NOTICE: This page only shows CAMPAIGN SPECIFIC rules and exceptions from the general rules!

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AXIS CRIMEAN CAMPAIGN 1941-1942 specific documentation

Fuel: Armoured, Motorized, and Air Force units need fuel to move and attack. The amount of fuel is shown on the lower-right corner of the unit with an orange marker - XX is shown if the unit is out of fuel. Use Fuel Depots to transport fuel from German Supply Cities (marked with SU) closer to the front line, and then use Fuel Trucks to distribute fuel from Fuel Depots to the combat units which need fuel. Rear area road movement might not always consume fuel. Please note that an empty fuel depot will get extra MPs on rear area. The selected General can give up 5 MPs to get one +1 fuel (emergency fuel) resources.

Railway: If there are RMPs (Railway Movement Points) available, a unit can move from a hexagon with railway to an adjacent hexagon with railway using RMPs instead of regular MPs (if a motorized unit normally consumes fuel when it is moving this fuel will not be consumed when moving using RMPs, however if there are no RMPs then fuel is consumed even if unit moves on railways). Railway movement cannot be used near the front line (=meaning enemy controlled area). Armored units consume more RMPs per move than Infantry. There will be slowly increasing amount of RMPs available each turn as the number of units in play will most likely slowly increase and the need to transport units to different sectors of the front line and to hospitals to rest. Depending on the campaign Generals might also be able to exchange their MPs to RMPs, and in some rare campaigns capturing POWs, Enemy Supply Depots, etc enemy resources might result in extra RMPs. Most of the unused RMPs will carry over to the next turn, but a small percentage will be lost to prevent stockpiling RMPs for unrealistic distances of transportation.

Each unit type consumes a different amount of RMPs when it is moving on the railway network. Some examples: General 1 RMP cost, Infantry 3 RMP cost, Panzer unit 8 RMP cost. For more information select the INFO button while the unit is selected.

AXIS UNIT TYPES:

Romanian Infantry: Weaker infantry formation, more likely to withdraw under pressure.

German Infantry: Regular Werhmacht infantry division. Usually most +1 HP replacements arrive as basic infantry.

Pz3: Tank division. Two move points.

Stug III unit: Assault Gun formation. Less HP, Two move points.

Dugouts: Defense structure: Must be placed on the border of a fully controlled province. Dugouts located too far away from the active front line might be either removed from play or returned to the resource pool. Dugout completely surrounded by deep enemy area might either surrender or break out (=turn into infantry unit with limited MP capacity). Dugouts cannot be moved or receive resources, and, usually, they cannot receive replacements (+1 HP).

An air force unit can bombard enemies, recon unknown areas, airsupply encircled units, and protect nearby units from enemy strafing. To bombard, select an enemy within range (shown as a circle) and use full move points. Bombardment may reduce HP, MPs, or increase fatigue but may also be ineffective. Larger or mobile units in open terrain are easier targets, while swamps/forests provide cover. Bombarding hexes with multiple units improves hit chances. If attacked, air units may withdraw, losing MPs and turns. Recon reveals enemy areas by selecting a hexagon, identifying nearby units. Airsupply an encircled unit by tapping it, reducing siege turns and adding 1 MP (which may not result in positive MPs if negative). Bombing range is shown as a circle, while airsupply/rebase ranges are slightly larger. Air units also reduce the risk of enemy strafing for nearby units, with effectiveness varying by campaign scale and proximity. Artillery: Tap enemy unit to bombard it (this action requires full move points). Bombardment can result in a loss of HP, loss of MPs, increase in Fatigue, or be ineffective (IE). Operational range is shown with a circle when the unit is selected. If attacked by an enemy unit this type of unit might withdraw multiple hexagons and lose extra MPs.

Prioritize Railways (General Action): Exchange the remaining MPs in the selected General into Railway Move Points (RMPs), with the following rate: 1 MP = 3 RMPs, 2 MPs = 8 RMPs, 3 MPs = 14 RMPs, 4 MPs = 22 RMPs. RMPs will be available immediately.

Reset Supply Depot action by General: The supply depot of the unit with SR tag will be relocated into the hexagon the RS unit is currently located in. For example: When a unit withdraws it leaves the small supply depot behind (near the enemy and the front line) which can easily be seized by advancing enemy units causing more fatigue to your withdrawing unit. General can prevent this by giving focus (=MPs) to the withdrawing unit and pulling the supply depot into the same hexagon in which the withdrawing unit is located in (instead of leaving the supply depot behind the unit). This action is only available in campaigns which offer small supply depots for each unit and when that feature is turned ON from Settings

Generals/Commanders and their actions: See generic guide for the regular features of this unit type.

SOVIET UNIT TYPES:

Infantry: Regular Soviet infantry unit, backbone of the Soviet Red Army, gets most of the replacements (+1 HP).

Reserve Infantry (orange): Weaker Soviet reserve infantry unit.

T-26 unit: Weak Soviet Tank formation (Division or Brigade).

Dugouts: Immobile defense structures of various strengths mostly meant to represent defensive lines or slow down progress of seizing enemy cities.

AI Commander: Supports enemy units in combat and provides extra MPs to combat troops just like a General commanded by the player does. Chance of capturing the enemy commander (moving into the same hexagon) is roughly 50 percent, partly depending on MPs of that commander (if you push a commander back several times and it has negative MPs it will be easier to capture).