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

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CASE BLUE: GERMAN 1942 SUMMER OFFFENSIVE specific documentation

In this particular campaign, you need to reach BOTH over 200 Victory Points and control the city of Baku (located at bottom-right corner).

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.

RMP = Railway Move Point. Can be used to move via railways instead of regular MPs. Railway movement is not available near the front line (enemy controlled area). Armored units consume move RMPs per move than Infantry. There will be a slowly increasing amount of RMPs available each turn, and a small percentage of unused RMPs will be saved for the next turn.

Orange XX marker: Shows the amount of fuel, or in the case of XX the unit is out of fuel and cannot move.

##: Railway in the hexagon unit is located in. Allows movement with RMPs (Railway Movement Points) instead of regular MPs in the rear area. Armored units consume more RMPs per move than Infantry. There will be a slowly increasing amount of RMPs available each turn, and a small percentage of unused RMPs will be saved for the next turn.

AXIS UNIT TYPES:

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

Romanian, Italian, Hungarian 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.

Pz4: Tank division. Two move points.

Motorized Infantry: Infantry with two move points.

WSS: Motorized elite infantry with two move points.

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).

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.

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.

Fuel Truck: Transport fuel from Fuel Depots to Armoured or Motorized units. Can dump 3 fuel to gain 0-2 MPs.

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. Extra -1 MP for crossing rivers.

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).

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 Brigade).

KV unit: Heavy Soviet Tank formation (Division or Brigade).

Motorized: Infantry with two move points.

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).