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 MARKERSBattle Support ExplainedFAQ, and Privacy Policy

Game webpage

PANZERS TO BAKU specific documentation

In this particular campaign, Panzers to Baku (Operation Edelweiss), you need to reach BOTH over 110 Victory Points and control the city of Baku (located at bottom-right corner).

OILFIELDS [OF]: How the oilfields on the map operate. After German units seize an oilfield, it slowly starts to be rebuilt (damage goes from 90 percent to zero percent). Once the rebuilding process has been finished (damage percent reaches zero), the oilfield will automatically give +1 fuel to the closest fuel-needing Axis unit without a maximum fuel level. If any Soviet unit manages to retake the oilfield, it will reset back to damaged status. Seizing the oilfield will also give some reward resources, including some emergency fuel ones.

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 a 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.

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 (westmost cities, marked with SUP) 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 the rear area. The General can give up 5 MPs to get one +1 fuel (emergency fuel) resources.

CA: Cavalry. Special tag for Romanian cavalry which in this particular Baku campaign acts as a Romanian infantry, except it gets one extra MP from time to time.

AXIS UNIT TYPES:

Auxiliary Infantry: Weaker infantry unit (Security Divisions or individual brigades in this campaign).

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

Romanian Cavalry units are the same as Romanian infantry units (to reduce number of icons, improve compatibility with units types and replacements), except they get extra move point from time to time.

Walloon Legion: Highly motivated volunteer unit from German-occupied Belgium. 1-2 MPs.

Antitank Gun Unit: Bonus vs tanks, plus gives any infantry units in the same hexagon a bonus if attacked by a tank.

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

German Gebirgsjäger (Mountain-Light) Infantry. No mountain movement penalties.

Panzer Four Tank division. Strong units. Two move points. Needs fuel.

Motorized Infantry: German Infantry with two move points. Needs fuel.

WSS: Motorized elite infantry with two move points. Less likely to withdraw or scatter under pressure. Needs fuel.

Brandenburg: German Special Forces operating ahead of the mobile main force.

Chechen Guerilla: Smaller units operating deep in the Caucasus Mountain range. 1-2 MPs (varies). Does not need supply while operating on its own in the mountains, but once the link-up with the main German forces has been created, the Chechen units will soon be switched into always needing a regular supply route just like all the other units.

German 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 areas 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.

Fuel Truck: Transport fuel from Fuel Depots to Armoured or Motorized units.

Fuel Depot: Bigger Fuel depot, from which Fuel Trucks can distribute the fuel to ground combat units, or units can directly get fuel from. Fuel Depot can refuel itself from any own supply city (marked with the letters SUP and possibly with a yellow circle around the city). The dotted circle around the fuel depot represents the amount of fuel left, making it easier to visually see which tanker is empty and which is full. Extra -1 MP for crossing rivers. Extra MPs available when Depot is empty. Fuel depot may dump 8 fuel to gain 1 extra MP.

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).

Soviet Naval Rifle Divisions: Troops freed from port towns.

Guards: Units in the Soviet armed forces were awarded Guards status after they distinguished themselves in service.

T-34 unit: Soviet Tank formation (Division or two Brigades merged together).

Cavalry: Slightly weaker Soviet Infantry with two move points. More likely to withdraw out of the way. gets 1-2 MPs.

Antitank Gun Unit: Bonus vs tanks, plus gives any infantry units in the same hexagon a bonus if attacked by a tank.

Motorized unit: Soviet Infantry with two move points, fairly rare in the early parts of the warfare in Eastern Front.

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 the MPs of that commander (if you push a commander back several times and it has negative MPs it will be easier to capture).