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

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AXIS BALKAN CAMPAIGN specific documentation

AXIS UNIT TYPES:

Italian or Hungarian Corps: Weaker infantry unit, more likely to withdraw under pressure.

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

Light Infantry Mountain unit: German Gebirgsjäger division. Extra bonus (on top of possible high-ground bonus) when fighting in mountains and no extra movement penalty when moving into a mountain hexagon.

Pz3 Tank division. Strong tank unit with two move points.

Strong Motorized Units: WSS or Grossdeutchland unit type. Less like to withdraw under pressure

Motorized Infantry: German mechanized Infantry with two move points.

Air Force unit: This type of unit can bombard enemy units, recon unknown enemy areas, airsupply one encircled own unit, and protect nearby units from enemy air force strafing. Tap any enemy unit within bombing range (which is shown as a circle when the air force unit is selected) to bombard it (requires full move points, which state is shown on the air force unit with a single line instead of multiple move point squares). Bombardment can result in a loss of HP, loss of MPs, an increase in fatigue, or be ineffective (IE). Bombarding a hexagon with multiple units increases the chances of a hit, as does bombarding a known unit with a lot of HPs or mobile units, which are bigger targets (units with trucks, tanks, etc.). Similarly, an enemy unit in a swamp or forest is a harder target. If attacked by an enemy unit, the air force unit might withdraw multiple hexagons and lose extra MPs (to be out of action for one or more turns). In addition, an air force unit can recon unseen (blacked) enemy areas. This is done by touching an unknown enemy area. This will reveal some hexagons near the selected hexagon, and possibly identify some of the revealed units. You can also tap your own out-of-supply combat unit to airsupply it: this action reduces the turns-in-siege counter and the encircled unit may receive 1 MP (please note that the unit might have negative MPs, so adding 1 MP does not result in positive MPs). The operational bombing range is represented by a circle, while the airsupply and rebase ranges are a couple of hexagons larger. Air force units will also prevent enemy air forces from strafing nearby units. The range of this protection depends on the scale of the campaign, and the closer the ground combat units are to the air force unit, the more likely it will be protected from enemy strafing.

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

ALLIED UNIT TYPES:

Infantry: Regular British, Greek, Yugoslav infantry unit.

Yugoslav Armoured Unit: Units consisting of small tanks and tankettes.

British Armoured Unit: British Armoured units are strong, while Yugoslav tank formations are fairly weak.

Cavalry: Infantry with two move points, however sometimes only one MP per turn is available to represent the initial chaos.

Dugouts: Immobile defense structures mostly meant to slow down progress of seizing enemy cities.

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.

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.

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