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

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FALL OF GERMAN ARMY GROUP CENTER 1944 specific documentation

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.

AXIS UNIT TYPES:

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

Hungarian Infantry: Weaker infantry formation, more likely to withdraw under pressure.

Special Infantry: Covers various units in this particular campaign (Sturm, Jaeger, Brandenburg, strong Kampfgruppe).

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

Pz4: Tank division. Two move points.

Pz6: Heavy Tank Battalion. Two move points. Bonus vs enemy tank units.

Motorized Infantry: Infantry with two move points.

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.

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 area 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. 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.

SOVIET UNIT TYPES:

Partizan Unit: Weak rifle unit, does not need a route to supply the city between turns.

Polish Home Army Unit: Weak Infantry unit available during the Warsaw Uprising.

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).

IS-2 unit: Heavy Soviet Tank formation (Division or Brigade).

Motorized-Mechanized: 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).