.
In this circumstance the action button shows a
clock icon. All other participating players
will then take their turns.
3) Unit Types [#UT1]
3.1) Ground units.[#UT1G1]
3.1.1) What stats do ground units have? [#UT1G1Q1]
All ground units have the following attributes:
-- Mobility (MOB): How many
provinces they can move to in a single turn.
Note that moving into an enemy province,
even an unoccupied one,
results in the loss of all move.
-- Attack factor versus tanks (AFT): The unit's
strength when attacking a tank unit.
-- Attack factor versus infantry (AFI): The
unit's strength when
attacking anything else.
-- Defense (DEF): The unit's strength on
defense against ANY attacker,
air or ground.
-- Attack against Aircraft (AAFT) : The unit's
capability of inflicting damage
on an attacking aircraft unit.
-- Defense against aircraft (DAFT): The unit's
ability to resist damage
from an attacking aircraft.
-- Health: The operational index of the
unit. A measure of how much
more damage it can sustain before being
destroyed. Health changes during the
game and is not listed below, but is
included here for the sake of
completeness.
3.1.2) What are the different ground units? [#UT1G1Q2]
-- Basic Infantry
MOB: 1
AFT: 5
AFI: 6
DEF: 2
AAFT: 1
DAFT: 2
Les Enfants. The footsloggers. The grunts.
17-year-old kids with rifles who go to the battle
and fight on foot.
This is the cheapest and most common form of
unit, and so can be thought of as the pillar, or base,
of the army. Other units may improve or assist this
unit, but this unit is the one that is
going to be doing most of the marching,
fighting, and dying.
HISTORICAL NOTE: How can an infantry division
attack a tank division with any hope of success?
The answer is that you must not think of the unit
as if it is comprised only of men on foot carrying
rifles. A 'division' is a combined arms
unit consisting, at this time period, of artillery,
scouts and vehicles as well as
soldiers. So an infantry division is not JUST
soldiers on foot. Instead , it is primarily
composed of soldiers but supported by other
branches, such as an antitank unit specializing
in high-velocity, accurate artillery specifically
designed to destroy tanks. Likewise,
a tank division is not just tanks but is primarily
tanks supported by a smaller number
of infantry and artillery. In the time period under
discussion, direct attack of a tank
by foot soldiers was a heroic last-ditch action
attempted only by the suicidal, so when
an infantry division attacked an armored division,
the destruction of tanks would be conducted
primarily by the attached artillery and NOT by
the foot soldiers.
-- Elite Infantry
MOB: 1
AFT: 6
AFI: 9
DEF: 3
AAFT: 2
DAFT: 1
Improved infantry distinguished from basic infantry
by a higher standard of training
and the greater use of rapid-fire weapons such as
submachine guns or assault rifles,
as opposed to the bolt-action rifle commonly used
by basic infantry. Only marginally
more effective against tanks, these units excel
against basic infantry and are therefore best
used as the spearhead of an attack on an infantry-only
defense. They can also be used in any
other role infantry can be used in.
-- Motorized Infantry
MOB: 2
AFT: 8
AFI: 6
DEF: 3
AAFT: 1
DAFT: 2
Infantry who ride into battle on trucks but fight on
foot once brought to battle.
They are distinguished from 'mechanized'
infantry (who do not appear in the game)
in that mechanized infantry is supported by
Infantry Fighting Vehicles such as the BMP
or Bradley. Mechanized infantry both ride to battle
in IFVs but fight alongside them as well.
By contrast, motorized vehicles are 'soft-skinned',
unfit for combat. So the infantry
rides to the battle but must dismount and fight on
foot without support, the same as their
basic infantry cousins.
The overwhelming advantage of motorized infantry
is in its mobility, allowing it to
conduct deep raids into enemy territory or
encirclement of enemy troops. Use these
divisions for high-risk operations, as motorized infantry
has the advantage not only of speed
but of being much, much easier to replace than tanks.
-- Tanks
MOB: 2
AFT: 12
AFI: 18(!!)
DEF: 5
AAFT: 2
DAFT: 1
The 'armored fist' which makes 'lightning war' possible.
Tanks are fast and have overwhelming
power on the attack against all enemies, but are relatively
weak defensively. They have
the additional disadvantage of being expensive and difficult
to replace (see reinforcements below) ,
so once the tank divisions are used up they aren't going
to be coming back for the duration
of the scenario. So use them for the decisive breakthrough
but if at all possible
coddle and protect them outside of these occurrences as they
cannot be replaced. Be that as it may,
they must sometimes be expended in order to achieve operational
goals. Of course, killing enemy
tanks should be a very high priority in any scenario for
this reason.
-- Artillery
MOB: 1
AFT: 12
AFI: 9
DEF: 1
AAFT: 0
DAFT: 1
Large caliber guns, both howitzer and direct fire, supported
by a security detachment of infantry. These units have
the worst defense in the game and consequently should
never be left by themselves but stacked with other
units. They are best used to
give infantry stacks additional punch against tanks.
Since they travel at the same speed of infantry they should
therefore almost never be separated from infantry,
giving infantry the added firepower necessary to overcome
obstacles, in addition to the infantry division's
own organic artillary.
3.2 Air Units [#UT2A1]
3.2.1) What stats do air units have? [#UT2A2Q1]
Air units can be characterized as follows:
Range (RGE): How far a unit can operate
from its base.
Attack against Ground (ATG): A unit's
effectiveness when attacking a ground unit.
Defense against Ground (DFG): A unit's survivability
against a ground unit's anti-air defenses.
Attack against air (ATA): A unit's ability to
inflict damage on an air unit
it is in combat with.
Defense against air (DFA): A unit's ability to
resist damage from an air unit it is
in combat with.
3.2.2 What are the different types of air units? [#UT2A2Q2]
-- Fighters
RGE: Short
ATG: 6
DFG: 6
ATA: 10
DFA: 6
Fighters are all purpose units which can be used
in a fighter-bomber role against ground
targets or in an interceptor role against aircraft. They
are capable of performing STRIKE and PATROL missions.
Since they are highly effective against aircraft,
they are best kept on patrol to
defend against enemy aircraft so long as they are a
significant threat. The fighters' short
range means they must constantly relocate to provide
an air umbrella for the battle lines.
-- Bombers:
RGE: Long
ATG: 10
DFG: 2
ATA: 2
DFA: 2
Bombers are extremely long ranged and can hit almost
anything on the map in most
scenarios. Their firepower when concentrated is
shocking, but as with tanks
they are extremely expensive and difficult to replace.
Consequently they need to be
carefully watched and protected. Bombers cannot PATROL,
and thus will only participate
in air combat if they are attacked by patrolling fighters
while conducting a STRIKE
mission.
4) Reinforcements [#RE1]
For an overview of the reinforcement mechanism see sections
2.8 and 2.9 above. This section
is intended to review the specific kinds of reinforcements
available.
4.1) Conventional reinforcements [#RE1Q1]
-- 2 basic infantry units
Resource cost: 10
This is something you will rarely use but in some
scenarios can provide a critical punch at the beginning,
as they are typically the only reinforcements you
can afford at scenario start. An additional 2 divisions
at the beginning can mean the difference
between a quick success and a drawn out battle. Outside
of this exceptional occurrence
your resource points are usually better saved for other
options, unless you are in
an emergency situation where you must have those
2 divisions immediately and can't afford
anything better.
-- 1 motorized infantry unit
Resource cost: 15
The same as for the 2 basic infantry, except even less
frequently used because it costs
nearly 50% more while having half the combat power.
If you happen to have 50 resource
points, this purchase can bring a 4 unit purchase of
motorized infantry up to 5 units,
and that is a very powerful group of combat units to
have. But aside from that you
won't be using this much.
-- 6 basic infantry units
Resource cost: 25
This is a purchase you will not be able to get enough of.
A great bargain whose only flaw is the low speed of
the units. It may be worthwhile spending upgrade
points to improve your cooldown rate just so you can
have more of these faster. Nonetheless,
it is less useful in the later parts of the game due
to the slow speed at which they
will march all the way across the map. Best purchased early.
-- 4 motorized infantry units
Resource cost: 35
The single best buy, in the author's opinion, in the game.
It combines a sizeable amount of combat power with
something that is otherwise nearly impossible
to buy in any quantity: Mobility. 4 motorized divisions
moving at 2 spaces per
turn is a lightning force, and stacks well with the 1 motorized
unit purchase already mentioned.
The only drawback is that it is marginally more expensive than
the 6 basic infantry units,
but they are perfect for envelopment and encirclement. However
many you have, you
haven't got enough. Even better than the 6 unit infantry buy
because, thanks to mobility,
it remains useful in all parts of the game, especially
towards the end.
-- 3 air fighter units
Resource cost: 40
Only rarely useful, if you have resource points to burn
and everything else is cooling down. Normally if you can
afford this you're better off buying a ground unit.
As a rule when the enemy has aircraft and you don't, you'll
have more success destroying
the aircraft on the ground as opposed to spending time
and money deploying enough fighters to make
a difference.
-- 1 tank unit
Resource cost: 35
A wonderful purchase limited by the fact you can only get
one of them. A single
tank division by itself isn't terribly useful, and will be
used in much the same way as a
motorized infantry division. Worth the purchase, especially
if you really need mobility NOW, but absent that situation
there are more cost-effective choices.
-- 3 artillery units
Resource cost: 40
Very expensive for something as slow as infantry.
The problem with a slow unit such as artillery is they
are best purchased at the beginning
of the scenario, as their slow speed means they will
probably not be used towards the end.
So at the beginning of a game you have other things to
purchase with the resources, and towards the end
of the game you can't use them. Still better than
nothing if you've got the points to burn.
-- 12 basic infantry units
Resource cost: 80
This is an excellent purchase which can be a game-changer
in the early Russian
campaign, as 12 infantry divisions suddenly appearing can
turn the tide of any battle.
Marginally less useful than it might be due to the fact
that, while only twice the divisions of
the 6-division buy, it is more than three times the cost.
Still an excellent thing to
bring onto the field of battle if they can
get there in time.
-- 8 artillery units
Resource cost: 80
The author has never purchased this.
I prefer airborne units which can be deployed
to the scene of battle much more quickly
by the stage of the scenario where this
purchase could be viable.
-- 10 elite infantry units
Resource cost: 120
The author never purchases this because 12 basic
infantry units is better than 10
elite infantry units for 2/3rds the cost.
If I've saved enough for this buy
I'm better off either spending it on something
cheaper or waiting for something better.
-- 7 bomber air units
Resource cost: 200
The author has never purchased this. As a rule,
if you've saved up 200 resource units
in a scenario it's taking too long anyway, and there
are other things you can purchase with
this amount. Such as the next, and final option.
-- 6 tank units
Resource cost: 200
YES. 6 tanks units give you everything you want on the
battlefield, mobility and firepower and
a lot of it all at once. The only downside is the
immense cost. There are only a few
scenarios in which you will be able to husband these
many resources, and in most of them,
it means the scenario is taking too long and you've
already lost. Still, if you happen to have
200 extra resource points THIS is what to spend it on.
4.2) Airborne reinforcements [#RE1Q2]
-- 2 elite infantry units
Resource cost: 50
-- 5 elite infantry units
Resource cost: 80
-- 8 elite infantry units
Resource cost: 120
Earlier versions of this walkthrough downplayed their
significance, but the author has since had a change of heart.
Airborne troops are an excellent buy in scenarios when
conventional reinforcements must be marched long distances before
being useful. However, they are very expensive compared to normal
units and thus are rarely a good idea if you can bring up friendly
troops within a turn or two on the ground.
Their great advantage is that they can be
deployed very deep into enemy territory instantly in most
scenarios, so if you are near the end of a scenario
which requires you to enter a target province but not hold
it, then you can instantly win by dropping
these troops right on the objective. Because the groups
are small it is highly advisable
under normal circumstances to deploy airborne troops in
conjunction with regular troops,
or they will be isolated and destroyed. Still, it takes
time and effort to destroy
8 infantry divisions, so it may be a useful distraction
from somewhere else on the map.
Airborne divisions can also be used to quickly reinforce
a threatened area, as they can be deployed immediately to
an enemy-occupied province near a critical sector in many
scenarios. This is sometimes the only plausible way to
reinforce a sector on a map where the strategic provinces are
10 or 12 provinces away from the line of battle.
Airborne forces can almost always be deployed to an enemy
province adjacent to friendly troops. So they can also be useful
in a deep raid. A motorized unit can penetrate 2
provinces into enemy territory, enabling an airborne
drop 3 provinces away. This can make otherwise impossible
encirclements feasible and render seemingly safe aircraft
groups vulnerable.
The CPU enemy never uses airborne troops.
5) Upgrades [#UP1]
Upgrades are available between scenarios during the campaigns.
Upgrades are not available in single
scenarios such as 'Operation Exporter'.
Some upgrades are given at the start of a campaign. So to see
the effect of combat upgrades, start the
German campaign 'Twilight of the Gods'. The German player
starts with infantry upgraded to level 4 , tanks upgraded to
level 4, jet fighters and jet bombers.
In all situations, upgrades have more impact when they are
cumulative in the same tree. So purchasing
many artillery upgrades will have more of an impact than
having two or three upgrades
in all disciplines.
5.1) How do I acquire upgrades? [#UP1Q1]
As discussed in 1.3, upgrades may be given at the
start of a campaign, or purchased
with points. Points may be either won by completing
scenarios or by purchasing from Herocraft
with real money.
5.2) Is it necessary to buy upgrades from Herocraft to
complete the game? [#UP1Q2]
No. All scenarios may be completed without purchasing
additional upgrades.
The author has completed every available scenario and
has never spent a single
dollar on upgrades. In point of fact, the author
suspects that every scenario
can be won without any upgrades at all, whether "won"
or purchased, but this has not
been proven.
5.3) What upgrades are there, and what upgrades
are worth getting? [#UP1Q3]
Upgrades come in two types: Military and economic.
Each of these is subdivided into three types.
5.3.1) Military upgrades [#UP1Q4]
-- Artillery upgrades. For a minimum of 100 points
and a max of 300 , improve the effectiveness
of artillery against a variety of targets and the
defense as well.
The author has never purchased these. There are many
other things to buy for the cost.
-- Infantry upgrades. For a minimum of 100 points and
a max of 300, improve the effectiveness of
elite, basic, and motorized infantry.
I purchase these frequently, concentrating on improvements
to basic and motorized infantry
while ignoring elite infantry. This is because basic and
motorized infantry are the units
I most commonly use or buy, and so upgrade points spent
here have the greatest effect. Economic
upgrades should take priority over this, however.
-- Armor and aircraft upgrades.
I hardly ever purchase these. Aircraft upgrades are meaningless
in the early scenarios
because there aren't enough to matter. Only the first armor
upgrade is worthwhile, after which
additional improvements are simply too far down the pipeline
to be useful. For the time spent in upgrading tanks
you could have upgraded infantry or economics.
5.3.2) Economic upgrades [#UP1Q5]
-- Research upgrades. For a minimum of 100 and a maximum of
100 points, decrease the cost of upgrades by a minimum
of 5 and a maximum of 50%
I do not purchase these. It simply takes too long to pay
off, and by that time the
campaign is over. Only the first one or two options
might be feasible.
-- Production upgrades. For a minimum of 100 points
and a maximum of 300 points,</pre><pre id="faqspan-2">
increase the production points gathered from provinces
per turn by up to 50%.
YES. This is THE upgrade tree. Experience demonstrates
intuitively that a level 5 tank is
not much better than a level 1 tank, but 2 extra infantry
divisions is better than 1
upgraded division. So put all the points in here you can.
Quantity defeats quality in this game, and production upgrades
dramatically increase the quantity
of troops you can bring to the battle. It can also make the
difference between bringing in a
critical set of reinforcements and being 3 points short.
-- Cooldown upgrades. For a minimum of 100 and a maximum of 180,
decrease the reinforcement
cooldown period by 1 turn. So instead of having to wait 6 turns
to buy another set of
4 motorized divisions, with 2 upgrades you need only wait
4 turns.
The first two upgrades are well worth the purchase price,
especially in longer scenarios.
However, beyond this point they begin to get very expensive
compared to what you
could otherwise buy. After all, there's no point in having a
2-turn cooldown if you
can't afford anything in two turns anyway.
6) Combat Theory, Tips and Tricks. [#CT1]
6.1) Combat resolution [#CT1Q1]
Combat is resolved thus:
6.1.1) Sum up all the attack factors of the attacking
troops into one large number.
6.1.2) From this number, subrract the total defense
of the defenders.
6.1.3) The remaining number is the total damage
inflicted. This number is apportioned
among the defending units to determine how each
one is damage. Half the damage is
evenly passed out among all defending units. The remaining
damage is randomly
divided between defending units. So while all defending units
will receive some damage,
it is possible for some units to be wiped out while others
are almost untouched.
6.1.4) Sum up all the health of all the defending units
to find the total health of the defending group.
6.1.5) Now, using the numbers from before the battle, sum up
all the attack factors of the defending troops.
6.1.6) Subtract the sum of the attackers defense. The
remainder is the total damage inflicted on the group.
6.1.7) Half the damage is inflicted evenly across all
attackers.
The remainder is randomly apportioned out among the
attackers.
6.1.8) Sum up all the health of the attacking units
to find the
overall health of the attacking group.
6.1.9) At the end of this calculation, the group with
the highest
health wins. This is unimportant in air to air or air
to ground combat, but is important in ground to ground combat.
If the attacker won,
the defender must retreat. If the defender won, the attacker
stays where it was.
Note that this theory is not complete: It is possible for a
single unit attacking a group of 12 to still win,
even if the single unit is destroyed in the process,
provided that single unit is heavily supported by other
units in the attack. Why this is so is unknown.
6.2) Combat Principles, tips and tricks [#CT1Q2]
-- Offense is all-important; Defense is meaningless.
This is nowhere so obvious as in the early Russian campaign,
when it seems that no number of stacked troops, even in a fortified
hex, will stop an oncoming attacker. As a rule of thumb, an attack
will succeed if the attack contains 1 more
unit than there is on the defense.
Consequently, there is no value to simply occupying a fortified
position and allowing the enemy to attack. The enemy will win.
The way to "defend" is instead to attack:
If at all possible, to lure the enemy into placing his forces in
an untenable position, so
that you may then encircle and destroy the exposed attacking
forces. Even the most courageous attacker
will be forced back when you've destroyed some 30 or so of
his units.
-- Quantity is more important than quality.
The author has seen two half strength infantry divisions
attack and defeat a
full strength tank division. The lesson is obvious: While
it is wise to rest
and recover your forces' health when possible there is
nothing so important
as having more troops than the enemy at the point of
conflict. To paraphrase
Nathan Bedford Forrest (Lieutenant General, CSA) ,
"He who gets there first with the
most wins".
This means constantly moving troops into combat, even when
they are so weak that they
may very well be destroyed by the action. However, since
offense is so much more powerful
than defense, it is important that these units be properly
covered so they are not destroyed on the enemy's turn.
-- Speed is important.
As a rule, the longer a scenario runs the more production
points the enemy will
gain, the more troops they field, the more trouble you are
in. This is especially
true when you are on the offense and have an initial
preponderance of troops but
very few provinces. In such a case, it is vital to overrun
as much enemy territory
as possible before the enemy gains enough production points
to bring in reinforcements
and turn the tide.
This is less true in defensive operations when time is
ostensibly on your side. However,
even here , speed is important because, as discussed above,
most "defense" relies on luring enemy
forces into a trap, then encircling and destroying them.
This is much easier with armored or motorized
forces than with slow infantry. Also, most defensive
operations can be won with a
gold badge by the simple expedient of destroying
all attacking
forces. This is actually
possible in many of the scenarios,and the sooner
this is done
the better. So act to
get things done as speedily as possible!
This means that fast troops are invaluable, and
motorized troops are the most valuable, because
you can get them cheaply and in quantity. There
is almost nothing
more important than speed, as it
allows you to rapidly concentrate force anywhere
on the battlefield!
As Napolean is supposed to have said,
"Go sir, gallop, and don't forget that the world
was made in six days.
You can ask me for anything you like,
except time."
-- Use small units as bait for the enemy AI.
This is similar to the "pawn sacrifice" in chess.
As a rule if the AI adjoins a weaker
force, it will attack it regardless of
whether such an action makes sense in the larger
operational picture. Thus the enemy may completely
ignore an unoccupied province, but attack that same
province with maximum force from every applicable
location if that
province has even one division in it.
This can be exploited. By focusing a large number
of forces near an
area, advance a single infantry division .
The enemy will attack this division with all
strength, destroying it.
You then encircle the enemy force and destroy it,
trading 1 friendly division for 12 enemy divisions.
This can also be exploited on the defense -- the enemy
will often attack a
weak force while ignoring
an unoccupied province, even if that province is
critical to the scenario.
So it is possible, if all else
has failed, to "lure" an enemy force away from a
capital by placing a small
number of divisions in front of the enemy. Then
leaving a trail of divisions behind like bird seed
and lead the enemy away
from the critical province until the
scenario ends or you are able to field fresh troops.
-- Exploit the one division attack.
As a rule, a single division attacking, if supported
by 12 or more
divisions , will defeat 12 enemy divisions and
drive them off. This can be exploited in conjunction
with the pawn
sacrifice above. Send a single division forward with support to
drive a wedge into the enemy line. The enemy will
counterattack the division with all force, erasing the
wedge. You can then
encircle the forces, or repeat the 1 division supported
by many more attack that you did last turn . In this way,
in exchange for losing a division per turn, you can lure
the enemy into a series of lopsided battles in which you repeatedly
bring overwhelming force to bear and inflict much heavier
casualties. While this is going on, you can bring up
additional reinforcements and eventually encircle and
destroy the enemy.
-- Exploit overlapping provinces.
If you can , try to lure the enemy into a situation where
his one province borders two or more of yours.
You can then pour forces into your two provinces and hit
the enemy with overwhelming force. If you cannot
encircle and destroy the enemy, make him fight as
lopsided a battle as possible.
-- Never allow the enemy a line of retreat.
This is the opposite of Sun Tzu's dictum. Sun Tzu,
the famous Chinese general, advised his readers
to always allow the enemy a path of retreat so they
would run away rather than fight
like cornered rats. This doesn't work at all in Strategy
and Tactics, as you will never be able to
establish a cordon tight enough to prevent individual
soldiers from deserting. So the important thing is to make
sure no unit escapes as an organized force. If you must
win a battle, try to ensure that the enemy is forced to
retreat into a province that already has 12 units, or is
otherwise impossible. If you can't destroy ALL The units
then at least try to force him to retreat to an occupied
province and therefore lose SOME of his units.
Try to make every battle count. Which means it is not enough
merely to force an enemy out of a province -- one must
also force him into a situation where he must lose
troops, or into an otherwise untenable situation. It is sometimes
more worthwhile to LOSE a battle than it is to win one, if
the "lost" battle puts the enemy in a position where he can
be easily encircled and destroyed. This is a common trick:
When facing an enemy, withdraw all forces into adjacent
provinces save one
division. The enemy falls on the single division, but is
now surrounded on three sides by the troops you evacuated.
Use motorized troops to
'close the door' on his one avenue of retreat and destroy him.
-- Use aircraft to destroy isolated and weak units.
Air attacks are often wasted on large units, as the damage
will be spread across many units.
By contrast, massing overwhelming force against 1 or 2 units
can destroy them, and that is far more valuable.
Even weak units can join together in to a powerful force, but
a destroyed unit is permanently out of play.
So use your air force like scavenging vultures to hunt down
fleeing, damaged, and isolated units. This is
helped by the fact the AI will frequently pull badly damaged
units out of the battle line and put them off by themselves
to rest. They might as well have 'bomb me' signs on them.
Not only are they easily susceptible to destruction,
they cause less damage to attacking air units.
-- Prioritize tank units for air attack.
As mentioned before, tank units are expensive and difficult
to replace. So priority should be given
to single tank units. If there are no other single or badly
damaged targets on the field, find the nearest collection
of tanks and bomb them. Any decrease in their health will
make your future battles easier.
-- Use bombers to attack ground forces and fighters to patrol
until enemy bombers are
a minimal threat.
Enemy bombers can inflict heavy damage, especially if they
repeatedly attack the same target. So keep fighters on patrol.
Enemy bombers cannot be stopped from executing a strike
unless they are very weak, but they can be so badly
damaged that the
enemy will allow them to rest and refit rather than
conducting a mission. Alternatively, on rare occasions
the enemy
will press on with critically weakened bombers and
lose them all.
When the enemy has overwhelming numbers of fighter aircraft, don't bother
trying to fight them. You'll just lose your fighters. Use them instead to
augment your STRIKE missions.
-- Protect your bombers.
Your bombers are expensive and hard to replace, so if their
health falls into the red give them rest until they are at
least back into the yellow, unless the situation is so critical
they must be used up to save the battle.
-- Concentrate your air attacks.
The engine ensures that small groups of bombers attacking large
targets will do minimal damage while suffering greatly themselves.
So don't do that. Instead, focus large groups of bombers on
small, isolated targets in order to achieve their complete
destruction. Alternatively, when executing a critical attack
focus every single fighter and bomber on the map on the attack
in the hopes of giving the ground forces the crucial edge
they need to turn repulse into victory.
-- Allow yourself a line of retreat.
It's a bad idea to stack multiple 12 groups in terms of
depth, because if the enemy attacks one group and pushes it
back the entire group will be lost, as it has nowhere to
retreat to. Solve this by keeping your troop groups
at the same depth and , if your force is adjoining
an enemy who has the potential to push you back,
make sure there is a province adjoining the friendly
group with enough room for your group to retreat into.
Further, make sure this province cannot be easily
entered by the enemy on its turn, or it may first
take that province, cutting your line of retreat,
then destroy your now encircled forces.
-- Be unfair!
"Fair" is something for football fields or pingpong
tournaments. When you are facing off with more than a hundred
divisions, each of whom is determined to kill you, steal your
family's home, and send them to the gas chamber,
being "fair" to the enemy should be the furthest thing from
your mind. Take every advantage you can get to maximize
their casualty rates while minimizing your own. The more
unfair you are, the fewer of your people will die,
the sooner the war ends, the better for everyone,
even the enemy.
6.2.1) Are there any useful glitches? [#CT1Q3]
As a matter of fact, there are two:
As mentioned earlier, it is possible to undo your
last move by exiting to the main menu then reloading
the scenario. You will be taken back to just before
the last move and you can try something else. The
random numbers are also regenerated, so if you
launch a combat and it is close, if you lose you
can do this trick to refight the combat. You
may have more success on the second try. If
the enemy had the last move, this trick will
cause the enemy to redo the entire last enemy
move, possibly with different results.
A second trick occurs during an attack. Normally,
when an attack is carried out all attackers and supporting
units lose their move. However, this does not
happen all the time. IF THE ATTACKERS ARE ALL DESTROYED,
THE SUPPORTING UNITS RETAIN THEIR MOVE. This is another
reason to use the "pawn sacrifice" strategy above. If the
attacking unit is destroyed, your supporting units can
be redirected to perform a second attack, or
to withdraw, or to otherwise maneuver. Free moves
never hurt anyone.
7) Campaign Walkthrough: The Birth of Tragedy (German) [#GR01]
This campaign follows the early years of the war up to the
invasion of Russia. It is a fairly simple tutorial campaign
with few difficulties, as most enemies are handicapped by
inadequate troops, poor doctrine, or both.
NOTE: The movement of the enemy troops is not fully predictable,
and so it cannot be guaranteed that this exact sequence of moves
will work every time. Nonetheless, it should at least be close
enough to give the intelligent player enough of a head start
to improvise as necessary.
7.1) Characters [#GR01H]
August Eichorn
Rank: Generaloberst (this is inferred -- he has the
crossed batons of a field marshal but Richthofen is
a Field Marshal, obviously outranks him and speaks
as if August is NOT one).
The viewpoint character, August first fought in
World War 1 as a young man. These experiences left
him with a cynical view of the world and a sardonic
sense of humor. A married man who is devoted to his
country, his devotion to Nazi ideals is determined
by the player.
Richthofen (his first name is never given)
Rank: Field Marshal
Eichorn's superior officer. The very model of a
Prussian staff officer, he has a passion for hunting
and no sense of humor at all. He demands flawless
execution of orders. A fanatical Party member,
as the war progresses his orders seem to be
almost verbatim parroting of radio propaganda.
Hans Wiedeman
Rank: Major General.
August's aide-de-camp. An accomplished fencer with
what may be a Heidelberg scar, he also enjoys
mythology. A man without great political conviction,
he initially views the war as a kind of armed
vacation but his experiences on the Russian front
soon disillusion him with the war -- and with his
superiors.
7.2) Scenarios. [#GR01SC]
7.2.1) Case Weiss ("Case White") [#GR01CW]
The German invasion of Poland.
Overview
World War II began on September 1, 1939, as 1.5
million German forces entered Poland to enforce
Hitler's demand after his"last territorial
demand in Europe".
This is an easy introductory scenario with only
infantry on both sides. The Polish forces are
nearly as strong as the German attackers, but
will follow an extremely passive strategy. Left
to themselves, they will concentrate all their
forces in Warsaw and do nothing else.
Consequently, victory in this scenario comes
by seizing the initiative and conducting
a lightning-fast offense.
Objectives
Primary Objectives
* Conquer Warsaw
Gold Badge: Complete in 3 turns
Red Badge: Complete in 7 turns
Stripes: Win in any amount of time.
Supplementary Objectives
* Destroy 5 divisions of any type.
Defeat Conditions
* Lose all your troops
Participating Sides
Germany, Poland
Order of Battle
Germany:
18 basic infantry units
Poland:
13 basic infantry divisions
Walkthrough (Gold badge)
The Polish forces are spread evenly over the
country and thus cannot muster strong
resistance at any point. They will attempt
to concentrate on Warsaw and it is your job
to let them, then bag the lot with
overwhelming force.
Turn 1
Troops in Stettin and Konigsberg to attack Danzig.
Troops in Oppeln and Kustrin to attack Poznan.
Troops in Zilina to attack Cracow.
Turn 2
Troops in Danzig to attack Torun
Troops in Poznan to attack Lodz.
Troops in Cracow to occupy Kielos.
Turn 3
Move 1 division into Lublin to complete the
encirclement of Warsaw. All other troops
adjoining Warsaw are to attack or support
the attack. You should have overwhelming force
which should easily secure victory both
in the province and in the scenario. Further,
there should be enough divisions in Warsaw when
it falls to give you the additional objective
as well.
Historical Outcome
The Germans accomplished in weeks what prewar
forecasts expected only after months. This
was accomplished by stripping the French border
almost entirely bare of any troops, such that
a serious invasion by the Allies would have
been almost unopposed. Hitler had gambled
the fate of his country and won this throw of
the dice.
7.2.2) Operation Weserubung
("Weser Crossing") [#GR01WE]
Overview
On 14 Feb 1940 the German freighter Altmark
was boarded and captured by British naval
forces in Norwegian territorial waters.
Believing that the Norwegians would be
unable to protect their neutrality,
and further desiring the iron ore
resources of the country, Germany invaded
the peaceful nations of Denmark and Norway
on 9 April 1940.
This is a slightly more complex introductory
scenario. We introduce motorized troops,
aircraft, naval operations, and
reinforcements. Thankfully Danish and
Norwegian resistance remains minimal.
Objectives
Primary Objectives
* Conquer all provinces.
Gold Badge: Complete primary in
15 turns.
Red Medal: Complete primary in
20 turns.
Stripes: Win in any number of
turns.
Supplementary Objectives
Don't lose any divisions, ground or air.
Defeat Conditions
Lose all your troops
Participating Sides
Germany
Denmark, Norway (Allied)
Order of Battle
Germany:
7 basic infantry divisions
1 elite infantry
2 motorized infantry
2 fighters
2 bombers
Denmark:
2 basic infantry divisions
Norway:
6 basic infantry divisions
Note that this is only Norway's
strength at the start of
the scenario. You will not be
able to even attack Norway
on the ground until turn 4, during
which time Norway will
harvest 10 resources per turn.
Thus it is certain additional
reinforcements will be purchased
before the battle starts, most
likely 1 motorized division
and 6 basic infantry divisions.
Walkthrough (Gold badge)
The Danish forces will be destroyed within 3 turns at the
beginning of the scenario and have no chance to offer
anything more than token opposition. The Norwegians are a
different story. The first few turns the Germans will be
confronted with forces from as many as 4 different
directions at once. Thus there are many opportunities
for a player to suffer severe casualties in traps,
though the ultimate outcome of the campaign is almost
beyond doubt.
Turn 1
Launch a combined air and ground attack with all forces
on the nearby Danes in Kolding.
Turn 2
If the Danes survived at all, attack them again with air power.
This should be enough to take them out altogether. Regardless,
afterwards advance with infantry only into Arhus. Send the
motorized infantry into Aarhus behind them, then use their
second move to secure the offshore islands. Even if the
Danish forces have survived they are unlikely to be able to
resist even one motorized division after two
turns of punishment from air and ground.
Turn 3
Move all ground troops into Aalberg, and fly in aircraft as well.
There should be enough resource points to purchase 6 basic infantry
units. Do so.
Turn 4-6
It is impossible to give detailed instructions because the
forces opposing you and their dispositions are unpredictable.
The initial landing will of course be made in either Oslo
or Kristiansand. If both are occupied, leave 1 or 2 basic
infantry behind to protect your aircraft. Keep the rest
together and strike a hammer blow at the weakest link.
Kristiansand is best, as while there are forces all around it
none of them are strong enough to overwhelm your concentrated
forces.
Use your troops as a hammer while bringing up the reinforcements.
As they become available, purchase first 1 motorized unit, then
a group of 4. Move them up to the battlefield also.
In this scenario, you have a great deal of time but lives are
at a premium. Consequently, don't try any reckless encirclements.
Don't send troops out unless they will not be threatened by
adjacent forces or you can send a large enough group out that
they cannot be easily destroyed. As a rule, a group cannot
be easily destroyed if it is at least half as strong as its
opponent. So if a province is threatened by 8 divisions,
do not send out a group to that province with less than 4.
Even so, this scenario doesn't require encirclement at all.
Keep your troops together in as large a block as you can,
and strike the nearest weak enemy with a hammer blow, taking
care that the province you occupy is not then threatened by
more troops than you have in your group.
As you strike the enemy, weakened troops will be withdrawn
towards the north of the country. Wait for your reinforcements
to join you, and follow the enemy up.
Use your aircraft to strike the targets you are about to
attack with a hammer blow, then strike targets of opportunity,
choosing always the weakest units in order to keep the
damage as concentrated as possible.
If any units fall into red health, pull them out of your
large stacks and replace them with fresh ones. This will
greatly increase your chances of getting the bonus
objective.
If you bypass Stavenger, ignore it. Follow up waves of
reinforcements can occupy it at leisure.
Turns 6-9
At this point you should have a foothold in Bergen and
Hamar. Continue as before. Wait for your 6 infantry
reinforcements to arrive, then push the enemy back towards
Trondheim. Try to avoid being in a position where you
are in one province facing two overlapping ones with superior
forces. Be prepared to retreat and hit THEM with overlapping
forces instead! Move your air forces up as needed, and
be prepared to move them away if an enemy moves adjacent to
them.
Turns 10-end
By this time the enemy has probably retreated to Trondheim
with a 12 unit group. Follow with a 12-unit group with all
forces in at least the yellow. Try to leave one province empty
behind this 12 group, as if you are forced back you will lose
units for which there is not room. Continue bombing the enemy
and give him no respite.
The enemy will retreat first to Noi Rahms, then to Narvik.
Finally bring up a 12 group and attack Narvik, supported
by bombers from Trondheim. If your troops are at least
in the yellow you should overwhelm the Norwegian forces
without loss, achieving both the gold badge and
the additional objective of losing no units.
Historical Outcome
The Germans conquered Denmark with minimal trouble, but
the assault on Norway faltered as a British counterattack
at Narvik recaptured the port and inflicted terrible losses
on the German Navy. The allies built a defensible position
in the extreme north of the country, but subsequent
German action in France forced their evacuation and allowed
the Germans to finally secure Norway, which they would
hold for the duration of the war.
7.2.3) Operation Gelb
("Operation Yellow") [#GR01OY]
Overview
Hitler's overtures of peace being firmly rebuffed, the
Germans decided at last to end the "phoney war" in
Europe with an all-out assault on France. The initial
advance mimicked the World War 1 "Schlieffen plan",
in which the Germans were expected to bypass the French
Maginot line by advancing through the neutral
northern countries of Belgium, Holland, and Luxembourg.
But this was a feint; the Germans intended to trick the
allies into advancing into those countries, then cut
them off with a lightning thrust through the
"impassable" Ardennes forest, ending the war in a single
blow.
At last things start to get serious. For the first
time there is a time limit to the scenario and
a short window to get the gold badge. The enemy has forces
on par with your own, as well as air support, an armored
fist of tanks, and heavy fortifications. Fortunately
they are still handicapped by a defensive mindset, with
the result that most of these forces will be wasted. They
will neglect opportunities to counterattack your forces
in exchange for pulling back to the "impregnable" bastion
around Paris. The plan they should have followed in 1914,
it is wholly inadequate in 1940.
Objectives
Primary Objectives
* Conquer all Dutch and Belgian provinces.
* Conquer Paris and hold it for three turns.
Gold Badge: Complete primary in
7 turns.
Red Medal: Complete primary in
12 turns.
Stripes: Complete primary in
20 turns
Supplementary Objectives
Conquer Strasbourg and Mulhouse (the Maginot line)
Defeat Conditions
Lose any seven initial provinces OR
Fail to complete the primary objectives
before turn 21 OR
Lose all your troops.
Participating Sides
Germany
Belgium, Holland, France (Allied)
Order of Battle
Germany:
23 basic infantry divisions
7 artillery
5 motorized
5 tank
2 fighter
3 bomber
Holland:
3 basic infantry divisions
Belgium:
6 basic infantry divisions
2 motorized infantry
France:
16 basic infantry divisions
3 elite infantry
2 artillery
2 motorized
2 tank
3 bomber
Walkthrough (Gold Badge)
Holland and Belgium are quite weak but
they should still be eliminated quickly. The first
time I played this game, I attempted to rewrite
history and attack France only, bypassing the
neutral countries. This doesn't work because the
neutrals will attack you anyway if you leave them
alone. This results in enemy troops marching through
Germany while you hold Paris. They will not get far
but the defeat conditions make losing a serious risk
at this point, and it will certainly cost you any
bonus objectives. Besides, taking Belgium and
Holland is in the primary objectives.
France will fight a passive, defensive
campaign and pull its troops back into "hedgehogs"
surrounding Paris. As a result, a rapid assault
with overwhelming force should allow you to
take the country quickly enough to get the gold badge.
If you can destroy all enemy troops before turn 8,
you will still get the gold badge anyway regardless
of how long you have held Paris.
Turn 1
There are two prongs: North into the low countries and
south into france proper.
North: Wipe out Holland in a day.
Move the troops in Kessel into Munster.
Move two armored divisions first to Munster, then 1 into
wilhelmshaven to block the Dutch retreat, the second to
directly attack Groningen.
Move 4 infantry divisions from Dortmund into Amsterdam,
and the remainder to attack the final Dutch holdouts in
Arnhem.
South: Invade France.
Notice that the provinces of Saarsbrucken and Stuttgart
overlap Strasbourg . Attack from Stuttgart and support
with all troops in Strasbourg. Normally this would
expose you to a devastating counterattack from
multiple angles, but the enemy is too passive for
that in this scenario.
Use all your aircraft to strike the tank concentration.
Don't bother with patrols, as the enemy air will be too busy
retreating deeper into France to do anything else.
Turn 2
North: Concentrate.
I was pushed out of Amsterdam by a Belgian counterattack. Take
this opportunity to regroup the scattered forces into a 12
group in Arnhem. The second group in Saarsbrucken advances
to Liege.
Use the bombers to strike the weakest Belgian infantry group.
South: continue the advance.
Advance 1 infantry from Strasbourg into Mulhouse. This clears the way
for a full advance from all motorized troops from Freiburg to attack
the troops in Chaumont. Have the remaining
troops in Strasbourg join this attack to the maximum group of 12 and
have all other units in Strasbourg support.
You should now be able to purchase 6 basic infantry as reinforcements.
Do so.
Order your fighters to patrol over Mulhouse or Strasbourg.
Turn 3
North: Slow advance into Belgium.
At this point in my game the Belgians retreated to concentrate
into Ghent. Follow with the 2 twelve groups in Arnhem and
Liege to Mons and Amsterdam, preparatory to delivering the
killing blow next turn.
South: Continue the advance.
Send the reinforcments to Saarsbrucken.
Relocate the aircraft to Strasbourg.
Advance 1 infantry from Mullhouse to Besancon, then follow
up with a 12-group strike from Chaumont to Vichy. This will
put us in position to eliminate the air forces in Chateroux
next turn.
Turn 4
North: Eliminate Belgian resistance.
Peel off 1 infantry division from Amsterdam and Momns to
occupy Dortmund and Liege to block the enemy retreat.
Use 2 armored divisions from Mons to drive the enemy from
Brussels into Ghent.
Follow up with a full attack from all forces in Amsterdam,
eliminating the Belgians.
Advance all remaining forces in Mons into Compiegne.
Move the troops in Saarsbrucke to join those forces still
in Strasbourg.
South: Complete the southern advance.
Send 4 infantry divisions from to Chatueroux and destroy the
aircraft there. While 1 division is enough to do the job,
This action will invite a counterattack. 1 division would
certainly be destroyed but a 4 division force should survive.
Move from Besancon to Lyon.
Purchase 4 motorized units.
Turn 5
During the preceding turn, the French counterattacked Chateroux
and Compeigne. So at this point there are three french groups on
the map: In Chateroux, Compeigne, and Paris itself.
The troops in Paris will never move, though they will support
the attacks of other units.
We will now eliminate those other groups, isolating the French
in Paris.
At this point, the fronts are united, and North and south
act in concert.
Detach 2 infantry units from Vichy to occupy Clermont-Ferrand
and Bourges, respectively. Detach one motorized unit to occupy
Troyes.
The remaining forces in Vichy will now attack the now encircled
forces in Chateroux, destroying them.
The troops in Lyon will occupy St. Etienne.
The troops in Liege will occupy Rheims.
A single infantry division from Ghent will occupy Dunkerque.
A single tank division will now move through now-friendly
Dunkerque and occupy Dieppe.
All remaining tank units in Ghent and anywhere else within two
spaces of Compeigne will mass in Dunkerque or in Mons, then
join all remaining forces in Mons in a massive attack on Compeigne.
Since Paris is fully occupied, the forces there have nowhere
to retreat to and will be destroyed.
The remaining troops in Ghent will advance to Dunkerque.
Move the remaining forces in Strasbourg into Rheims. Move all
aircraft into Troyes.
Move reinforcements and other troops to Liege.
Turn 6
The calm before the storm. There is only one French force left
on the map, in Paris. It is at full strength.
Concentrate your forces for the final attack.
Move the forces from Dunkerque into Dieppe.
Move the forces from Chateroux into Bourges.
Move the forces in Rheim into Troyes.
Air strike with all aircraft on Paris.
Motorized troops in Liege to travel to Troyes and
Compeigne, respectively, to bring both groups up to
12 groups.
The remaining infantry division from Liege into Rheims.
Turn 7: The disaster is complete.
Launch an all-out attack on Paris with all land and air forces.
You may also go to the reinforcement page and purchase 2
airborne division to join the attack. Up to 12 division
may attack,and the rest should support. With more than 40
divisions attacking 12 French divisions, the outcome should
not be in doubt.
Despite the fact that this is turn 7, we will still
get the gold badge because all troops have been eliminated
even though we have only just occupied Paris.
Historical Outcome
The German invasion was completely successful. With their
supply lines cut due to the Ardennes offensive, the encircled
allied troops retreated to Dunkerque. While the soldiers were
subsequently evacuated to Great Britain, all the heavy equipment
was left behind or destroyed. France was unable to resist the
subsequent German invasion and soon asked for an armistice,
which was signed in the very rail car that the 1918 armistice
had been signed in, 22 years ago. The Germans subsequently
launched an air offensive preparatory to invading Great Britain,
but they were never able to achieve sufficient air and naval
control of the English Channel to bring it off. So they
turned their attention instead to the prize which had been
Hitler's goal all along -- Russia.
7.2.4) Operation Punishment [#GR01OP]
Overview
On 25 March 1941, Yugoslavia signed a treaty of alliance with
Germany. This turn of affairs was viewed with scorn by the
Yugoslavian army, who deposed the ruler of Yugoslavia
two days later. Hitler instructed that the new
government should be treated as a foe, regardless
of any protestations of loyalty, and therefore should
be destroyed as quickly as possible.
This is a difficult scenario. The operation was thrown
together hastily, and it shows. You will have weak forces
at first and be significantly outnumbered.
Therefore you must make maximum use of the fact that
you are able to attack the country from two directions --
from Austria in the North, and Vraca, Bulgaria, in the east.
Reinforcements are also critical to winning this battle.
Objectives
Primary Objectives
* Conquer the province of Belgrade
and hold it for 2 turns.
Gold Badge:
Complete the primary objectives in 6 turns.
Red Medal:
Complete the primary objective in 9 turns.
Stripes:
Complete the primary objective.
Additional Objectives
* Don't lose any divisions, ground or air.
Defeat Conditions
Lose all your troops OR
Lose the province of Vienna
Participating Sides
Germany
Yugoslavia
Order of Battle
Germany:
7 basic infantry divisions
3 motorized infantry
4 tank
Yugoslavia:
18 basic infantry divisions
3 artillery
Walkthrough
The enemy will again concentrate his forces to defend Sarajevo.
This is a problem as Sarajevo is the key to a gold badge and
a quick conquest. Since the enemy will have more provinces,
they will reinforce more often than you will
and therefore this scenario
is best ended quickly.
Turn 1
Purchase a motorized infantry unit to arrive in Salzburg.
Move the existing troops in Vienna and Salzburg into Graz,
from which you will attack the single division in Bjelovar.
It should be eliminated immediately. There is nothing you can
do to prevent the Yugoslavian troops from concentrating on
Belgrade, so end the turn.
The 8 enemy troops in Zagreb relocate to Banja Luka, while
all the forces concentrate into a 12 group in Belgrade.
Turn 2
Move the motorized troops in Salzburg to join the main group
in Bjelovar.
Now that the provinces in front of Vraca have been abandoned,
send 2 infantry to occupy Nis. Then move the remaining
motorized and tank troops through the now-friendly Nis to Novi
Pazar.
Turn 3
THe enemy 12-group in Belgrade rests, while the group in
Banja Luka relocates to Sarajevo so as to enable joint
attacks with the Belgrade group.
Send 1 single infantry unit from Bjelovar into Osijek and Banja Luka,
respectively. Once this is done, detach a motorized unit from the
Bjelovar group and use it to occupy Split.
Move a single motorized division from Novi Pazar into Uzice.
Once Uzice is friendly, move the two armord divisions in
Novi Pazar into Udice also.
Move one of these two tank divisions into Mostar.
Combine the remaining unit in an attack with all the remaining
units in Bjelovar on the 8-group in Sarajevo. Although it
is 8 divisions vs. 8, almost half of your units are armored
while almost all of theirs are 'crunchies' basic infantry.
Surrounded on all sides except Belgrade, which already has
max units, the group in Sarajevo should be destroyed.
Move a single infantry unit from Nis, into Novi Sad.
Move a second infantry division from Nis to Novi Pazar.
Purchase a group of 6 basic infantry reinforcements and
place them in Vraca.
Turn 4
The enemy does nothing.
Send the division in Banja Luka into Zagreb, so that the
only territory under enemy control is Belgrade itself.
Relocate the forces in Split and MOstar into Sarajevo.
Bring the troops in Vraca into Nis to complete the encirclement.
If you could not afford the basic reinforcements, you should
still be able to completely encircle Belgrade with the troops
you have on hand and do the next turn without change anyway.
The additional reinforcements simply makes victory more certain.
Turn 5
The enemy does nothing
Launch an attack with all forces surrounding Belgrade, up to
12 units attacking and the rest supporting. The enemy should
not be able to withstand the assault, ending the battle and
giving you the bonus objective of not losing any units.
Historical Outcome
The Germans started the invasion with an overwhelming (but
not modeled) bombing of Belgrade, which destroyed 50%
of the housing in the city. However, it also paralyzed
communications between the Yugoslav headquarters and the
forces in the field, so that they could not react to the
German moves. Confused and without orders, Yugoslav
resistance rapidly collapsed. This secured the Ploesti
oil fields in Rumania (the source of approximately
35% of Germany's petroleum) and paved the way for
an intervention in Greece, where Germany's ally
Italy was in dire straits. Yugoslavia itself
effectively ceased to exist for the duration of
WWII, and a puppet state was created by the Germans
and Italians in Croatia. The bitterness of civil war
incurred during this period would have far-reaching
consequences long after the end of World War II.
It has been argued that the invasion of Yugoslavia
delayed the German invasion of Russia for several
weeks, resulting in a failure to accomplish
objectives before winter set in. However, other
historians dispute this claim, as Russian roads
of the time became a bottomless sea of mud in
spring during the thaw, and the spring of 1941
was unusually bad. It is plausible that
Operation Barbarossa could not have been
launched much before it actually was in any case.
7.2.5) Operation Marita [#GR01OM]
Overview
On 28 October 1940 Italy invaded Greece in pursuit
of dreams of previous martial valor. However, the
Italian army underperformed and was nearly defeated
by the Greeks, who allied with the British. A
British force in the Balkans would threaten the
Rumanian oil fields on which the German war effort
depended, and so plans were launched to save the
Italians and secure the southern flank of the
Russian invasion.
This is a much easier scenario than the previous
one. Again the sins of the previous enemies
continue to bedevil the current ones, and the
foes will fight a defensive battle with
inadequate tank and air support. If you've
been able to complete the previous scenarios,
you should have little problems with this one.
With one exception. You will instantly lose
if the province of Sofia is captured, and it is
uncomfortably close to the front at the start
of the scenario. So keep it protected until all
enemies are driven away. Keep practicing what
you learned in France and this battle should
end before you know it.
Objectives
Primary Objectives
* Conquer Athens and hold it for 3 turns.
Gold Badge:
Complete the primary objectives before turn
8.
Red Medal: Complete the primary objectives
before turn 11.
Stripes: Win in any number of turns.
Supplementary Objectives
* Destroy all enemy air units (this
objective will also be accomplished if
the enemy manages to create none).
Participating Sides
Germany , Italy (Allied)
Yugoslavia, Greece (Allied)
Order of Battle
Germany:
11 basic infantry divisions
3 artillery
8 motorized
7 tank
6 fighters
3 bombers
Italy:
2 basic infantry divisions
Yugoslavia:
5 basic infantry divisions
Greece:
18 basic infantry divisions
4 artillery
Walkthrough
Looking at the order of battle, you probably thought
"this shouldn't take long", and you'd be right. The
only complicating factors are your Italian allies and
the need to protect Sofia and Belgrade. You cannot
enter or capture Italian territory, so make sure
that you do not permit them to capture too many provinces
or they will obstruct your own advance. Since you cannot
attack them directly, the solution is to get to the
provinces before they do! Not that there is much danger
of this. The Italians are usually wiped out quickly.
Turn 1
All air units to attack the Yugoslav unit in Mostar and
destroy it.
From the troops in Novi Mazar, move 1 infantry into Uzice
and 1 armor into now unoccupied Mostar, to prevent enemy
escape. Move 1 additional infantry from Novi Mazar into Nis.
Use 2 basic infantry divisions to attack Podgerica, driving
the enemy into Pristina.
Now use the remaining forces in Novi Mazar to attack Pristina.
Move the troops from Plovdiv into Gorna Dehumaya to prevent
enemy escape.
Move the troops in Plevan into Plovdiv.
Now move the troops from Vraca into Sophia, then use the
new 12 group to attack Skopje. The Yugoslav side will be
eliminated from the scenario.
Turn 2
By this time the Greek forces in Ionnina will have attacked
and destroyed the Italian army in Tiranna. The Greeks have
begun their retreat but have concentrated a force in Zonika,
the fortifications to the northeast of the country known
as the Metaxas Line.
The first step is to isolate and destroy the Greek force which
took out the Italians.
Move 1 infantry division from Skopje into Ionnina.
With the enemy retreat thus cut off, use all forces in Mostar,
Podgorica and Pristina to attack the Greek force in Tirana.
It will be destroyed.
Move the troops in Uzice to Novi Pazar.
Relocate all aircraft to Skopje.
Move the troops in Nis to Sofia.
Purchase 6 basic infantry units and order them to arrive
in Nis.
Now we begin the assault on the Metaxas Line. Move 1 infantry
unit from Gorna Dehumaha to Kavala. Move 3 infantry and 1
artillery from Skopje to Edessa.
Move the motorized units in Skopje to Edessa. Move the armor
in Plovdiv to Gorna Dehumaha. Now use all units in Gorna
Dehumaya to attack the Greek concentration in Zonika,
supported by the motorized units in Edessa.
The survivors will be driven to Larina.
Turn 3
The Greeks continue their orderly withdrawal to Athens. A
single division counterattacks Ioninna, forcing the German
unit north west into Tiranna.
Move the infantry in Sofia to Skopje in order to prevent the
enemy retreating there and destroying the aircraft based
in that province.
Move troops from Novi Pazar to Pristina, and from Nis into
Skopje.
All troops in Tiranna to attack Ioninna. An 8-1 advantage should
be adequate to destroy the Greek defense.
4 motorized troops in Edessa to travel to Agrinio via Ionnina.
the rest to enter Larina. Reinforce with the 5 tank divisions in
Zonika. The remaining forces in Zonika can stay where they are
for the present. Have the troops in Kavala join them.
All aircraft to strike Athens.
Turn 4
The Greeks do nothing, but bring 6 basic infantry reinforcements
into Corinthe.
Move 1 infantry from Larina into Cyclades. Bring up 2 tank
divisions from Ioninna into Agrinio. Both will remain poised
to attack.
Send 1 motorized division from Agrinio to occupy Kefalonia.
Move 1 motorized infantry from Zanaka into Larina.
Now attack Athens with the 12 divisions (including 5 tank
division) in Larina, supported by the 5 divisions in Agrinio
and a strike by all aircraft. With 5 tank divisions you
should be easily successful. 6 of the enemy divisions will
retreat to Corinthe while the rest are destroyed.
Move all other forces closer to the battle, but leave Larina
empty in case you have to retreat into it.
Turn 5
The Greeks in Corinthe, now 12 strong, will attempt to attack
Athens. They should fail.
Make good any losses with motorized troops in Agrinio.
Now launch an attack with your 12 divisions in Athens,
a parachute assault of 5 divisions (purchased from the
reinforcement menu), and an attack by all aircraft on
the last Greek forces in Corinthe. They should be destroyed
and so the scenario will end, having achieved both gold
badge and bonus objectives.
Historical Outcome
While the initial assault on the Metaxas Line cost the
Germans heavy casualties, the outcome of an undeveloped
country facing the might of the most powerful
industrial nation in Europe could not long be in doubt.
Nonetheless the Greeks defended their country with great
gallantry, and Hitler himself said in a speech before
the Reichstag:
"For the sake of historical truth I must verify that only
the Greeks, of all the adversaries who confronted us,
fought with bold courage and highest disregard of death"
The British forces sent to assist in the defense of Greece
were evacuated to Crete, which was subsequently captured
by parachute assault, just as in the final stage of our
scenario. While the attack was successful losses were so
high that the Germans never again mounted a parachute assault
during the war, using their paratroops as expensive elite
infantry.
Despite constant allied feints threatening to recapture Greece
and thus threaten Rumania, Greece would remain under German
control until the Russian onslaught forced their evacuation.
A small British force subsequently landed and liberated the
country in October 1944.
7.2.6) Rommel's Invasion [#GR01RI]
Overview
On 9 September 1940 the Italians invaded British-controlled
Egypt from their colony in Libya with the intent of taking
the Suez canal, capturing the Arabian oil fields, and linking
up with their forces in Ethiopia. They were catastrophically
and utterly defeated by their British opponents. The Germans
were once again called on to intervene and prevent total
defeat in this theater.
</pre><pre id="faqspan-3">
This is the final scenario of the first campaign. As such,
it is the most challenging. If you've saved any points for
upgrades, spend it all now! Your forces are initially equal
but you hold only one province. However, your forces are united
while the British are scattered across the map. So a quick thrust
with all your forces will be necessary in order to level the playing
field before the weight of British resource collection makes
victory impossible.
Objectives
Primary Objectives
* Conquer 12 provinces, of which 2 must be
Tobruk and Agedabia.
Gold Badge:
Complete the main objective within 7 turns.
Red Medal:
Complete the main objective within 10 turns.
Stripes:
Win in 16 turns .
Supplementary objectives:
Conquer all provinces.
Defeat conditions
Fail to win by turn 17.
Participating Sides
Germany
United Kingdom
Order of Battle
Germany:
2 basic infantry divisions.
1 artillery.
3 tank.
UK:
2 elite infantry divisions
2 motorized infantry
2 tank
Walkthrough
This walkthrough ignores badges or additional objectives
in exchange for just winning. There is no particular
value beyond bragging rights on the Herocraft scoreboard,
since you will lose all upgrades at the end of this
scenario anyway.
You have no provinces and no superiority of numbers. But the
enemy is scattered over the maps in one and two division groups.
So we're going to use our six division fist as a gigantic hammer
to smash them, one at a time.
Turn 1
Order 2 basic infantry divisions, all the reinforcements you
can afford. Order all forces to attack the single tank division
in Benghazi.
Turn 2
Move new reinforcements into Aujila. There should still be an enemy tank
division nearby. Attack it with your 6 group. In my game, the
attack was from Benghazi to Maus.
Turn 3
On my turn the British counterattacked Aujila from Al Jaghbub, opening
themselves up to encirclement and destruction. Move the 1
infantry from Maus to Al Jughbub, then attack
the group in Aujila with the 2 divisions in Agedabia supported by
the remaining units in Maus.
Turn 4
The British bring in reinforcements and attack Al Jaghbub.
Encircle this group by putting 1 infantry in Forte Maddalena, then
one tank through that area to Siwa.
Destroy the group by attacking from Aujila supported by the
remaining forces in Maus.
Turn 5
Concentrate all forces in Forte Maddalena
Turn 6
All forces attack from Forte Maddalena to Forte Capuzzo.
Turn 7
Purchase 4 motorized infantry. All troops to attack Baida,
the province just east of Tobruk.
Turn 8
Motorized reinforcements to travel to Bengazi and attack Barca.
infantry and artillery from 8-group to occupy Tobruk.
Armor to pass through Tobruk and attack the retreated motorized
divisions at Mechili.
Turn 9
1 infantry to occupy Derna from Tobruk.
Motorized and armored units to attack fleeing motorized unit at
Al Jaghbub. The scenario is won at this point.
To get the 'conquer all provinces goal', conquer everything else first
and take Tobruk at the end. Alternatively, destroy all enemy units to
get "conquer all provinces".
Historical Outcome
Rommel soundly defeated his British adversaries and drove them
back to Libya. However, the Russian invasion coupled with British
naval superiority in the Mediterranean ensured that he never received
anything like adequate supply and reinforcement. Thus, he was
unable to conquer Egypt or take the Suez Canal. Ultimately, the
vaunted Afrika Korps was able to accomplish little more than to
delay the outcome of the North African campaign by two years.
8) Campaign Walkthrough: Eastern Front (Russian) [#RU01]
This campaign follows the initial German onslaught on Russia
from 1941 to early 1942. The campaign, seen from the Russian
viewpoint, is a significant step up in terms of difficulty
from the previous scenario. Now you are facing an enemy who
knows all the tricks, has a proper offensive attitude,
fast tank units concentrated into armored fists, and powerful
air support coordinated with the attacks. Almost all of
these battles will be fought defensively with inadequate
supplies and equipment. Nonetheless, victory is possible.
The computer soldiers have the courage if you only have
the skill to command them properly.
NOTE: As noted in the previous campaign, enemy moves are not
fully predictable and therefore these guides are not guaranteed
to work every time. Some improvisiation will be necessary.
8.1 Characters [#RU01H]
Alexey Konkin
Rank: Army General
The viewpoint character for the Russians, Alexey has
fought in four wars before this one, including action
against Wrangel in the Russian Civil War. A hard-driving
officer unforgiving of his own mistakes, he is highly
motivated to drive the Germans out of Russia but is
reluctant to carry the war beyond the original border.
"Home is where we draw strength", he says.
Krukov
Rank: Marshal of the Soviet Union
Konkin's superior officer, he reports directly to
Generalissimo Stalin. As one would expect of someone
who survived the army purges to reach high rank, he
is both highly capable and highly ruthless. It is implied
that he and Konkin have known each other for decades, and
it is Krukov's protection that has allowed Alexey to
achieve his current rank without being purged. Enjoys
playing the accordion for relaxation.
His first name is never used.
Petr Arsenyev
Rank : Lieutenant General
Konkin's assistant, his family was wiped out by the Whites
during the Russian Civil War. He joined the Red Army to
avenge them , met Konkin, and they have served together ever
since. A passionate devotee of the 19th century Russian
hero Victor Suvorov, whose maxims he can quote to suit
any occasion.
8.2 Scenarios [#RUO1SC]
8.2.1 Barbarossa: Northern Assault [#RUO1BNA]
Overview
On 22 June 1941, 3.5 million German troops in more than
a hundred divisions struck the Soviet Union. Their plan
was to force the collapse of the Russian regime, occupy
all territory west of a line drawn from Archangelsk to
Astrakhan, drive out all the inhabitants and repopulate
it with German colonists. The attack was divided into
three army groups: North, Center, and South. This scenario
follows the defense against Army Group North as it presses
through the Baltics to capture Leningrad (modern day
St. Petersburg).
Objectives
Primary Objectives
* Accumulate 150 resources
Gold Badge:
Accomplish the primary in 15 turns.
Red Medal:
Accomplish the primary in 17 turns.
Stripes:
Accomplish the primary in 20 turns.
Supplementary objectives:
Destroy 6 tank divisions.
Defeat conditions
Lose the province of Leningaad.
Fail to accumulate 150 resources by the start of
turn 21.
Participating Sides
Russia
Germany
Order of Battle
Russia:
13 basic infantry divisions
3 artillery
1 motorized
2 tanks
Germany:
9 infantry divisions
1 elite infantry
3 artillery
4 motorized
6 tank
5 bomber
5 fighter
Note that the german infantry and
motorized units are upgraded, and therefore
are qualitatively superior to their
Russian counterparts.
Walkthrough
This scenario places you on the defensive. On the one hand,
you have a very simple goal: Survive. In point of fact,
you don't have to fight a single battle to win this scenario.
However, you will not be able to get the bonus objective if
you do so. The German armor is concentrated and unstoppable
by any defense. The one advantage is that you have a great deal
of territory to harvest resources in, so you may trade space for
time and lives. If you cannot defeat the air power, try to move
the action northwest of Jekapils, the maximum range of the German
fighters. This will halve the amount of damage you will suffer
due to air strikes. It may also be possible to eliminate the
enemy air at the beginning of the scenario, as detailed below.
If you want to get the bonus objective, you will have to spend
resources for reinforcements. The best choice is a 12-group of
infantry for 80 resources, or an 8-group of airborne infantry for
120. This is handy because it saves having to outflank the enemy
or move the troops to the battle, and if used in conjunction with
overwhelming ground forces has an excellent chance of destroying
the German tank concentration if it is encircled. You must also
preserve your motorized and tank forces if you want to achieve
this goal. Remember that the more resources you spend, the longer
it will take to win and the less likely you will get the gold badge.
Turn 1
Move the troops in Tallinn to Riga. Move the troops in Demyansk to
Novgorod. Concentrate all other forces in Jekapils. You cannot
prevent aircraft from striking your position, but making a large
stack ensures the damage will be spread out, thus maximizing the
survival of all units. Leaving a tank unit in a stack of less than
about 3 will result in its destruction if it is struck by all
10 enemy air divisions at once.
Turn 2
If you are fortunate, the German advance has left the air
units in Konigsberg unprotected by any ground force.
Take your single unit of motorized infantry and send it
on a lightning raid through Alytus to Konigsberg,
destroying the entire German air force in this scenario!
Move the troops in Novgorod into Leningrad. Let everyone
else rest.
NOTE: If the Germans do not leave the province
unprotected, prepare to fall back out of the range of
the fighters and keep the armor in a 12 group unless
absolutely necessary for the sake of an encirclement.
The scenario is winnable even with intact german air power.
Turn 3
The Germans have of course turned back and destroyed your
lone motorized division. However, this has cost them time
and divided their forces. The heroic sacrifice will not
be forgotten.
In my game there are now 6 enemy infantry in Jelkava and
7 divisions, including the tank concentration, to the
south. Attack the infantry in Jelkava with a single
infantry division supported by everyone else. The
Germans will be forced back. Move the troops in Leningrad
into Pskov.
Turn 4
The troops in Jekapils fall back to Riga to
join the infantry divison there, except the two tank
troops which move to Dagaupulis. The troops in
Pskov move into Voru.
Turn 5
The Germans push into Riga with their 12 group. Behind
them in Jelkava is a single infantry division. Move
the two tanks in Daguapolis into Jekapils, then
continue through with only 1 to attack the
motorized division in Jelkava, forcing it out.
MOve a single infantry from Voru into Dagaupulis to
complete the encirclement. Now, launch a 5 division
airborne assault on Riga (all I can afford) supported
by every available unit. This will destroy the entire
concentration, completing the bonus objective.
If during the attack the Germans retreat into
a province which contains only a single unit, use
the "exit to main menu" trick to roll back to your
last move. Cancel that unit's attack. You should still
have enough to destroy the concentration, and the
Germans will not be able to retreat into that
province.
If any troops have move left, stack them on top of
each other.
That was the hard part. Without air or armor,
the German advance from this point should degenerate
into a shoving match, which will end when you
acquire the resources you need.
Turn 6
Purchase 4 motorized infantry units. Retreat all units
save 1 to Tallin and Voru. Move the unit from Dagaupulis
into Voru as well.
Turn 7
Move the motorized reinforcments to Leningrad. Retreat
all but 1 unit from Tallin into Leningrad and Voru, making
sure there is a 12 group in Voru.
Turn 8
The Germans have fallen into the trap, following the bait
of 1 division into Riga, and then the bait of another
division into Tallinn. Though it required the sacrifice
of 2 divisions, The German 12 group is now in Tallin facing a
12 group in Voru and a 10 group in Leningrad.
It's time to close the trap.
Move 4 infantry divisions into Riga. Attack from Leningrad
into Tallin supported by the group in voru. The 12 group
is destroyed.
At this point in the scenario in my game, there are only
4 german units left on the entire map. Let's see if we can
end them before we collect 150 resources and win anyway!
Move the forces in Riga into Jelkava. Move the forces in
Tallinn into Riga, and the motorized forces into Jelkava.
4 German infantry now face off with 8 Russian divisions.
Move the troops in Voru into Riga until max capacity, and
the rest into Dagaupulis.
Turn 9.
The Germans retreat and purchase 4 motorized divisions as
well as 3 artillery divisions. So it is now unlikely
we will win the scenario by completely destroying all enemies.
Move 6 units from Jelkava into Mazirbe, leaving 2 infantry
behind in Jelkava as bait for a trap. Move the 12 group in
Riga into Jekapils. Move the unit in Dagaupulis into Riga.
Turn 10
The Germans retreat their 4 group to Konigsberg, while
their 7 group moves into Memel.
Move the 12 group into Siauliau. MOve the unit in Riga
into Jelkava.
Turn 11
Their Germans push into Jelkava. Not having any motorized
troops in the 12 group, I cannot encircle them. I settle
instead for hitting them with the 9 divisions in Mazirbe
supported by the 12 divisions in Siauliau.
After the Germans finish their move, I have collected 150
resources and ended the battle.
Historical Outcome
The German blitzkrieg was initially as successful as all
their previous ones, but the Russian genius for
total mobilization soon gave the Germans a rude shock.
New armies seemed to spring from the earth even as
the old ones were destroyed. Far from collapsing,
Russian resistance grew ever more ferocious as the
Germans pressed closer to Leningrad. The courageous
and costly sacrifices of the Russians coupled with
tanks such as the KV-1 and T-34, which were all but
invulnerable to German antitank fire, soon caused the
offensive to bog down. When the Germans finally arrived
at Leningrad it was too heavily fortified and defended
to fall to a quick assault. They encircled it,
intending to starve out the defenders in a matter of weeks.
In fact, the city endured for two and a half years. It
was never captured.
8.2.2) Barbarossa: Central Assault [#RUO1BCA]
Overview
This action occurs concurrently with the Northern Assault
described in 8.2.1. See that for more details. The Central
Assault through Byelorussia is accomplished by Army Group
Center. Their objective is to take Moscow, acquiring not
only the capital of Russia but a central transportation hub and
a great deal of industry. While it would not be completely
impossible for Russia to win the war if Moscow is taken, it
will make it much, much more difficult.
Again, another defensive scenario. You have better equipment
and airpower this time but your objective is correspondingly
more difficult. you must destroy 10 enemy divisions while
keeping the enemy from occupying Minsk for more than 2 turns.
Fortunately, it takes far less time to do this than it does
to accumulate provisions points so the scenario can be
won very quickly indeed.
Objectives
Primary Objectives
Destroy 10 enemy divisions.
Gold Badge:
Accomplish the primary in 5 turns.
Red Medal:
Accomplish the primary in 7 turns.
Stripes:
Accomplish the primary in 20 turns.
Supplementary objectives:
Lose 10 or less divisions.
Defeat conditions
Lose control of Minsk for 3 turns
Fail to complete the primary by turn 21.
Lose all your troops.
Participating Sides
Russia
Germany
Order of Battle
Russia:
19 basic infantry divisions
1 elite infantry
5 artillery
4 motorized
3 tank
6 fighters
Germany:
16 basic infantry
4 elite infantry
3 artillery
6 motorized divisions
7 tanks
5 fighters
7 bombers
Note that the German infantry,
motorized units, tanks and
aircraft are upgraded, and therefore
are qualitatively superior to their
Russian counterparts.
Walkthrough
You have a decent combination of forces. The great threat
is that overwhelming force of 7 (!) tanks in the northwest,
together with 5 motorized infantry. It is unlikely you will
be able to defeat this force. If you must try, do it with
overwhelming force, at least 20 divisions.
The goal here is to retreat, concentrate your forces, bait
the enemy into making a mistake, then encircle and destroy
him at once. The enemy is quite powerful so try to do this
as early in the scenario as possible, when the enemy has
less room to maneuver.
NOTE: This is an illustrative scenario and the enemy cannot
always be guaranteed to respond with exactly this sequence
of moves. However, it does so often. If the enemy does something
different, watch for an opportunity to trap him just as
we do here.
Turn 1
Move 4 aircraft to Bobrainsk, 2 to Baranowisce.
Move troops in Buwalki and Minsk to Grono
Move troops in Vitebsk to Orsha
Move troops in Bielsk and Pinsk to Baranowicze
Move troops in Gobel to Zhlobin
Move troops in Chernigov to Vyahgorod.
Turn 2
On the German turn, they sent a 12-group into Buwalki, and
another 12 group in the south to Pinsk. However,
there is only one division behind the group in Pinsk, stationed
in Lublin.
We'll exploit that.
Move the troops in Grono to Wilno. Move the troops in Orsha
to Minsk.
Move 1 infantry division from Baranowicze to Rowne, in the
hopes of tempting the 12 group in Pinsk to attack it.
Move the tank and motorized troops from Baranowicze into
Bobrainsk.
Move the rest of the infantry from Barakowisce into Mozyr.
Movve the troops in Zhlobin into Mozyr, and the troops in
Velgorod into Korosten, just east of Rowne.
Order aircraft in Bobrainsk to patrol over Wilno. Evacuate
the aircraft in BaranoWizce to Bobrainsk.
Turn 3
The Germans take the bait, attacking Rowne and destroying
the division there. However, their other troops launch a
combined attack on the empty province of Bielz. We now have
an isolated 12-group in Rowne facing off with 16 Red
Army divisions.
It is time to exploit that.
Move the 1 tank and 2 motorized divisions from Bobrainsk
back into Baranowicze. Order 1 motorized division to continue on
into Pinsk, completely encircling the enemy 12 group.
Now attack with the group in Rowne with all 15 available units
and throw in every last aircraft you possess. Since
the only units in this 12 group are soft, squishy infantry
and artillery, The 12 group will be destroyed, ending the
battle and giving you both the gold badge and the bonus objective!
Historical Outcome
The Germans overran Belorussia, and in the process of capturing
Smolensk encircled and destroyed 3 Russian armies. Nonetheless,
these victories came at a steep price of 74,000 casualties. Their
tank divisions were operating at an average strength of 45%.
Thus, it was a weakened Army Group Center that prepared for the
final assault on Moscow. They had also lost valuable time, which
had not been helped by the need to divert troops to assist
other army groups in the capture of Kiev and the
assault on Leningrad. The Russians made use of this time
to strengthen their defenses. But that is a
story for another scenario ...
8.2.3) Barbarossa: Southern Assault [#RUO1BSA]
Overview
This operation takes concurrently with the central
assault and the northern assault describe above.
As before, the Germans invade Russia with the intent
of colonizing it and driving out or exterminating
the people living there. This southern prong was
the responsibility of Army Group South, and its
ultimate objective was the conquest of the Ukraine,
Sevastapol, and the Caucausus oil fields. The Germans
evidently believed this to be the easiest task, and so
Army Group South contained a significant component of
Italian, Czech, Hungarian, and Romanian military
forces. These troops, while dangerous, were not up
to the standards of the Wehrmacht, and this would
be exploited in the upcoming battles.
Once again we are on the defensive and are required to hold
out for a certain amount of time. Further, we are required
to hold two widely separate objectives -- Kiev and Sevastopol.
While this complicates our job it also makes things difficult
for the Germans. At times it will give the AI fits, as it
shuffles troops back and forth between the objectives with
no clear idea which one it wants to attack. This combined
with your resource advantage and the lack of German air
may make this one of the easier scenarios to win.
Objectives
Primary Objectives
* Hold the province of Kiev for
a minimum of 3 and a maximum of 10 turns
* Never lose the province of Sevastapol.
Gold Badge:
Hold Kiev at the start of turn 11. The
scenario will automatically end at this point.
Red Medal:
Lose Kiev on or after turn 8.
Stripes:
Lose Kiev on or after turn 4.
Supplementary Objectives
Accumulate 150 provisions points.
Defeat Conditions
Lose Sevastopol at any time.
Lose Kiev before turn 4.
Participating Sides
Russia
Germany
Order of Battle
Russia:
7 basic infantry divisions
1 elite infantry
3 artillery
6 motorized infantry
4 tank
Germany:
16 basic infantry divisions
4 elite infantry
2 artillery
1 motorized infantry
6 tank
Note: The German infantry and motorized infantry
is upgraded.
Walkthrough
This walkthrough assumes you have bought 15% production
bonus using the points won in previous scenarios. If you
have not done so, take the illustrative scenario below and
spend more points on reinforcements earlier in the game.
This will probably cost you your bonus objective, but
the scenario should still be winnable.
The first thing to note is the lack of German aircraft.
That's very helpful. The second thing to note is you have
much more territory than the Germans do. The third thing
to note is that you have a great deal of tank and motorized
strength which is unfortunately spread all over the map.
These are the keys to your victory. If you can concentrate
your tanks and use your resource advantage to buy
reinforcements to make up your initial disadvantage, this may
be the first Russian scenario you win by utterly annihilating
the enemy!
The key to the entire campaign is Sevastapol. You can almost
ignore Kiev, as it is many provinces away and if you can make
things hot enough in the south the enemy will be too busy
diverting his troops to the south to make much headway against
Kiev. But Sevastopol is never more than about two turns away
from being occupied and captured. There is overwhelming force
there so one way to win is to bring in as many reinforcements
into Odessa as possible and fight a war of attrition with the
Ismail province as a front line. It is wise to keep
1 infantry division in Sevastopol so that, if you win a battle
in Ismail, the enemy does not "retreat" into Sevastopol and
instantly win the scenario!
Another possible strategy is to fight a holding action in
Ismail while dribbling out divisions in the north to lead
the Germans into Kiev to capture it. This will allow you
to get the stripes easily enough, but if you want the
red medal or the gold badge you must win some victories.
Finally, if you want to achieve the bonus objective it is
wise to stop buying reinforcements in the last 5 turns so
that you can accumulate enough resource points to win it,
but to survive that long you will need to buy a lot
of reinforcements in the early scenario just so you
can survive for more than 3 turns!
Turn 1
Move troops in Turnopol to Kowel. Take the motorized unit in
Kowel and combine with the troops in Stryj to attack the
armored division in Zamosk, destroying it.
Move troops in Dnepopetrovsk to Odessa.
Move troops in Isasi, Balta, and all available troops in
Odessa to Ismail.
Turn 2
In my game the Germans have moved 4 divisions into Iasi and moved
about half their armor northwest. There is now a continuous line
of German troops stretching from the far northwest to Tulcea,
which is empty.
Withdraw the troops in Zamosk to Kowel to form an 8 division
group.
There are 12 German troops in Bacau, 4 in Iasi, 3 in Brasov, and none
in Tulcea.
Move 1 infantry division from Ismail to Tulcea. Move 6
motorized and armor to attack Brasov. Reinforce the
remaining infantry in Ismail with the 2 divisions in Odessa.
Turn 3
The Germans attack my one division in Tulcea. They also
bring their armor back down into the province just west of
Iasi and north of Brusov. In the northwest, they form a 12
group in Zamosk. Meanwhile, 5 other divisions press NE from
Stryj into Stanislawow.
Move 1 infantry into Iasi from Ismail. Now move my 7
divisions
in Brusov and use them to attack Tulcea, destroying the 4
divisions trapped there.
Move the divisions from Kowel into Turnopol in order to
threaten the 5 division group in Stanislawow.
Turn 4
Move the troops from Sevastaopol into Ismail. Move 1 troop
from Tulcea into Brasov, and the rest into Ismail to form an
11-group. Purchase a 12-group of infantry and place it in
Odessa.
Move the 8-group in Turnopol into Vinnitsa.
Turn 5
The Germans isolate and destroy the 1 division in Brusov.
There is now 1 german armored division in Tulcea, 10
divisions (including most of the armor) in Brusov, and
8 divisions in Bacau. 8 divisions in Stanislawow and 7
in the province directly southwest of that, Stryj.
Send 1 division supported by the other 10 into Tulcea,
destroying that armored division. Move the 12 group
from Odessa to Balte. Move the 8 group from Turnopol to
Mogilev Podolski, forming a solid line.
Turn 6
The Germans take the bait, attacking my lone infantry
division in Tulcea with the 10-group armored fist. They
then proceed to scatter their troops everywhere, moving
11 troops into Bacau, 6 into Stryj, 1 armored division
in Vinnitsa driving towards Kiev, and 1 armored division
in Beltsy. There are 6 more southwest of Kowel.
It's time to collect some troops. From the 10 group in
Ismail, send 1 infantry division into Issa. Now
drive a motorized division through there into Brusov,
encircling the armored fist. Drop in a 5-group of
airborne infantry and attack at the same time with all
your troops in Ismail to the maximum, then support with
the rest. With 13 divisions against 10, the pocket
will be destroyed.
Now it's time to clean up the other isolated armored
divisions. Use the 8-group in Mogilev Podolski to
attack the tank division in Vinnitsa, destroying it.
Now use the 12-group in Balta to attack the tank division
in Beltsy, destroying it.
At this point the Germans are down to 1 armored division and
the scenario is almost won. All we need do now is be careful,
keep the pressure on, and husband our resource points for the
bonus objective.
Turn 7
The Germans move almost all their troops to the southeast,
destroying my division in Brusov.
There are 12 German divisions in Brusov, 5 in Iasi,
3 in Bacau, 3 in Stry, and 1 in Lvov.
Move the 8 group in Vannitsa into Stanislawow.
Move all but 1 of the troops in Tulcea into Ismail,
leaving 1 infantry division behind as bait.
Attack with the 12 division in Beltsi into Stryj.
Turn 8
The Germans take the bait. Their 12 group in Brusov
attacks Tulcea. 3 troops go behind them. Meanwhile more
troops attack my 12 group in Issi and force them back,
causing me to lose 1 unit. There are now 12 Germans in
Tulcea, 3 in Brusov, 10 in Iasi, and 1 in Stryj.
Use 2 infantry and 2 artillery in Stanisluwow to attack
the 1 infantry division in Stryj.
Move 1 infantry division into Ismail from Beltsi, to bring
the strength up to 12.
Move the motorized and tank units from Stanisluwow into
Stryj, and send 1 motorized unti into Bacau.
Take 1 infantry unit in Beltsi to atatck the concentration
in Iasi, supported by all other troops in Beltsi and Stryj.
This will drive them into Brusov with some loss.
Turn 9
The Germans attack my 2 isolated unit and their lone
division launches a suicide attack on my 8-group in Stryj.
It is destroyed to no gain.
There are now 12 German troops in Bacau and 12 in Iasi.
Move 1 infantry unit from Ismail into Tulcea. Now move 1
motorized unit from Ismail through Tulcea into Brasov.
The encriclement of the group in Iasi is now complete.
Now attack Iasi with all troops in Stryj and Beltsi up
to the maximum, then have the rest of the troops in Beltsi
and Ismail support the attack.
Massacres like this seem hardly fair.
Turn 10
The 12 group moves into Brusov, destroying the motorized group there.
Move 2 troops from Beltsi into Iasi to reinforce the group there.
MOve the other two troops in Beltsi into Stryj.
End the turn.
The Germans attack Tulcea, once again falling for the bait, but
at this point the battle is over. We have achieved the gold badge
and the bonus objective.
Historical Outcome
The Germans met ferocious resistance right at the start of the
campaign and were so badly stymied they had to call for help
from Army Group Center to capture Kiev. Although they
destroyed several Russian armies and killed or captured more than
450,000 men, it also meant the assault on Moscow was
significantly delayed. They were also unable
to capture Sevastopol, which would withstand a siege
until 4 July 1942.
8.2.4) The Battle for Moscow [#RU01MOS]
Overview
The Germans resumed the advance on Moscow with
"Operation Typhoon" on 2 October 1941. They had lost
many lives, lost much time in fierce battles around
Smolensk , and had also been diverted to the north
and south to help out those fronts. This, then,
was the final desperate attack to take the Russian
capital, force a collapse of the government, and
end the war in 1941.
This is it. The greatest battle of the campaign. Everything
that came before was tutorial for this moment. There is nowhere
to retreat to, so you will stand fast and bleed the Germans. Fortunately,
you now have significant forces to accomplish this, even more so if you
have carefully earned provisions upgrades in every previous scenario
in the campaign.
Objectives
Primary Objectives:
* Destroy 30 enemy divisions of any type.
Gold Badge:
Complete the primary in 10 turns.
Red Medal:
Complete the primary in 15 turns.
Stripes:
Complete the primary in 20 turns.
Supplementary Objectives:
Destroy 9 enemy motorized divisions.
Defeat conditions
Lose Moscow
Fail to complete the primary in 20 turns
Lose all your troops.
Participating Sides
Russia
Germany
Order of Battle
Russia:
15 basic infantry divisions
6 artillery
5 motorized infantry
7 tank
4 fighters
4 bombers
Germany:
21 basic infantry divisions (upgraded)
1 elite infantry (upgraded)
7 artillery
8 motorized (upgrade)
9 tank (upgraded)
3 fighters (upgraded)
3 bombers (upgraded).
Walkthrough
First, I have counted three times and each come up with
the same answer: There are only 8 motorized divisions at the
start of the scenario. So you could kill them all and still not
get the bonus objective -- in order to get it, you would have
to wait for the enemy to reinforce. But you must not permit that!
The map is too shallow, there is not enough time. Instead, you
must devote yourself to only one task: To kill as many Germans
as quickly as possible in order to end the scenario before you
lose Moscow.
The Germans have a powerful force which is only a maximum of three
provinces away from Moscow. You must ensure they never get there.
Seize the initiative, start a never-ending pipeline of
reinforcements, take the offensive, separate the enemy into
pockets, isolate and destroy them!
Note also that this is the first scenario in which you have
air superiority. Use it by having your fighters protect your
formations, while the bombers are used to maximum effect.
Turn 1
Move the troops in Vyazma and Bryansk into Kaluga. Move
the troops in Rogachev into Bryansk.
Move the troops in Kalinin and Rzhev into Demyansk. Move 1
infantry from Demyansk into Tikhvin in order to bait the
7 troops in Novgorod into attacking there.
Move the troops in Moscow into Rzhev.
Order your fighters to patrol above Demyansk while the bombers
attack the armor concentration in Vitebsk.
Turn 2
The Germans take the bait, moving into Tikhvin.
Capitalize on this: Move 1 infantry division into Novgorod and
Cherepovets,then have 1 division from Demyansk attack
Tikhvin supported by the other 8 units in Tikhvin. 7 enemies
down, 22 to go.
Meanwhile, there is a 12 group of Germans SW of Rzhev in Velikiye Luki.
It includes 5 tank divisions.
To counter this, move a 12 group from Kaluga to Mozhaisk. Move
the 4 group from Bryansk to Kaluga. I now have 26 resource
points. Spend them on a 6 group of basic infantry which will
arrive in Moscow.
Use the bombers to hit the 12 group in Velikiye Luki, and the
fighters to patrol above Rzhev.
Turn 3
The Germans push against my 6 group in Rzhev, forcing them
into Demyansk. There is a 6 group behind them in Velikiye Luki, and
a 1 group in Staraya Russya.
Move my 1 division from Cherepovets into Kalinin. Move 2
infantry from Demyansk into Staraya Russya. Attack
Velikiye Luki with 7 divisions from Mozhaisk. Now hit
the 12 group in Rzhev with every available unit from
every direction -- 21 units in total from Moscow, Mozhaisk,
and Bryansk. And throw in every available air unit as well.
The 12 group is destroyed, along with its 5 tank divisions.
20 down, 10 to go. I don't know where the extra destroyed
division came from -- perhaps it was lost while attacking
on the German turn.
Move the troops in Kaluga up to Mozhaisk.
Turn 4
The German offensive has stalled and they consolidate on
the far left side of the map. Their most eastern outpost is
Smolensk.
I note that after the German move I have a 9 group in
Velikiye Luki, directly adjacent to their air base in Vitebsk.
Move 2 armored divisions from Rzhev into Velikiye Luki,
then attack Vitebsk with 1 infantry division from Velikiye Luki
supported by every other division in Vilikiye Luki.
I support this attack with all bombers.
The attack succeeds. My 1 division moves into Vitebsk and
destroys all the German air in the scenario on the ground --
another 6 air divisions. 26 down, 4 to go.
I anticipate an attack on Vitebsk next turn, so I move
the 4 units in Moshaisk to Vyazma. 2 units from Tikhvin into
Demyansk. Move 3 units from Rzhev into Demyansk, and 3 into
Velikiye Luki. The other troops in Demyansk are in the red,
so I allow them to rest along with the 1 unit in Kalinin,
also red. Since the Germans have no more air, the fighters
are released for STRIKE duty and I relocate them closer
to the front -- to Demyansk, garrisoned by a 12 group
and opposed by 5 divisions of German infantry. They should
be safe enough there while still able to act on the
battlefield.
Turn 5
The Germans do indeed attack vitebsk, but to my surprise
they combine groups and attack Velikeye Luki as well.
There is now an 11 group there, as well as a 12 group
in Vitebsk. Minor German forces elsewhere in 3 division
groups.
Move 9 infantry and artillery from Demyansk into
Staraya Russya. Move the motorized and armor here into the
now-friendly territory.
Attack Velikieye Luke with 1 division from Rzhev supported
all available units in Rzhev, Staraya Russya, Vyazma, and
air fighters only.
The bombers are almost out of health, so I let them rest.
But it turns out to be unnecessary. This last attack
destroys at least another 4 German divisions. The battle is over.
I have not acquired the bonus objective, but given the fast-paced
and brutal nature of this scenario it really wasn't feasible
to acquire. Possibly someone else can do better!
Historical Outcome
The German attack on Moscow produced some of the greatest
victories on record, encircling Russian armies in
Vyazma and Bryansk to inflict another 500,000 casualties.
Nonetheless, the initial German assault was stopped
at the gates of Moscow by the 50th army and civilian
volunteers. The battle degenerated into a slugging match.
The Germans had infantry divisons at 1/3 to 1/2 strength
and only 1/3rd of their vehicles were operational.
The winter descended, for which the Germans were utterly
unprepared. At this point the Russians launched a
powerful counteroffensive which forced the Germans
back for good. On 5 December 1941, Hitler instructed
the forces on this front to assume a defensive posture,
conceding defeat. Two days later, the Japanese bombed
Pearl Harbor and the United States entered the war.
8.2.5) Rzhev-Vyasma Operation [#RUO1RVO]
Overview
At the conclusion of the Moscow counteroffensive a number of
German divisions were advanced far in front of the others
in what is termed a 'salient'. The Red Army launched a
two-prong offensive in the hope of using the pincers to
encircle these divisions and liquidate them. Also,
the capture of Staraya Russya would sever the railway
link providing the Germans with supplies and communications.
At last we are going on the offensive! This is on essentially
the same map as the previous battle for Moscow. However, this
time the forces are much weaker and Moscow is not a useable
region for either side. Be careful, however. There are many
traps in this scenario for the unwary!
Objectives
Primary Objectives
* Conquer the province of Smolensk and hold it
for 3 turns.
Gold Badge:
Complete the primary in 6 turns.
Red Medal:
Complete the primary in 8 turns.
Stripes:
Complete the primary 10 turns.
Supplementary Objectives
Reduce German control to 5 provinces or less.
Defeat Conditions
Fail to complete the primary objective by the start
of turn 11
Lose all your troops.
Participating Sides
Russia
Germany
Order of Battle
Russia:
12 basic infantry divisions
3 elite infantry
4 artillery
3 tank
Germany:
11 basic infantry (upgraded level 2)
1 motorized infantry (upgraded level 2)
3 artillery
4 tank (upgraded level 2)
Walkthrough
You slightly outnumber the enemy but your forces
are concentrated while theirs are spread all over
the map. You can make use of this separation to
defeat the enemy forces in detail. However, they can
also do the same to you! The most critical point is
Kalaga, containing 5 Red Army divisions. If nothing is done,
the 9-group of Germans in Vyazma will encircle and destroy
them, crippling your offense. This is especially problematic
because the enemy possesses many more provinces and therefore
will reinforce more quickly. Thus, you must do all you can
to save this offensive group, and once done to quickly secure
as much territory as possible before the weight of resources
tips the balance in favor of the Germans.
Turn 1
Move the 5 group from Kaluga into Mozhaisk.
Move the infantry from Bezhetsk into Demyansk. Follow up
with the 3 tanks there, then use these tank units to
support an attack from Kalinin into Rzhev. This should
consist of 7 units of infantry supported by everything else
in Kalinin as well as the tank units in Demyansk. The enemy
will be forced back to Velikiye Luki.
Thus, if the enemy starts the turn with an attack on your
group in Mozhaisk, it will be able to retreat into Rzhev
and link up with your troops already there.
Turn 2
The Germans counterattack into Mozhaisk from Velikeye Luki and
from Vyazma, forcing my troops there into Rzhev, causing
my forces to join as planned. Some troops in Velikiye
Luki move to Vitebsk, and other troops move from Staraya Russya
into Velikeye Luki. So there is a 3-group in Velikiye Luki,
a 3 group in Vitebsk, and an 11 group in Mozhaisk.
Move the infantry from Demyansk into Staraya Russa.
Follow up with tanks and combine with the 11 group in
Rzhev to attack Velikiye Luki.
From Kalinin, move 1 infantry division into Rzhev as
bait. Move the rest of the troops into Demyansk.
Purchase 2 infantry reinforcements for 10 resource points.
They will arrive in Kalinin.
Turn 3
The Germans take the bait and attack my 1 division in Rzhev.
There are now 11 Germans in Rzhev, 2 critically damaged in
Vitebsk, and 3 in the far southwest strategic province of
Orsha.
Time to exploit the AI's gullibility.
Move a single infantry division from Velikeye Luki to Mozhaisk,
trapping the group in Rzhev. Now follow up with an attack of
all units in Kalinin and Demyansk, supported by all units in
Staraya Russya and 1 unit in Velikiye Luki.
Take the other 9 divisions in Velikiye Luki and attack Vitebsk.
The overwhelming force should destroy those two divisions.
Turn 4
The German force in Orsha counter attacks my group in Vitebsk
and fails. They purchase additional units to bring their strength
up to 7 divisions. There are now 7 German divisions in Orsha.
Move the troops in Mozhaisk into Vyasma. Move the last division
in Velikiye Luki into Smolensk.
Move the troops from Rzhev into Velikiye.
Move 1 infantry division from Staraya Russya into Novgorod and
Novorzhev, respectively. Move the tanks in Staraya Russya through
Novorzhev into Nevel.
Now use the 9-group in Vitebsk to attack the last German group
of 7 in Orsha. The battle is won and the only German-controlled
province is Roslavi. We have won both the gold badge and the bonus
objective.
Historical Outcome
The Rzhev-Vyasma offensive scored initial success, encircling
a large German force in Demyansk. However, the German air force
devoted its entire air transport fleet to resupplying the
pocket, with the result that the Germans not only resisted
liquidation but successfully broke out to rejoin their main
body. Meanwhile, a German counter-operation known as 'Operation
Seydlitz' succeeded in encircling a number of Soviet armies,
which were themselves destroyed. The offensive was afterwards
termed the "Rzhev Meat Grinder" and became a
"forgotten battle" which many wished to forget had ever
happened. Fighting would continue in the Demyansk region
until 1943.
8.2.6) The Battle for Caucasus [#RUO1RMN]
Overview
After the conclusion of the 1941 Winter Offensive, Stalin
ordered the Red Army to conduct an 'active defense' of
its remaining territory. Towards that end, a counteroffensive
was launched from Rostov with the aim of liberating Kharkov.
This action would not only further secure the Caucasus oil
fields from German aggression, but would also draw German
forces away from the critical central front threatening
Moscow.
This scenario is unusual in that both armies will launch
an offensive at the same time. Unfortunately for you,
the Germans have more troops and outstanding air power,
so they will win the initial push. Your choices are to
either attempt to grind them down in a battle of attrition,
or fall back and attempt to trap them deeper in your own
territory. Fortunately, you have many more provinces than
the Germans and so your resources will tip the battle
your way if it lasts long enough.
Objectives
Primary Objectives
* Conquer all provinces!
Gold Badge:
Complete the primary in 10 turns.
Red Medal:
Complete the main objective in 15 turns.
Stripes:
Complete the main objective in 20 turns.
Supplementary Objectives
Lose less than 10 divisions.
Defeat Conditions
Have not completed the primary by the
start of turn 21.
Lose Grozny for 2 turns (fat chance!)
Lose all your troops.
Participating Sides
Russia
Germany
Order of Battle
Russia:
16 basic infantry divisions
2 elite infantry
5 artillery
2 motorized
1 tank
6 fighters
3 bombers
Germany:
8 basic infantry divisions (upgraded level 3)
5 elite infantry (upgraded level 3)
2 artillery
4 motorized (upgraded level 3)
4 tank (upgraded level 2)
5 fighters (upgraded level 1)
5 bombers (upgraded level 4 - JETS!)
Walkthrough
This is tricky, as at scenario start you have 15 troops
in direct contact with 23 German troops. However, they
are hemmed in only 3 provinces, while you have the entire
rest of the map. Your aircraft and your other troops
are scattered across the map, although you do have
4 air divisions in Kharkov.
This is the easiest scenario in the campaign if all you
care about is the stripes. Unless you care about bragging
rights there is no reason to go for any high awards,
because this is the last battle of the scenario and all
upgrade points will be lost at the end of it. By the way,
if you still have any upgrade points, now is the time to
spend them all!
The conservative way to win is simply to fall back to
Krasnodar and Tikhoretsk and use the "pawn sacrifice"
technique as the German troops enter Rostov. That is,
attack with 1 division supported by 23 others in those
2 provinces against the one German attacker. Since
you have many times more resources than the enemy,
eventually you will grind them down and win the scenario.
The problem with this is you are going to take really
serious casualties from those German aircraft which will
continuously bomb you throughout the scenario. At the beginning,
don't even try to patrol as your aircraft on point are too
few and will quickly be destroyed. This is a high attrition
strategy and I, personally, would take the challenge in the
pre-scenario cutscene to win "not with numbers but with skill."
But how to minimize casualties? The problem is there is
no way to avoid a brutal confrontation and still meet the
time constraints of the scenario. You have much territory
to retreat into, but the more ground you give the more time
and resources you give the Germans, all the time being bombed
from the air, so it may be even more costly in the long run.
Thus, the minimum cost method I have found to win is to
fight the battle far forward. To take the battle to the
enemy at the start, keep him off balance, reinforce from
Kharkov while marching your other troops across the map.
It's still a battle of attrition, but it's a battle which
gives the enemy minimum resources and minimum places to
retreat to, ending the battle as quickly as possible
with minimum losses. Two times out of twenty I even
got the bonus objective!
Turn 1
Take 1 division from Stalino and attack Zaporozhye, supported by
all troops in Kharkov and Stalino. Support with all aircraft
in Kharkov.
Move aircraft in Salsk to Rostov. Move troops in Salsk to
Tikhoretsk.
Move troops and aircraft in Elista to Bachanta.
Purchase 2 basic infantry in Kharkov.
Turn 2
Take 1 infantry from Kharkov and attack
Zaporozhye , supported by all other troops in Kharkov
and Stalino. Support with aircraft in Kharkov and Rostov.
Buy 6 infantry in Kharkov.
Move troops in Tikhoretsk into Rostov
MOve troops in Bashanta into Salsk.
Move aircraft in Bashanta into Tikhoretsk.
Turn 3
The Germans counterattack. I now have 12 Germans in
Zaporozhye,2 in Melitopol, and 5 in Dnepropetrovsk.
Launch all aircraft against the 2 divisions in
Melitopol.
Send 2 divisions from Stalino into Melitopol.
Now attack Zaporozhye with 12 divisions from Kharkov
supported by 4 from Stalino.
Move 4 divisions from Rostov into Stalino.
Move 7 divisions from Salsk into Tikhoretsk.
Turn 4
The Germans are down to 12 troops in Dnepropetrovsk.
They counterattack into Zaporozhye. Unfortunately for them,
they leave their base uncovered.
Move 1 infantry division into Dnepropetrovsk. The enemy
aircraft are completely destroyed. The enemy 12 group
is fully encircled.
Attack the final concentration with all 19 available
divisions in Melitopol, Stalino, and Kharkov. As always,
up to 12 may attack while the remaining 7 support.
Further support with all available aircraft in Kharkov
and Rostov. The aircraft in Tikhoretsk are out of range.
The final German concentration is destroyed. We have the
gold badge and have even acquired the bonus objective because
we lost only 5 divisions (3 basic infantry, 1 artillery, 1 tank)!
Historical Outcome
The initial assault in the Rostov Strategic offensive was
successful. Unfortunately, the German Sixth army responded
quickly and the Russians were again encircled and destroyed
with the usual cataclysmic losses in the Second Battle of </pre><pre id="faqspan-4">
Kharkov. The Russian failure set the stage for the
Germans' 1942 offensive, which would attempt to seize
the Caucasus oil fields and the transportation junction
of Stalingrad.
9) Campaign Walkthrough: Roads of Freedom (American) [#US01]
This campaign follows the American and British offensive from
1943 to the end of the war. Starting with the initial successes
in North Africa, you will continue with the Italian campaign,
the invasion of France, and the final assault on Germany
to end the war.
Compared to the hellish scenarios of the last tour, this
is almost a breather. You will for the most part enjoy
a powerful material advantage. However, the scenarios
remain challenging if you are interested in winning
badges, as the victory conditions have been made considerably
more ambitious. Time is also a more critical factor. It is
possible to lose a scenario not because you were defeated,
but simply because you did not win quickly enough.
NOTE: As noted in the previous campaign, enemy moves are not
fully predictable and therefore these guides are not guaranteed
to work every time. Some improvisiation will be necessary.
9.1 Characters [#US01H]
William Mattis
Rank: General
The viewpoint character for the Americans.
A cheerful man with a ready arsenal of jokes,
Mattis is an aggressive commander in the mold
of Patton. He speaks rarely of outside interests or
family, and lives to fight.
Denver
Rank: General of the Army
Mattis' superior, Denver is an easygoing man with
a gentle smile in the mold of Eisenhower. Considers
Mattis a valuable subordinate, observing that "pessimists
rarely win wars." Nonetheless, he finds it necessary from
time to time to restrain Mattis, out of concern he will
risk the lives of his troops unnecessarily. Enjoys poker.
Mary Ann Moore
Rank: Colonel
Mattis' aide-de-camp in the mold of Kay Sommersby, though
Moore is American. A graduate of West Point (something
unheard of as the first female cadets were admitted in 1976),
she is quiet, serious, and professional, the perfect
counterweight to Mattis' exuberant style. Enjoys baseball,
at which she was 'better than many a man' in her cadet days,
and ruthlessly rebuffing Mattis' advances.
9.2 Scenarios [#USO1SC]
9.2.1 Operation Crusader [#USO1OC]
Overview
By late 1941 the British had been forced to retreat to
Egypt but continue to hold out in the port of Tobruk.
Tobruk was critical to both sides, as WWII armies required
an immense quantity of food, fuel, ammunition and other
supplies, all of which had to be shipped in from overseas.
The only thing that could process ship cargos quickly
enough was a modern port with cranes, docks, and all
the other facilities of maritime industry. Absent Tobruk,
supplies had to be brought across North Africa in trucks
either from Egypt (for Britain) or Tripoli (for the Germans).
Tobruk had by this time withstood German assault for six
months. A previous offensive (Operation Battleaxe) had
failed to relieve the siege. Now, in November 1941,
The British would try again.
This scenario picks up where the last scenario of campaign
1 ended. The British have reinforced for an offensive but
their back is to the wall. The scenario can be won easily
through simple attrition for Stripes, but anything more
will require some tactical skill. As a matter of record,
historically this was an entirely British show. In fact,
the Americans would not even declare war for another three
weeks!
Objectives
Primary Objectives
* Conquer the province of Tobruk and hold it
for 3 turns.
Gold Badge:
Complete the primary in 8 turns.
Red Medal:
Complete the primary in 12 turns.
Stripes:
Complete the primary 50 turns.
Supplementary Objectives
Conquer all provinces
Defeat Conditions
Fail to complete the primary objective by the start
of turn 51
Lose all your troops.
Participating Sides
United Kingdom
Germany
Order of Battle
United Kingdom:
6 basic infantry divisions
2 artillery
5 tank
Germany:
2 basic infantry divisions
2 artillery divisions
6 tank
Walkthrough
The enemy outnumbers your armor but they are scattered while
yours is united into an armored fist. This must be exploited
in order to defeat the stronger enemy. COntinuous hammer
blows will push the enemy back. But how is one supposed to
get the gold badge and conquer all provinces in less than 9
turns?
Simple. Kill all the enemy troops at the start of the scenario.
As illustrated below:
Turn 1
Purchase 2 infantry reinforcements, which will arrive in
As Suway.
Use the armored fist in Fayum to attack the single armored
division in Qattara.
Move all divisions from Cairo into Alexandria.
Turn 2
The Germans concentrate their forces in Gerawia.
MOve all armored divisions into El Alamein and move
1 infantry division from Alexandria to support them.
Move 1 additional infantry division into Qattara.
Move the 2 reinforcements from As Suway into Fayum.
Rest the remainder of your troops.
Turn 3
The Germans descend from Gerawia into Qattara, eliminating
the lone unit there.
Now it is time to spring the trap.
Move 1 infantry unit from El Alamein to Geraweia. Race 1
armored unit through Garaweia into Siwa. The Germans
are now completely encircled. Attack them with all
available troops. Even with 5 tank divisions, you
should be able to destroy them with your 4 tank
divisions and 8 other divisions.
it is critical that you rest as many troops in Alexandria
as possible, the better to ensure that they win the
encirclement operation. It is possible for the Germans
to infrequently win this battle defensively, but
this has never been observed to happen when the units
have been rested to the maximum extent possible.
Also, it is possible for the Germans to, about 1 time
out of 20, refuse the bait and attack your armored fist
instead. It is unlikely you will have the power to
encircle them when this happens, so you will have to
withdraw from contact and send a decoy unit or two
racing west, in the hopes of causing them to divide
their forces and
fight a normal battle of attrition. This is only
suggested based on previous experience and has
not been thoroughly tested. However, if you
just want to end this quickly, you're better off
restarting the scenario.
At any rate, if all went well, congratulations! You now
have the gold badge and the bonus objective!
Historical Outcome
The initial attack by the British was successful,
although rapid and skillful deployment by Rommel,
the German general, prevented them from turning a
victory into the deciding battle of the theater.
Nonetheless, the Germans were
pushed back and the immediate threat to Suez was removed.
Tobruk would be relieved on 7 December by the British
8th army. Although a limited success, this battle proved
significant in that this was the first time German forces
of any large size were defeated by the British.
9.2.2 Operation Lightfoot [#US01OL]
Overview
As of 12 July 1942, a German offensive had pushed
the British back into Egypt, threatening the Suez
Canal again. However, the British were building
up an overwhelming material advantage while the
Germans continued to suffer for lack of adequate
supplies. Rommel chose to strike early in the hopes
of disrupting the oncoming British attack. When
this failed, Rommel dug in, and the British
launched their great assault with more than twice
Rommel's numbers.
This scenario again starts up right after the last one.
The enemy has greater strength, especially in the
air, but will fight a fundamentally defensive
battle which will handicap their ability to stop you.
This may be a reflection of the supply difficulties
Rommel faced at this time. Also, this would again
be an entirely British show in which there would
be no American participants. Further, this scenario
appears to be mis-labelled, as the historical Operation
Lightfoot started at the border of Egypt and drove the
Germans into Libya, while this scenario starts after
the fall of Tobruk, which would not take place for
another few weeks.
Objectives
Primary Objectives
* Conquer the province of Tripoli and hold it
for 1 turn.
Gold Badge:
Complete the main objective in 10 turns
Red Medal:
Complete the main objective in 15 turns
Stripes:
Complete the main objective in 20 turns.
Supplementary Objectives
Destroy all enemy air units.
Defeat Conditions
Fail to complete the primary by the start of
turn 21, lose Tobruk for any amount of time,
or lose all your troops.
Participating Sides
United Kingdom
Germany
Order of Battle
United Kingdom:
7 basic infantry divisions
2 artillery
3 tank
3 fighters
Germany:
11 basic infantry divisions
2 elite infantry
1 artillery
2 motorized division
4 tank (upgraded level 1)
2 fighters
4 bombers
Walkthrough
The Germans outnumber you but many of their forces
are back around Tripoli. This will allow you
to quickly force them back to Agaedabia, Aujila
and points west. Once you have done this you will
have many more provinces than they, and can then
build up with reinforcements until you are able
to overwhelm the defenders. Encirclement tactics
as in the previous scenarios will allow you to
quickly destroy German resistance and acquire
the gold badge. Destruction of the bomber
force is also an early priority if possible.
Turn 1
Concentrate the forces in Deyna,
Forte Maddalena, and Forte Capuzzo into
Mettilli. Move the troops in Bouaria into Forte
Capuzzo. You can afford 6 basic infantry at the
start of the scenario, so purchase them immediately.
Use your air to strike the tank concentration in Msus.
There is no need to defend against air threat at this
time as the enemy air is out of range.
Turn 2
The enemy air moves forward to the province just west of
Agadebia. All the other enemy forces retreat into the south
and west, abandoning the northeast corner of the map.
Move 1 infantry division from Metilli into Barca.
Move the rest of the troops in Metilli into Msus.
Move the troops in Forte Capuzzo into
Forte Maddalena. Move new reinforcments from Tobruk
(that's why we captured that town -- otherwise they'd
have to come all the way from Egypt!) to Mettili.
Order air to patrol over Msus.
Turn 3
The enemy continues to withdraw to the west. Note
that the province of Agedabia is empty and the province
immediately west of it is occupied only by the 4 bombers.
The 4 expensive, all-but-impossible-to-replace bombers.
Yes, if you've walked through with me this far you already
know what I have in mind. A deep raid to destroy the entire
bomber force in a single blow!
Move the 1 infantry in Barca to Benghazi.
Move the troops in Forte Maddalena to Al Jaghbub.
Move all infantry and artillery from Msus into Adegabia.
Follow up with all 3 tanks into Agedabia, then drive only
1 of them west into Sirte. So much for the bombers!
Move 6 troops from Mettilie to Msus.
Move the aircraft forward to Sirte. There are no enemy
air in range, so they will be performing STRIKE missions.
Turn 4
Alas, our lone tank in Sirte is destroyed by overwhelming force.
There are now 8 german divisions in Sirte, 6 divisions south
of Agedabia in Aujila, and 6 divisions including an
armored fist west of Sirte.
However, the 6 German divisions in Aujila are now threatened
from three aspects. We will exploit that.
Attack Aujila with 1 division from Al Jaghbub supported by
all other divisions in Msus and Al Jaghbub.
Allow the troops in Agedabia to rest. Strike the
group in Sirte with air, and move the 1 division from
Bengazi into Agedabia.
Turn 5
The Germans respond by attacking Aujila with 12 troops,
destroying our unit there. There is 1 division behind them
in Silke and Socna, respectively.
Strike the unit in Silke with air, then push it out with
1 infantry division from Agedabia. Now take 1 tank and drive
it through Silke into Socna. Even though you are outnumbered,
1 tank should still be able to push out 2 critically damaged
enemy infantry. The 12 enemy divisions in Aujila are now
encircled. Attack with all troops in Msus, Al Jaghbub,
and Agedabia, remembering that only 12 troops can attack but
the rest can support. The encircled enemy group of 12
divisions is destroyed.
Also, we can now afford to purchase 4 motorized divisions.
Do so.
So what do the Germans have left -- a 6 group west of Sirte
in Homs, 2 fighter divisions in Tobruk itself, and an 8
group west of Socna, including the two badly damaged
divisions.
Turn 6
The German 6 group retreats from Homs through Tobruk to Zuara
at the extreme NW end of the map. Alas, German fighters and
the 8 group in Ghadames destroy my tank division in Socna.
Some of those German units are critically weakened. Let's
push them back. Attack the group in Socna with the
12 troops in
Silke and Aujila. They are driven back to Ghadames. Move
the 2 divisions in Agedabia into Sirte. Move your
aircraft to Sirte. Move your new motorized reinforcments
from Tobruk to Msus.
Turn 7
The Germans swap their groups in Zuara and Ghadames.
They attack my 12 group in Socna with their 6 group
of tanks, but fail.
I decide to move my motorized troops into Silke,
patrol above Socna,
and otherwise to let my troops rest.
Turn 8
The Germans reinforce their group in Ghadames with
1 division, and otherwise move their other forces
into Tobruk.
Move my infantry and artillery from Silke into
Homms. Follow up with my motorized forces
which combine with my 11 group in Socna for an attack
on Gadames. The Germans are forced back into Zuara, but
an 8 group still holds Tripoli.
Use aircraft to strike Tripoli.
Turn 9
I had expected the Germans to launch a combined attack
on my 12 group in Ghadames, but instead they attack my
motorized group in Homs while their group in Zuara
remains stationary.
I have more than 50 provisions points, so I spend them
to purchase a 2 division air assault on Tripoli.
It is occupied by nothing but 2 enemy fighter divisions,
which are instantly destroyed.
I move 3 additional divisions into Tobruk from Ghadames
to discourage counterattack. I then move 1
division of infantry from Socna into Silke to finish the
encirclement of the 8 group in Homms.
Finally, I strike the enemy in Homms with all forces in
Socna supported by all forces in Ghademes. The enemy
is liquidated. There is now only a 4 group of Germans
left in Zuara.
Turn 10
The Germans don't have much choice. They counter attack
Tobruk and force my troops out. Unfortunately
for them they now face 17 divisions in the immediately adjoining
areas. Move 1 infantry from Ghadames into Zuara to
completely encircle the forces in Tripoli. Now follow up
with a combined attack by all available forces, 16 divisions
against 5, as well as all available aircraft.
Tripoli falls. The Germans have lost all provinces and all units.
We achieve the gold badge on the last turn it was possible
to get it, and the bonus objective too!
Historical Outcome
The overwhelming British assault was completely successful.
While there were no brilliant encirclements or flashy
tactical maneuvers, the British nonetheless pushed hard
with overwhelming force. When the battle was over,
PanzerArmee Afrika had an effective strength of only
5000 troops, 20 tanks, 20 anti-tank guns and 50 field guns.
Tripoli was liberated on 15 July 1943. Churchill later
said of this battle: "Before El Alamein we never had a victory.
After El Alamein we never had a defeat."
9.2.3) Tunisia Campaign [#US01TC]
For the year 1942 the Americans and British
debated how best to assist their Russian
allies, and decided to secure the Mediterranean
in order to facilitate Lend-lease to the Russians,
protect the Suez canal, and knock Italy out
of the war. To accomplish this a massive
amphibious invasion was planned for November
1942 to seize that part of North Africa controlled by
French loyal to the collaborationist regime
in Vichy, thus catching the Germans between
the new American force and the advancing
British 8th army.
This scenario is a bit of a mess. Your troops
and the enemy troops are scattered all over the
map. You have no resource advantage at the start
but you do have the advantage of being able to
bring reinforcements in almost anywhere on the map.
The Germans are restricted to Tunisia and Bouaria for this
purpose. Bouaria will fall almost at scenario
start but Tunisia is a bastion that will
prove hard to crack. Nonetheless, with a
bit of cleverness this scenario can be
more easily won than many of the others.
Also, this scenario marks the combat debut of
large-scale American forces in the ETO (
European Theater of Operations) .
Objectives
Primary Objectives
* Conquer the province of Tunis and hold it for
multiple turns.
Gold Badge:
Complete the main objective in 9 turns
Red Medal:
Complete the main objective in 14 turns
Stripes:
Complete the main objective in 20 turns.
Supplementary Objectives
Destroy all enemy air units.
Defeat Conditions
Fail to complete the primary by the start of
turn 21, lose Casablanca for any amount of time,
or lose all your troops.
Participating Sides
United States / United Kingdom (as one side)
Germany
Order of Battle
Allies:
At scenario start:
9 basic infantry divisions
2 elite infantry
2 artillery
1 motorized infantry
6 tank
On turn 5 the following enter
in Casablanca:
3 basic infantry
2 tank
Germany:
8 basic infantry
1 elite infantry
2 artillery
1 motorized infantry (upgraded level 1)
10 tank (upgraded level 1)
1 fighter (upgraded level 1)
3 bombers (upgraded level 1)
Walkthrough
At the start of the scenario, there is one serious trap
to avoid at all costs: Do NOT advance troops from Casablanca
into Marrakech. This is because you have a maximum of 4 troops
while there are 5 enemies in Bouaria. If you do this, they will
push your 4 troops back to Casablanca, and take Casablanca
itself on turn 2, costing you the game.
So don't do that.
Your troops in the far southeast in Gabes are in similar danger.
While losing them will not lose the game, the loss of 5
divisions, 3 of them irreplaceable tanks, will seriously
disrupt your timetable and almost certainly cost
you any badges.
At any rate, the overall picture of the map is one of many
isolated pockets of both German and Allied troops. You
have pockets in Casablanca, Oran, Algiers, and Gabes. The
Germans have pockets in Bouaria, Sidi-Bel-Abbes, and in
the Tunisia region. Tunisia is heavily fortified and garrisoned
by 12 of the enemy's 22 divisions, so a lightning dash
by your southeastern force (the British 8th army under Montgomery)
is not feasible.
You are outnumbered and have fewer provinces. Your sole
advantage is that you have 6 tank divisions form the start,
and you can enter reinforcements from almost anywhere on the
map. Use this mobility to your advantage. Concentrate your
forces while keeping the enemy pockets isolated, then destroy
them one by one. Build up enough provinces and resources that
you can build an overwhelming assault to capture Tunisia in
less than 10 turns.
Turn 1
Let's start with the troops coming in from Libya in the Southeast.
Move the 2 infantry divisions from Gabes into Gaisa. Now move
the tank and motorized troops from Gabes through Gaisa into
Constantine. Thus, if worse comes to worse, you will save your
tanks.
Now we turn our attention to Casablanca. We do not want to
advance them, as discussed before, so instead we will make
some preparatory moves and use the troops in Oran
as a diversion.
Move 1 infantry from Casablanca to Ceuta.
Move 1 infantry from Casablanca to Mogador.
Also, we can now eliminate the German pocket in Sidi-Bel-Abbes
at scenario start.
To do this, move 1 infantry division from Oran to Mostaganem.
Move 1 infantry division from Oran to Tlemcen.
Move 1 infantry division from Algiers to Mascara.
Move the 2 tank divisions into Tlemcen.
Now have the 2 tanks in Tlemcen join in the 5 infantry
divisions in Algiers in an attack on Sidi-Bel-Abbes.
The enemy in that province will be destroyed, and we have
left a single sacrificial infantry division in Tlemcen
to draw the attention of the enemy in Bouaria .
Why did I not leave more troops in Tlemcen? Because they
would still lose, the unit would still be destroyed next
turn, and any units I station with them will also be
critically damaged. This will cost us a turn or two as
they reconstitute, and lengthen the scenario.
Turn 2
The Germans bomb both Casablanca and my concentration
in Sidi-Bel-Abbes. They thing accept my gambit,
attacking Tlemcen and destroying the division there. However,
in doing so they move all their ground forces into Tlemcen,
leaving their entire air force unprotected in Bouaria.
Meanwhile in the Southwest, the Germans attack my 2 divisions
in Gaisa from Kassarine, but are unable to destroy them.
My forces retreat to join the main body in
Constantine.
First, move the entire group in Constantine 1 province
west, to Setif.
Move the 1 division in Mascara east to Blida. The eastern
force is now linked with the middle force around Algiers.
Move the troops in Ceuta into Villa Sanjuro. Move
the troops in Mogador into Marrakech. Now
move the troops in Casablanca into Marrakech,
and move the tank now in Marrakesh into Bouaria,
destroying all the German air in the scenario at
a stroke, and reducing the Germans to a single
strategic province in the Tunisia region. That's
the scenario's bonus objective. Also,
if you left troops in Oran, Mostaganem, and
Sidi-Bel-Abbes, then you have encircled your
next major German pocket in Tlemcen.
Destroy them by attacking them with all
available units.
Now the tables have turned, and you outnumber the Germans
in the scenario 19 divisions to 13. The trick now is to bring
all your troops together to make the weight of numbers count.
Turn 3
The German forces pursue your eastern forces west, entering
PhillippeVille and Constantine.
Purchase a 6-group of infantry and place it in
Algiers.
Retreat your 6-group in Setif to Blida.
Race your group in Tlemcen west to Sidi-Bel-Abbas,
and have the mobile units continue on to Algiers.
Move the 1 armor division in Bouaria east through
Tlemcen to Sidi-Bel-Abbes.
Move everyone else east at best speed.
Turn 4
The Germans concentrate their forces into
a 7-division wedge in Setif.
Move 5 infantry from Algiers into Blida
to discourage an attack on that sector.
Move 1 infantry from Algiers into Bougie in
another gambit to tempt the Germans into
easy encirclement.
Rest the other troops in Algiers and Blida.
Your group that came west from Sidi-Bel-Abbes
in particular may have damaged units and can
benefit from rest.
If you have additional troops in Sidi-Bel-Abbes
and Mostaganem, move them into Algiers. Leave
Mascara empty as it is possible that 7-tank
wedge the Germans have will actually push
back your 12 group in Blida. If this happens, you
want them to have somewhere to retreat to.
Move all the other troops in western North Africa
east to join the battle when they can.
Turn 5
The Germans accept the bait, attacking my 1
division in Bougie and destroying it. However,
there are no other troops nearby. The Germans
purchase a group of reinforcements that arrive
in Tabarka. They move west. There is now a 9-group
in Bone, a 1 group in Constantine, and a 1 group in
Gausa. They cannot prevent the 7-group from
being encircled and destroyed, but they are in
position to eliminate any single divisions
I use to perform the encirclement. I judge
this a necessary sacrifice as 7 tank divisions
are too great a threat to take chances with.
Move a single infantry division from Blida into
Setif. Move a single motorized division
through Setif to Phillippeville. The enemy tanks
are now fully encircled.
Attack with the 9 divisions in Algiers east into
Bougie, supported by the 10 units in Blida.
At this point a new contingent of 5 friendly divisions
has landed in Casablanca. Move them east as rapidly as
possible. MOve the armored divisions ahead of the infantry
and race them at best possible speed to Bouaria.
Move everyone else east towards the battle line.
At this point I have 1 infantry moving east from Mostaganem
into Algiers, and 2 in Oran moving east to Mostaganem.
Turn 6
The Germans concentrate 10 divisions in Phillippeville.
Aside from this there is 1 division in Constantine.
MOve the 9 divisions in Bougie into Setif, and add
2 tank divisions to Setif from Blida to bring the
strength in Setif to 12 divisions. This should discourage
attack there.
Move a single division from Algiers into Bougie as, yes,
bait.
Move the other 8 divisions in Blida into
Algiers so that the 12 group has room to retreat if it
needs it. Move the 2 divisions in Mostagenem into
Algiers. Race the 2 tanks in Bouaria through Tlemcen
to Sidi-Bel-Abbes. Move all the other troops east too.
Turn 7
The Germans purchase 4 motorized reinforcements. The
group in Phillippeville swallows the bait and destroys the
division in Bougie. There are now 10 Germans in
Phillippeville, 4 motorized troops in Tabarka, and
1 infantry in Kassarine.
MOve the 2 tanks in Sidi-Bel-Abbes into Algiers.
Taking 2 infantry divisions, Move a single infantry
division from Setif into Blida and Phillippeville,
respectively. This leaves 10 divisions in Setif.
Attack the 10 group in Bougie with your 12 group
in Algiers. Support the attack from Setif with
2 artillery division but hold back 1 infantry
division and all the motorized and tank troops in
Setif. The enemy group will be destroyed.
Now move the 1 infantry division in Setif into
Constantine. Race all your motorized and tank
units in Setif through now-friendly Constantine
to attack the lone German division in Kassarine.
There are now 7 Allied divisions in Kassarine facing
4 in Tabarka.
We could use some reinforcements. I have 75 resource
points. Spend 50 to bring in 2 airborne divisions and
order them to land in Sousse.
Oh, are there still some friendly troops in the far west
of Africa? Get them marching east towards the battle line,
although it is almost certain the battle will be over
before they even reach Algiers. "March or die", as is the
unofficial motto of the French Foreign Legion.
Turn 8
The German's last 4 divisions stage an all-out attack
on my 7 division armored fist in Kassarine. They
lose 1 division and the others are critically damaged.
They do, however, manage to destroy 1 motorized division
and critically damage a tank division. They would have
been better advised to travel through Tunis and attack
the 2 airborne divisions in Sousse. But the AI is a
poor substitute for the real Rommel it seems.
The rest is almost a live-fire exercise. Move the
airborne divisions in Sousse north into Tunis to start
the clock on the primary objective. Move divisions
in Constantine and Phillippeville into Bone in order
to encircle the last 3 German divisions in Tabarka.
Now attack them with all 6 tank divisions in Kassarine.
The attack is successful. With the fall of Tabarka
all German forces on the map have been eliminated
and the scenario is over. Since we did it in 8
turns we get the gold badge and the bonus objective.
Historical Outcome
The initial invasion was resisted by French soldiery,
but this ceased when the Germans occupied Vichy,
at which point the French army in North Africa
joined the Allies. The Allies rapidly overran
western North Africa but failed to take Tunisia
as the Americans suffered their worst defeat of the
war at Kassarine in February 1943. The front
degenerated into a battle of attrition, which the
Allies eventually won by virtue of overwhelming
resources. The last German forces in Tunisia
surrendered by 13 May 1943, clearing the way
for the Allied invasions of Sicily and Italy.
9.2.4) Italian Campaign [#US01IC]
After the victory in North Africa the Allies
considered next how best to get to grips with
the Germans in Europe. Winston Churchill persuaded
the American president to forgo a hasty assault on
France and to assault Italy instead. Dubbed the
"soft underbelly" due to the shakiness of
Mussolini's government and their lackluster
military performance so far, this assault
would remove Italy from the war, provide
airbases from which to bomb Germany as well as
the vital oilfields in Eastern Europe,
and draw off forces both from the Eastern
Front and the Atlantic defenses.
This scenario again diverges from history
in that Italian forces capitulated and
did not resist the American invasion of Italy.
In fact, Italian troops fought on the side of the
Allies against the Germans! But since it takes away
half of the Germans' provinces I guess we can't complain.
This is an offensive scenario. The Germans have powerful
fortifications and many armored units which will greatly
punish a clumsy attacker. However, exploitation of the
two avenues of approach -- through the boot of Italy and
Sardinia -- will allow you to outflank the enemy and win.
Objectives
Primary Objectives
Take the provinces of Naples, Rome and Milan
and hold them for 2 turns.
Gold Badge:
Complete the main objective in 10 turns
Red Medal:
Complete the main objective in 15 turns
Stripes:
Complete the main objective in 20 turns
Supplementary Objectives
Lose 10 or fewer divisions
Defeat Conditions
Fail to complete the primary by the start of turn
21.
Lose all of your troops.
Participating Sides
Allies (United States / United Kingdom as one side)
Germany
Italy (allied with Germany)
Order of Battle
Allies:
10 basic infantry divisions
1 elite infantry
2 artillery
5 armor
4 fighters
4 bombers
Germany:
3 basic infantry divisions (upgraded level 1)
6 elite infantry (upgraded level 1)
3 artillery
4 motorized
5 tank (upgraded level 1)
Italy:
3 basic infantry division
3 elite infantry
1 artillery
6 fighters
2 bombers
Walkthrough
The enemy outnumbers you but will fight defensively. Sometimes
the enemy will randomly drive up and down the peninsula
for no apparent reason, possibly because it has instructions
to protect all 3 primary targets. There is a lot of territory
to cover in this scenario so if you want the gold badge
you must destroy all enemy units entirely before the start of
turn 11.
There is a trap at the beginning of the scenario and that is
if you enter Corsica when there are superior forces in Rome,
they will push you back and eventually into North Africa. Losing
North Africa can be problematic. This can be avoided by leaving
Corsica in Italian control for as long as possible. No defense
of yours can protect you anywhere near as well as enemy territory
which they cannot place divisions into!
The Italians are in this scenario. They will fall quickly, but
it is wise to preserve some of them as a buffer against the
Germans until you have built up your own strength.
This is the first scenario where fortifications are really
important. Try to avoid attacking the fortified provinces
of Rome, Pesca, and Anzio if there are multiple tanks there unless
you have a powerful force.
Also, it is impossible to move fighters into Sicily from North
Africa or start them anywhere except North Africa. So if you
want fighter cover in Italy, you MUST at some point march
troops through Sardinia and Corsica into Rome, then allow your
fighters to follow them.
You are facing a heavily fortified front that is very
narrow. So take it slowly, keep your forces together,
exploit both avenues of approach and you will gradually
roll up the enemy, as shown below. Save some resources for
an airborne attack at the end of the scenario either to
chase down the last few units or capture Milan.
Turn 1
Use all air forces to strike Sardinia, then move the two divisions
in Bizerte into Sardinia.
Use the infantry and artillery in Tunis to attack Palermo,
then have the tanks in Tunis follow into Palermo and attack
Patania. This will destroy the enemy force there.
Move all other troops in North Africa first into Tunis,
and then those with remaining move into Palermo.
Turn 2
Move your bombers into Palermo and your
fighters into Sardinia.
Move the tanks in Catania into Palermo. Move
the infantry and artillery from Palermo into Reggio De Calabria.
Now follow up with all tanks and strike the Italian air base at
Taranto.
Move the infantry in Tunis into Palermo.
Turn 3
The Germans in Foggia push my tanks out of Taranto
but they will now pay.
Send all infantry and artillery in Reggio de Calabria into
Naples, capturing our first objective.
Send 1 armor in Reggio de Calabria through Naples to
occupy Foggia. Now attack Taranto with all other units
in Reggio de Calabria.
Move the foot soldiers in Palermo to Reggio de Calabria.
Use the Bombers to strike the German concentration just northwest
of Naples, in Pesca.
Purchase 6 basic infantry reinforcements.
Put the fighters on patrol over Corsica. They will continue
to do so until further notice.
Turn 4
Move infantry from Tunis to Palermo.
Move all tanks into Naples. Move 1
infantry from Reggio de Calabria into
Taranto. Move all the rest that
will fit into Naples.
Move the infantry in Sardinia into Corsica, the better to
distract the enemy and give him something to think about.
Turn 5
The Germans have taken the bait and destroyed our division
in Taranto. Send 1 infantry from Naples into Foggia to trap
them, then attack with 2 infantry from Reggio de Calabria to
Taranto supported by all divisions in Naples.
Move the infantry in Palermo into Reggio de Calabria. Move
the bombers in Palermo into Naples.
There are now 3 enemy divisions in Rome, so retreat the
troops in Corsica back to Sardinia.
Turn 6
Purchase 4 motorized divisions.
Move the 2 infantry back to Corsica.
There are 2 divisions next to me in Foggia.
Attack with all 12 divisions in Naples. Move divisions in
Taranto and Reggio de Calabria into Naples. Bomb whoever you
wish.
Turn 7
There are 5 divisions in Rome and 1 division in Pesca .
Attack the 1 division in Pesca with the 12 divisions in Foggia.
MOve the divisions in Naples to Anzio.
Leave the divisions in Corsica where they are to draw attack,
but rush up the new motorized divisions into Sardinia to
reinforce them.
The Germans take the bait and move their troops into Corsica.
Turn 8
Move my troops from Anzio to Rome to cut them off, then attack
with all 6 divisions in Corsica to eliminate this force.
There is now only 1 force of Germans left -- a 5 group just
northwest of Rome.
Move my 11 divisions in Pesca into Rimini.
Turn 9
The German 5 group attacks Rome and drives
everyone out.
Move 1 infantry from Pesca into Anzio, and another infantry
from Rimini to Florence, encircling the enemy.
Now launch a combined attack from Corsica and Pesca
into Rome and support with all bombers. The enemy is destroyed.
Now the only enemies in the scenario are aircraft.
We now hold our second objective permanently.
Move infantry and artillery in Remini Into Bologna.
Follow up with three tank divisions into Bologna.
Now 1 splits off and goes from Bologna to Venice,
destroying 3 German air squadrons there.
The second division moves into Milan, capturing
our third and final objective and destroying
3 fighter squadrons there.
With the enemy fighter units eliminated, I am now
clear to perform an airborne assault. Spending 80
resources, I drop 5 parachute divisions into Turin
where the enemy has his last four units -- those
bombers -- based.
They are destroyed, the scenario is over So I don't
need to do anything with the third armored division
in Bologna. I have achieved
the gold badge and the bonus objective (2 infantry
and 2 armored divisions destroyed).
Historical Outcome
Italy capitulated before the invasion of the mainland
started but the Germans had anticipated this, disarmed
the Italian armed forces, and occupied the entire
peninsula in the lightning operation Achse (Axis). The
Italian campaign quickly bogged own into trench warfare
as mountain ranges, bad roads, and the unique geography
of Italy made blitzkrieg-style warfare nearly impossible.
The allies were required to gather overwhelming force for
each attack, just as in World War 1. The city of Rome
was captured in June 1944 but after that the war was allowed
to resolve to a stalemate, as the Allies needed all their
resources for the invasion of Normandy. The Allies would
remain stalemated until almost the end of the war, when
Germany's other problems caused a collapse of the front.
9.2.5) Operation Overlord [#USO1OVER]
While peripheral operations against Italy and North Africa
had their use, the Allies knew the only way to win would
be to invade Germany through France. Consequently,
a cross-channel invasion had been in the planning stages
since 1942, but only in 1944 were conditions ripe for
the assault. The U-boat threat was neutralized, The
German air force was all but eliminated, and a powerful
force backed by an elaborate deception operation was
assembled in England. A second operation was also planned
into Southern France two months after Normandy in order to
seize the ports of Marseille and Toulon in order to supply
the Allied armies.
Note that historically it is impossible for
the Germans to counter-invade Britain due to
a lack of landing craft and complete Allied
naval superiority. If this had been possible
at all, it would have happened in 1940!
Objectives
Primary Objectives
Take the provinces of Paris and Dijohn
and hold them for 3 turns.
Gold Badge:
Complete the main objective in 11 turns
Red Medal:
Complete the main objective in 14 turns
Stripes:
Complete the main objective in 20 turns
Supplementary Objectives
Destroy 3 tank divisions
Defeat Conditions
Fail to complete the primary by the start of turn
21.
Lose all of your troops.
Lose the province of London
Participating Sides
Allies (United States / United Kingdom as one side)
Germany
Order of Battle
Allies:
16 basic infantry divisions
7 elite infantry
4 artillery
4 motorized infantry
4 tank
7 bombers
4 fighters
Germany:
15 basic infantry divisions (upgraded level 2)
5 elite infantry (upgraded level 2)
3 artillery
6 motorized infantry
3 tank (upgraded level 1)
Walkthrough
This is an all-offensive scenario. You have overwhelming
forces at the point of contact, especially in the air, so
don't be shy about using them! The battle will turn on how
quickly you can move the troops built up in England into the
main line in France. The Germans have a powerful initial force,
but once it is eliminated they will have almost nothing left.
There is a trap in that it is possible to lose London. However,
this can also be turned into advantage, as the enemy can be
lured into Dover or Portsmouth. IF they do, they are only
one province away from encirclement and destruction!
The southern force in Corsica is quite weak. Consequently,
deployment should be delayed by 1 or 2 turns in order to
avoid contact which will result in them being pushed
back to Corsica and destroyed. The southern force can be
ignored if you don't care about the badges, but are important
for seizing Dijon while the main fighting occurs around Paris
in order to achieve the main objectives in sufficient time.
Turn 1
Use all aircraft in London to strike Dieppe.
Move 1 infantry from Dover into Dieppe, then
Move 1 motorized unit from Dover through Dieppe
into Compiegne. Now use the rest of the units in
Dover to strike Dunkirk. We have destroyed
4 divisions in a single move!
Move all tanks and motoried units in London,
Portsmouth, and Norwich through Dover into Dunkerque.
Move all troops in Plymouth to Portsmouth.
Move the troops in to Birmingham into London.
Move all troops in Norwich into Dover, and
as many from London as will fit. Move as many
other troops in London once Dover
is filled up into Portsmouth.
Order the bombers in Corsica to strike the 4 German
motorized divisions in Saint-Etienne, but do not move
the ground troops yet.
Turn 2
Use all aircraft in London to support a push by all units
in Dunkerque into Dieppe, which has been taken by the
Germans. Move all units save 1 infantry from Portsmouth
to Plymouth in the hopes of drawing the Germans into
an encirclement.
Move 4 infantry divisions from Dover into Dunkerque in
order to prevent the enemy from taking it, sealing off the
escape route of your troops in Dieppe, and destroying them.
Use your Corsican bombers to attack German troops in Besancon,
and order your ground troops to cross from Corsica to Nice.
This second threat will complicate the German situation
and make the battle in Normandy easier.
Turn 3
That didn't turn out quite as expected. Ignoring my bait,
the Germans stage a combined attack from Paris and Caen
into my 8 group in Dieppe.
Use all aircraft in London to strike Caen, destroying the
divisions there.
Advance the unit in Portsmouth into Caen.
Move 1 infantry unit from Dunkerque into Compiegne .
Now attack Dieppe from Dover. Have up to the max
units in Dunkerque join the attack, and the rest support.
This will destroy approximately 8 units as they
retreat into Paris.
Move the troops in Plymouth into Rennes.
Move the troops in London into Portsmouth.
Move the troops in Nice into Grenoble.
Have the bombers in Corsica fly to join
the troops in Grenoble.
Purchase 6 basic infantry divisions.
Turn 4
The Germans attack Compiegne and also
Caen.
Use all aircraft in London to strike the
single infantry in Caen, destroying it.
Move all troops in Rennes and Portsmouth into Caen.
Move 1 motorized unit from Dunkerque into Caen.
Move 6 reinforcements from London into Dover.
Move the troops in Grenoble to Besancon.
The bombers in Grenoble strike Troyes.
Turn 5
The Germans attack my 12 group in Dieppe, pushing me into
Dunkerque and Caen. There are 11 german divisions in
Dieppe, 10 in Compiegne, 1 in Paris, and 1 south of Angers.
Use the bombers to attack the German division in Paris,
Destroying it.
Move 1 division from Caen to Paris.
Attack Dieppe from Dover supported by all troops in Caen.
This will push the Germans back into Compiegne, and
9 divisions which cannot retreat will be destroyed.
Move the troops in Bescancon into Dijon, securing 1 of our
2 objectives.
Move the bombers in Grenoble into Dijon also, since no
targets are within range.
Move the fighters in London into Caen.
Purchase 4 motorized divisions.
Turn 6
The Germans push into Paris. There is now an
11 group of Germans in Paris, 1 motorized group in Bourges,
and 1 tank group in Tours.
Move 1 infantry from Dijon into Troyes.
Use all aircraft in Dijon to strike, then follow
up with an attack by the other 3 divisions in Dijon.
Move 1 infantry from Dunkerque to Compiegne. Move
1 infantry from Caen to Le Mans.
Now attack Paris with all divisions in Dieppe and Caen
up to the maximum, supported by any other available
divisions in Caen. We now hold both our primary objectives,
starting the timer to scenario completion.
Now use the fighters to strike the last German tank group
in Tours. Move the bombers in London to Caen. Move the
new motorized troops in London into Caen.
Move all troops in Dunkerque into Compiegne.
Turn 7
The Germans purchase a 12 group of infantry to arrive in
Rheims. They threaten Dijon, which is protected only by
aircraft. The tank unit withdraws to the southwest.
Use the bombers in Caen to destroy the last German
armored division. Relocate the bombers in
Dijon to Bourges.
Move the 1 infantry division in Troyes to Compiegne.
Move the 12 infantry divisions in Paris to Troyes.
Move the troops in Bourges into Vichy.
Move the troops in Lemans into Bourges.
Move the 8 group in Caen into Le Mans, and the motorized
units into Bourges.
Turn 8
The German 12 group moves south into Unoccupied Dijon,
resetting the victory counter.
Move 1 infantry from Vichy into Besancon. Move infantry
and artillery in Compiegne into Rheims. Follow up
with 1 motorized unit from Compeigne into Rheims.
Now the grand finale. I have 94 resource points. Spend
80 to create a 5-division airborne force and drop them on
Dijon, supported by all available troops in Troyes,
Rheims, Bourges, and Vichy as well as all air units in range.
With this last victory, all German units are destroyed
and the scenario is over. We achieve both the gold badge
and the bonus objective.
Historical Outcome
The largest amphibious invasion in history kicked off
on June 6, 1944. The allies successfully made a lodgement
in France but were stymied on their push inland.
This stalemate was broken by an overwhelming air bombardment,
and the Germans were driven pell mell out of France. However,
the Americans soon outran their supply lines, with the result
that the battle lines stabilized in September 1944 along
the line of the Rhine river.
9.2.6) Breaching the Siegfried Line [#USO1SIEG]
Overview
The previous Operation Overlord had stabilized in September
1944 at the river obstacle of the Rhine, due to the Americans
outrunning their supplies. An attempt to force the river by
parachute assault in Arnhem failed disastrously. The line
stabilized as the port of Antwerp (actually captured in September
before the start of the scenario) was made useable. The
Germans attempted a last-ditch winter offensive to recapture
Antwerp, but the Americans had learned their lesson. For the
first time in the west the Allied defensive line bulged, but
did not break. Having shot their last bolt, the Germans
had no choice but to await the start of the Allied Spring
1945 offensive ...
This is it. The day of reckoning. Now after having fought the
Germans all over Europe and Africa the time has come to take
the fight into Germany, and there is no more room for retreat.
The Germans have saved some very tough forces for this last
fight, but will be handicapped by the lack of armored fist and
will fight defensively. The great enemy in this scenario
is not the Germans but time!
Objectives
Primary Objectives
Reduce German provinces to 5.
Gold Badge:
Complete the primary in 7 turns
Red Medal:
Complete the primary in 10 turns
Stripes:
Complete the primary in 15 turns.
Supplementary Objectives
Conquer Antwerp and hold it for 3 turns.
Defeat Conditions
Fail to complete the primary by the beginning
of turn 16, or lose all your troops.
Participating Sides
Allies (United States / United Kingdom as one side)
Germany
Order of Battle
Allies:
13 basic infantry division
5 elite infatntry
3 artillery
3 motorized infantry
5 tank
4 fighter
4 bomber
Germany:
18 basic infantry divisions (upgraded level 2)
4 elite infantry (upgraded level 2)
5 artillery
4 tank (upgraded level 2)
8 fighters
5 bombers
Walkthrough
This is going to be a red medal walkthrough. I admit
I have not yet earned the gold badge in this scenario.
The Germans have powerful forces but you have the
concentration at the point of contact. Use your
forces properly and the vaunted Siegfried line will
fold like a house of cards. The great threat in this
scenario is not the Germans themselves but the 15 turn
time limit. Unlike other scenarios, you cannot win by
destroying all German units and must take almost
all of Germany west of the Elbe to achieve victory.
The time limit makes a simple scenario somewhat
challenging. So you must quickly destroy the enemy and
use motorized or tank forces to rapidly seize as much
of undefended Germany as possible before reinforcements
show up to complicate your task.
Also note this is the last scenario of the campaign,
so spend all your upgrade points! Since there is
no value beyond a higher score to the higher merit
badges at the end of the campaign, don't worry if you
are not able to get a medal or badge.
Turn 1
Move 2 tanks from Compiegne to Reims.
Assault Strasbourg with all units in Reims and
Dijon.
</pre><pre id="faqspan-5">
All aircraft that can reach are to attack the
fleeing units in Liege.
Move the troops in Tours into Reims.
Move the troops in Dunkerque into Ghent. Move the troops
in Compeigne into Mons. Move the fighters in
Paris into Rheims. Move the troops in Paris into Troyes.
There are still 2 units with move in Troyes. Move them
into Dijon.
Turn 2
The Germans push down from Antwerp into Mons. They also
bring down troops into Saarbrucken. The 7 group in
Mons is isolated.
MOve 1 infantry from Ghent into Antwerp. Move 1
infantry from Dunkerque into Compiegne. Move
1 infantry from Reims into Ghent.
Attack Mons with all troops in Ghent and Dunkerque to
destroy the 7 German divisions there.
Purchase 6 basic infantry and place them in Dunkerque.
There is 1 German artillery division in Cologne and 3 fighters,
adjoining the 10 group in Saarbrucken. Hit this group
with all bombers, then drive 1 motorized division from
Strasbourg into Liege and from there into Cologne,
destroying the aircraft.
Move the troops in Rheims and Cologne into Strasbourg
to create a 12-group there. MOve the infantry in Troyes
into Rheims. Move the fighters in Dunkerque into Rheims
and have all fighters patrol above Strassbourg.
Turn 3
The Germans destroy my motorized group in Cologne.
There are now 11 Germans in Cologne, 3 Germans in
Liege (having counterattacked there), 3 in Dortmund,
2 in Stuttgart, 1 in Amsterdam and Munster. Also
a fair number of aircraft.
Move the 6 troops in Dunkerque into Ghent.
All bombers attack the lone division in Amsterdam.
Order the troops in Liege and Mons to attack Liege,
forming a 12 group there.
Order the 12 group in Strassbourg to attack Stuttgart,
destroying the 2 units there.
Order all fighters to patrol above Stuttgart.
Turn 4
Use the bombers in Dunkerque to destroy the
infantry in Arnhem.
There is still an 11 group in Saarbrucken,
a 3-group in Antwerp, and assorted other
forces.
Purchase 4 motorized units. Move 3 infantry in
Dieppe into Dunkerque.
Attack Antwerp with the group in Ghent supported by the
12 group in Liege.
Move the 12 group in Stuttgart into Frankfurt-Au-Main,
destroying the artillery division there.
Order the fighters to patrol above Frankfurt-Au-Main.
Move the troops in Compiegne into Rheims.
Move the bombers in Paris into Rheims.
Turn 5
The 11-group has retreated from Saarbrucken
Note. At this point memory problems start to occur,
forcing me to exit the game and restart and
skip enemy turns.
Move the troops in Liege into Cologne.
Move the trops in Dunkerque into Mons. Move
the motorized troops further into Antwerp.
All bombers strike the troops in Arnhem.
Advance 1 infantry division into Dortmund.
Move the troops in Rheims into Strasbourg.
Fighters patrol over Frankfurt.
Turn 6
The Germans take the bait. The group in Kassel moves
back into Saarbrucken. There is an 11 group in
Saarbruken, a 2 group in Arnhem, and a 7 group
in Dortmund. Other than that there is nothing on
the map except aircraft.
All bombers strike the 2 group in Arnhem.
Move 3 elite infantry and 1 artillery
divisions from Frankfurt to push them out of Kassel .
Move 1 infantry from Frankfurt to Stuttgart.
Move 1 infantry from Antwerp into Amsterdam.
Take everyone else in Amsterdam to drive east into Dortmund.
Move 1 infantry from Rheims to Liege.
Now attack Saarbrucken with all troops in Cologne
supported by all troops in Frankfurt.
Order fighters to patrol above Dortmund .
Order troops in Strasbourg into Mulhouse.
Order troops in Mons into Antwerp.
Turn 7
There are 5 germans in Amsterdamn, 1 in Groningen,
bombers in Groningen and 2 fighters in Hannover.
All bombers strike Groningen.
Everything there is destroyed.
Move 1 division from Kassel into Erfurt and 2 others
into Gottingen.
Move 1 infantry from Dortmund into Arnhem.
Attack Amsterdam with 1 division from Ghent,
4 divisions from Antwerp, and 3 infantry
divisions from Dortmund. The last German
infantry group will be destroyed.
Move 1 infantry from Dortmund into Munster.
Drive 1 motorized unit from Dortmund through
Munster to attack the last German units on the map --
2 fighters in Hannover. Yet the scenario has not
yet ended.
Move 1 infantry from Mulhouse into Freiburg. Move
1 infantry from Stuttgart into Friedrichshafen.
This finally triggers the victory condition and
I receive a red medal. The campaign is over.
Historical Outcome
On 9 February 1945 Allied forces engaged German
forces west of the Rhine, trapped there by yet another
"no retreat" Fuhrer order. The Germans were cut to
pieces and 280,000 men were taken prisoner. The Allies
subsequently forced the Rhine by taking the Ludendorff
bridge at Remagen. Other crossings soon followed. The
Allies fanned across Western Germany encountering minimal
resistance. On 9 April they reached the Elbe and
halted their advance eastward as agreed with the
Russians. On 18 April the German army group B,
encircled on 1 April in the Ruhr, was liquidated.
On 25 April Russian elements joined up with
Americans on the Elbe. On 8 May Germany surrendered
unconditionally. The war in Europe was over.
10) Campaign Walkthrough: Victory Day (Russian) [#RU02]
This campaign follows the Russian campaign from the
battles of Stalingrad through the great counteroffensives
culminating in the final drive of Berlin. These
battles are characterized by greater and greater
Russian superiority until the challenge comes not
so much from German opposition , but from challenging
scenario goals.
This campaign is a mirror image of German Campaign 2 :
Twilight of the Gods. See 11) for that campaign.
Note that you start this scenario with some upgrades!
At the beginning of the scenario you get, for free,
regular infantry level 2, motorized infantry level 2,
and elite infantry level 2. This will not make
much difference to the campaign, but it certainly doesn't
hurt!
As always, enemy moves are not fully predictable so
the detailed turn-by-turn walkthrough is more an
illustration of victory than a guaranteed recipe.
10.1 Characters [#RU02H]
We once again see the characters of Alexei
Konkin, Krukov, and Arsenyev from the first
campaign. For a detailed writeup, see 8.1.
10.2 Scenarios [#RUO2SC]
10.2.1 Stalingrad [#RUO2STN]
Overview
The German Summer offensive of 1942 focused on conquering
the Caucasus oil fields without which the war could not
continue. The city of Stalingrad (now Volgograd) was seen
as a convenient place for the Germans to place a blocking force
with which to forestall a Russian counterattack against the
Caucasus thrust. The operation
was initiated on August 23, 1942.
You are on the defensive facing off with
powerful German tank and air power. Your job
is not so much to stop them as to make their
advance into Stalingrad as expensive as possible,
setting them up for a future counteroffensive.
Fortunately,
you will have a considerable resource advantage
and so can tip the scales in your favor if you can slow or
stop the German advance. However, if you want a badge
you will have to conclude the battle for the most part
with the forces you start with.
Objectives
Primary Objectives
* Destroy 30 German divisions
Gold Badge:
Accomplish the primary in 8 turns.
Red Medal:
Accomplish the primary in 12 turns.
Stripes:
Accomplish the primary in 15 turns.
Supplementary objectives:
Lose 15 divisions or less.
Defeat conditions
Fail to complete the primary by
the start of turn 16, or lose Stalingrad for 3 turns,
or lose all your troops.
Participating Sides
Russia
Germany
Order of Battle
Russia:
13 basic infantry divisions
5 elite infantry
4 artillery
8 motorized infantry
4 tank
3 fighters
2 bombers
Germany:
14 basic infantry divisions
8 elite infantry divisions
3 artillery
5 motorized infantry
6 tank
2 fighter
6 bomber
Walkthrough
Your objective is to kill 30 divisions, and your best chance
to do so is at the very beginning of the scenario when they
are all bunched up. Motorized forces are at a premium for
encircling and they are also one of the few reinforcements that
can move up to the battle in time to participate. Keep an
eye on the aircraft and look for an opportunity to launch
a deep raid and kill them, which will get you nearly
30% of the way to your goal at once. Use the pawn sacrifice
strategy to create encirclement opportunities, and try to
force the enemy to retreat into already occupied squares,
which will cost them many divisions. Do this and the scenario
will be over before you know it! The great danger in this
scenario is not that the enemy will conquer Stalingrad but that
the AI will run out the clock.
Turn 1
Move all aircraft to Pavlovsk.
Move all troops in Bryansk to Orel.
Move troops in Prolovo to Pavlovsk.
Move troops in Svoboda first to Bokovskaya,
and then continue to move the tank and motorized
units to Boguchar, leaving the infantry behind.
Turn 2
Move divisions in Orel into Voronezh.
Move divisions in Boguchar into Rossosh.
Move 6 infantry and artillery
divisions in Svobodo into Rossosh, 2 motorized into
Voronesh, then move troops into Svoboda
Move troops from Boguskaya into Bogachar.
Fighters patrol over Svoboda.
Bombers strike the 2 infantry in Belgorad.
Turn 3
Move 1 infantry division from Svoboda into Ostragozhk.
Move 3 infantry divisons from Svoboda into Voronezh.
Move all troops from Bogachar into Rossosh.
Bombers strike at discretion.
Turn 4
The Germans push into Voronezh and my own soldiers
are forced out of there into Orel. There is an
11 German group in Voronezh, an 11 German group in
Ostragozhsk, 3 germans in the province directly
west of that, and 2 german troops in Belgorad south of that.
Use the 12 group in Rossosh to push the group out of
Ostrogohsk.
Move a single infantry division from Svoboda into Borisglebsk,
and a motorized division from Svoboda through Borisglebsk into
Tambov. Move 1 division from Orel into Lipet. Then,
supported by both bombers, launch an attack from orel with
all divisions supported by all remaining divisions in Svoboda
on Voronezh.
13 divisions destroyed. 17 to go.
The Germans counterattack my force in Ostragozhsk and I lose
about 3 divisions. This was a mistake, but the scenario should
still be salvageable. There is a 12 group in Ostragohsk and all the
other forces are weak.
I have 12 divisions in Voronezh and Svoboda for a total of 24.
Attack Rossosh with 2 divisions from Svoboda supported by both
bombers.
Take 1 division from Lipetsk. in the far north and join with 1 division
in Svoboda to attack Orel.
Move troops in Tambov into Boronezh.
Move troops in Borisglebsk into Svoboda .
Attack Ostragholsk with 1 division from Voronezh supported by
all other divisions in Voronezh and Svoboda.
12 divisions to go.
Turn 5
There are 12 Germans in Orel,
1 in Bryansk, 1 sw of that,
1 in Ostragohsk, and 3 in Rossosh.
Also 3 new basic infantry in the province just north of their
strategic province.
Move 1 division from Voronezh into Lipetsk.
Drop an 8 airborne division into Ostraghosk, destroying
the 1 German division there.
Move 1 division from Svoboda into Boguchar.
Race 1 motorized division from Svoboda to Kamensk-Shatkhtinski.
Race all other motorized divisions through Ostrogohsk to
Belgorod.
Attack with 1 infantry division into Rossosh supported by all other
units in Svoboda. Those units are liquidated. 8
to go.
Bombers strike artillery unit in Kursk.
Turn 6
There Germans begin to retreat. There are
10 units in Orel, 0 in Kursk, and 2 NW of Kursk in Bryansk
at critical health. Move 1 unit from Ostragozsk into Kursk.
Race motorized infantry from Belgorod first to Kursk, then attack
the 2 units in Bryansk supported by all bombers. Those 2 units
are destroyed. 6 to go. The 10 group in Orel is encircled.
Attack this 10 group with all units in Voronezh supported by
all units in Ostragohsk.
The concentration is destroyed. The scenario is over.
We have achieved the gold badge and the bonus objective of
losing less than 15 divisions (we lost 5 infantry, 1 motorized,
4 tanks)
Historical Outcome
The Germans reached the city but soon became bogged down
in vicious street fighting where their tanks could not
be used to best advantage. Fighting continued into November
of 1942, at which time the Red Army launched the Operation Uranus
counteroffensive which encircled and trapped the German 6th Army
in Stalingrad. Attempts to relieve the city and to resupply it
by air failed, and the 6th army surrendered on 2 February
1943. The Germans suffered disastrous losses in this first
great catastrophe of the war. It would not be the last.
10.2.2 Breaking the Blockade of Leningrad [#RUO2LNG]
Overview
After the surrender of Stalingrad attention Russian attention
turned to the continuing siege of Leningrad, which like
Sevastopol had been under siege for more than a year.
Unlike Sevastopol, Leningrad still held out but by the
slimmest margin. Breaking the siege would do much
to compromise the German lines in the northern theater
and clear the way for a subsequent offensive into the
Baltic republics. Accordingly, the Russians launched
Operation Polar Star in February 1943 with the aim
of ending the siege and annihilating Army Group North.
This is your first offensive scenario of this campaign.
Despite the technical German superiority in numbers your
concentration of both ground and air forces is overwhelming.
Winning this scenario is not particularly difficult. But
getting a badge can be challenging as you are only given
5 turns to get it done!
Objectives
Primary Objectives
* Conquer the provinces of Leningrad, Volkhov,
and Novgorod. Hold them for 2 turns.
Gold Badge:
Accomplish the primary in 5 turns.
Red Medal:
Accomplish the primary in 7 turns.
Stripes:
Accomplish the primary in 9 turns.
Supplementary objectives:
Conquer all provinces
Defeat conditions
Fail to complete the primary by
the start of turn 10,
or lose all your troops.
Participating Sides
Russia
Germany
Order of Battle
Russia:
18 basic infantry divisions
3 elite infantry
6 artillery
3 motorized
6 tank
16 fighters
2 bombers
Germany:
25 basic infantry divisions (upgraded level 1)
3 elite infantry (upgraded)
5 artillery
2 motorized infantry
5 tank (upgraded level 1)
3 fighters
6 bombers
Walkthrough
You have 3 groups of 12, of which your southern group in Kalinin
has a powerful armored fist with tank divisions and motorized
infantry.The other two groups will give you your breakthrough
and Kalinin will be your exploitation force. You also have
overwhelming air superiority so don't be ashamed to use it!
I usually keep half the fighters on patrol while using the
others on STRIKE missions with the bombers, with the condition
that I am prepared to use all aircraft at once to save an
emergency or exploit an opportunity.
Despite your powerful concentrated forces there is a serious
trap at the very start of the scenario: You have nowhere to
retreat to. Consequently if an attack pushes two enemy forces
together such that the enemy has local superiority of
numbers on any one of your three starting provinces before you
have broken out, they will simply crush it and you will lose
the entire group, not to mention any aircraft based there. Given
the short duration of the scenario and the few provinces you
control, this disaster will probably not be recoverable. If you
find you must risk a starting province (as I do in the illustration
below), be sure to evacuate your aircraft.
With a little caution, however, this scenario is quite winnable.
In fact, if you were given the generous time allowances of the
early campaigns, it would be easy. The trick is to exploit your
numbers and motorized forces to encircle large forces and
eliminate large numbers of the enemy quickly. You have few
reinforcements so the job will have to be done almost entirely
with the troops at hand.
Turn 1
Use 1 infantry unit from Beshetsk to attack Demyansk,
supported by all other ground units in Beshetsk and
Kalinin.
Move all aircraft from Vytegra to Beshetsk.
All troops in Vitegra to attack Tikhvin.
All available fighters to patrol over Demyansk.
Leave the one bomber squadron on the ground. It can't
do much by itself except suffer attrition.
Turn 2
The enemy takes Demyansk back. There is a 12 group in
Demyansk, a 9 group in Novgorod, a 1 group in Staraya
Russa (in red health), and a 4 group in Rzhev. Other minor
groups elsewhere on the map.
Take all aircraft in Kalinin and strike Staraya Russya.
All infantry and artillery in Kalinin to attack Rzhev.
Race 1 motorized unit from Kalinin through Rzhev
to occupy Staraya Russya.
Move 1 infantry from Tikhvin into Volkhov.
Leaving only 1 division behind to cut the enemy's
retreat, all other units in Tikhvin to attack Novgorod.
Move all other motorized and tank units from Tikhvin
into Rzhev. Move 1 infantry from Beshetsk into Kalinin to
close the door there.
Now all units from Beshetsk attack Demyansk supported by
all units in Rzhev. The encircled group is destroyed.
Fighters in Beshetsk to patrol above Demyansk. The bomber
there can rest.
Turn 3
The enemy pushes into Volkhov. There is now a
11 group in Volkhov, a 6 group in Staraya Russa,
a 2 group in Opochka, and the air group in Nevel.
Move 1 infantry from Rzhev into Velikiye Luki.
Race 1 motorized unit from Rzhev through Velikiye
Luki to Nevel, eliminating the German air force in this
scenario.
Bomb the 2 German divisions in Opochka.
Order infantry and artillery in Rzhev to attack
Staraya Russa, supported by all units in Demyansk.
Move tanks from Rzhev through Staraya Russa to Novogorod.
Move troops in Kalinin to Rzhev.
All fighters that will reach will attack Volkhov.
All other fighters to relocate to Staraya Russa.
Purchase 1 motorized unit to arrive in Vytegra.
Turn 4
The Germans take the bait and attack Tikhvin. There
is a 11 group in Tikhvin, a 2 group in the red in Pzkov, and
a new 6 group of basic infantry in Vitebsk.
Move 1 infantry from Novgorod into Volkhov, trapping
the last 11 group.
Supported by all fighters in Bishetsk, order
the motorized unit in Vitegra to attack Tikhvin
supported by all units in Demyansk and 2 infantry
units from Novgorod.
MOve 1 infantry from Novgorod into Leningrad, starting
the victory timer.
Move everyone else in Novgorod into Pskov,
destroying the 2 division group there.
Move 1 motorized division from Nevel and all divisions
in Staraya Russya into Vilikiye Luki.
Move 1 infantry from Rzhev into Mozhaisk.
Turn 5
The last German force in Vitebsk takes the bait
and attacks our force in Nevel, destroying the
1 division there but making it easy to
encircle this last group.
Move division from Mozhaisk to Vyasma.
Move 3 divisions from Novgorod into Staraya Russa.
Move 1 division from Vilikiye Luki into Vitebsk,
capturing the German strategic province.
Move 1 division from Pskov into Opochka, encircling
this last German group and capturing all provinces
save the one the last German group is actually in.
Now hit them with all divisions in Pskov and Velikiye
Luki supported by all air that can reach.
The last enemy group is destroyed and the last province
is captured. The Germans are utterly annihilated.
We achieve both the gold badge and the bonus objective.
Historical Outcome
Having learned their lesson from Stalingrad, the Germans
retreated to avoid encirclement. The battle degenerated into
a shoving match with neither side making much progress. By
March 1943 the Russian divisions were too exhausted to continue
to advance, but the Germans were in no better shape. Thus
the battle resolved in a stalemate while the next great German
offensive began in the Southern part of Russia near Kursk.
Leningrad (modern St. Petersburg) remained under siege, but
the German lines were partially broken and a rail line was
built into the city, alleviating somewhat the critical condition
of the defenders when their only supply line was by truck over
frozen Lake Ladoga. Nonetheless, Leningrad would remain under
siege until January 1944.
10.2.3) Kiev [#RUO2KEV]
Overview
The previous winter offensive had left a Russian "salient" --
a strip of occupied territory thrust into the German lines
like a finger. The Germans, by this time having given up
on any real offense, decide for their summer offensive to
isolate and destroy this salient. But Russian intelligence
found out this plan, and the Russians spent their time
making this terrain the most heavily defended on earth.
The Germans brought up their newest and best tanks, such
as the Tiger and Panther, in the hope of making "Operation
Citadel" -- the battle of Kursk -- the deciding battle of the war!
This is a violent and very fast scenario. Both you and the
Germans are on the offensive at the same time. You have
many opportunities to encircle the enemy, but also
many opportunities to allow troops to be isolated
and defeated in detail. Make the most of your opportunities
quickly in order to achieve total victory in this scenario!
Objectives
Primary Objectives
* Conquer the province of Kiev and
hold it for 3 turns.
Gold Badge:
Accomplish the primary in 5 turns.
Red Medal:
Accomplish the primary in 7 turns.
Stripes:
Accomplish the primary in 9 turns.
Supplementary objectives:
The Germans must control 5 provinces or fewer
at the end of the scenario.
Defeat conditions
Fail to complete the primary by
the start of turn 10,
or lose all your troops.
Participating Sides
Russia
Germany
Order of Battle
Russia:
26 basic infantry divisions
8 elite infantry
7 artillery
5 motorized infantry
8 tanks
13 fighters
7 bombers
Germany:
11 basic infantry divisions (upgraded level 2)
11 elite infantry (upgraded level 2)
2 artillery
11 tank (upgraded level 2)
9 fighter (upgraded level 1)
9 bomber(upgraded level 1)
Walkthrough
The first thing to note is that you have an opportunity
to attack Gomel, where half the German air force is based,
on the very first turn. I recommend you exploit this
opportunity! Beyond that, the German armored fist just west of
Bilovdsk is your greatest threat. Try to encircle and
destroy as many forces as you can on your first turn, pinching
off the enemy and clearing the field for the final battle with
2 or 3 large groups. You have more than enough forces to
win this scenario in the time allotted, so act quickly
and skillfully to eliminate all enemy troops, thus achieving
your gold badge and the bonus objective, as in the illustrative
scenario below.
Turn 1
Take two motorized divisions from Lipetsk into Tula.
Now, reserving one of the motorized divisions you
just moved, attack with all other divisions in Kaluga and
Tula into Bryansk.
Take a single tank division from Kursk and rush it through
Bryansk into Gomel , destroying half the German air in
this scenario.
Move the motorized unit from Tula into Kaluga.
Move the troops in Ryazan and move them into Tula, encircling
the German armor in Orel.
Now attack Orel from Lipetsk with all units, destroying
this pocket of Germans.
Attack with 1 division from Kursk supported by all the other
divisions in Kursk into Sumy.
Move all units down from Voronezh into Ostraghosk and make
a combined attack on Belgorad.
Move 2 units in Bilovodsk into Belgorod and all other units
except one into Rossosh. Leave one unit behind in the hopes
of baiting the tank force into attacking it and being
easily encircled.
All bombers to strike the tank concentration.
All fighters to patrol above Kursk.
Turn 2
The Germans now have a 3 group in Kalaga, a 9 group
in Orel , a 12 group with their tanks in Sumy, a
2 group in Kharkov, a 2 group in Bilovdsk, and a
3 group in Kiev. Also aircraft in Kiev.
Move 1 infantry from Bryansk into Roslavi.
Attack Kalaga with all troops in Tula, eliminating
that pocket of Germans.
Move all units from Rossosh into Bilovdsk, destroying
that concentration.
All bombers strike Kharkov.
2 units from Belgorod attack Kharkov, destroying the
2 german units there.
Move 1 unit from Bryansk into Konotop.
Move all troops in Svoboda into Ostrakohsk.
All units up to the maximum in Belgorod and Kursk
attack Sumy. The other units in these provinces support.
All fighters on patrol around Sumy and Kursk.
Turn 3
There is now a German 10 group in Konotop including their
tanks and a 9 group in Bryansk.
Move 1 infantry from Sumy into Kiev, destroying the
rest of the German air power.
Race one motorized unit from Sumy through Kiev into Chernigov.
Move 1 infantry from Ostragohsk into Orel.
Move 1 infantry from Kalaga into Tula.
Move 1 infantry from Rossavi into Rogachev.
Move 1 motorized infantry from Rossavi through Rogachev into
Gomel.
Now attack Bryansk with all units up to the maximum from
Rossavi and Kalaga. All units in this area that is not
in the attack proper should support it.
Move 1 unit from Sumy into Poltava.
Move 2 units from Kharkov into Sumy.
Move as many units from Kursk into Sumy as you can.
Move all troops in Ostrogohsk into Kursk.
Move all troops in Bilovdsk into Kharkov.
All aircraft that can reach strike the last German concentration
in Konotop.
Turn 4
The Germans counterattack and recapture Kiev. They
now have only 1 group on the map -- a 12 group
in Kiev.
Move 1 infantry from Bryansk to Konotop.
Move 1 infantry from Rogachev to Mogilev.
Move motorized unit in Chernigov into Vyshgorod.
Move motorized unit from Gomel into Chernigov.
Move Motorized unit from Bryansk into Konotop.
Now attack Kiev with all available troops up
to the maximum from all adjoining provinces, and
all other troops in adjoining provinces should support.
Add 2 airborne troops and strike by all aircraft within
reach.
The last German concentration is defeated. The only
other province under German control is Zhlobin to the
north, and it is unoccupied. The enemy is utterly annihilated.
This allows us to achieve both the gold badge and the
bonus objective!
Historical Outcome
The German advance in this battle made slow progress
against the ferocious Russian defense. They got as
far as Prokhorovka, and the Russian counterattack resulted
in one of the great tank battles in history. So vicious
was the battle that some Russian tanks, on fire, rammed
the German vehicles which they could not penetrate
with their own guns. The slow progress coupled
with the invasion of Sicily by the western allies
(see scenario 9.2.4) led the Germans to terminate
Operation Citadel on 16 July in order to prevent
the complete collapse of the war in Italy.
The Russians immediately launched a counteroffensive.
It did not reach Kiev, as in the scenario, but
they were successful in liberating Kharkov, this time
for good.
The campaign was a decisive Russian success. For the first
time a German offensive had been stopped cold. Henceforth
the Russians would go on the offensive and remain there,
while the Germans were forced ever more deeply into a
defensive role.
10.2.4) Liberation of Sevastopol [#RUO2SEV]
Overview
By early 1944 the battle lines had pushed past the Crimea,
but the Germans resupplied it via sea and thus were able
to hold onto it. The Russians decided the time had
come to recapture the peninsula in order to once
again control the Black Sea, to gain airbases from which
to threaten the Rumanian Oil Fields, and to convince
Turkey it wanted to stay out of the war. The offensive
against the German 17th army was launched on
8 April 1944.
This is an offensive, fast-moving scenario. You have overwhelming
concentrated power but nowhere to retreat to. Victory will
be decided by how quickly you can break through the lines and
begin encircling troops. A failure to break through will mean
stabilized lines and a slow advance which will certainly cost
you a badge and possibly the scenario, due to the short time
window. The clock is your main enemy. You have many more units
than time, so spend them as needed to gain the upper hand. Just
try not to lose whole groups of 12 division at a blow, and
don't lose Kiev!
Objectives
Primary Objectives
* Capture Sevastopol and hold it for 3 turns
Gold Badge:
Accomplish the primary in 5 turns.
Red Medal:
Accomplish the primary in 7 turns.
Stripes:
Accomplish the primary in 9 turns.
Supplementary objectives:
Destroy all enemy air squadrons
Defeat conditions
Fail to complete the primary by
the start of turn 10, or lose Kiev,
or lose all your troops.
Participating Sides
Russia
Germany
Order of Battle
Russia:
14 basic infantry divisions
3 elite infantry
6 artillery
3 motorized
9 tanks
19 fighters
6 bombers
Germany:
20 basic infantry divisions (upgraded level 2)
6 elite infantry (upgraded level 2)
6 artillery
2 motorized infantry (upgraded level 1)
8 tanks (upgraded level 1)
4 fighters
4 bombers
Walkthrough
There is a trap right at the beginning of this scenario, and that
is you do not want to lose the province of Kiev. So be wary of
what your troops do. You do not want to force the enemy to retreat
into a province just adjoining Kiev so they can take it next
turn with more troops than you have defending it. You can
also lose aircraft or many troops at once. This won't
immediately cost you the scenario, but it will cost you time
and in this scenario time is your greatest enemy!
Since you have almost no time, you can forget about reinforcments.
You may have the chance to buy a group or two but they will
not play a significant role in the scenario.
You cannot simply enter into a shoving match with the enemy and
expect to win. Instead, you must win by encircling large enemy
forces quickly. The best way to do this is to offer a "gambit"
-- a term from chess, to deliberately sacrifice a pawn or piece
in order to achieve better position and tempo. In this context
it means to push a small force into the spot between a large
enemy force and a large friendly force. The enemy will attack
this small piece, and you will then encircle him using motorized
troops for preference, but tanks if necessary. Then crush him
with overwhelming force. Repeat this a few times and the scenario
is yours!
A final key to victory is your massive air power. As I will
demonstrate, you can use your overwhelming force of fighters
to first clear the skies of German bombers, then conduct
powerful strikes either to eliminate isolated troops or to
support your own attack. The proper use of your airpower
may make up for any lack you experience in terms of ground
power!
Turn 1
Strike Cherkassy with 1 infantry division from Kiev
supported by all other troops in Kiev and Poltava.
The enemy is pushed into Vinnitsa. Strike the divisions
there with all aircraft from Shitomir.
All troops in Shitomir move into Tarnopol.
All bombers to strike the tank concentration in Dnepopetrovsk.
All fighters to patrol above Cherkassy.
Turn 2
The German air strike flies up into the teeth
of your fighter patrol and they lose all bombers.
There are still 4 fighters but they are short range.
You can devote more aircraft to STRIKE duties.
There is now a German 9 group with almost all their tanks
in Dnepropetrovsk, a 12 group in Cherkassy, a 12 group southwest
of that in Mogilev Podolski,
a 4 group in Beltsy, and a lone armored group at the far east
of the map in Stalino. There are also 4 fighters.
Using the aircraft in Poltava, strike the lone armored group
in Stalino. It is destroyed.
Move a single infantry into Krivoy Rog from Poltava.
Move a single infantry from Tarnopol to Vinnitsa.
Move a single tank from Poltava through Krivoy Rag
to Balta.
Attack Cherkassy with all troops from Kiev supported by
up to the maximum from Poltava. The rest in Poltava to support.
The enemy will be pushed back into Mogilev Podolski, but
that province already has the maximum number of troops.
With nowhere to retreat, this 12 group of enemies is
destroyed.
Order all aircraft with range to strike the tank concentration
in Dnepropetrovsk. The rest are to strike Beltsy.
Turn 3
There are 9 enemy divisions with armor in Krivoy Rog, a
12 group southwest of that in Balta. There are also 4
German fighters in Iaid.
Order all aircraft to strike the three divisions in Mogilev
Podolski. They are destroyed.
Move all units from Tarnopol to Stanislawow.
Order 1 unit in Poltava to attack the armored units in
Krivoy Rog , supported by all divisions in Chernossy and all
others in Poltava.
The attack destroys the 9 group completely.
There is now just the 12 group sw of Krivoy Rog.
All the divisions still have move because my 1
infantry division was lost, due to a game bug.
If all attacking units are destroyed your supporting
units retain their move even if the attack is
successful.
Move all infantry and artillery from Poltava into Zaporezhe.
Move the armor in Poltava through Zaporezhye to
Dnepropetrovsk.
Move 1 infantry division from Vinnitsa to Mogilev Podolski.
Turn 4
As expected, the Germans attack from Balta into
Mogilev Podolski.
The Germans also buy a 3 group of artillery which appears
in Ismail.
Move 1 infantry from Zaporezhye into Stalino.
Move everyone else in Zaporeshye into Melitopol.
Move the 2 tanks in Dnepropetrovsk through Krivoy Rog
to Balta.
Move 1 infantry from Stanislawow to Vinnitsa.
Move 1 infantry from Stanislawow to Beltsy.
Strike Mogilev Podolski with all available aircraft.
Attack Mogilev Podolski with all infantry and artillery
in Chernessy and Stanislawow. Do NOT Use motorized or
tanks for this. We have something else in mind for them.
The group is destroyed. There is now the 3 group of
artillery in Ismail, the 4 fighters in Iaid, and nothing else.
Send 1 motorized division from Chernessy through Krivoy Rog
to Odessa.
Send 1 tank from Stanislaow to Lvov.
Send 1 tank from Stanislawow through Beltsy to Iaid,
destroying the German fighters there. Now the Germans
have only 1 3 group in Ismail and the unoccupied province
of Sevastopol.
Move the last tank in Stanislawow into Beltsy.
Move all remaining troops in Chernessy into
Balta.
Now strike the last German group in Ismail with
the tanks and motorized units in Beltsy and Balta.
The Germans are pushed back. There are now
2 units almost completely dead in Sevastopol,
the last German occupied province
on the map.
Turn 5
The Germans counter attack my lone motorized unit
in Odessa, but they are so weak that they fail.
Push back with all units supported by all aircraft
within reach in adjoining provinces into Sevastopol.
The battle is over. The Germans are annihilated.
We have gained the gold badge and the bonus objective.
Historical Outcome
After three years of learning in a hard school, the Russians
at last had the skill to complement their numbers. The
attack steamrolled the Germans, who had already fallen back to
Sevastopol by the third week of April, where they gathered for a
last stand. Sevastopol, however, had been damaged in previous
fighting and was no longer the fortress it had been, and the
Germans as well as their Romanian allies evacuated by sea.
The city surrendered on 9 May. The campaign was concluded
on 12 May, a near textbook operation.
10.2.5) Operation Bagration [#RUO2BAG]
Overview
Operation Bagration (pronounced "Ba-Great-EE-YON", named after the
19th century hero General Pyotr Bagration), marks the Russian 1944
Summer offensive. The German plight is increasingly desperate,
as the western Allies landed in France on June 6 1944, posing
a mortal threat to Germany's western borders. Ground down
by the Allied strategic bombing campaign and the terrible wars
on the Russian front, Army Group Center is a shadow of its
former self. The Russians, meanwhile, have applied all the lessons
they have learned in the past year and combined it with overwhelming
force for this last offensive to drive the Germans out of Russia
once and for all!
This is a heavily offensive oriented scenario which might almost be
better named "Operation ROFLStomp". Despite their numbers the
enemy is primarily static infantry in clumps while you possess
an overwhelming armored fist, together with enough aircraft to block
out the sun. Because you have such an advantage the scenario
objectives are correspondingly tougher. Unlike the previous scenario
which required you to capture ONE objective, you must now take THREE.
Also, the enemy forces are so widely spread you will probably not be
able to destroy them all before the start of turn 6, so if you want
the gold badge you are going to have to have all three objectives
permanently in your possession by the end of turn 3 at latest.
Objectives
Primary Objectives
Conquer the provinces of Talinn,
Riga, and Minsk. Hold them for 3 turns.
Gold Badge:
Complete the primary in 5 turns
Red Medal:
Complete the primary in 7 turns
Stripes:
Complete the primary in 9 turns.
Supplementary objectives:
Conquer the province of Lublin (you just have
to have 1 unit in it at scenario end)
Defeat conditions
Lose the province of Leningrad, or
Fail to complete the primary by the start of turn 10, or
Lose all your troops.
Participating Sides
Russia
Germany
Order of Battle
Russia:
17 basic infantry divisions
8 elite infantry
6 artillery
4 motorized infantry
9 tank
19 fighters
15 bombers
Germany:
45 basic infantry divisions (upgraded level 2)
4 elite infantry (upgraded level 2)
12 artillery
5 tank (upgraded level 2)
6 Fighters
6 Bombers (approx.)
Walkthrough
As you would expect by now, there is a way to instantly lose
the scenario. In this one, the way to lose is to
push more divisions into Talinn than you have in
Leningrad and then leave them alone until it is
their turn. They will promptly attack Leningrad,
12 divisions to 10, and win the scenario. We will
in fact allow 12 divisions to concentrate in Talinn
during the illustrative walkthrough below, but only
so they can be destroyed on the same turn.
Your strength is even more overwhelming in this scenario than
in the last, especially in the air. The air is your big gun
and you should use it ruthlessly to gain and keep the tactical
edge. This isn't a particularly hard scenario to win but it
is very, very difficult to win the gold badge and the bonus
objective. Lublin is at the very bottom of the map, and you
can't just dash there because there a lot of Germans in the
way. To get the gold badge, you must capture Talinn and Riga
permanently by the end of turn 2 and capture Minsk no later
than turn 3. Wait for an opening, then dash a motorized unit
to within one province of Lublin. Once you occupy an adjoining
province, you can drop airborne units on Lublin and get the
bonus!
You can sometimes achieve your goals by taking advantage
of the AI's constant drive to do as much damage to your
army as possible without regard for the scenario goals.
So if you leave a goal unoccupied after you've captured it
and give the enemy a lone division or two to attack
elsewhere, there's a good chance the enemy will do just
that. And you'll continue to hold the objective and win the
scenario because the enemy allowed itself to be distracted
from the scenario goals.
By the way, you shouldn't make that mistake either. While
you are still going to have to encircle and destroy many
troops to break through in the first place, you will probably
lose the badge if you focus solely on destroying the enemy.
If you want the gold badge, you are probably going to have
to leave off annihilating all the enemies on the board in
order to focus on grabbing Lublin and the primary objectives.
Further, I believe that if you want the bonus objective you
must actually have troops in Lublin at scenario end. Simply
destroying all the enemies on the board will not automatically
land you this objective as it does in other scenarios.
Turn 1
Move 1 infantry from Nevel to Dagaupulis.
Move 1 motorized division from Pskov through Dagupulis to
Riga.
Move 1 tank from Pskov to Dagaupulis.
Now using the 1 tank in Pskov in support, have all the infantry
an artillery in Pskov attack Gulbene. The divisions there are
pushed into Tallinn.
Now drive the 2 tanks in Pskov into Gulbene and have them
support an attack by all troops in Leningrad on Talinn.
The attack is successful. We have destroyed 12 German divisions
and taken 2 of our 3 objectives on the first turn!
Move all aircraft in Leningrad to Gulbene.
Move all units in Vitebsk to Orsha.
Move as many units as will fit from Nevel to Dagaupolis. Move
the last one into Vitebsk.
All aircraft that can reach will strike the tank concentration
in Minsk. All other aircraft may engage targets of opportunity.
Turn 2
The Germans counterattack Riga and move their heavily damaged
tanks away from Minsk. There are now 10 enemy divisions in Riga,
10 in Minsk, 12 in Wilno (just west of Minsk), 4 in Mogilev,
(east of Minsk), 12 in Grodno, a critical 3 group of tanks in the
southwest, and a lone tank in Konigsberg.
Take 1 infantry from Dagaupulis to occupy Jekapils.
Move the tank from Dagaupulis through Jekapils to Jelgava.
The army in Riga is encircled.
Attack Riga with all infantry from Gulbene and Tallinn.
Riga falls, for good this time, and the concentration is
destroyed.
Move the troops in Dagaupulis to Jekapils.
Move a single tank from Gulbene throug Dagupulis to Jekapils.
Move the other tanks in Talinn into Gulbene, and then
move everything in Gulbene to Dagaupulis.
Move 1 unit from Vitebsk to Swieciany.
Order bombers in Gulbene and Pskov to attack the German tanks
in Suwalki, destroying them.
Order the rest of the bombers to strike the concentration in
Mogilev, then follow up with an attack into that area with
all units in Orsha.
Turn 3
The Germans counterattack Swieciany. There is now a 12 group
there,a 12 group in Vrodno, a 10 group in Aarhus, a damaged
2 group of infantry in Suwalki, 1 tank and 6 bombers
in Bielsk, and 6 fighters in Baranwicze.
Send 1 infantry from Jekapils into Wilno.
Send 1 motorized infantry from Dagaupulis through Vitebsk
to Orsha. Send a second motorized unit from Daguplis to Vitebsk.
Attack with all units in Jekapils into Swieciany, supported
by all units in Dagaupulis and Vitebsk.
Move 1 infantry from Riga into Jekapils. Move all other
troops in Riga into Jelgava.
Move all 12 divisions from Mogilev into Minsk, starting the
victory countdown.
Order bombers in Vitesk to strike Suwalki, killing the 2
infantry there.
Move all aircraft in Pskov to Swieciany.
Other bombers strike targets of opportunity.
All fighters to patrol over Minsk or as close to it as
they can reach.
Turn 4
Enemy 12 group in Vilno, a 7 group in Vrodno, a
1 tank in Konigsberg, 5 new units as reinforcements in
Bobralsk, 3 damaged infantry and 6 bombers in Bielsk, and 6
fighters in Lublin.
Move 1 infantry from Jekapils to Alytus.
Move 1 infantry and 1 tank from Jelgava to Jekapils.
Move 2 tanks from Dagaupulis into Swieciany.
Attack Wilno with all units in Swieciany supported by
all units in Jekapils.
Move 1 motorized infantry from Vitebsk through
Swiecieny to Wilno .
Bombers in Swiecieany to attack tank in Konigsberg,
destroying it.
All other bombers to attack Bobralsk.
Finally, all units in Minsk to Attack Bobralsk.
The plan is -- I can't prevent a 17 division attack
on Minsk if I just leave my troops there and that
will cost me the gold badge. So instead I push
down into Bobralsk and leave Minsk unoccupied.
This will tempt the Germans to attack my
lone division in Alytus and leave Minsk alone,
or join up with the newly damaged 3 divisions which
I just pushed out to attack me in Bobralsk. But
either way keeps them out of Minsk for just a
bit longer. Hopefully long enough.
It's a risk , but it's better than certain defeat
if I just sit there and do nothing.
All movable aircraft in Gulbene to relocate to
Orsha. All fighters to patrol above Bobralsk
or as close as we can get.
Turn 5
As hoped, the Germans attack Alytus and leave Minsk alone.
There is now a German 12 group in Alytus, a
6 group in Bielsk along with 6 bombers, and 6 fighters
in Lublin.
Move a single motorized unit from Orsha through Minsk
to Grodno.
Move a single motorized unit from Wilno through Gordno
to Baranowicze.
Move all motorized and tank units from Bobralksk to
Baranowizce.
Move a single motorized unit from Baranowzce into Pinsk.
Conduct an airborne assualt with 5 divisions into Lublin,
capturing the town and securing our bonus objective. As
discussed above, it is always possible to airborne assault
in a province directly adjacent to one your troops already
occupy.
This also destroys the fighters in Lublin.
Move 1 tank unit from Wilno into Gordno. All aircraft
that can reach are to bombard Bielsk. Then all available
units that can reach the province (should be your 5 tanks in
Baranowizce and Gordno) are to attack.
The attack is succesful. All the units in Bielsk are
destroyed inncluding all aircraft.
Move all troops from Bobralsk into Gordno.
Move 1 tank from Jukapils to Swieciany. I can't attack
the last group because my strength is not sufficient.
So we'll reinforce all the troops around him in the hope
of baiting him into Jukapils and encirclement.
I end the turn.
It is now the German turn. They push into Gordno.
Turn 6
At the start of the turn I have held Minsk, Riga, and Talinn
for 3 turns. The scenario ends and I get the gold badge, since
"in 5 turns" means "by the start of turn 6". Since I also
launched a paradrop on Lublin, I get the bonus objective also.
The scenario is over. The outcome is a gold badge and the
bonus objective.
Historical Outcome
Really, how do you describe what happens when something is
struck by a sledgehammer? Described as "The triumph of
Soviet operational art", the Russians executed a
brilliant and successful attack. The German Army Group Center
was all but annihilated, and many, many German prisoners were
led in triumph in a victory parade through Moscow led by 17
German generals. The Russian triumph was complete; Between the
arrival of Russian forces on the borders of East Prussia and
breakout of Allied forces in France from the beachhead, the
end of the war was obvious to everyone except Hitler.
10.2.5) Liberation of the Balkans [#RUO2BALK]
Overview
As discussed in the last scenario, the end of the war is now
clear to everyone except Hitler. The Germans were not the
only ones fighting this war: In addition to the Italians,
the nations of Bulgaria, Hungary, and Romania had "allied"
with the Germans with various degrees of willingness and had
launched their armies alongside the Germans during Operation
Barbarossa. We saw what happened to Yugoslavia in campaign 1.
Anyway, those nations are not anxious to share in Hitler's
"Twilight of the gods" and are champing at the bit to switch
sides and get out of the war, if only the Russian armies can
protect them from the Germans' swift and terrible vengeance.
The Russians, for their part, are more than willing to oblige,
not just for the sake of depriving the Germans of the Balkan
armies and oil but also for the sake of the postwar </pre><pre id="faqspan-6">
confrontation with the west. The resources and people of the
Balkans must not be used a second time by an enemy in a
Barbarossa-style campaign, and so they will come under
Russian control. This second offensive, The Jassy-Kishinev
operation, was initiated on 20 August 1944.
This is a bit of a breather from the last scenario's intensity.
The Germans are weaker and have no air force but the objectives
are correspondingly more ambitious. A mad dash to secure
the objectives is required in order to defeat your worst
enemy, time!
Objectives
Primary Objectives
Conquer the provinces of Budapest (capital of
Hungary), Belgrade (capital of then-Yugoslavia),
Bucharest (capital of Rumania), and Sofia
(capital of Bulgaria).
You do not have to hold them for any time.
You will win the scenario immediately if you
control all 4 provinces at the same time.
Gold Badge:
Complete the main objective in 5 turns.
Red Medal:
Complete the main objective in 7 turns.
Stripes:
Complete the main objective in 10
turns.
Supplementary objectives:
Destroy 3 tank divisions
Defeat conditions
Fail to complete the main objective
by the start of turn 11, or lose all
your troops.
Participating Sides
Russia
Germany
Order of Battle
Russia:
11 basic infantry divisions
8 elite infantry
5 artillery
3 motorized infantry
4 tank
7 fighters
6 bombers
Germany:
21 basic infantry divisions (upgraded level 3)
9 elite infantry (upgraded level 3)
6 artillery
2 motorized infantry (upgraded level 3)
3 tank (upgraded level 3)
Walkthrough
In this one we apply the same lessons we
did in the last one. In the last scenario we had
3 objectives, 2 of them close and 1 far away.
In this case getting
the gold badge requires a mad dash at
4 wildly separated objectives. This
regrettably requires leaving some forces
on the map intact and pushing hard at the main
objectives, or you could lose the scenario entirely!
Presumably this is why Krukov counsels you against
"chasing every escaping Fritz up and down the mountains".
There is no "instant loss" button this time. The great danger
is the enemy will contain you in your starting provinces,
running out the clock.
So, use your airpower and mobility to brush aside
the enemy, and dash for the objectives once the way
is mostly clear. Use airborne paratroops at the end
to catch the last objective if necessary. The bonus
objective is a matter of chance, but be sure to take
the opportunity to smash any tank divisions if you
can without compromising the primary.
Turn 1
Move all troops from Ismail to Tulcea
Move all troops from Iasi to Bacau. It is tempting
to attack Brasov, but if you do you will be attacked
from many angles with superior German forces. It's more
important to free up your troops and break them out of their
starting positions where they can be contained and trapped.
Move all troops from Beltsy to Iasi.
All aircraft in Ismail to strike Constanta, eliminating the
enemy motorized division there.
All bombers in Beltsy to strike the tank concentration west
of Brasov in Sibiu. All fighters in that province to move
forward to Bacau.
Turn 2
The enemy moves. There are now 12 enemy units in Brasov,
6 units west of there in Sibiu, 1 in Cluj-Tapoca, 3 in
Safu-Mare, and 4 in Constanta. There are others on the map,
but these are the important ones.
All aircraft in Beltsy and Bacau to strike the lone infantry
division in Cluj-Tapoca, destroying it.
Move 1 basic infantry from Bacau to Cluj-Tapoca.
Supported by all available aircraft, Move 7 infantry from
Tulcea into Constanta, displacing the 4 enemy divisions
there.
Race 1 motorized division from Tulcea through Constanta to
Bucharest.
Move 2 motorized divisions from Iasi to Bacau.
Now have the troops in Iasi and the troops in Tulcea attack
Brusov, supported by all troops in Bacau.
The enemy can only retreat west to Sibiu, in which there are now
12 divisions.
We have 27 resource points, so buy a 6 basic infantry division
package to be deployed in Ismail.
Turn 3
The enemy counterattacks Bucharest from Sibiu and from Pleven,
destroying our motorized unit there.
There is now a 12 group in Bucharest, a 12 group in Budapest,
a 6 group in Timisoara southwest of Sibiu, a 1 group in Pleven, and
miscellaneous troops elsewhere.
All aircraft that can reach bomb Pleven. Then move 1 infantry from
Constanta into that province.
Move all infantry from Ismail to Tulcea.
Attack Cluj-Tupoca with all infantry and artillery units in
Bacau.
Race 1 motorized unit from Bacau through Cluj-TUpoca to
Sibiu.
Race 1 tank from Brusov through Sibiu to Craiova.
Move the last motorized unit in Bacau into Brusov.
Now attack with all units in Constanta into Bucharest
combined with all troops in Brusov up to the maximum.
Any about the 12 unit maximum should support. At least
1 motorized or tank unit in Brusov should support so
as not to lose all mobility in the northern area.
Bomb the lone artillery unit in Vraca, destroying it.
Bomb the 2 unit which retreated from Bluj-Tupoca.
The fighters in Ismail can't reach anything now,
so move them to Brusov, closer to the front line.
Turn 4
The Germans rebalance their forces without conducting
any attacks.
There is an enemy 4 group in Timisoara , a 9-group north of
there in Arad, a 3 group nw of there in Debrecen, a 2-group
w of Timisoara in Novi Sad, and a 2 group with the last armored
division west of there in Osijek.It is on the extreme west of
the board so it is unlikely we will be able to destroy it and
grab the bonus objective.
Move the infantry in Pleven to capture our first capital of Sofia.
Move the 11 units in Bucharest west to Craiova.
Move the motorized unit in Sibiu into Cluj-Tupoca.
Move a single infantry unit from Brusov into Sibiu. Move 1
motorized unit in Brusov into Cluj-Tupoca.
Move all units in Tulcea into Brusov.
Move bombers up to Brusov and Cluj-Tupoca.
All fighters to strike targets of Opportunity.
Turn 5
As hoped (though presumably not by the decoy division there),
The Germans counterattack Sibiu. There is now a 12-group there,
a 2 group (including the tank division) west of there in
Timisoara, a 2 group north of there in Arad, and a 1 division
west of Timisoara in Novi Sad. Also 1 division in Nis and
2 broken divisions in Bucharest.
Order bombers in Cluj-Tupoca to strike Bucharest. The 2 weak
divisions there are destroyed.
All other aircraft to strike the armor concentration in Timisoara
for the bonus objective.
Follow up with 5 infantry into Timisoara from Craiova to make
sure of those tanks.
They are destroyed.
Move 1 infantry from Brusov to Bucharest to cut off retreat
in that direction.
Attack Arad with 3 units from Cluj-Tupoca, 2 of them motorized.
Now attack Sibiu with all units in Brasov supported by all
units in Cluj-Tipoca. The 12 encircled units there are
destroyed.
Now take the 7 divisions in Craiova and have them join the single
infantry unit in Sofia in an attack on Nys. That infantry unit is
destroyed.
The enemy currently has 1 infantry division in Novi Sad and
2 divisions in Debrecen.
Turn 6
The Germans retreat west, moving their 2 divisions
1 province westward and their lone infantry in Novi
Sad west to Osijek, the far western end of the map.
They do not bring in any reinforcements, so their
last chance of keeping me out of the objectives is lost.
Move 1 infantry from Arad into Debrecen.
Race the two motorized divisions in Arad Northwest to
Debrecen, and then west to Budapest.
Move infantry and artillery in Nys into Belgrade.
With the capture of Belgrade all four objectives
have been achieved, and the scenario is over.
We have won the gold badge and the bonus objective.
Historical Outcome
The Russian offensive broke through the German and
Romanian defenses. when the outcome became clear,
A coup was staged and Romania switched sides on 23
Aug 1944.
Bulgaria was captured almost without a fight as
the drive in Romania convinced the Bulgarians to declare
themselves neutral and order the Germans out of their territory.
The Germans had other problems, and so complied. This did
not save the Bulgarian government. A Communist coup
overthrew it and the new Bulgarian government declared
war on Germany on 9 September 1944. The Bulgarians
then assisted the Russians in the assault on Belgrade,
which fell on 20 October 1944. The drive on Budapest,
however, was greatly slowed. Despite Romanian assistance,
This offensive was one of the most complex
and difficult confrontations of the war as the Germans
waged a brilliant defense, delaying the fall of Budapest
until 13 February 1945.
10.2.7) Berlin Operation [#RUO2END]
Overview
The Berlin Strategic Offensive, initiated 12 January 1945,
is the last offensive in Europe of World War II. It is the
coup de grace, as the Russians at last mass overwhelming
force, capably led, to strike at the heart of Germany
and bring the war to an end.
This is the greatest battle of the scenario, or of the
game. You possess more than 40 divisions and 38
air units. The enemy has amassed a considerable
force for this last, desperate defence but you
have more than adequate forces to strip these
away and occupy Berlin. If that isn't enough,
you have another 200 resource points in the bank
from start.
This is the concluding campaign of the scenario,
so spend any upgrade points you have earned!
Objectives
Primary Objectives
Conquer Berlin! Hold it for 2 turns.
Gold Badge:
Complete the main objective in 7 turns
Red Medal:
Complete the main objective in 9 turns.
Stripes:
Complete the objective in 12 turns.
Supplementary objectives:
Conquer Warsaw and Vienna and hold them
for 2 turns.
Defeat conditions
Fail to complete the main objective
by the start of turn 13, or lose all
your troops.
Participating Sides
Russia
Germany
Order of Battle
Russia:
13 basic infantry divisions
5 elite infantry
6 artillery
10 motorized infantry
15 tank
20 fighter
18 bomber
You also start with 200 resource points, coincidentally
just the amount needed to buy a 6 tank group or a
6 bomber group :).
Germany:
42 basic infantry divisions (upgraded level 1)
27 elite infantry (upgraded level 2)
8 artillery
1 motorized infantry (upgraded level 2)
17 tank (upgraded level 1)
15 fighters (upgraded level 1)
5 bombers (upgraded level 1)
Walkthrough
A clash of the Titans! You have overwhelming power , more than
you have ever had, but the enemy is not weak. Careful
application of the previous lessons to encircle and
destroy armies will allow you to capture Berlin, but
you're going to have to stretch to get the badge, and
really stretch to get the bonus objective. Warsaw is easy but
Vienna is remote. Once again airborne paratroops are very useful
for this final objective. Again, apply all the lessons
you've learned so far, focus on Berlin, destroy anyone
in our way and capture it!
Turn 1
Order all aircraft in Konigsberg and SuWalki Southeast
of that to strike
Warsaw, clearing it of troops.
All troops in Konigsberg to attack Danzig.
Attack Torun with 1 infantry from Suwalki supported by
all other units in Suwalki.
Move all troops from Bielsk into Warsaw.
Attack Kielce with 1 infantry from Zamoso, supported
by all other infantry and artillery in Zamoso.
All other aircraft that can reach strike the armored
concentration Southwest of Przemyul.
Remaining fighters patrol over Zamoso.
Move all tanks in Zamoso into Kielce, then have them
join the attack with the 10 units in Lublin
against Lodz. This will destroy at least 8 divisions.
We never get the chance, so purchase 6 tanks.
5 will appear in Suwalki and the other will be placed
randomly.
Turn 2
A lot of German activity. I can't even begin to list it all.
For the moment, we will concentrate on two concentrations --
an 8 division concentration in Torun and a 12 division
concentration in Kielce. I intend to destroy them both.
Move 1 infantry from Suwalki into Konigsberg.
Move 11 units from Konigsberg into Poznan, attacking
the 3 division group there. Leave 1 infantry behind as bait.
All troops from Suwalki attack Torun, destroying the
8 group there.
Move 1 infantry from Warsaw to Lublin.
Move 1 infantry from Zamoso into Przemysl.
Move 2 motorized infantry from Zamoso into Przemysl, then
attack with 1 motorized unit into Cracow supported
by the other which will remain in Przemsyl.
Bomb the 4 units in Czestochowa with every available aircraft.
Those 4 units are destroyed.
Move 1 infantry from Lodz into Czestochowa.
Attack with all units from Zamoso into Kielce, joined by all
units in Lodz. All other units in Lodz should support this attack.
Move all units in Warsaw southwest into Lodz.
All other aircraft to patrol as appropriate.
Turn 3
The Germans in Stettin take the bait and attack my
lone unit in Danzig. They also push into Cracow
to attack my lone unit there as well.
There is a massive force of tanks -- a 12 group only
of tanks -- just south of Berlin.
The immediate problem is to destroy the 11 group
in Danzig.
Move 1 infantry from Poznan into Stettin. Move
1 tank in Lublin into Torun, then all units in Torun
attack Danzig, destroying that group.
All air units that can reach strike Cracow.
Those 4 units are destroyed.
Move 12 units from Kielce to Cracow.
Move 1 motorized and 1 tank from Lodz into Poznan.
Move all other units in Lodz into Czestochowa.
Move 1 unit from Lublin into Lodz.
Move 1 infantry unit Przemyul into Kosice, then race the
second motorized unit through Kosice into Banska Bystrica.
All fighters patrol as far forward to the center of the map
as possible.
Use 1 infantry to attack from Czestochowa into Oppeln, supported
by all applicable units in Czestochowa
Turn 4
As expected, there is a counterattack at Stettin.
Bombers in Lublin, Kuwalski, and Konigsberg to
strike the 2 german units in Kustrin. They are destroyed.
1 infantry from Poznan to Kustrin.
1 motorized unit from Posnan through Kostrin to Stralsund.
Note that we are now immediately adjacent to Berlin.
All units in Danzig attack Stettin. The 8 unit concentration
there is destroyed.
All infantry and artillery in Cracow to attack Breslau.
1 infantry from Kosice into Zilima.
All units save 1 motorized division to attack from Czestochowa
to Oppeln, eliminating the pocket there.
1 unit from Czestochowa into Cracow, then west to Ostrav.
1 additional motorized unit from Cracow through Ostrav into
Kutna Hora, destroying 7 enemy fighter squadrons.
Other units in Cracow to enter Zilina and join the unit in
Banstra Bystrica to attack Brno, supported by all bombers that
can reach.
Parachute airborne units -- 2 of them, all I can afford, into
Vienna, taking our additional objective if we can hold it.
Move unit in Lodz to Poznan. Move unit in Konigsberg to
Danzig.
Move fighters forward. Those in Konigsberg to Poznan, Those
in Suwalki to Danzig.
Bombers in Bielsk to Poznan, fighters to Torun.
Fighters in Lublin to Oppeln. Fighters in Zamoso to Zilima.
Turn 5
The major German force counterattacks into Kustrin.
I am also attacked in Stralsund, where my unit is pushed back.
The Germans in the south attack my lone motorized unit in
Kutna Hora.
There are now a monster German force of 12 tanks in Kustrin
east of Berlin, 1 infantry in Stralsund, and 6 divisions in
Kutna Hora.
There are Germans 5 bombers directly north of Vienna, 4 fighters
north of Kutna Hora and 2 fighters in Leipzig.
There are 35 Russian units adjoining the monster group so we
should be able to take them.
The 2 airborne units in Vienna march into Tabor, destroying the
5 German bombers there.
Move 1 unit from Breslau into Cottbus.
Use aircraft in Danzig and Konigsberg to attack Stralsund,
destroying the German unit there.
Move 1 infantry from Stettin into Stralsund.
Race 1 motorized infantry from Stettin through Stralsund
into Berlin, starting the victory timer if we can hold it!
All adjoining units and all aircraft within reach attack the
monster at Kirsten or suppor the attack. Hit it with everything!
The attack is succesful. The monster is destroyed. The Germans
are now down to 6 infantry in Kutna Hora and 6 fighter
divisions.
Move the single motorized division in Oznan into Prague. Make that
6 enemy infantry and 2 enemy air divisions.
Move 1 unit from Danzig into Stettin.
All units in Brno and Zulima to strike Kutna Hora supported
by all remaining aircraft.
The group is eliminated. The Germans now have only 2 fighters
left on the entire map.
All aircraft left to move forward, 1 province behind
the front line, or as close as they can get.
The German fighters attack my 11 unit in Kustrin and are
destroyed by anti air fire. The scenario ends immediately.
I have achieved the gold badge and the bonus objective.
The war is over.
Historical Outcome
The offensive started on 12 January 1945. The city
center came under artillery fire on 20 April 1945.
On 30 April Hitler put a bullet in his own brain.
The city itself surrendered on 2 May.
The rest of Germany followed on 7 May. And so the
greatest war in history came to an end. The Russians
had fought the greatest part of it and made the greatest
sacrifice, more than 20 million dead. But they arose
from the ashes of the greatest military catastrophe
of the 20th century to overthrow the Nazis and establish
a peace that would last a generation. The best epitaph,
perhaps, is attributed to an unnamed German general:
"They were first class fighters from the start, and
in time they learned to become first class soldiers."
11. Campaign Walkthrough: Twilight of the Gods (German) [#GR02]
This campaign is almost identical to Russian campaign 2, although
the starting conditions are adjusted in some scenarios. See 10)
above for more details. This time we fight the same battles in the
previous campaign from the German point of view. As such they are
characterized by an increasingly desperate defense against ever
more overwhelming numbers. Most of these scenarios are best
won as quickly as possible so as to keep the enemy contained
to their limited starting positions.
This campaign does give one bit of assistance: You start with
level 4 upgraded basic infantry, level 2 elite infantry,
level 2 motorized infantry, level 4 tank , level 4 fighter (jet),
and level 4 bomber (jet). Since you already have many of
the combat upgrades, you should focus primarily on research upgrades,
improving your resource production efficiency and your cooldown period.
In many scenarios, you will have vast territories but limited units,
so here more than ever reinforcements are important.
11.1 Characters [#GR02H]
We once again see the trio of Eichhorn, Richthofen, and
Wiedemann. See the characters for German campaign 1 for
more details
11.2 Scenarios [#GRO2SC]
11.2.1) Stalingrad [#GR02STN]
Overview
This is a mirror image of 10.2.1. See that section for
historical details.
This is one of only 3 scenarios in this mission when you
are on the offensive. There is a lot of territory
to cover, so this is essentially a race against time to
get troops into position to take the city.
Objectives
Primary Objectives
* Conquer Stalingrad. Merely setting foot
in the city is enough.
Gold Badge:
Accomplish the primary in 6 turns.
Red Medal:
Accomplish the primary in 9 turns.
Stripes:
Accomplish the primary in 12 turns.
Supplementary objectives:
Reduce Russian control to 5 provinces or less.
Defeat conditions
Fail to complete the primary by
the start of turn 13,
or lose all your troops.
Participating Sides
Germany
Russia
Order of Battle
Germany:
7 basic infantry divisions
7 elite infantry
3 artillery
4 motorized
7 tank
2 fighters
10 bombers
Russia:
13 basic infantry divisions
4 elite infantry
5 artillery
8 motorized infantry
2 tank
3 fighters
2 bombers
Walkthrough
This will be a red medal walkthrough, as I will miss
the gold badge by one turn. However, I will get the
bonus objective. I struggle because there is simply
so much territory to conquer and the enemy will
turtle in Stalingrad, delaying its capture until
I can march adequate troops up to capture it. Perhaps
if I had simply made a mad dash for the city without
regard for survivability I could have got the gold badge.
Encircle and destroy
the closest troops, then race for Stalingrad, using aircraft
as a sledgehammer to speed the process. This isn't
especially difficult, but there's a lot of ground to cover in
not much time.
Turn 1
Move 1 infantry from Gomel into Bryansk. Move all troops from
Sumy and Konotop into Kursk. Move troops from Sumy through
Poltava to Belgorod.
All aircraft within range to strike the Russians in Orel.
Fighters in Poltava to move to Belgorod.
Turn 2
The enemy attacks from Orel into Bryansk and moves up all
aircraft. They also move forces to Rossosh to block my
tanks in Belgorod.
Move 1 infantry from Chernigov into Konotop. Move 1
infantry from Kursk to Orel.
All troops from Rogachev, Gomel, and Chernigov to
attack Bryansk, eliminating the pocket there.
All bombers to strike blocking force in Rossosh. All
fighters to patrol above Belgorod or Kursk.
We have 58 resource points, so buy 4 motorized infantry
to arrive in Poltava.
Move 1 infantry from Kursk into Ostrogohsk.
Turn 3
The Germans reshuffle and push into Ostroghosk with 3 weak
divisions.
Order all bombers to strike 4 group including tanks in Voronezh.
Race 4 motorized units through Sumy to Belgorod.
Move 1 infantry from Konotop to Kursk.
Move 1 infantry from Kursk to attack Ostrogohsk, supported
by all other units in Belgorod and Kursk.
Move 1 infantry from Orel into Kursk.
Move all units from Bryansk into Orel.
Turn 4
The enemy counterattacks. There are now 6 troops in
Voronezh, 2 in Sovboda, and 7 in Ostrogohsk. The others
are forming a defensive hedgehog in Stalingrad.
Order all bombers to strike Svoboda, destroying the
infantry there.
Move fighters into Belgorod from Konotop. They will
patrol above Kursk, as will the other group.
Move 1 motorized unit from Belgorod into Rossosh.
Order a second motorized unit to race from Belgorod to
Rossosh to Svoboda.
11 of 12 troops in Orel to attack Voronezh. That worked
out better than I expected. There is only 1 critically damaged
division in Lipetsk, the others have been driven in to
join the trapped troops in Ostrogohsk.
All divisions in Kursk to attack Ostragohsk supported
by all forces in Belgorod.
Single unit in Orel to push forward into Lipetsk.
Turn 5
The Russian aircraft retreat to the far southeast.
There remains a 12 division hedgehog in Stalingrad
but nothing else.
Troops in Lipetsk to enter Tambov.
Troops in Voronezh to attack Borisglebsk, destroying
the last Russian division in this area.
Lone vehicles in Svoboda and Rossosh to hurry into
Pavlovsk and Boguchar. Other motorized and tank units
to follow behind them and also enter those provinces.
Move all aircraft to Rossosh.
Turn 6
The hedgehog continues and the Russians buy a second
12 group on the far eastern edge of the map.
Move all troops in Borisbelsk into Uryupinsk.
Move 1 unit from Boguchar into Bogovskaya. Race 1
motorized unit from Boguchar into Mosovsk, destroying
all Russian air in the scenario.
Move all other units from Boguchar through Bogovskaya
into Surovikimo.
Move all troops from Svoboda to Boguchar.
Move all troops in Pavlovsk into Prolovo.
Move 1 division from Tambov to Boriglebsk.
Turn 7
The enemy remains still and purchases another 8 units
on the far eastern edge of the board, including
2 tanks.
We can't get the gold badge any more, so let's try
for the bonus objective!
The Russians currently hold 9 provinces. We need to
take 4, including Stalingrad.
Move all units in Uryupinsk into Kalinin. 3 to go.
Move 1 infantry from Boguchar into Kamensk-Shakhtinski.
2 to go.
Move 1 infantry from Boguchar itno Kashary. 1 to go.
1 Motorized infantry to race from Bokovskaya through
Kashary to Constantinovsk. Once we take Stalingrad,
The Russians should control 4 provinces.
Move 1 motorized unit from Mosavsk into Surovikimo.
Drop as many paratroops on Stalingrad as you can
afford and support by all troops in all adjoining
provinces and all aircraft that can reach.
The attack is successful. The scenario is over.
We got the red medal instead of the gold badge,
which cost us 50 research points. However, we
got the bonus objective , which is worth 100.
So we fall short of the gold badge by 1 turn.
Historical Outcome
See 10.2.1: The Russian version of this scenario.
11.2.2) Leningrad [#GR02LNG]
Overview
This is the German version of 10.2.2. See that section for
historical details.
This scenario could also be named "Hell". You are on the
defensive against overwhelming troops from multiple
directions with bountiful air support. if that isn't enough,
they seem to have a large number of resource units as well
to instantly replace the units they lose. This is different
from the Russian version of this scenario in that the enemy
starts with Volkhov already in their possession, resulting
in the threat of instantly losing on the first turn.
Objectives
Primary Objectives
Hold onto Leningrad until at least the beginning
of turn 9.
Gold Badge:
Retain control of Leningrad at the start of turn 13.
Red Medal:
Retain control of Leningrad at the start of turn 11.
Stripes:
Retain control of Leningrad at the start of turn 9.
Supplementary objectives:
Lose no aircraft divisions.
Defeat conditions
Lose Leningrad before the start of turn 9, or
lose more than 30 divisions, or lose all your
troops.
Participating Sides
Germany
Russia
Order of Battle
Germany:
16 basic infantry division
5 artillery
2 motorized infantry
5 tank
3 fighters
6 bombers
Russia:
12 basic infantry divisions
5 elite infantry
4 artillery
3 motorized
6 tank
16 fighters
2 bombers
Note that these are only the first wave. The Russians
have plenty of resource points to replace anything
they lose!
Walkthrough
There is an instant loss threat in Volkhov as the
enemy has more divisions there than you have in the province
of Leningrad (technically you surround the city itself which
remains under Russian control, but this is a concession to the
game engine). You cannot be certain of keeping them out of
Leningrad even for the first turn, and if you succeed in
doing this the troops you gear up for defense will not be
available for offense elsewhere.
How to solve this? Simple. Attack them first!
The longer you take and the more ground you give to the
Russians, the more units they will bring in, the more
freedom of maneuver they have, until eventually you've
got no choice but to run out the clock. So knock them
back and try to constrain them to as few provinces as
possible as quickly as you can.
Towards this end, capture the province of Vitegra and keep
it if you can. This will lessen the pressure on Leningrad
and force the Russians to only bring reinforcements into
Kalinin, making them much easier to bottle up. Cleaning up
Vitegra will be a great relief off your shoulders,
as it's very hard to win when you're never more than 2 turns
away from defeat!
Their overwhelming air power is also a problem, so be
prepared to sacrifice units in deep raids to get rid
of them.
The bonus objective is easily attained by NOT putting your
aircraft on patrol. The enemy is too numerous. Use them in
strikes and rest them when they get into the red. And of course
be prepared to move them away from any ground threat. If worse
comes to worst put them in Leningrad. After all, if the Russians
get there you've already lost anyway.
Try to knock the Russians off balance, force them to retreat
into already occupied squares , minimize their freedom of
action while bringing in reinforcements as quickly as
possible. Do this well enough and you may wipe them out
completely!
So that's the good news:
It is very, very hard to hold out for the requisite 8 turns
even to get the minimum victory conditions. But if you can
hold out long enough for that, it's much easier to go
the rest of the way for a gold badge. The easiest way
to win , of course, is to kill them all quickly. Instant
gold badge!
Turn 1
Move the tank from Staraya Russa into Novgorod. Then all
troops in Leningrad, Tikhvih and Novgorod are to attack Volkhov.
From Pskov, move 1 artillery to Leningrad and 1 infantry
to Novgorod.
Move 1 motorized unit from Rzhev into Mozhaisk.
Move the tanks from Rzhev and Velikiye Luki into Staraya Russya.
Move 1 motorized unit from Rzhev to Velikiye Luki.
Move all troops save the motorized unit from Vilikiye Luki to
Staraya Russa.
Move remaining troops from Rzhev to Staraya Russa until it
is full. Then move the remainder in Rzhev to Velikiye Luki.
Move the tank in Vitebsk through Opochka to Pskov.
All aircraft strike Kalinin.
Purchase 2 infantry reinforcments to arrive in Vitebsk. The
beginning of the scenario is critical, and troops now are
better than millions when its too late!
Turn 2
The Russians swallow the bait and attack Novgorod while their
forces in Vitegra push down into Tikhvin. They purchase 2 infantry
units in Vitegra. There are now 2 infantry in Vitegra, 9 in Tikvih,
12 in Novgorod, 9 northwest of Kalinin, and 2 in Kalinin.
Note that they have left their air divisions in provinces only
lightly defended. We will make them regret that!
Move 1 infantry from Staraya Russa into Demyansk.
Take 2 motorized infantry from Valikiye Luki and Mozhaisk first
into Rzhev and then into Kalinin. The aircraft there are
destroyed. That's half the enemy aircraft in the scenario.
Taking everyone except 1 infantry in Vokhov, push into
Tikvih supported by a strike from all aircraft, pressing
the enemy backwards back into Vitegra.
Now attack Novgorod with all forces in Staraya Russa and
Pskov supported by the artillery unit in Leningrad and the
last infantry unit in Volkhov.
Move the infantry in Vitebsk directly north to Nevel. Move
the infantry in Velikiye Luki into Staraya Russa.
Turn 3
The Russians counterattack my lone unit in Volkhov and also
into Demyansk. There are now 10 enemy troops in Volkhov, 11
troops in Demyansk. The Russians also buy 1 additional unit
in Vitegra.
Take 2 troops from Tikvih and push into Vitegra, destroying
the aircraft there.
All troops save 1 in Tikvih attack Volkhov
supported by all troops in Novgorod and Leningrad.
All other troops congregate in Staraya Russa.
Purchase 6 more basic infantry in Vitebsk.
Turn 4
The Russians take the bait and attack into Tikvih from Demyansk.
Their 11 group in Demyansk is the last group left on the map.
Move all foot infantry from Staraya Russya into Demyansk.
The last group is now encircled. Race motorized infantry
from Staraya Russa into Demyansk.
Now attack the group in Tikvih with all available forces,
ground and air, from all directions.
The attack is victorious. With the last group of Russians
on the map eliminated, the scenario is over. We receive
a well-earned gold badge.
Since we did not send our 3 fighter divisions into the
face of 6 to 1 odds, we have saved all our aircraft as
well and so get the bonus objective also. The Russians
are utterly defeated.
Historical Outcome
See 10.2.2. The Russian offensive was stopped and stalemated,
resulting in a shifting of effort to areas in the south
around Kursk.
11.2.3) Operation Citadel [#GR02CIT]
Overview
This is the German version of scenario 10.2.3. For historical
details see that scenario.
Enjoy this scenario. This is the high point. It is the last
time you will engage the Russians on anything like equal terms.
You've got lots of free upgrades, lots of equipment, and many
encirclement opportunities. You've also got a very simple
objective: Destroy as many enemy units as possible. This is
your last chance to do it,so run wild while you can!
Objectives
Primary Objectives
* Destroy 10 tank divisions
Gold Badge:
Accomplish the primary in 10 turns.
Red Medal:
Accomplish the primary in 12 turns.
Stripes:
Accomplish the primary in 15 turns.
Supplementary objectives:
Destroy 30 divisions of any type.
Defeat conditions
Fail to complete the primary by
the start of turn 16, lose
Kiev, or lose all your troops.
Participating Sides
Germany
Russia
Order of Battle
Germany:
10 basic infantry divisions
13 elite infantry
4 artillery
12 tank
9 fighters
9 bombers
Russia:
26 basic infantry divisions (upgraded level 1)
8 elite infantry (upgraded level 1)
6 artillery
5 motorized infantry (upgraded level 1)
11 tank (upgarded level 1)
13 fighters
7 bombers
Walkthrough
As mentioned, this is an aggressive scenario where you have
nothing to do but smash enemies and you have more than enough
tools to do it. The 30 division bonus goal should be easily
obtained, as you will need to destroy plenty of infantry
units to have a shot at the tanks. This coupled with deep
raids to eliminate enemy air should easily nail this objective.
On one playthrough I checked and found I had destroyed 45
divisions before I lost count.
Turn 1
Send 1 infantry from Bryansk to Tula supported by all other
troops in Bryansk. This wipes out the aircraft there and
advances a "pawn" for another sacrificial gambit.
Move troops in Chernigov and Gomel into Bryansk.
Move troops in Rogachev into Roslavl.
All bombers strike Kursk. Troops from Knotop and Sumy
advance into Kursk, destroying the three critically damaged
units there.
Move all units from Karkhov into Belgorod.Move 1 unit from
Belgorod into Rossosh supported by all available units in Belgorod.
This destroys another set of Russian aircraft.
Race all units from Poltava through Suny to Belgorod.
Fighters to patrol above Belgorod and Kursk.
0 enemy tanks destroyed / 15 enemy divisions destroyed
Turn 2
The enemy falls in on Tula and Rossosh. A second group of enemies
attacks Rossavl from Kalaga. The attack fails and they lose a
unit.
There are too many units to name. Those of interest are the 7
units in Kalaga, the 12 units east of there in Tula, 12
units in Rossosh and 6 in Belovodsk.
Attack the enemy in Kalaga with 1 unit from Rosslavl supported
by all other units in Roslavl and Bryansk.
The enemy has nowhere to retreat to and all 7 units are
destroyed.
All bombers attack 2 divisions in Orel. They are destroyed.
Move 1 unit from Belgorod into Kharkov.Mov all other units in
Belgorod into Bilovodsk. The enemy cannot retreat into fully
occupied Rossosh and another 6 enemy divisions are destroyed.
Move fighters in Kiev forward in order to better protect
the troops around Bilovodsk. To Kharkov, I think.
Other fighters to patrol over Bryansk.
Troops in Kursk to move to Belgorod.
Purchase 6 basic infantry units to arrive in Poltava.
Current score: 0 tanks destroyed/31 divisions of all types destroyed.
Turn 3
The enemy attacks Kalaga and succeeds. There are now 12 enemy
divisions in Kalaga.
the other 12 group attempts to push into Bilovodsk and fails. My
stack is reduced to 8 units while he is reduced to 8 also.
He reinforces his strength back up to 10 but he has little else.
Time to traps the troops in Kalaga. Move 1 infantry from Bryansk
to Kalaga in order to cut the escape route than attack with
all units in Roslavl supported by all units in Bryansk.
The enemy group is eliminated and the scenario immediately ends
with our victory. We have achieved both the gold badge and
the bonus objective.
Final score: 10 tanks, 27 other ground units and 8 air units
destroyed for a total of 45 enemy units. In exchange we lost
7 infantry and 2 tanks, 2 of them in sacrifices and the other
5 in conventional battle.
Historical Outcome
See 10.2.3 . The Germans suffered high casualties without
achieving their goals, and the initiative shifted to the
Russians.
11.2.4 The Panther-Wotan Line [#GR02PWOE]
Overview
This is the German version of scenario 10.2.4. For historical
details see that scenario.
We're back on the defensive in this scenario. We have only
one objective to defend, we have plentiful provinces,
and the preponderance of forces is not as horrible
as it will be in other scenarios. This eases
us back into the pattern of operations that will hold for
almost the rest of the game, though it is still
a challenge.
I hope you've been putting all your upgrade points into
production, because trust me you will need it.
Objectives
Primary Objectives
Hold Sevastopol until the beginning of turn 7.
Gold Badge:
Hold Sevastopol at the start of turn 13.
Red Medal:
Hold Sevastopol at the start of turn 11.
Stripes:
Hold Sevastopol at the start of turn 7.
Supplementary objectives:
Save 80 resources
Defeat conditions
Lose Sevastopol before the start of turn 7,
or lose all your troops.
Participating Sides
Germany
Russia
Order of Battle
Germany:
14 basic infantry divisions
6 elite infantry divisions
4 artillery
2 motorized infantry
6 tank
4 fighters
4 bombers
Russia:
7 basic infantry divisions (upgraded level 1)
6 elite infantry
3 artillery
3 motorized
9 tank
13 fighters
4 bombers
Walkthrough
The motorized group northeast of Melitopol is the great threat --
it is only 2 turns away from Sevastopol. This is the flank
you will have to constantly guard and worry about. If another
enemy army breaks off across the northwest through Kiev towards
Lvov let it -- if the enemy wants to waste time pursuing things
that aren't critical all to the good.
The requirement to store 80 resources for the bonus will force
you to fight with one hand tied behind your back. I advise
you to ignore this requirement and keep dumping in
reinforcements until the situation is well in hand. In fact,
I would suggest not even thinking about this requirement until
at least turn 7. This will give you plenty of time to store up
resources, but troops are more valuable the earlier you have
them.
At any rate, defensive operations will follow the pattern
established earlier: Offer a bit of material to lure the
enemy into easy encirclement, then destroy large numbers
of them at once. In the worst case, this will buy time.
In the best case, you can win the scenario outright.
Turn 1
The first thing we're going to do is hit the 12 Russian
divisions in Poltava. There are aircraft there. Also the
enemy will be forced to retreat into an already occupied
square and this will cost them 4 divisions.
Move 1 infantry from Dnepropetrovsk into Zaporoshye.
Move all troops from Balta to Cherkassy.
Move armor from Zhitomier to Kiev.
Move 1 tank from Mogilev-Podolski to Cherkassy.
Now attack Poltava with 1 unit from Kiev and support with
all other units in Kiev, Cherkassy, and Krivoy Rog
and all bombers.
The enemy is kicked back with the loss of 4 ground units
and all the aircraft in the province.
Regrettably, our lone attacking unit was destroyed but this,
due to the glitch, gives all supporting units their move back.
Move all units in Kiev into Cherkassy.
Move 1 infantry from Vinnitsa into Kiev and 1 unit into
Zhitomir.
Move 2 units from Mogilev Podolski into Cherkassy and the
other two into Vinnitsa.
Move all units from Odessa and all save 1 from Krivoy Rog into
Dnepropetrovsk.
Fighters to patrol above Cherkassy.
Turn 2
The Russians counterattack west from Sumy into Kiev. They also
attack Zaproezhye. There is a 12-group in Zaporezhye, a 12
group in Kiev, a 1-group in Kharkov, and fighters in Belgorod.
Move 2 motorized infantry from Cherkassy to Poltava. Move 1
motorized infantry further from Poltava to Sumy, completely
encircling the enemy. Now attack Kiev with all forces in
Cherkassy supported by all other troops in the ring who can
attack. The attack is successful, the enemy destroyed.
Fighters to patrol over Dnepropetrovsk.
Turn 3
All Russian units counterattack into Sumy, destroying the
motorized infantry there. There is now a 12 group in
Sumy, a single artillery diviion in Zaprozhye, and 7
aircraft in distant Belgorod.
Attack Zaporozhye with all troops in Dnepropetrovsk and
Melitopol. That lone unit is destroyed.
Race the single motorized unit in Poltava through Zaporozhye
into Kharkov.
Execute a 2 division airborne drop on Belgorod, destroying
the last Russian aircraft in the scenario.
Move the troops from Sevastopol into Melitapol. THere is a single
tank in this group which we will push on into Stalino, capturing
the last province save those the enemy is actually in.
Move the fighters to Krivoy Rog. The bombers are critical,
so we will let the mrest and recover this turn.
Move the artillery in Zhitomir back into Kiev.
Turn 4
The Russians attack and destroy the motorized unit in Kharkov.
The 12 group is in Kharkov.
The bombers are still in the red and must recover. The fighters
strike the only available target.
Move all troops in kiev save 1 group into Poltava.
Move 1 airborne troops into Sumy. Move everyone else
into Zaporozhye that will fit. Leave 1 infantry in
Melitopol.
Turn 5
The enemy attacks and destroys my unit in Sumy.
I want to finish him now but I'm still short of the
bonus objective. I take a chance. Instead of eliminating him
completely I send 1 unit back to Kiev to close the door,
then attack with all units in Poltava and Zaporozhye
deliberately leaving him and Avenue of retreat. I still
hit him with all aircraft, however.
The enemy is now in the red and down to 8 units. Move
my unit in Belgorod to join my troops now in Sumy.
Turn 6
The enemy advances into Stalino threatening to attack my
1 unit in Melitopol and then push through into Sevastopol.
This has gone on long enough, and as it happens I have
91, so there's no need to stretch this out any longer.
Move all troops from Sumy into Kharkov.
Strike with all aircraft and attack from Zaporozhye into
Stalino. The last pocket of Russians on the map is
destroyed.
The scenario is over. We have achieved the gold badge and
the bonus objective.
Historical Outcome
See 10.2.4 for details. The Russians overran the Crimea
and took Sevastopol.
11.2.5) Operation Bagration [#GR02BAG]
Overview
This is the German version of scenario 10.2.4. For historical
details see that scenario.
Welcome back to defensive hell. The Russians have overwhelming
everything. If that's not enough, we must hold 3 separate
objectives. 1 of which is 1 turn from annihilation, 2 is two
turns from annihilation, and the third isn't much further
away at all. To top it off, your only reinforcments come
from Lublin which is so far to the bottom of the map
it's almost pointless to expect them to show up.
Very, very tough.
How to win? Simple. Kill everyone very, very quickly!
Objectives
Primary Objectives
Hold the province of Talinn until the
beginning of turn 3.
Hold the province of Riga until the beginning
of turn 5.
Hold the province of Minsk until the beginning of
turn 9.
Gold Badge:
Hold Minsk until the beginning of turn 13.
Red Medal:
Hold Minsk until the beginning of turn 11.
Stripes:
Hold Minsk until the the start of turn 9.
Supplementary objectives:
Destroy 20 enemy divisions
Defeat conditions
Lose Talinn before the start of turn 3
Lose Riga before the start of turn 5
Lose Minsk before the start of turn 9
Participating Sides
Germany
Russia
Order of Battle
Germany:
30 basic infantry divisions
7 elite infantry
5 artillery
2 motorized divisions
7 tank
6 fighters
6 bombers
Russia:
21 basic infantry divisions
6 elite infantry
2 motorized
4 artillery
9 tank
2 motorized infantry
19 fighters
12 bombers
Walkthrough
At first glance this scenario seems impossible. And it is,
if you drag it out. Overwhelming power with many
reinforcements two turns away from the objective while yours
have to come across the map? There's no way to win if
you play passive defense. You MUST hit them out of the
starting gate and not let up!
As in this illustrative scenario.
Turn 1
Move all units in Minsk into Wilno, and all units
from Wilno into Swieciany.
All troops from Grodno into Wilno.
All troops from Bobraisk into Minsk.
1 infantry from Mogilev to Orsha as bait.
All troops who will fit from Gulbene into Talinn, and the rest
into Riga.
All ground troops from Jelgava into Riga.
As many troops as will fit from Jekapils into Swieciany,
and the rest into Riga.
All aircraft strike the tank concentration in Vitebsk.
Turn 2
The Russians take the bait and charge into Orsha and Degaupulis.
They also move southeast from Vitebsk into Pskov, leaving that
area unguarded.
We'll take advantage of that. Advance 1 infantry unit into
Leningrad, destroying the aircraft there.
Move a single infantry from Swiecieany into Vitebsk, destroying
the 10 aircraft there.
Supported by air, all units in Mogilev, Minsk , and Wilno
attack the units in Orsha, destroying them.
Move 1 unit from Riga into Jekapils. Move all units from Talinn
into Gulbene.
Order 1 unit from Riga to attack Degaupulis, assisted by all
other units in Gulbene, Swieciany, and Riga.
They are forced to retreat into Pskov, losing 8 units.
Unfortunately, our unit attacking Degaupulis was destroyed.
Order all fighters to patrol above Swieciany.
Turn 3
Note that we have achieved one objective: It is now impossible
to lose the game because Talinn is captured by the Russians.
The Russians counterattack Leningrad and Vitebsk, taking them
both but leaving their last bit of aircraft uncovered in Pskov.
They nonetheless buy 6 more bombers and 3 more fighters in
Leningrad.
Move 1 unit from Gulbene into Pskov. This is practical suicide,
but I must lure the enemy from Riga which is still
vulnerable for another two turns.
Move 1 soldier from Jekapils to Dagaupulis.
Race 1 motorized unit from Swieciany through Dagaupulis
into Nevel.
Attack Vitebsk with all troops from Orsha supported by all troops
in Swiecieany. The group is destroyed.
Move all troops from Riga to Gulbene.
Move troops in Grodnow into WIlno. Move troops in Mogileve into
Orsha.
Turn 4
The Russians march into Talinn anyway and buy
a 12 group of infantry in Leningrad.
Allow the bombers to rest.
Buy an 8 group of airborne infantry and drop them on Leningrad
supported by all troops in Pskov.
Move troops in Dagaupulis into Gulbene.
Move troops in Vitebsk into Dagaupulis.
Move troops in Vilna and Orsha into Swieciany.
Allow troops in Swieciany to rest.
Turn 5
The Russians push back and attack Leningrad. They hit
my 8 divisions. All but one has nowhere to retreat to and
are destroyed. It was a VERY costly sacrifice but we
have saved Riga. Now that it is turn 5, the
scenario cannot be lost by losing Riga. The only way to
lose is to lose Minsk, and that is so far away from Leningrad
it is VERY unlikely.
Move troops from Gulbene into Talinn. Move troops from
Dagaupulis into Gulbene.
Troops in Nivel and Swieciany into Dagaupulis. The
troops in Pskov now have a line of retreat into
Nivel if necessary, and if the Russians do succeed in
forcing us back we will encircle and destroy them.
Likewise, if they hit our seven divisions in Talinn we will
take Leningrad and, again encircle and destroy them.
If they stay where they are, we will hit them
with 19 divisions next turn.
In chess, this phenomenon is called "checkmate".
Bombers strike Leningrad. Fighters move to Gulbene
to assist next turn.
Turn 6
</pre><pre id="faqspan-7">
The Russians attack Talinn and force our 7 group back.
When they do, they purchase yet ANOTHER 12 group of
infantry in Leningrad. So there is a 12 group
in Leningrad and a 12 group in Talinn.
Fine. Hit them with the 12 group in Gulbene supported
by all aircraft.
It works.
Leningrad is encircled. If I wait till next turn they may
push me back out of Talinn and buy ANOTHER 12 group of
infantry. But I have a 12 group in Pskov and 85 resource
points, so I'm not going to give them the chance.
I buy a 5 group of airborne infantry and attack Leningrad
supported by the 12 group in Pskov. They can't buy
even more reinforcements until next turn.
That does it. With all troops destroyed, and all provinces
captured, the Russians can't hurt us anymore. Their
infinite reinforcements do them no good with no province
to bring them into!
We achieve the gold badge and the bonus objective.
And how! We needed to destroy 20 divisions. We destroyed
*89*, including 9 tank divisions and 22 air divisions. 24
of them in the last 2 turns because the Russians reinforced
with 24 divisions of infantry in the last turn. The victory
did not come cheap, however.
Historical Outcome
See 10.2.5 for details. The Russians absolutely crushed the
Germans and almost totally destroyed Army Group Center charged
with defending this area.
11.2.55 IMPORTANT INFLECTION POINT [#GRO2INF]
Pay close attention to the next cut scene, because for the
first time it has an impact on game play. During this
cut scene, August Eichhorn will be directly ordered to
commit a war crime. Not long after, he will be approached
by the anti-Nazi conspiracy which plans to overthrow
Hitler and end the war.
You will be presented with a dialog box question: Do
you want to oppose Hitler and oppose the Nazi Regime?
If you select no (x), Eichhorn will throw in his lot
with the Nazis. Nothing will happen immediately.
You will play 11.2.6 as normal. However, upon
conclusion of 11.2.6 you will then play scenario
11.2.7, in which you will lead the German forces
in the final desperate defense of Berlin.
If you select yes (check mark), you will NOT play
11.2.7 at all. Instead, upon the conclusion of
11.2.6 you will instead play through alternate
scenario 11.2.8, in which you must lead the
anti-Nazi conspiracy against both Nazis AND
Russians for the future of Germany!
11.2.6) Balkan Operations [#GR02BALK]
Overview
This is the German version of scenario 10.2.6. For historical
details see that scenario.
Well, this is a bit of a breather after that last scenario.
This one is nowhere near as intense, although it is also
a defensive scenario.
You have a lot more space and a lot more provinces to
work with.
The enemy does not have as many units
or aircraft, and their objectives are widely separated.
This means that the AI can't make up its mind and will
shift focus from one objective to the other between
turns. This makes what should be a very difficult task
doable.
Objectives
Primary Objectives
Destroy 30 enemy divisions
Gold Badge:
Complete the primary objective in 8
turns.
Red Medal:
Complete the primary in 10 turns.
Stripes:
Complete the primary in 12 turns.
Supplementary objectives:
Lose 20 divisions or fewer.
Defeat conditions
Lose the province of Sofia OR
Lose the province of Budapest OR
Lose the province of Belgrade.
Participating Sides
Germany
Russia
Order of Battle
Germany:
11 basic infantry division
8 elite infantry
4 artillery
4 motorized infantry
3 tank
Russia:
19 basic infantry divisions (upgraded level 1)
4 elite infantry (upgraded level 2)
5 artillery
6 motorized division (upgraded level 1)
6 tanks (upgraded level 2)
4 fighters
4 bombers
Walkthrough
The hard part is that you must defend Sofia, Belgrade
and Budapest. You don't have to defend Bucharest as in the
Russian version of this scenario because the Russians
got that province for free on the starting turn
in this version of the scenario. The problem is
that you have forces enough to defend the southern
front of Sofia / Belgrade OR the northern front of
Budapest but not both.
Incidentally, if you have been spending your
upgrade points for production points it will
pay off dividends.
If this were against a human opponent with these
conditions, you could not win. The Russians would
simply pick an objective, put all forces behind
it, and drive through. You could not stop them.
But the AI doesn't do that. Instead, it will
seemingly have trouble deciding between
Budapest and Belgrade, which will mean forces
purposelessly shuttling around the map
without attacking either.
I recommend you pick a front-- the southern front is
better because there are more encircling opportunities --
and use the tactics we learned earlier to defeat
that front first. Then push back into the Russian
starting positions to clean out the aircraft.
This will force the other team to pull back and fight
you, at which point you can defeat them as well
until the scenario goals complete.
Turn 1
Move troops in Pleven to Vraca. Race troops in
Constanta first to Pleven and then to Craiova.
Concentrate troopsin Timisoara and Sibiu into
Craiova.
Race troops in Novi Sad through Timisoara into
Craiova.
Move troops in Belgrade into Nis.
Move 1 motorized troop from Nis into Craiova.
Move the other from Nis into Vraca.
Move troops from Budapest into Debrecen.
Turn 2
The Russians move a 12 group into Constanta.
Decide to tempt them. Move 1 division from
Sofia into Pleven. Purchase 4 motorized units
and place them in Nis. Move troops currently in
Nis into Vraca.
Turn 3
For no obvious reason, the Russians begin to withdraw.
5 Russians move into Pleven, 4 in Constanta, and 1 in
Bucharest. There is also a 12 group in Arad west of Sibiu.
From Craiova, attack Bucharest with 6 infantry and artillery
divisions.
Race motorized and armored troops from Craova through
Bucharest to Constanta, forcing the troops into Pleven.
Move 1 infantry from Vrcaca into Craiova, then attack Pleven
with all troops in Craiova and Sofia.
The offense is successful. 9 enemy divisions down. 21 to go.
Move the troops from Debrecen into Timisoara. Have the
Motorized troops in Nis join them. Purchase 6 more
basic infantry in Nis.
Turn 4
The russians retreat. The group in Arad moves north.
There is now a 8 group in Satu Maru, a 1 group in Cluj-Napoca,
a 4 group in Iasi, and a 12 group in Ismail.
Move the troops in Bucharest into Constanta. Allow the troops
in Constanta to rest and recover from their exertions.
Move the troops in Pleven into Bucharest.
MOve the troops in Timisoara and Craiova into Sibiu.
Move the troops in Nis into Craiova.
Turn 5
A 1 group of infantry continues to move west from
Satu Mare towards Budapest.
The others retreat. There is now an 8 group force in Bacau,
a 4 group force in Iasi, and a 12 group in Ismail.
Drop two paratroops on top of Dobrecen. The enemy is forced
back to Arad.
Attack the force in Arad with 1 unit from
Sibiu supported by all other units in Sibiu.
The unit is destroyed. 10 down, 20 to go.
Move 10 unit from Bucharest into Brasov, and
12 troops from Constanta into Tulcea.
Move 1 troop from Craiova into Sibiu to replace the
one detached to destroy the Russian unit in
Arad.
Turn 6
The Russians retreat from Bacau and concentrate in
Iasi, Ismail, and the province north of Ismail.
They appear to have given up and have huddled in
the northern provinces for a final last stand.
Move 1 troop from Arad to Cluj-Tapoca.
Race 1 motorized unit from Sibiu
through Cluj-Napoca into Bacau.
Move troops from Debrecen to Satu Mare.
Have 1 troop from Brusov to attack Iasi, supported
by all other units in Brusov.
Move all troops in Sibiu into Cluj-Tapoca.
Continue to move motorized troops into Bacau.
Move troops from Craiova into Bucharest.
Turn 7
The Russian group in Ismail counterattacks my
troop in Iasi, making room for them to purchase
a 6 group of infantry and a 3 group of artillery
in Ismail. They now have troops in Iasi, Ismail,
and directly north of Ismail.
Attack Ismail with all units in Tulcea.
The attack is successful. This kills many ground units
and all their air units here.
Now paradrop 5 air units into Iasi supported by
all units in all adjacent provinces, save 1 in
Brusov which we move to Tulcea to
conduct a retreat, for a total
of 17 units against 12.
The attack is successful. The entire
12 group is destroyed. The scenario is over.
We have destroyed 35 units (including 4 air units
and 6 tanks) while losing 4.
Thus, We achieve both the gold badge and the bonus
objective.
Historical Outcome
See 10.2.6 for details. The Russian attacked captured
Romanian and Bulgaria, but Belgrade was harder and the
advance on Budapest was permanently stalled, taking
almost to the end of the war to complete.
11.2.7) The Battle for Berlin [#GR02BERL]
Overview
This is the German version of scenario 10.2.7. For historical
details see that scenario.
So you've thrown in your lot with the Nazis, eh? You lead
the last defense of Germany. Unlike the Russian version of
this scenario, the enemy already has Warsaw.
This scenario is a Clash of the Titans. You have many
forces but the enemy's air and armor is overwhelming.
They have more than 20 tank divisions at the start!
Despite this, it is possible to counter the enemy
attack and inflict massive casualties in the first
few turns, delaying the enemy and allowing your
resource advantage to turn the tables. Then
either launch your own counteroffensive
or run out the clock.
Note that this is the final scenario of the campaign,
and so you should spend any remaining upgrade points.
You lose them all at the end of the scenario
anyway.
Objectives
Primary Objectives
Hold the province of Berlin for
at least 8 turns.
Gold Badge:
Hold the province of Berlin for 14 turns.
Red Medal:
Hold the province of Berlin for 11 turns.
Stripes:
Hold the province of Berlin for 8 turns.
Supplementary objectives:
Hold the province of Vienna for 7 turns.
Defeat conditions
Lose the province of Berlin before the
start of turn 9, or lose all your troops.
Participating Sides
Germany
Russia
Order of Battle
Germany:
23 basic infantry divisions
12 elite infantry
5 artillery
1 motorized infantry
9 tank
15 fighters
5 bombers
Russia:
18 basic infantry divisiosn
5 elite infantry
4 artillery
9 motorized infantry
24 tank
16 fighters
16 bombers
Walkthrough
Okay, the first problem you have is that the enemy has
overwhelming armor and air power. Notice that there are
about 5 enemy provinces and each one of them has 12 divisions
in it. What does that make you think?
If it makes you think: "There's nowhere for them to go;
If they lose a battle there will be nowhere to retreat to
and they'll lose the entire group. I can knock out whole army
groups at once", then you're finally getting the hang of this
game!
This scenario must be won quickly, in the first few turns,
while the enemy is still bottled up. If once the enemy breaks
out of their starting positions in any meaningful way they
will run wild; there will be no stopping them.
So the trick is to keep them hemmed in their starting positions.
You can't launch a pre-emptive attack on the first turn to wipe
out dozens of divisions in a single blow, but you can withdraw
your troops from first contact and minimize the damage that will
be done by the enemy's first mighty attack. Then you can
manipulate the enemy's forces by deliberately weakening
defensive positions in order to deceive the enemy
into easily encircled positions,
then surround and destroy the entire group. Motorized
forces are at a premium for these encircling operations.
Destroy enough of them, and they will retreat
and regroup. You have an advantage in that you have many more
provinces than the enemy, and you can pour in reinforcements
to gradually push the enemy into a hedgehog and destroy him
-- IF you can keep from being destroyed by the aircraft.
The enemy aircraft in this scenario are overwhelming. If
you are not careful, they will launch powerful concentrated
attacks and wipe out 5 or 6 divisions at a time. You cannot
survive that.
Obviously, you should launch deep raids with airborne and
motorized troops to destroy them on the ground whenever
possible, and equally obviously you can use your own fighters
to protect your people. But it won't be enough. What to do?
Well, the solution to this lies in the greatest problem : The
enemy will always try to target the largest tank concentration
on the map. So it's a bad idea to just have a 12 group of
tanks on the map, because you've painted a big bulls-eye on it
and the Russian air will destroy it quickly.
The first solution, then, is to do the opposite of what is
normally good sense and break up your armor , burying them
in twos and threes and fours in multiple stacks with lots
and lots of infantry. The attack on a stack is divided among
all its members, so 1 tank stacked with 11 infantry will
usually take minimal damage, while an attack on a single tank
from the same air will destroy it entirely.
So dividing up your tanks and hiding them under multiple
stacks of infantry means the enemy air will divide its
attacks among all the stacks, dissipating the effort. So
each stack will receive a far weaker attack and be far more
able to absorb it. In a previous test scenario, I lost 8 tank
divisions in a single turn because they were stacked together.
Dividing the tanks among many groups meant that none of them
were lost directly to air attack.
However, this is not enough. Tanks are most effective in
large groups, so dispersing them into many groups is normally
a bad idea. The solution, then, is to keep the dispersed
tanks stacked in many groups *that are close together*.
Then, at need, they can use their superior mobility to
quickly concentrate and attack as a fist, then disperse
again in the next turn.
It IS possible. Avoid the initial blow, lead the initial
enemy attack into ambushes and then inflict terrible wounds
with counterblows. Destroy enemy air and mitigate its effect.
Bring up reinforcements, push the enemy back to his
starting positions, then destroy him utterly. It can be done.
It must be done.
Turn 1
We don't have the strength to hit anyone, so concentrate on
pulling everyone back from the initial attack or, failing that,
moving them into such a position that they will not be
struck by overlapping groups.
Move troops from Bielce and Warsaw into Lodz.
Move troops from Czestochawa into Lodz.
Move troops from Kosize and Zilina into Cracow.
Move troops from Czestochawa into Cracow.
Move 1 elite infantry from Kielze to Kosima.
Move troops from Danzig and Torun into Poznan.
Move troops from Brno to Zilima.
Move troops from Breslau to Oppeln.
Move troops from Vienna to Brno.
Aircraft from Vienna and Kosima to Ostrav.
Aircraft in Prague to patrol over Cracow.
Aircraft in Berlin to patrol over Poznan.
Aircraft in Danzig to move to Cottbus.
Turn 2
The enemy pushes into Lodz, Toran , and Przemyul.
Move 1 infantry from from Czestochawa to Kielce.
Race motorized infantry from Cracow through Kielce to
Zamosc, destroying the aircraft there.
Move tanks from Opel into Cracow.
Joint attack from Cracow and Konice into Przemyul. The encircled
12 group there is destroyed.
Drop 2 paratroops on Lublin, which is garrisonned by 2 infantry.
The attack is successful. The infantry are pushed out and
the aircraft there are destroyed. The Russians are down to 60%
of their air strength in this scenario.
Order 1 troop in Czestochawa to attack Lodz supported by
all other troops in Czestochawa and Poznan.
The attack is successful. The Russians have nowhere to
retreat to and this group is also destroyed.
The attacking unit is also destroyed, freeing up our other troops
for further action.
Order 1 troop to attack from Stettin supported by all
other units in Stettin and Poznan, supported by all bombers
that can reach.
All other bombers to attack targets of opportunity, tanks
for preference.
Troops from Oppeln into Poznan until full, then the rest into
Czestochawa.
Move troops from Cottbus to Kuttrin.
Move troops from Zilina to Cracow.
Move troops from Brno to Zilina.
Move fighters from Prague to Oppeln.
Aircraft to patrol over Poznan and Cracow.
It appears we have destroyed 24 divisions including
many tanks and 2 provinces worth of air, so the enemy
is now down to half their original strength. We
have many more provinces, so it is conceivable
we will wear them down.
Turn 3
The enemy is concentrating almost all aircraft fire on
my group in Przemyul. Already it is down to 8 units in
the red. I must scatter the group in the hopes of
saving some, or it will be destroyed next turn.
Move troops from Zilina into Kosice.
Move 4 tanks from Przemyul into Kosice.
Move the rest of your units into Cracow and race
all that will fit into Czestochawa.
Move troops from Kielce and Zamosc into Cracow.
Attack Torun with all aircraft that will reach.
Retreat 2 troops from Stettin into Stralsund
in the hope of drawing in the 12 group in Danzig.
Purchase 4 motorized units in Berlin.
All remaining aircraft to patrol over Poznan and
Cracow.
Turn 4
My scheme to divert fire from my tanks is successful.
The enemy attacks many different groups but no
divisions are destroyed from the air. And
the 12 group takes my bait, driving into Stettin.
Otherwise the enemy begins a retreat to the northeastern
section of the map, holding Stettin, Danzig, Torun,
Warsaw, and Lublin.
Close the door behind the 12 group in Stettin
by moving 1 infantry unit from Poznan into Danzig. The group
is now completely encircled.
Move motorized infantry from Berlin into Stralsund.
Now all troops in Berlin and Stralsund attack Stettin
supported by all troops in Poznan. The enemy is destroyed.
The Russians now have, besides their remaining aircraft,
a 12 group in Torun, a 5 group, and two 2 groups as well
as their aircraft.
All aircraft that can reach strike Warsaw, destroying the
2 group there. Other aircraft strike targets of opportunity
or patrol over Poznan.
Move troops from Kosima into Przemyul.
Move troops from Cracow into Kielce.
Move 1 troop from Czestochawa into Poznan.
Move 1 infantry from Czestochawa into Lodz
as bait.
Turn 5
The Russians push into Danzig and Lodz. There
is a 4 group of tanks in Danzig, a 9 group in Lodz,
and a 6 group of infantry (just purchased) in Konigsburg.
Move 1 infantry from Kielce into Lublin.
Race 1 tank from Kielce through Lublin into Warsaw,
destroying even more aircraft.
Move 1 infantry from Poznan into Torun.
Move 4 tanks from Przemyul into Kielce.
Attack the completely encircled Lodz with
all troops in Czestochawa and supported by
all troops in Kielce. 22 units to 9.
The attack is successful. The pocket is
liquidated.
Move remaining troops in Przemyul into Zamosc.
Race 1 tank from Poznan through Torun into
Suwalki, eliminating another few divisions of
russian aircraft.
Now all troops in Stettin attack Danzig
supported by as many troops as will fit from
Poznan, and the rest of the units in Poznan support.
We also support with every aircraft that can reach.
The units are destroyed. The enemy now holds
only the province of Konigsburg with 6 infantry and
7 aircraft.
Allow all aircraft not in red to move up to Poznan and Lodz.
Turn 6
The Russian infantry pushes into Suwalki, leaving the
Russian aircraft uncovered in Konigsburg. The Russians
hold Konigsburg (with aircraft) and Suwalki (with 6
infantry) and nothing else anywhere on the map.
Move all infantry and artillery in Danzig into Konigsburg,
destroying the last red aircraft. Once the province is secure,
race motorized troops into Konigsberg and poise them for attack.
Now drop 8 airborne units on Suwalki supported by all adjacent
troops not in the red and every aircraft not in the red that
can reach.
The attack is successful. With all enemy troops eliminated and
all provinces captured, the scenario is over.
We have achieved both the gold badge and the bonus objective.
The scenario is over, and with it, the game.
Historical Outcome
See 10.2.7 for details. History cannot be changed by
victory in this scenario. Germany was squeezed between
the United States and Russia like the Star Wars characters
in a garbage masher. But there was no handy R2 unit to
rescue them, no miracle was forthcoming. The Russians
captured Berlin and Germany surrendered unconditionally.
11.2.8) Alternate: The Battle for Berlin [#GR02FREE]
Overview
This is an alternate German version of scenario 10.2.7. For
historical details see that scenario.
This alternate history owes much to the 20 July plot, in
which German officers led by Count von Stauffenberg attempted
to kill Hitler and overthrow the Nazi regime. This scenario
takes place 9 months later, in April and May of 1945.
August (the viewpoint character) and his accomplice have seized
control of Army Group South shielding Vienna. With the
full cooperation of every man in the group, they set out
on a desperate quest to battle both the Russians
and the Nazis, capture Berlin, overthrow the
Nazi regime, sign a peace, and save Germany. God help you,
you're going to need it.
Note that this is the final scenario of the campaign,
and so you should spend any remaining upgrade points.
You lose them all at the end of the scenario
anyway.
Objectives
Primary Objectives
Capture Berlin. Simply setting foot in it is sufficent.
Gold Badge:
Complete the objective in 11 turns.
Red Medal:
Complete the objective in 13 turns.
Stripes:
Complete the objective in 15 turns.
Supplementary objectives:
Capture 20 provinces.
Defeat conditions
Fail to capture Berlin by the start of
turn 16, or lose all your troops.
Participating Sides
Germany (Resistance)
Germany (Loyalist)
Russia
Order of Battle
Germany (Resistance):
5 basic infantry divisions
2 elite infantry
7 tanks
Germany (Loyalist):
34 basic infantry divisions (upgrade level 1)
23 elite infantry (upgrade level 1)
8 artillery
8 tanks (upgrade level 2)
11 fighters (level 1)
3 bomber (level 1)
Russia:
19 basic infantry divisions (upgraded level 1)
5 elite infantry divisoin (upgraded level 2)
3 artillery
9 motorized infantry (upgraded level 1)
16 tanks (upgraded level 2)
20 fighters
19 bombers
Walkthrough
The obvious first: You are greatly outmatched. The only
advantage you have is your upgrades (if you purchased them).
Both sides are extremely powerful while you have only
a few troops and a tiny handful of provinces. If this
Battle of Berlin is a Clash of Titans, you're a little
cockroach scurrying between their feet.
Nonetheless, even a small thing can make a difference,
if properly employed. In this case your chance comes
from the fact that the other two sides are more
interested in fighting each other than crushing you.
Get out of their way, gobble up all of the provinces
you can away from the main clashes, and make your
way to Berlin with as many troops and resource
points as you can. Avoid all combat that you possibly
can; even a victorious battle will weaken your troops
and you don't have enough. Take advantage of the fact
that the AI normally won't target you if you are not
adjoining them. So stay away from both Russians and
the fanatic troops or, if you must be next to them,
try to have more troops than they to deter attack.
Let the Russians do your work for you. Left to themselves,
they will smash through the loyalist defenses and
take Berlin. If you do not have the strength to take
Berlin by direct assault, you can wait until the Russians
have had a crack or two at it to soften it up. Or, if the
Russians take it, it is likely that the force they use will
be weakened by the battle. The loyalists will defend Berlin
with everything they have , and 12 divisions in a fortified
province do not die easily. So you can wait for the Russians
to take the city, then step in and take it right back from
them on the next turn. This will be your last, best chance.
If you aren't able to do it very quickly after this the
Russian tide will sweep down, push you away from Berlin,
and destroy you.
Ironically, this is one of the easier scenarios because you
have few objectives. There is no critical province to defend
that is two turns away from defeat. You haven't got a hope
of overpowering either foe, so don't bother to try, or to
defend your provinces. Don't bother with the additional
objective, and don't care about medals. Your focus should
be on one thing, and one thing only: Taking Berlin. It is
the only thing that matters.
Turn 1
Move 1 infantry from Brno to Ostrav.
Race 1 tank from Brno to Ostrav and
from there to Prague, destroying the loyalist
aircraft there.
Move 1 motorized infantry into Kosice, destroying
more loyalist aircraft. With half the loyalist
air destroyed, their fate at the hands of the
Russians is sealed. Tragic, but you want them to
divert more troops to fight the Russians and not
attack you!
All other units to congregate in Tabor.
Move 1 tank from Tabor into Salzburg, giving us
1 more province.
Turn 2
The Russian onslaught begins, taking Warsaw and Toran.
The loyalists regroup for the final battle, but they
have time to counterattack my armored division in Prague,
forcing it to retreat to Ostrav. They also attack my
motorized unit in Kosice, forcing them back to Banska
Hystrica.
Move all troops in Ostrav and Tabor into Kotna Hora.
It is large enough that the loyalist troops in Prague should
ignore us.
Move the tank in Salzburg into Regensburg.
Race motorized unit in Banska Hystrica through Brno
to Vienna.
Turn 3
The Russian onslaught takes Poznan and Czestochawa.
The loyalists ignore us and prepare their defense. Time
is running out. However, there is a 12 group in Cottbus
and a 10 group of loyalists
in Breslau so I cannot enter Prague.
Move my troops in Kunta Hora into Usti.
Turn 4
The Russians take Danzig and Cracow.
The loyalists ignore us and concentrate around
Berlin. There is an 6 group in Leipzig,
an 8 group in Cottbus, and a 1 group in
Breslau. I cannot enter Dresden because it is overlapped
by the first two groups. So I move my 12 group into
Prague instead. Move my motorized infantry from
Vienna through Tabor To Salzburg.
Purchase 6 basic infantry in Vienna.
Turn 5
The Russians enter Breslau and Stettin,
two provinces away from Berlin.
The loyalists regroup. There is a 12 group in
Leipzig and a 2 group in Dresden.
Move all troops in Prague into Usti.
Move all troops in Vienna into Tabor.
Turn 6
The Russians enter Stettin and Straslund. There
are now 24 Russian divisions adjacent to Berlin,
but the appraoch path is still blocked by
the loyalist 12 group in Leipzig.
The Russians take Ostrav from me.
Move my 6 reinforcment
infantry into Kutna Hora. I can do nothing else.
If I push further up, I can get double teamed by the
loyalists in Leipzig and the Russians in Stettin.
Turn 7
The Russians capture Berlin and continue to push
into my eastern area.
Move my 12 group into Dresden.
Move troops into Usti and Kutna Hora.
Turn 8
The Russians attack Cottbus, leaving Berlin
unoccupied. The loyalists push back into Berlin and
take it with 12 divisions.
I push into Leipzig and Usti.
Turn 9
The Russians take Berlin back and garrision it
with 12 troops.
Now or never. I attack Berlin with 8 airborne troops
using the resources I collected supported by my 12 group
in Leipzig.
Success. We take Berlin. The battle is over.
And so is the campaign. We win the gold badge but
not the bonus objective. Like there was ever any
realistic chance of that.
August Eichorn, having successfully overthrown what is
left of the Nazi government, is now ready to negotiate
a peace with the western allies and enlist them in
fighting with him against the Russians.
Historical Outcome
This didn't happen in the real world , because if there ever
had been a full German army group willing to oppose Hitler
history might have taken a very different turn. As it is, his
popularity was such that the coup planners determined to kill
Hitler before doing anything else but failed. The coup fell
apart as soon as Hitler was able to get to a radio station and
announce that he was alive. The coup plotters were rounded
up and suffered a terrible revenge, save those such as Rommel
who were permitted to take poison.
Even if they had succeeded as in this scenario, history
by April 1945 could not be altered so easily. Put simply,
there is no way any American soldier was going to lay down
his life to save Nazis (as he would have thought of the
Germans) from Russians. There was no value to fighting
Russia in Europe because all the American strength was needed
for the planned invasion of Japan, projected to cost more
than a million casualties.
The Russians, for their part, had suffered titanic losses
in four years of war and they desperately needed a respite to
recover, as they had suffered more in winning the war than
the Germans had in losing it. Besides, there is no point
to fighting a bloody war to gain what you can get more
cheaply at the conference tables in Yalta and at Potsdam.
Thus, this final attempt to get the western allies to save
Germany was quixotic, doomed from the start. Had an
enterprising general succeeded in doing what the fictional
August Eichhorn attempted, it would have availed him little
save to unconditionally surrender in Doenitz' place. Apart,
of course, from the fact that history would record that someone,
somewhere, was revolted enough by the unimaginable evil of the
Nazi regime to stand up to it. Had this happened, then if
they had not saved Germany they might at least have saved
some shred of their honor.
Perhaps, though, it is better this way. Hitler had risen
to power claiming that Germany had been "stabbed in the back",
and had such a coup succeeded, future Nazis could also claim
with truth that Germany had been stabbed in the back again.
Perhaps some merciful higher power stepped in and prevented
any well-intentioned German from stopping the fate written
for Germany -- there would be no reprieve, no
last-minute miracle, no diplomatic solution. It would be
recorded in history that Germany resisted to the last ounce
of its strength, but was in the end overwhelmed and utterly
defeated. Perhaps the completeness, the totality of the defeat
coupled with the lack of any pathetic "stabbed in the back"
excuse is one reason there has not been another major war
in Europe since. May it never happen again.
12) Credits
------------------------------------------------------------------------
Strategy and Tactics : World War II is copyright 2013 by Herocraft.
This FAQ Copyright 2013 by Brian Pendell. This document is made available
under the Gnu Free Documentation License
(
http://www.gnu.org/copyleft/fdl.html), and may be freely copied,
distributed and edited so long as the original author receives
credit for the work , and any additional changes are attributed to
subsequent authors.