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
WW1: WESTERN FRONT specific documentation
Economy and Production: You decide how to use the industrial resources that you capture: Build railway networks, produce Rail MPs, manufacture minefields, fuel, etc.
Railway Network: To navigate the huge game area efficiently you need to plan where to build railway networks. You can only build a new railway on a hexagon adjacent to a hexagon which already has a railway network in it. Railway cannot go over a city.
RMP, Rail MP = Rail move points (RMP) are consumed when you move via railway network.
Fort Construction = If you capture Allied fortification construction you will get resources.
Production = Green diamond shaped locations are production locations. By touching them you can select what they produce.
# MU: Mud. 33 percent means 33 percent chance of losing MP, etc.
# ##: Railway in the hexagon unit is located in. Allows free movement with RMPs (Railway Movement Points) in the rear area.
# PG: Poison Gas (Special Order in most campaigns) give a noteworthy battle bonus to ground combat units, both in attack and defense. The bonus carries through the next AI movement phase, after which Poison Gas expires and is removed from play. There is no point adding more than one Poison Gas per unit.
GERMAN UNIT TYPES:
Infantry: Regular German infantry unit, backbone of the German armed forces.
Cavalry: Essentially Infantry with two move points.
A7V: Tank unit, later in campaign. Shock bonus during the first battles.
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.
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.
Generals/Commanders and their actions: See generic guide for the regular features of this unit type.
ALLIED UNIT TYPES:
Infantry: Regular French, British or (later in campaign) American infantry unit.
Cavalry: Fast but weak French/British units. 2 move points.
Dugouts: Weak immobile defence units, might break out as infantry units when partially surrounded.
Fort: Strong immobile defence units, might break out as infantry units when partially surrounded.
Construction: Fort under construction, will be ready in X turns (shown in the marker).
Mark I tank: Weak tank unit. Shock bonus during the first battles.
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).