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 MARKERS,
Battle Support Explained,
FAQ, and
Privacy Policy
Game webpage
BATTLE OF MOSCOW 1941 specific documentation
GERMAN UNIT TYPES:
German Infantry: Regular Werhmacht infantry division. Usually most +1 HP replacements arrive as basic infantry.
Pz2, Pz3, Pz4: Various tank divisions, with slight performance differences.
WSS: Strong motorized infantry formation.
Motorized Infantry: Infantry with two move points.
Supports units in battle with the cost of 1 MP, circle shows the range when general is selected. The closer the unit the bigger the bonus. General can give up 3 MPs to give the closest unit +1 MP (+2 MPs in the rear area).
German 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.
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 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).
Newly Raised Division: Weak newly raised division lacking training and weapons, more likely to withdraw under pressure.
Siberian unit: Elite infantry unit, not likely to scatter or withdraw.
T-26 Brigade: Weak tank unit. 1-2 MPs per turn. More likely to break down under pressure.
T-34 Brigade: Strong tank unit, limited number available during the first year of the war on the Eastern Front.
Motorized: Mechanized Infantry unit with two move points.
Cavalry: Soviet Cavalry unit with 1-2 MPs per turn. More likely to pull back under pressure.
Dugouts: Immobile defense structures.
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).