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

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PARIS 44: UPRISING AND LIBERATION specific documentation

Exceptionally Generals have an action to strenghten dugouts (called barricades in this particular scenario).

SOE One-Shot Kit resources [SK tag on unit] arrive each night. It can only be assigned to FFI unit, giving a bonus in the next combat (attack or defense, expires after one usage).

Night time: Reduces Allied movement more than German movement, Artillery will be less effective for both sides, and aerial functions will not be available. Special Night-MPs are available and allow some limited movement for the selected units.

Notice: One of the US Division enters the play right on the edge of the map, adjacent to a supply city. It is crucial to instantly take that supply city. These units move a bit slower rate than the rest to reflect the limits placed upon them.

There used to be a decorative-only yellow field icon, but given certain combination of settings and other elements it could be visually confusing, so it was removed at one point.

GERMAN UNIT TYPES:

Vichy Militia: Smaller and weaker French unit collaborating with the occupiers. German Auxiliary unit: Mishmash of various lower quality formations.

German Infantry: Regular Werhmacht infantry division.

WSS unit: In this particular campaign much smaller formations either due to not representing front-line formation or when representing a frontline unit, those unit have been badly hammered in the battles related to the Falaise Pocket.

Ad Hoc Tank Unit: Very weak armored unit consisting of whatever Germans scraped together in Paris.

Pz IV unit: German armored formation, but severely weaked by the Falaise Pocket operations.

Stug III unt: German armored formation, that along Pz IV was the workhorse of German Army.

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. Bonus vs immobile units. Poor line-of-sight.

Dugout : Immobile defense structure on key locations like river crossings.

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).

ALLIED UNIT TYPES:

FFI (French Forces of Interior) unit. Extremely varying weaker partisan formation, members included everything from ex-soldiers to students.

Infantry: Regular Allied infantry unit (American or French).

Sherman tank unit: Regular Allied armored formation used both by Americans and French tank units.

M3 Stuart tank unit: Weaker but mobile tank formation used for recon.

M10 Tank Destroyer unit: Smaller units with a big (mostly defensive) bonus against enemy tank formations.

Allied Antitank Gun unit: Slower non-motorized anti-tank formation.

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.