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,
FAQ, and
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Game webpage
OPERATION SEA LION specific documentation
Generals have several exceptions to regular rules: Generals can loot: Gives Supply Depot (with 6-18 supplies), but costs 10 MPs for the General, and gives +1 HP for area Home Guard units. Generals emerge as you land units in the UK. Generals will automatically arrive once enough land area is under your control
Naval Troop Transport (NTT): Germany has 10 NTTs available. When you move an infantry unit from land to water, 1 NTT is reserved. Motorized or Artillery units require 2 NTTs, and armoured units reserve 4 NTTs. When a unit moves from water to land, the reserved NTT(s) will be unavailable for a couple of turns (representing the time NTTs need to travel from the UK back to Germany). Destroyed NTTs will also go through the unavailable phase, which usually lasts a couple of turns.
After landing in the UK, Supply Ships turn into Supply Depots, which are the only source of supplies for German troops. Supply ships can ONLY land on hexagons which are clear (no forest, no swamp) and have at most one unit in them.
Supply Depots are formed by landing Supply Ships on clear or city hexagons with at most 1 ground combat unit in them. All the ground combat units with more than 2 HPs consume 1 supply each turn, while ground combat units with 1 HP might or might not consume 1 supply. Ground combat units without HPs do not consume supplies, but they must have a supply route to a Supply Depot between turns. If you are really low on supplies, existing Supply Depots can receive extra supplies via following methods: seizing a noteworthy city, Looting carried out by a General, or Flying In supplies with an Air force unit. The game engine might merge existing Supply Depots to reduce their number and sometimes Supply Depots might be relocated closer to the front lines or center of the map to reduce the supply route calculations (long supply route calculations take a lot of processing power, so this can be an issue on budget phones).
Naval Troop Transport (NTT): Germany has 10 NTTs available. When you move an infantry unit from land to water, 1 NTT is reserved. Motorized unit requires 2 NTTs, and armoured unit reserve 4 NTTs. When a unit moves from water to land, the reserved NTT(s) will be unavailable for a couple of turns (representing the time NTTs need to travel from the UK back to Germany). Destroyed NTTs will also go through the unavailable phase, which usually lasts a couple of turns.
Harbor (Anchor): Functions like a hospital for German Destroyers.
BASE-marker: Destroyer is or soon will be too far away to refuel from a friendly port city (which you controlled at the start of the campaign by default) or a fuel tanker.
Orange XX marker: Shows the amount of fuel, or in the case of XX the unit is out of fuel and cannot move.
C A M P A I G N N O T E S:
Victory Conditions: Control over 100 Victory Points (VPs), which are gained from the cities. 110 total Victory Points available in the campaign.
Royal Navy might evacuate units which are out of supply near coast (nearby German destroyers will block this).
Germany has only limited amount of naval troop transports (NTT) available. Infantry consumes 1, motorized units 2, panzers 4 NTTs.
Naval units and ground units on water hexagons (in Naval Troop Transport mode) do not need route to a supply source.
Supply Ships transport Supply Depots, the only source of supply for German units, across the English Channel. Ships turns into Depot after landing.
German Destroyers can be repaired in the harbor (anchor symbol on the map), located near Le Havre. Refuel by visiting German port cities. Any out-of-fuel destroyer will receive half of the fuel from any other destroyer entering the same hexagon. The more British destroyers have MPs the more likely they are to avoid engagement against superior force.
German Destroyers can barrage known British coastal dugouts and units (cost: loss of all MPs).
GERMAN UNIT TYPES:
Fallschirmjager: Elite German Paratrooper formation.
Mountain unit: German Gebirgsjäger infantry unit. Bonus for moving in the mountain and fighting in the mountains.
German Infantry: Regular Werhmacht infantry division. Usually most +1 HP replacements arrive as basic infantry.
Branderburger Special Forces: Strong and mobile unit with limited HPs.
Dugouts: Immobile Defense structure to slow down enemy movement.
Panzer II, III, IV unit: German Tank Division.
Supply Ship: After landing in the UK, Supply Ships turn into Supply Depots, which are the only source of supplies for German troops. Supply ships can ONLY land on hexagons which are clear (no forest, no swamp) and have at most one unit in them.
Destroyer: Fight British destroyers to protect troop and supply ships on their voyage across the English Channel. Black marker in the upper right corner shows the available fuel. Units without fuel only get 1 MP. Refueling can be done by accessing any non-UK city. Destroyers can be repaired in a harbor near Le Havre (anchor symbol functions as a hospital). Any out-of-fuel destroyer will receive half of the fuel from any other destroyer entering the same hexagon. The more British destroyers have MPs the more likely they are to avoid engagement against superior force.
Generals/Commanders and their actions: See generic guide for the regular features of this unit type.
BRITISH UNIT TYPES:
UK Infantry: Regular infantry division.
British Commandos: Might try to make a surprise landing behind German lines. Strong and mobile but low HPs.
Home Guard: Weak infantry unit, more likely to withdraw under pressure.
Cruiser: British tank unit (2 move points).
Antitank Gun Unit: Bonus vs tanks, plus gives any infantry units in the same hexagon a bonus if attacked by a tank.
Dugout: Defense structure to slow down enemy progress.
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).