NOTICE: This page only shows CAMPAIGN SPECIFIC rules and exceptions from the general rules!
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GENERIC DOCUMENTATION
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Battle Support Explained,
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OPERATION SPRING AWAKENING specific documentation
OILFIELD: Oilfields (representing wells and fuel processing plants) are shown on map with an orange diamond with the text OIL-FIELD. When the unit is on top of an oilfield then FU-marker is shown on the unit. Fuel Depots, Fuel Trucks, and motorized units can refuel from oilfields. Use Fuel Depots to transport fuel from the oilfields to the front line, where you can use Fuel Trucks to do the final fuel delivery to motorized ground combat units. Please notice that FUEL-feature might be turned off from Settings, in which case the oilfield markers are just decorational.
Fuel: Armoured, Motorized, and Air Force units need fuel to move and attack. The amount of fuel is shown on the lower-right corner of the unit with an orange marker - XX is shown if the unit is out of fuel. Use Fuel Depots to transport fuel from Axis Oil Fields closer to the front line, and then use Fuel Trucks to distribute fuel from Fuel Depots to the combat units which need fuel. Rear area road movement might not always consume fuel. Please note that an empty fuel depot will get extra MPs on the rear area. The selected General can give up 5 MPs to get one +1 fuel (emergency fuel) resources.
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.
Each unit type consumes a different amount of RMPs when it is moving on the railway network. Some examples: General 1 RMP cost, Infantry 3 RMP cost, Panzer unit 8 RMP cost. For more information select the INFO button while the unit is selected.
RMP = Railway Move Point. Can be used to move via railways instead of regular MPs. Railway movement is not available near the front line (enemy controlled area). Armored units consume more RMPs per move than Infantry. There will be a slowly increasing amount of RMPs available each turn, and a small percentage of unused RMPs will be saved for the next turn.
Fuel: Armoured, Motorized, and Air Force units need fuel to move and attack. The amount of fuel is shown on the lower-right corner of the unit - XX is shown if the unit is out of fuel. Use Fuel Depots to transport fuel from Axis Oil Fields closest to the front line, and then use Fuel Trucks to transport fuel from Fuel Depots to the combat units which need fuel.
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.
Orange XX marker: Shows the amount of fuel, or in the case of XX the unit is out of fuel and cannot move.
# ##: Railway in the hexagon unit is located in. Allows movement with RMPs (Railway Movement Points) instead of regular MPs in the rear area. Armored units consume more RMPs per move than Infantry. There will be a slowly increasing amount of RMPs available each turn, and a small percentage of unused RMPs will be saved for the next turn.
AXIS UNIT TYPES:
Auxiliary Infantry: Weaker infantry unit (Luftwaffe field Divisions or multiple construction Brigades in this campaign).
Croatian, Hungarian Infantry: Weaker infantry and other formations (which in 1945 lacked cavalry and tanks), more likely to withdraw under pressure.
German Infantry: Regular Werhmacht infantry division. Usually most +1 HP replacements arrive as basic infantry.
Light Infantry Mountain unit: German Gebirgsjäger division. Extra bonus (on top of possible high-ground bonus) when fighting in mountains and no extra movement penalty when moving into a mountain hexagon.
Panzer division. Armoured formation of Panzer IVs and Panzer Vs. Two move points.
Heavy Tank battalion: Tiger II AKA King Tiger battalion, extra bonus vs enemy tank units. Less HP, Two move points.
Stug III unit: Assault Gun formation. Less HP, Two move points.
Motorized Infantry: German Infantry with two move points.
WSS-Armoured: Armoured elite division with two move points.
WSS-Motorized: Motorized elite division with two move points.
German dugout: Weak defense structure to slow down enemy progress. Can only be placed on a border hexagon of a fully controlled province.
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.
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.
Fuel Truck: Transport fuel from Fuel Depots to Armoured or Motorized units.
Antitank Gun Unit: Bonus vs tanks, plus gives any infantry units in the same hexagon a bonus if attacked by a tank.
Fuel Depot: Bigger Fuel depot, from which Fuel Trucks can distribute the fuel to ground combat units, or units can directly get fuel from. Fuel Depot can refuel itself from oil fields. The dotted circle around the fuel depot represents the amount of fuel left, making it easier to visually see which tanker is empty and which is full. Extra -1 MP for crossing rivers. Extra MPs available when Depot is empty. Fuel depot may dump 8 fuel to gain 1 extra MP.
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).
Guards: Units in the Soviet armed forces were awarded Guards status after they distinguished themselves in service.
Bulgarian Infantry: Weaker less experienced rifle divisions.
T-34 unit: Soviet Tank formation (Division or Brigade).
Motorized: Mechanized Infantry with two move points.
Dugouts: Immobile defense structures of various strengths mostly meant to represent defensive lines or slow down progress of seizing enemy cities.
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).