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

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COBRA: US BREAKTHROUGH STRIKE specific documentation

Note: This campaign basically began in the aftermath of the battle of St. Lo, which explains some of the troop positions.

Since German frontlines were semi-collapsing under the Allied pressure, Germans used several Kampfgruppen, battle groups. As a result, the order of battle (OOB) is a bit disjointed.

As this is a fairly small-scale scenario, both in terms of turns and hexagons, reinforcement units end up arriving at around 30 turns (there is some per-game variation).

Note: The American infantry can operate either as a classic infantry (1 MP), which will fall behind the pace of the armor, or as a motorized infantry (2 MPs), which matches the historical level of the Allied motorization. If you are looking for an additional way to make the campaign harder and longer-lasting, turning the infantry into a lower mode helps.

AMERICAN UNIT TYPES

Infantry: Regular American infantry Division.

Tank unit: Regular American armored Division (Shermans).

French Armored unit: Its own unit type, but otherwise same as US tank division. If disbanded, split into US Tank replacements.

M10: Tank Destroyer unit. Big bonus vs armored opponents. Has own replacements.

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: A general with MPs can passively support the closest combat units in battle at the cost of 1 MP (this support cannot be prevented if the closest general has MPs). The closer the general is to the active unit, the bigger the bonus (being located in the same hexagon gives the biggest bonus but also risks the general if the combat unit is forced to withdraw between turns). The support range is shown with a circle when a general with MPs is selected. The selected general can also give up 3 MPs, and the closest ground combat unit will gain +1 MP, and in some low-HP cases in the rear area, +2 MPs. In addition, generals have various actions, like disband, breach, operational movement, resetting small unit supply depots, requesting minefields or hospitals, requesting railway points, etc., available to them in the menu called Actions (these actions vary by campaign). If an enemy unit attacks the general, it will retreat, most likely several hexagons, and lose several extra move points. If a general cannot escape or has been out of supply for several turns, it might be removed from play. There is an option to turn off the entire unit type from Settings Some of the items in the action menu can vary between turns: For example, every even turn a general might offer Sabotage, and every odd turn request call-for-support resource.

GERMAN UNIT TYPES:

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

German Paratroopers: Elite Infantry unit.

OST Battalion: Weak infantry unit, more likely to withdraw or scatter under pressure.

Panzergrenadiers: German Motorized Infantry. Extra movement compared to regular infantry.

Wehrmacht Tank Dvisiion : German panzer Division with Panzer IV tanks.

WSS Tank Unit : WSS Panzer V (Panther) tanks.

WSS Infantry/Grenadiers : Motorized elite units, less likely to withdraw or 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.

Dugout : Immobile defense structure on key locations like river crossings.

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 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).