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

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WWII EASTERN FRONT specific documentation

Economy and Production: You decide what to build in the industrial locations (green diamonds on the map) that you capture: Available options include Railway networks, Rail MPs, minefields, fuel (general global counter), flamethrowers, nebelwerfers, radios (TMPs), pontoons, motorize upgrade (turn infantry into motorized unit type), etc.

FUEL: In this particular campaign, there is a global always available fuel counter used by all mechanized units. If you don't produce enough fuel, some units simply can't move during that turn. If the fuel drops low, you might have to prioritize which tank units to move, and where to take a more defensive posture.

Railway Network: To navigate the huge area efficiently you need to plan where to build railway networks. You can only build a new railway on a hexagon adjacent to a hexagon which already has a railway network in it. Railway cannot go over a city, swamp, etc. Railway is either: new under construction (can not be yet moved on using RMPs), regular, or rear area (cheaper=consumes less RMPs). There is 80 percent chance that a new railway will be ready for use (turn to regular railway) by the next turn. It is not possible to build railway right next to enemy area.

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.

During January-February, rivers north of the city of Tula (south of Moscow) will froze solid and halve the MP cost of crossing a river for all the units except tanks.

Storms leave behind them mud (temporary swamp) during Spring/Autumn months (March, April, September October). This storm-mud is marked on the map just like a regular swamp (just a little bit lighter) and it will act as a swamp. Mud will disappear in a turn or two. Turning Storms OFF will not prevent Spring/Autumn mud.

POWs = Soviet units which scatter after being encircled may leave behind POWs. If you capture them quickly enough, you will gain resources such as Rail MPs, Build Rail, etc.

Soviet Supply Center = If you capture Soviet supply center you will get fuel and other resources.

Production = Green diamond shaped locations are production locations. By touching them you can select what they produce.

RMP = Railway Move Point. Can be used to move via railways without losing regular MPs. Railway movement is not available near the front line (enemy controlled area).

Please notice that TMPs are not gained via TMP locations on the map (like in most games) but from the production locations on the map.

GERMAN UNIT TYPES (Axis):

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

Axis Infantry: Weak infantry unit. More likely to withdraw under pressure.

Motorized Infantry: Infantry with two move points.

SS: Strong motorized WSS unit. Two move points. Less likely to withdraw under pressure.

GrossDeutchland: Strong Elite German motorized division.

Pz IV: Tank unit. Backbone of the German armored forces.

Pz V: Strong tank unit (later in the campaign).

Pz VI: Very strong Tiger I tank unit, less HPs but bonus vs other tank units (later in the campaign).

Pz VIb: Very strong Tiger II tank unit, bonus vs other tank units (later in the campaign).

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.

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).

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

-- Exchange 3 MPs from the selected general with the closest ground combat unit, usually within the range of three hexagons. To avoid wasting these MPs, the general first tries to locate units without negative MPs, and failing that, also looks for units with negative MPs. The logic behind this is that usually giving +1 MP to a unit with minus 8 MPs is not beneficial, while giving +1 MP to the closest unit with the ability to move is beneficial.

-- Breach: A general can perform the Seek Breach action, which randomly alters some of the nearby tactical routes (yellow-green arrows between hexagons), potentially allowing a new beneficial direction for free movement using TMPs (Tactical Move Points). The cost of carrying out this action is 1 move point. Tactical routes are always slowly evolving on their own, but a general leading from the front might be able to generate new tactical openings

-- Prioritize Railways (General Action): Exchange the remaining MPs in the selected General into Railway Move Points (RMPs), with the following rate: 1 MP = 3 RMPs, 2 MPs = 8 RMPs, 3 MPs = 14 RMPs, 4 MPs = 22 RMPs. RMPs will be available immediately.

-- Shift Focus (General Action): Give up 5 MPs from the selected General to give 2 MPs to the General closest the selected General (marked with yellow SF marker). Usually results in negative MPs for the selected General, and not full MPs during the next turn as the General still recovers from the negative MPs.

-- Request Call-for-Support resource. Available immediately. The resource allows moving 1 HP between two units of the same type.

-- Request build hospital resource. Available immediately.

-- Request build airfield resource. Arrives with delay. The MP cost of this action will go up each time it is used, and the price will automatically decrease between turns.

-- Request Sabotage: Some of the nearby hexagons change hands for this turn (most likely switch back to enemy by the next turn if surrounded by enemy area/units). These hexagons are marked with an explosion marker that is used both for pre-determined bombardment and acts of sabotage and rebellion. The general needs to be close enough to the enemy area for this action to work.

-- Request dugout: A dugout will arrive the next turn (might be just one even if multiple are requested). The MP cost goes up, but will automatically slowly decrease back to base price between turns.

SOVIET UNIT TYPES (USSR):

Infantry: Regular Soviet infantry unit, backbone of the Soviet Red Army, gets most of the replacements (+1 HP).

Siberian infantry: Strong Soviet infantry unit.

Guards: Units in the Soviet armed forces were awarded Guards status after they distinguished themselves in service. Appears later in the campaign.

Motorized infantry: Infantry with two move points.

Cavalry: Fast but weak units (2 move points, more likely to withdraw under pressure).

Barricade: Weak immobile units located in cities. Might break out as an infantry unit when surrounded.

Garrison: Immobile units located in major cities. Might break out as an infantry unit when surrounded.

Fort: Strong immobile units located in fortified cities.

T26 tank: Weak tank unit (most available during the first years of the war)

KV tank: Strong but slow tank unit. Available early in the campaign, mostly in the northern sector.

T-34 tank: Strong and mobile tank unit. Backbone of the Soviet armored forces.

IS-2 tank: Very strong tank unit, bonus vs other tank units, later in the campaign.

Partizan: Weak Soviet Infantry unit, which does NOT need a route to supply source (so it cannot be encircled).

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