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
OPERATION BARBAROSSA specific documentation
Partizans: In this particular small-scale campaign, Soviet Partizan activity is not presented as enemy units, but as enemy suddenly taking control of a random hexagon (random, but reflecting areas where Partizans were historically active). Usually taking back the control of this area is just as easy as moving the Axis unit in that hexagon. In some rare cases, the unit moving into a partizan held area might lose an extra MP. Over time, the partizan-held area might spread to the adjacent hexagons. The main effect of Partizan movement holding area is firstly the obvious, your troops on the front lines might get cut off from supply city, and secondly, if Soviets held enough area it will start to reduce the extra MPs you can possibly get in the quiet rear area (since the area is no longer considered quiet).
CO = Cold, unit might lose MPs between turns.
MU = Mud and Rain: Unit might lose MPs when moving into a mud hexagon.
Transport Mode = Units in safe background area can receive more move points.
NOTE: Experienced units gain special skills.
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.
WSS: Strong motorized elite unit, less likely to withdraw under pressure or scatter.
Pz IV: Tank unit, backbone of the German armored forces.
Pz V: Strong tank unit (available later in the campaign).
Heavy Tank battalion: Tiger battalion, extra bonus vs enemy tank units. Less HP, Two move points.
Cavalry: Weak but mobile Cossack units (2 move points).
Intelligence: If a spy group unit has full move points, it can recon an enemy area within 4 hexagons. How to use: Select a spy with full move points (long rectangle marks this) and then tap on an unknown enemy area (darkened red area). The spy unit will then reveal some of the enemy areas (and possible identify units) near the location you touched.
Air Force unit: This type of unit can bombard enemy units, recon unknown enemy areas, airsupply one encircled own unit, and protect nearby units from enemy air force strafing. Tap any enemy unit within bombing range (which is shown as a circle when the air force unit is selected) to bombard it (requires full move points, which state is shown on the air force unit with a single line instead of multiple move point squares). Bombardment can result in a loss of HP, loss of MPs, an increase in fatigue, or be ineffective (IE). Bombarding a hexagon with multiple units increases the chances of a hit, as does bombarding a known unit with a lot of HPs or mobile units, which are bigger targets (units with trucks, tanks, etc.). Similarly, an enemy unit in a swamp or forest is a harder target. If attacked by an enemy unit, the air force unit might withdraw multiple hexagons and lose extra MPs (to be out of action for one or more turns). In addition, an air force unit can recon unseen (blacked) enemy areas. This is done by touching an unknown enemy area. This will reveal some hexagons near the selected hexagon, and possibly identify some of the revealed units. You can also tap your own out-of-supply combat unit to airsupply it: this action reduces the turns-in-siege counter and the encircled unit may receive 1 MP (please note that the unit might have negative MPs, so adding 1 MP does not result in positive MPs). The operational bombing range is represented by a circle, while the airsupply and rebase ranges are a couple of hexagons larger. Air force units will also prevent enemy air forces from strafing nearby units. The range of this protection depends on the scale of the campaign, and the closer the ground combat units are to the air force unit, the more likely it will be protected from enemy strafing.
SOVIET UNIT TYPES:
Infantry: Regular Soviet infantry unit, backbone of the Soviet Red Army, gets most of the replacements (+1 HP).
Naval Infantry: Like regular Soviet infantry unit, mostly appears around key coastal cities.
Siberian/Guard infantry: Strong Soviet infantry unit which might get an extra MP every now and then (did previously had 2 MPs now just 1 MP) (called Siberian early in the campaign and Guards later in the campaign).
Motorized infantry: Infantry with two move points, increasing percentage of units will be Motorized Infantry as years pass.
Cavalry: Fast but weak unit type, more common in the southern sector.
Dugout, Defence line: Very weak, low HP, immobile units.
Barricade: Weak immobile units located in cities.
Garrison: Immobile units located in major cities.
Fort: Strong immobile units located in major fortified cities.
T26 tank: Weak tank unit, available mostly early in the campaign.
KV tank: Strong but slow tank unit, available mostly in the north during the early campaign.
T-34 tank: Strong and mobile tank unit, backbone of the Soviet armored forces later in the war.