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 MARKERSBattle Support ExplainedFAQ, and Privacy Policy

Game webpage

KIEV 1941: THE LARGEST WW2 ENCIRCLEMENT specific documentation

KIEV 1941 specific documentation

GERMAN UNIT TYPES:

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

Jager Infantry: Light infantry type, represents a couple of different unit types in this particular campaign.

German Motorized Infantry: Also includes Slovak Motorized group in this particular campaign.

WSS: Strong motorized WSS unit.

Grossdeutschland: Strong Wehrmacht elite formation.

Pz II: Strongish tank division.

Pz III: Strong tank division.

Pz IV: Strongest tank division.

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:

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

Cavalry: Mounted Infantry. occasionally gets an extra move points.

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

Motorized infantry: Infantry with two moves.

Dugout: Weak immobile units forming Soviet defence lines.

T-26 light tank unit: Weak yet partly mobile tank brigade.

T-34 medium tank unit: Strong and mobile tank division.

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.

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).