NOTICE: This page only shows CAMPAIGN SPECIFIC rules and exceptions from the general rules!
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GENERIC DOCUMENTATION
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TERMS and MARKERS,
Battle Support Explained,
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POLAND between GERMANY & USSR specific documentation
German (AI-side) strafing is exceptionally aggressive in this particular scenario.
Since the attack by the Red Army is supposed to be a semi-surprise, the player is prevented from piling up mines and dugouts in the exact hexagons where the Soviet divisions enter into the play.
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.
POLISH UNIT TYPES:
Local Militia: Weaker more local Militia units, more likely to withdraw when under pressure. Polish Local Militia Units will appear in cities one by one, roughly one per turn, favoring the bigger cities. The emergence is partly dependent on how much area you are still holding: The more area you hold, the more inspired the locals are to actively take part in the struggle. This entire unit type can be turned ON/OFF from Settings.
Border Guards: Smaller sized formations depicting several types of units. Mostly active on the eastern part of the map.
Legions: Elite well-equipped Infantry Divisions with roots going back to the Fist World War and Polish-Bolshevik War. The 1st Legions was viewed by the soldiers of the Wehrmacht as the Iron Division
Infantry: Regular Polish infantry unit. Some divisions are still in the progress of mobilization as will arrive with 3 HPs (although this can depend on the difficulty level).
Tank Unit: Small light tank unit, which did surprisingly well against Germans who also only had Panzer 1 and Panzer 2 types.
Tankette Unit: Small weak units
Polish Motorized Brigade: Rare Polish infantry formation with two move points.
Mountain Brigades: Operational mostly in the mountainous south. No mountain movement penalty.
Polish Cavalry: Fast but relatively weak Polish units, great for scouting and encircling.
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).
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.
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.
Generals/Commanders and their actions: See generic guide for the regular features of this unit type.
GERMAN UNIT TYPES:
Armored Units: Strong German Pz1 and Pz2 divisions, plus mediocre Soviet T26 Brigades.
German Infantry: Regular Werhmacht infantry division. Usually most +1 HP replacements arrive as basic infantry.
Soviet Infantry: Regular Red Army infantry division. Usually most +1 HP replacements arrive as basic infantry.
Soviet Cavalry: More mobile but smaller formation.
Slovak Infantry: More passive infantry division operating on the southern part of the map.
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.
WSS: Strong Motorized infantry, two move points.
German Motorized Infantry: Infantry with two move points.
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 MPs of that commander (if you push a commander back several times and it has negative MPs it will be easier to capture).