NOTICE: This page only shows CAMPAIGN SPECIFIC rules and exceptions from the general rules!
Here is a link to
GENERIC DOCUMENTATION
...also see
TERMS and MARKERS,
Battle Support Explained,
FAQ, and
Privacy Policy
Game webpage
OPERATION LUTTICH: GERMAN DRIVE INTO FALAISET GAP specific documentation
Night time: Reduces Allied movement more than German movement, Artillery will be less effective for both sides, and aerial functions will not be available.
Resource Depot: The player controls which resources to request. This does not cover all the resources, some still arrive automatically.
GERMAN UNIT TYPES:
German Infantry: Regular Werhmacht infantry division. Usually most +1 HP replacements arrive as basic infantry.
Paratroopers: Elite Luftwaffe infantry unit.
Panzer Divisions: German armored formation with mostly Panzer IV tanks.
Heavy Tank Unit: German Heavy Tank battalions with mostly Tiger tanks. Less HPs, two MPs.
Dugout : Immobile defense structure on key locations like river crossings.
Artillery: Barrages nearby units (HP or MP losses), might withdraw during AI movement phase when under pressure.
Antitank Gun unit - Slow and relative weak unit that gets a big bonus vs armored units, and a small penalty for fighting against infantry. Slightly better at defending than at attack. Bonus vs immobile units. Poor line-of-sight.
Supply: The Player can request various resources like minefields and replacements.
Generals/Commanders and their actions: See generic guide for the regular features of this unit type.
ALLIED UNIT TYPES:
French Resistance Unit: Smaller weaker unit, more likely to pull back under pressure. This unit type does NOT require connection to a supply source.
Infantry: Regular Allied infantry unit (American, British, Canadian).
Sherman or Cromwell tank unit: Regular Allied armored formation, including Polish, Canadian and French Armoured Divisions.
M18 Tank Destroyer unit: Smaller units with mostly defensive bonus against enemy tank formations.
M1 57mm Antitank Guns: Slow and relative weak unit that gets a big bonus vs armored units, and a small penalty for fighting against infantry. Slightly better at defending than at attack.
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 the MPs of that commander (if you push a commander back several times and it has negative MPs it will be easier to capture).
Artillery: Bombards nearby units (miss, MP hit, HP hit), can relocate, and sometimes manages to escape if enemy unit moves over it. Capturing might give some resources as a reward.