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
BATTLE OF BERLIN 1945 specific documentation
Strategic Resources (marked with blue background on resource list). After any of the strategic resources is used you must wait for 1-4 turns before you are able to use another strategic resource again.
Locomotives allow LOADING a unit into the trains and transporting it along the railway network, that mostly centers towards the capital Berlin.
Ammo Depot: Immobile Ammo depots provide the player resources like artillery shells, mines, dugouts, mortars, TMPs, etc. If the enemy force controls more than 80 percent of the area around a depot (within range 3), that depot will be permanently removed from the play.
Strategic Resources (marked with blue background on resource list). After any of the strategic resources is used you must wait for 1-4 turns before you are able to use another strategic resource again.
Unit Cohesion = Every (nearby) victory increases units cohesion (you can think of it as morale), and each (nearby) loss decreases it. Warnings emerge if cohesion is below 20 percent, and unit scatters if cohesion drops to zero. Esprit de corps resource increases cohesion by 20 percentage points.
Ammo Depot (Green Diamond) = Each Ammo Depots in your control produces one resource per turn. This resource can be a minefield, panzerfaust, artillery shells, or tactical move points (TMPs).
GERMAN UNIT TYPES:
German Infantry: Regular Werhmacht infantry division. Usually most +1 HP replacements arrive as basic infantry.
PanzerGrenadier: Motorized German unit.
Pz4, Pz5: Various tank divisions.
Heavy Tank battalion: Tiger II AKA King Tiger battalion, extra bonus vs enemy tank units. Less HP, Two move points.
WSS: Strong infantry.
Auxiliary: Weaker German infantry unit, more likely to withdraw under pressure.
Volksturm: Weakest German infantry unit, more likely to both withdraw and scatter 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. Plus gives any infantry units in the same hexagon a bonus if attacked by a tank.
Locomotive: Can LOAD one unit as cargo and transport it along the railway network.
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.
Generals/Commanders and their actions: See generic guide for the regular features of this unit type.
ALLIED UNIT TYPES:
Polish Infantry division.
Infantry: Regular Soviet infantry unit, backbone of the Soviet Red Army, gets most of the replacements (+1 HP).
Guards: Units in the Soviet armed forces were awarded Guards status after they distinguished themselves in service.
Motorized: Mechanized Infantry with two move points.
T34 brigade: Tank unit.
IS2 regiment: Tank unit with city bonus.