SAFTEY INFORMATION About Photosensitive Seizures help? Do you need See page 78 CDV Software Entertainment AG Neureuter Straße 37b 76185 Karlsruhe/Germany web: www.cdv.de A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these photosensitive epileptic seizures while watching video games. These seizures may have a variety of symptoms including light-headedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents should watch for or ask their children about the above symptoms. Children and teenagers are more likely than adults to experience these seizures. The risk of photosensitive epileptic seizures may be reduced by sitting farther from the television screen, using a smaller television screen, playing in a well-lit room and not playing when you are drowsy or fatigued. If you or any of your relatives have a history of seizures or epilepsy, consult a doctor before playing. © 2003 CDV Software Entertainment AG and Nival Interactive. All rights reserved. CDV, the CDV logo and Blitzkrieg are either registered trademarks or trademarks of CDV Software Entertainment AG or Nival Interactive in the UK and/or other countries. This product contains software technology licensed from GameSpy Industries, Inc. © 1999-2002 GameSpy Industries, Inc. All rights reserved. Uses Bink Video Technology. Copyright © 1997-2002 by RAD Game Tools, Inc. Used under license. 2 3 NOTE TABLE OF CONTENTS The complete manual can be found on the CD-ROM as Acrobat Reader File (requires the program Acrobat Reader, program included on CD-ROM). For more information please check the readme file. How to install Acrobat Reader: SYSTEM REQUIREMENTS . . . . . . . . . . . . . . . . . . . .6 • Click on the Start button, then click on "Run...". WHAT'S INCLUDED . . . . . . . . . . . . . . . . . . . . . . . . .7 • In the new window that opens, click on the "Browse... " button. Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 • Another window will open. At the top of this window is a pull down menu labeled "Look in:". MAIN MENU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 • Click on the down arrow and then click on your CD-ROM-drive. Next, double-click on the "Adobe" folder. GAME SCREENS . . . . . . . . . . . . . . . . . . . . . . . . . . .8 COMBAT SCREEN . . . . . . . . . . . . . . . . . . . . . . . . .31 • A list of executable files will appear in the window. Click on the file called "rp505enu.exe" (to select it) and then click the "Open" button. That window will close, and you will be back to the "Run" window. Click on the "OK" button. MANAGING TROOPS AND TACTICS . . . . . . . . . . . .49 • Now, follow the installation instructions on the screen. When the Setup begins, click "Next". Click "Yes" to the Software Agreement. The next item is "Choose Destination Location". CREDITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72 ATTACHMENTS . . . . . . . . . . . . . . . . . . . . . . . . . .68 • Click on "Browse..." if you want to install Adobe Acrobat Reader to a different folder than the standard folder or click on "Next" to start the installation. • Now you are done installing the Adobe Acrobat Reader. Acrobat® Reader Copyright © 2002 Adobe System Incorporated. All rights reserved. 4 5 SYSTEM REQUIREMENTS WHAT’S INCLUDED • 2 CDs • Box Minimum configuration: Recommended configuration: • Windows 98/Me/2000/XP, DirectX 8.1 • Windows 98/Me/2000/XP, DirectX 8.1 • Pentium II 366 MHz • Pentium III 800 MHz • 64 MB RAM • 128 MB RAM • AGP Graphic 3D accelerator Riva TNT class, 8 MB RAM • AGP 4x Graphic 3D accelerator GeForce DDR class, 32 MB RAM • Monitor supporting 800x600 resolution • 4x CD-ROM • Sound adapter • Internet Explorer 5.0 or higher • Monitor supporting 1024x768 resolution • 32x CD-ROM • Sound adapter • Internet Explorer 5.0 or higher You'll need at least 2.4 GB of free hard disk space to install the game. It's recommended to have at least 500 MB more free hard disk space for Windows swap-files and for saving your games. • Manual INSTALLATION Insert CD 1 in CD-ROM drive; game installer menu should appear on the screen. Note: The Autorun function may be disabled on your computer. In this case, launch the Autorun.exe application located in root directory of CD 1. Then follow the on-screen instructions. You'll be prompted to select directory to install the game (default directory is C:\Program Files\Nival Interactive\Blitzkrieg. The installer will also suggest installing GameSpy client (you'll need it for multiplayer games via the Internet). After the files are copied to your hard disk, the installer will check your DirectX version; if it turns out to be older than 8.1, you'll have an opportunity to update it (you can also install DirectX manually from \DirectX directory of CD 2). "Blitzkrieg" program group will be created in your Windows Start menu. It includes links to Blitzkrieg commands, a "Readme" file with the latest information about the game, an "Uninstall" command to remove the game from your computer and links to Nival Interactive web page: www.nival.com and to the Blitzkrieg home page. Uninstalling the game To uninstall the game, click on the "Uninstall" command in the "Blitzkrieg" program group in the Windows Start menu. Launching the game To launch the game, click on the "Blitzkrieg" command in the "Blitzkrieg" program group in the Windows Start menu. After the introduction video clip is played, the main game menu will appear on the screen. To start playing, click on "New Game". Please refer to further sections of this document for more on the interface and game options. 6 7 New Game MAIN MENU When you launch the game, the introduction clip is played and then the main menu is displayed: When you click on "New Game" command of the main menu, the following screen is displayed: Tutorial: Here you can perform a number of training missions, get tips on using the game interface and managing combat units and groups, and learn combat tactics. New Game: Start a new game: campaign or individual mission. Multiplayer: Start a multiplayer game. After you click on this command, you can either join an existing network game or start your own. Please refer to the "Multiplayer Game" section on CD 2. Campaigns: The beginning of the game plot. Displays "Campaigns" menu where you can select one of the three sides (participants of WWII) to play for. Load Game: Load a previously saved game (if any). Custom Game: Provides access to a number of unrelated missions and campaigns. You can choose missions by participating sides, the area or mission objectives. Options: Set the game options. Exit Game: Exit to Windows. Player Profile: Here you can enter your user name, select difficulty level and adjust the level of violence on combat screen. Zurück: Back to main menu. GAME SCREENS Game screens can be divided into several groups: • Service screens (main menu, <Esc>-menu, new game, mission selection menu, load game menu etc.) allow you to start a new game, return to an existing one, save your current game etc.. • Campaign and chapter screens include maps of areas where WWII battles were fought, and their descriptions; here you can choose a mission to play. 8 Load game When you click on "Load Game" command, the next level menu is displayed; it includes the following commands: Load Saved Game: Opens list of previously saved games. • The "Mission objectives" and "Mission briefing" screens provide information about your mission objectives. Load Replay Demo: Opens list of game situations that can be recorded after the mission is completed, to view at a later stage in automatic mode. • The "Combat screen" where you try to accomplish your mission objectives. Back: Back to main menu. 9 Options When you click on "Settings" command of the main menu, the following screen is displayed: Settings: Displays game options screen; see the next section for more. Cutscenes: Here you can view video clips played during the game. Credits: View information about the people who created this game. Load MOD: Loads game, future game extensions and add-ons (MODs). Blitzkrieg Map Editor and Resource Editor provided with the game can be used to create such MODs. See Map Editor and Resource Editor help to get more information. Back: Back to main menu.. Settings The "Settings" screen includes a number of lists; click on the buttons in the left of the screen to switch between them ("Video Options" screen is shown below as an example). The lists may have switches, numeric and line fields and sliders. • Switches allow you to choose one of several options; click on the field repeatedly to change the value. Buttons in the lower screen section allow you to: reset all game options to default values suggested by the game developers confirm all changes and return to Settings screen cancel all changes and return to Settings screen • Numeric fields contain numeric parameters, line fields contain text. To change the value, click on the field, type in the desired parameter and press <Enter>. • Sliders allow you to change appropriate values gradually; press and hold the left mouse button and drag the slider to desired position. The extreme left position of the slider corresponds to minimum value, the extreme right - to maximum value. 10 11 Default setting Note Player Name Player Displayed on campaign screens Difficulty Normal Easy, Normal, Hard, or Suicide: affects opposition's abilities; Suicide level doesn't allow in-mission saves 25% Determines how fast the mouse cursor moves on screen List name Parametername Gameplay Mouse sensitivity Sound Video Music Volume 70% Volume of music SFX Volume 70% Volume of sound effects Resolution 1024x768x32 <Esc>-Menu You can call up the Esc-menu at any time by pressing the <Esc> key. This menu allows to: Save Game: Save the current game. You can use the default name for every game you save, or select your own. Alternatively, use the <F5> key to save the game quickly without using the menu. Full list of available video modes: (pixels in line) x (number of lines) x (number of bits per pixel) Texture Quality High High, Low, Compressed: sets texture quality Blood On On, Off: displays violence during fighting Destination Markers Multiple Single, Multiple: determines how many markers are displayed when several units are ordered to move Cursor Blitzkrieg Game, System: game cursor is more colorful, but system cursor is faster Brightness 50% Brightness of image Contrast 50% Contrast of image Gamma 50% Gamma-correction of the monitor Effects Quality 100% Quality and number of particles dis played on the screen simultaneously Minimal FPS 5 Prevents dropped frames on slower computers; enter 0 to disable Player Name Player Server Name Local Game Load Game: Load a previously saved game from the list. Alternatively, press <F8> to load the last quick save. Options: Change the game's settings (doubles the same command of the main menu; please refer to the "Settings" section of this document). Help Screen: Display help screen with keyboard shortcuts. Mission Objectives: Displays list of current mission objectives; please refer to the "Objectives Window" section of this document. End Mission: Stop mission and return to the main menu. Please note that exiting to the main menu stops the game without automatically saving it. Resume Game: Close the <Esc> menu and return to the current game. Multiplayer Server Password Displayed in server list None by default Time to Capture Flag (seconds) 30 Time to hold captured flag to change ownership, seconds Flag Score Limit 0 Number of flag points required to win the game Kill Score Limit 0 Number of frag points required to win the game Time Limit (minutes) 15 Time limit of the game, minutes Normal Very Slow, Slow, Normal, Fast, or Very Fast Game Speed 12 Displayed in multiplayer game interface Campaign screen After you have selected a campaign, the "Campaign" screen will be displayed at the start and between the chapters. The screen's title bar shows the name of the selected campaign. Campaign description The left section of the screen displays the description of the current campaign's historical events. It includes positions of forces, number of troops, each side's objectives, the course and the outcome of the campaign. Use the vertical scrollbar to scroll through the text. 13 Campaign map Chapter screen The map of Europe and Northern Africa at the right shows the battleground of WWII. The circles on the map indicate major battles corresponding to the game chapters. The current chapter is marked by circle with a bull's eye; completed chapters are indicated by circles with ticks. Campaign chapters follow each other chronologically, according to WWII history. The Chapter screen is displayed when you begin the campaign and then every time you accomplish a mission. The name of the current chapter is displayed at the upper section of the screen. Mission description Buttons in the lower screen section allow you to: move on to the next chapter. This button becomes available after you accomplished all compulsory missions in the current chapter view «Recognition Manual» switch to the current chapter's screen to select mission return to campaign selection menu 14 The left window displays the name of the current mission. The next line describes the mission type. In each chapter, you must complete one scenario mission based on a real WWII combat operation. This mission becomes available after you complete a random introductory mission. When you accomplish the scenario mission, you can move on to the next chapter, or carry on playing other (random) missions of the current chapter. The map and positions of troops for these additional missions are generated randomly; an unlimited number of them can be played. These missions have three difficulty levels (easy, normal, hard). The next line displays the name of the new combat unit you receive as reward for accomplishing the selected mission. A brief description of the mission is given below. 15 Chapter map At the right section of the screen, there's a window with the map of the operation. Areas controlled by your troops are displayed in dark color, the enemy’s territory is - in a lighter color. Dark arrows show actions by your troops, white arrows indicate enemy actions. Circles on the map show individual missions of the current chapter. The selected mission is indicted by circle with a bull's eye. To select another available mission, click on the appropriate circle. Buttons in the lower screen section allow you to: call up the window displaying your skills level and rewards switch to depot screen to upgrade to a new weapon/vehicle save the current game situation Training is judged on the basis of how many of your surviving combat units were upgraded at the end of the mission. Art of War depends on how quickly you accomplished all mission objectives loading as few games as possible. Sense of duty is rated according to how many mission objectives you accomplished (out of their total number). Your rank depends on the experience gained by your combat groups during combat operations (please refer to the "Combat Screen" and "Objects Parameters" sections for more). The High Command may reward your efforts with medals and orders. Some rewards can be given for taking part in a historic battle. The most prestigious orders are awarded for particular strategic and tactical achievements, when maximum possible damage has been inflicted to the enemy while your own forces suffered minimal losses. switch to the selected mission's screen return to campaign screen Player screen The Player screen displays a list of skills you need to master to manage troops and fight successfully, and the results you achieved since the beginning of the campaign (presented graphically). It also shows your rewards, current rank and experience you need to gain to be promoted to the next rank. How does High Command assess your skills? Tactics is judged according to your ability to inflict maximum damage to the enemy (in terms of manpower and equipment), while keeping your own losses as low as possible. Logistics reflects your ability to bring necessary supplies to your troops as quickly as possible. Also includes ability to use air support. Caution shows how efficiently you can destroy buildings captured by the enemy while keeping your losses at the minimum. 16 17 Buttons in the lower screen section allow you to: call up statistics for the whole campaign switch to chapter screen Large panel buttons in the left screen section allow you to group encyclopedia articles into the following categories: All units - A full list of weapons and equipment used by all countries fighting the war. Allied units - This group includes equipment used by the members of the antiHitler coalition. Recognition Manual This screen displays the table of contents of the in-built game encyclopedia describing all weapons, military equipment and vehicles used in the game except light firearms. Click on the "Recognition Manual" button on campaign screen to call up the table of contents. Also, you can view encyclopedia articles directly from the screen displaying the list of your combat units, from depot screen or upgrade screen, by clicking on the button to the right of the selected weapon's or vehicle's image. Axis units - Here you can read articles about equipment used by Germany and its allies (Austria, Romania, Hungary and Italy). Soviet units - This section describes equipment adopted by the USSR, including imports from the Allied countries. The right screen section displays list of weapons and equipment sorted by type. To view any section of the list, click on the panel with its name; click again to collapse the list. Use the vertical scroll-bar at the right to scroll through lists. The following types of weapons and equipment are listed: • transport - trucks and cars • artillery - cannons, howitzers, mortars and large-caliber machine-guns • SPGs - self-propelled artillery units • armor - armored automobiles, tanks, motorcycles • aviation - all kinds of aircrafts • trains - locomotives and artillery platforms Select the weapon type in the list and click on the button to the right of the image to read the article: The screen title shows the name of the piece of equipment described in the article. The description is displayed in the left screen section. Usually it explains the function of the equipment, tells about its historical background and compares it with close analoges used by other countries' armies. Specifications include tactical and technical properties of weapons and vehicles. The right screen section displays the image of the current piece of equipment. Click on the þ-button in the lower screen section to return to encyclopedia's table of contents. 18 19 After upgrading, the experience gained by the old combat unit is transferred to the new one; the commander of the gun or vehicle crew remains the same. The total number of your combat units does not change. Click on the button to the right of the combat unit's name to call up the weapons encyclopedia; it allows you to view tactical and technical properties of this particular weapon and read information about its design history and use during WWII. Upgrade screen The Upgrade screen allows you to upgrade weapons and equipment used by your "permanent" troops. There are two kinds of upgrading: bonuses and depots. Bonus upgrading becomes available immediately after you complete your current mission: it allows you to replace a combat unit with a new one made available to you for accomplishing the mission. Depot upgrading is available from the "Chapter" screen before you begin mission (with the exception of the first chapter); at the depot you can upgrade to any combat unit currently supplied to your troops (see "Depot screen" for more). The left screen section displays list of your combat units belonging to one of two military branches - artillery or armored vehicles. Use the scroll-bar at the left to scroll through the list. The window at the right displays a list of combat units available. You can replace the selected combat unit (marked by a dark arrow on the left side of the image) by a new one, or cancel an upgrade. 20 Buttons in the lower screen section allow you to: upgrade selected unit accept upgrades cancel upgrade and return to the game 21 Units performance in mission screen Statistics screen This screen is displayed right after you finish a mission. It shows the performance of your core units. Units that were promoted during the mission are displayed on the left (see the "Combat screen" section and the "Object parameters" subsection for more information). Units that were lost during the mission are displayed on the right; they will be replaced with new units for the next mission. However, the loss of commanding officers means that new units will be less experienced. The list of units can be scrolled up and down using scrolls bar to the left of each list. The statistics screen displays a table with statistical data. The screen's title bar shows the type of currently displayed statistics. When you switch to this screen from the Chapter screen, it displays your results for the whole chapter ("Chapter Statistics"). When you complete a mission, this screen displays the mission's results ("Mission Statistics"). A similar screen shows results achieved during a multiplayer game (please refer to the "Multiplayer game" section of this document for more). When you play a campaign, the Statistics table includes two lines: your results and those achieved by the opposition. In multiplayer games, the table has an individual line for each player. Place the cursor over columns' headings to view their names (pop up as tool-tips). The Statistics screen after multiplayer game has an additional button in the left bottom corner that allows the saving of a mission replay. Buttons in the lower screen section allow you to: order the selected combat unit and switch to the "Upgrade" screen exit to the "Chapter" screen 22 23 Area map Column Description (sight) Number of enemy combat units destroyed (in brackets - experience awarded for elimination of those troops; the more valuable combat units you destroy, the more experience you get). (cross) Irreplaceable losses of your troops (in brackets experience awarded to the enemy for eliminating them) (gun) Number of guns captured (aircraft) Number of times air support was called (automobile) Amount of supplies delivered to the troops (house) Number of destroyed structures (arrows) Number of upgraded combat units Mission screen The Mission screen is displayed after you select a mission in the "Chapter" screen. It has several sections: title bar displaying mission name, the left section with the list of mission objectives and briefings and the right section displaying a sketch map of the area and its description. Mission objectives The left screen section displays a list of mission objectives that must be accomplished. To complete the mission you have to accomplish its main objectives such as defeating the enemy forces and capturing their positions, or advancing to a specified line; you can deal with mission objectives in any order you consider best. To read a detailed description of the mission objective, click on the panel with its name (click again to close the description). Use vertical scrollbar at the right to scroll through the list of objectives as may be necessary. Descriptions of mission objectives often include useful tips that will help you to accomplish them with minimal losses and avoid unnecessary risks. 24 The top section of the right half of the screen displays a sketch map of the area. It shows terrain, forests, fields, rivers, roads, bridges, towns etc. Zones where mission objectives must be accomplished are marked with flags. The flag of the building selected in the list on the left will be highlighted with a color marker. This map does not show positions of your own or enemy troops or fortifications. Still, taking a good look at the map can provide useful information even before you start the mission - for example, you can spot possible ambush locations on appropriate terrain (road curves, thick forests) or areas through which you can covertly lead your troops to a town captured by the enemy. 25 Mission briefing Below the area map there's a text window displaying the mission briefing. Usually the text describes the current situation at this section of the front line and sets and explains your mission objectives. Also, this window may offer information on enemy positions, weapon emplacements and vulnerable points. Buttons in the lower screen section allow you to: so please press the <left> or <right> arrow key first. Then click on the þ button. If you leave the previously saved game's name unchanged, the old game will be replaced with the current one. Loading games Select a previously saved game with the marker and click on the þ button. Use vertical scroll-bar at the right to scroll through the list of saved games. Please note that the High Command will be alerted every time you load a previously saved game, and this will reduce your rating. switch to "Combat" screen and start the mission Quick save and autosave switch to "Chapter" screen Load/save game This screen allows you to save the current game or load one of the previously saved games. To call it up from the "Combat" screen, use the <Esc> menu; alternatively, click on "Load Game" in the main menu. Other load/save game screens are identical to this one; they allow you to load individual missions and campaigns, play video clips, etc. The upper section of the screen displays list of games; the selected line is framed. The list can be sorted alphabetically or by entry dates (click on the panel with the column name). The arrow on the panel shows whether the sorting will be done in ascending or descending order. The lower screen section displays the field for entering game names (only for saving games), and two buttons: The "Quick save" feature allows you to save your current game quickly without calling up the "Save game" screen. Press <F5> to save your game quickly. The game saved in such manner will always have the name «quick.sav»; when you quick-save it again, the previously saved game is replaced. To load the last quick save, press <F8>. The game is saved automatically every time you begin or end a chapter or mission. An automatically saved game always starts with a campaign name and ends with “auto.sav“. Individual Mission The "Mission selection" screen allows you to start an individual game on one of the maps included in Blitzkrieg. Click on the appropriate command in the main menu to call up this screen. Each mission has a number of objectives that must be accomplished. Mission names indicate which sides will be taking part in them. Similar missions are used in the multiplayer game. Confirm Mission maps must have "xml" or "bzm" extensions and be stored in «maps» sub-directory, for example: Cancel The upper screen section displays list of available missions; the selected line will be framed. The lower screen section displays mission name and two buttons: Saving games Confirm Cancel To save your current game, enter its name in the lower screen section. You can use any letters, digits and characters except <~> (tilde) and <`> (left apostrophe) - these keys are reserved for the game. You can select a previously saved game and modify its name. Please note that if you press any character key or <Backspace> key when modifying the game's name, the value will be deleted; 26 27 Game cursors In the "Combat" screen the cursor changes shape according to the context. Usually when you place the cursor over an object, its shape indicates which action can be performed by right-clicking on the object: Regular cursor: allows you to select a combat unit or a group and activate any interface element by clicking on it. When an object is selected in the "Combat" screen, the cursor changes shape. Select cursor (hand): appears when you place it over an object (combat unit or building) which can be selected. Move cursor: shows that one or more combat units are now selected and can be given an order (by default it's "Move to specified point"). Follow cursor: appears if you set a unit to follow for the selected combat unit, providing the selected unit is mobile and can follow the target (e.g. an infantry squad can follow a tank). Line-up cursor: appears when you press <Alt> to order a group of units to move to a specified location and group together. +CTRL Aggressive movement cursor: appears when you issue the appropriate command to selected combat unit or group via the menu. These troops will start moving to a specified point and attack any enemies they see along the way; if necessary they may temporarily diverge from the route. Attack cursor (sight): appears when you place the cursor over enemy combat units or buildings where enemy infantry took cover: right click to begin attack. Observe cursor appears when you activate "Observe" command in the infantry menu (applies to squad commander with binoculars or sniper with optical sight); right-click to specify direction for observation. Binoculars and optical sight allow you to see farther but within a narrower sector. Call air support cursor: appears when you activate the "Air support" command; right-click to set target for aircraft: reconnaissance area; bomb strike target; landing area for paratroopers; patrol area for fighters; target for attack aircraft. Enemy cursor (skull): appears when you select an enemy combat unit or a building occupied by the enemy (no default action). Neutral cursor: appears when you place the cursor over a neutral building or building about which there's no information on enemy presence/absence (no default action). Enter cursor: appears if you select infantry and then place the cursor over a building/fortification which can be entered (e.g. house or trench), or over a vehicle (tank) which can transport infantry. Leave cursor: appears if you select a building or vehicle (tank) with infantry inside and then activate the "Leave" command. Right-click to specify the place where the infantry should go after they leave the building/vehicle. Supply cursor: appears when you activate the "Supply" command in the supply vehicle menu; right-click to specify the point where the vehicle should deliver ammunition for combat units and infantry deployed nearby. Zero in cursor: appears when you activate the appropriate command in the gun menu; click on the map point to zero in on it. Reinforce cursor: appears when you select a supply vehicle which can transport people. Right-click to specify the point where the vehicle should bring troops to replace personnel losses. Suppressive fire cursor: appears when you activate the appropriate command in gun menu; click on the target map point (can be outside the field of vision). Replenish supplies cursor: cursor appears when a supply truck is selected and you are pointing at your warehouse. Right-click on the warehouse to order the truck to return to the warehouse to replenish supplies. Turn cursor: appears when you issue the "Turn arc of fire" command to selected combat unit or group. Right-click to turn the arc of fire (the specified point will be in the center of the arc). Repair-Cursor: appears when you give your engineering vehicle a "Repair" command. Right-click on the damaged unit or structure you want to repair, or near a group of units to repair all of them one by one. Entrench cursor: appears when you are pointing at the selected unit that is capable of entrenching itself (default action for tanks, SPGs, and artillery). 28 29 Build trench cursor: appears when you give your engineering vehicle a corresponding command. Right-click where you want the trench to start, then release the mouse button, move it another location and right-click again to show where you want it to end. COMBAT SCREEN "Build barbed wire fence" cursor: appears when you order your engineering truck to build a wire fence. It works in the same way as building trenches This screen displays part of the area where you perform your mission. To view other areas, move the camera using the keyboard or the mouse. You can view the whole area, its terrain, trees, rivers, roads, buildings etc., as well as depots and long-term fortifications belonging to the enemy. Enemy troops, combat units, weapon emplacements, ground fortifications and buildings occupied by the enemy can be viewed only if they are located within your troops' field of vision or within coverage area of your reconnaissance, bomber and paratroopercarrying aircrafts. Build anti-tank obstacle: cursor appears when you give your engineering vehicle the command to build such an obstacle by selecting the corresponding option in the engineering vehicle menu. Build bridge cursor: appears when you select corresponding command from the engineering vehicle menu. Bridges can be built at predefined places only; look for half-transparent image of the bridge that marks such places. Unhook gun cursor: appears when you issue the "Unhook" command to a vehicle towing a gun; right-click to specify where the gun should be placed. Hook gun cursor: appears when you click on the "Hook" command in the vehicle menu (available for vehicles which can tow guns). Rightclick to specify the gun. Capture gun cursor: appears when you have an infantry selected and point over a neutral artillery unit without a crew. Right click on the artillery unit to order your infantry squad to capture it. Clear mines cursor: appears when you click on the "Clear Mines" command in the engineering vehicle menu; right-click to specify the place where sappers should work. Lay mines cursor: appears when you click on any command in the engineering vehicle "Lay Mines" menu; right-click to specify the place where mines should be set. Marker cursor: appears when you click on the "Marker" button on Game panel. Right-click to specify a place on the mini-map that will be visible to your multiplayer game partners. Hourglass cursor: appears when the game is not accepting any commands to show you that you have to wait. 30 Game field Combat units Combat units are armed groups of minimal size or combat vehicles that can be issued commands as a single entity. Combat units in Blitzkrieg include artillery (cannons, mortars, salvo guns etc.), armored vehicles (tanks, self-propelled artillery units etc.) and automobiles. Infantry units, which in terms of weapons can be compared with squads, consist of a few soldiers and an officer. Usually squads are considered individual units and carry out commands as a single entity. If need be, you can disband a squad and give orders to each soldier and officer individually, and then again put them together as a combat unit; please note that the squad's staff remains the same (please refer to the "Managing Troops" and "Tactics" sections of this document for more). You cannot reshuffle the staff of your infantry squads at will. The sniper (scout) is also considered an individual combat unit. Gun crews are part of their combat units and cannot act without them. If you lose some or all of a gun crew, they can be replaced providing the gun hasn't been destroyed; if you lose the whole crew, the gun will not be operable until the crew is re-manned. Gun without a crew can be taken and used by the opposition - in particular, you can capture the guns lost by the enemy and restore their functionality by assigning new crews and, if necessary, repairing them. 31 Damage Structures A framed colored bar is displayed above the combat units on the game field; it indicates the unit's state in terms of hit points. For people it's the level of health, for machinery - it’s the amount of damage this particular unit can sustain. The bar length shows the amount of the remaining health or strength; the color shows the degree of damage: green - small damage, yellow or brown - medium and red - serious damage. Infantrymen, gun crews and engineers who have normal health level and are not selected have no damage bars. Structures are man-made constructions on the terrain. Structures include buildings (residential houses, public buildings, agricultural buildings, factory blocks, railway stations, churches etc.), fences, bridges, fortifications (pillboxes, fortified entrenchments, watching towers) and depots. Like weapons and vehicles, each structure has a number of hit points and can be damaged or destroyed. Damaged structures can be rebuilt by sappers and engineers. All damage that didn't disable the combat unit is considered reversible and can be repaired after a while. Engineers on support trucks can repair damaged machinery. Medics (on the battlefield) and other soldiers (inside sufficiently large buildings) can heal the wounded. There can be ground fortifications in the area (trenches) and obstructive barriers (barbered wire fences and anti-tank obstacles). Sappers and engineers can build such fortifications during missions. Trenches are not considered structures, have no hit points and cannot be destroyed. Obstructive barriers are also not considered structures, but they can be destroyed by bombs, shells or armored vehicles; they cannot be repaired. Permanent and attached units The formation under your command includes troops that will be available to you throughout the campaign, from one mission to another; but it may also include troops attached to you only for the current mission. Combat units from "permanent" groups are marked with white ticks (^ - one or more) to the left and above the damage bar. The number of ticks indicates the rank of the unit (see "Objects parameters" for more). Attached units are not marked in this way. Replaceable and irreplaceable losses Losses of your personnel can be replaced by using supply trucks that can transport people (the vehicles' menu on the Command panel includes the appropriate button). An infantry squad's losses can be replaced as long as at least one soldier remains alive. Loss of some or all of a gun crew can be replaced as long as the gun is not destroyed. If you lose all supply trucks or they are not available, you cannot replace personnel losses. If you lose engineers, these losses will be replaced automatically as long as you have engineering vehicles. Ownership of structures Structures have protective properties, so they can be used by infantry as cover and as weapon emplacements. Ownership of structures and fortifications depends on whose infantry is inside them. Unoccupied structures are considered neutral, as well as structures about which there's no information on enemy presence - until your troops find out that they are occupied by the enemy. Structures which cannot be entered (bridges, walls, fences etc.) are always neutral. Each depot is initially owned by one of the sides, but they can be captured. A depot is considered captured if troops took control of surrounding territory; there's no need to send your infantry inside if there are no enemy infantry there. Any irreparably damaged weapons and vehicles will not be replaced during the combat. If you lose a combat unit, it will be replaced by another one of the same kind after the mission is completed; the new unit commander's experience will be one level lower than his predecessor's (i.e. instead of "veteran" you'll have "regular unit"). 32 33 Game panel Game control buttons There are four control buttons under the mini-map: <Esc>-Menu - pauses the game and calls up the <Esc>-menu; alternatively, press <Esc> or <F10>. Last objective - displays information window with the last mission objective you received; alternatively press the <O> key. The Game panel in the lower left screen area has three main sections: a minimap with control buttons, indicators showing combat units' parameters under the mini-map and the Command panel on the right. To the right of the Game panel there's an Information panel; click on the button with an arrow to the right of the Command panel or press the <B> key to open/close it. Information panel is not available if the combat screen is in 640x480 resolution. Mini-map The mini-map shows the terrain of a scaled-down area (forests, fields, rivers, roads). The brighter-colored areas are within our troops' field of vision. Green arrows provide landmarks for mission objectives. Your troops are displayed in green, visible enemy troops which can be seen - are in red. The current area of the game field is selected on the mini-map with a rectangular frame. A magnetic needle along the top right side of the mini-map shows north and south. Orange concentric circles indicate approximate positions of long-range enemy artillery (when it starts firing, you'll receive reports from acoustic intelligence). Blue circles appear when you click on the "Air support" button or <CapsLock>; they show the section of the map edge where your aircraft will be coming from. The mini-map can be used for moving around the terrain. Click on a point on the mini-map and the game field will display the area around this point. To look around, press and hold the left mouse button and move the cursor on the mini-map. Air support - calls air support (if available in the mission). When you click on this button, the Command panel displays buttons for selecting aircraft available in the current mission (reconnaissance, bomber, fighter, attack and paratrooper-carrier). The lower section of the button has an availability indicator; it displays the period of time after which you'll be able to call air support again. You can also call air support by pressing <CapsLock>. Set marker - allows you to set a marker on the terrain that will be displayed on the mini-map (right-click on desired point). Use these markers to indicate key map points to your allies in multiplayer game. Alternatively, you can press the <M> key to do that. Information panel The Information panel displays the parameters of the object the cursor is placed, over or the selected object's parameters if the cursor is placed over a free map area or the Game panel. When the Information panel is opened, it displays the following: Objects' rank icon and its commander's name (only for combat units in "permanent" groups) 4 digital armor parameters (front, side, rear and top armor plates) and 2 digital parameters of the main weapon ("Damage", "Armor piercing") Object name The rank icon's context tip displays the following (separated by slash marks): rank name, current experience of the combat unit and experience which must be gained to be promoted to the next rank. 34 35 Combat units' parameter bars Weapons properties The parameters of combat units are displayed as four color bars in the lower section of the Game panel. They display the following parameters in graphical form: All weapons used in the game have two parameters: "Damage" and "Piercing". For combat units equipped with various weapons (e.g. tanks), the Parameters panel displays values of the most powerful weapon, i.e. in this example the cannon. Damage (Health) Main ammunition or amount of supplies Additional ammunition Current experience relative to next level The length of the color bars indicates the parameter's value in relation to normal level; the color also depends on the value: green means close to normal, yellow and brown indicate medium value and red means low. Object parameters are described in more detail below. Object parameters Armor piercing - bullet's (shell's) ability to pierce object's armor. If there is no armor or its value is lower than "Armor piercing", the object will suffer damage. The weapons parameters indicate average "Armor piercing" value; actual results of the shell hitting an object may vary depending on chance factors. Armor Damage level This parameter describes object's protection - its ability to withstand damage inflicted by shells and firearms. Armor value depends primarily on properties and thickness of material the object's made of, the armor plates' shape and the angle at which they are placed. Objects without protection have zero "Armor" value. When a shell hits armor, the object (and people behind the armor) will not suffer damage if the "Armor" value is higher than the shell's "Armor piercing" value (taking into account chance factors). This parameter shows remaining "Health" for people or remaining "Hit points" for weapons, vehicles and structures. It's displayed as a color bar directly above the object (also shown on the left color bar in the lower section of the Game panel). Objects can have different protection from different sides; different "Armor" values are used in the game for object's front, sides, rear, and top. Usually combat units' "Armor" values for different sides vary greatly. Buildings mostly have identical "Armor" values for all sides except the roof. A simplified model for calculating the effect of shell hitting armor is used in the game: the shell's angle is not taken into account. Interaction between shell and armor depends on various chance factors; the panel displays average armor values. If the "Armor" value equals a shell's "Armor piercing" value, the probability of the shell destroying the object equals 1/2. 36 Damage - amount of damage inflicted when object is hit: "Health" (in the case of people) or "Hit points" (in the case of weapons, vehicles and structures) values will be reduced by this value. Weapons parameters indicate the average amount of damage; in reality, it may be higher or lower. It depends primarily on the place the object is hit and on several chance factors. Ammunition for main and additional weapons Any combat unit carries a certain amount of ammunition - shells, cartridges, mines etc. The speed of spending ammunition during combat depends on the weapon's rate of fire. When ammunition is very low, a special yellow icon appears above the unit. When ammunition runs out, the icon turns red; this weapon cannot fire. To avoid running out of ammunition, replenish it by using supply units. Artillery and infantry use ammunition of the same type - "artillery shots". This ammunition is considered main. Most armored vehicles have weapons of two different types, e.g. cannon and machinegun. Cannon shells are considered main ammunition, while machine-gun cartridges - are additional ammunition. Main and additional ammunition reserves are indicated by two middle color bars on the Game panel. The amount of supplies is displayed in place of primary ammunition for supply trucks. 37 Experience and rank Command panel Combat units in your "permanent" groups have two additional parameters: experience and rank. The Combat unit's "Rank" depends on its success in eliminating enemy soldiers, vehicles and military equipment. The "Experience" value depends on the destroyed targets: eliminating one enemy personnel unit (infantry, gun crew etc.) increases experience by one unit; eliminating a piece of military equipment or vehicle brings more experience points depending on what has been destroyed. Most highly valued are enemy heavy armored vehicles and long-range artillery they are the hardest to destroy. When a combat unit gains a certain amount of experience, it is promoted to the next rank. "Rank" indicates the training level of the unit that affects its fighting efficiency. Higher rank translates into: • higher speed • quicker targeting • higher rate of fire • higher accuracy There are four ranks in the game: "Recruit", "Regular", "Veteran", and "Elite". The Combat unit's current rank is displayed by appropriate number of ticks above it: from 1 to 4. When you upgrade a combat unit, its rank and experience are saved. The current experience and the number of points needed to be promoted to the next rank are shown in tool tip displayed if you place the cursor over the "Rank" icon in the upper line of the Information panel or over the right color bar on the Game panel. The Command panel displays a list of commands the selected unit or group can carry out. The panel includes 12 buttons; their functions depend on the selected object and can vary. Place the cursor over a button and read the tool tip describing its function. Active buttons have a gray background with yellow image; these are commands the selected combat unit (group) can carry out. Inactive buttons have a dark background and gray image; the selected combat unit (group) can never carry out these commands. Some buttons work as top level menus: click on them and a new set of buttons appears on the panel, offering various options for the selected command (e.g. if you click on the "Shell type" command for a gun, two buttons for various shell types appear on the panel: regular shells and smoke shells; the "Formation" command to infantry brings up buttons with various formation types: marching, combat etc.). To return to the regular set of commands, click on the Back-button. Command types Simple commands are carried out immediately; you don't have to issue any instructions. For example, if you issue the "Do not move" command, all selected combat units will stop; the "Cancel" command terminates any previous command. The command is carried out immediately after you click on the appropriate button. Commands that are more complex involve specifying the object. For example, if you select the "Turn arc of fire" command, the gun crew must be shown a point on the map within the new arc. The "Follow" command involves specifying the combat unit (e.g. a tank), and then the selected unit or group (e.g. an infantry squad) should follow. When you click on such a command button, it turns red and stays this way until you specify appropriate object. The cursor changes shape 38 39 according to selected command. To make the unit(s) carry the command out, rightclick; to cancel the command, left-click. bar above the selected units showing their damage level will be displayed in a brighter color than the ones for unselected units. To unselect a combat unit or group, click on any free area on the map. Finally, there are commands for which you have to specify prolonged objects on the terrain, for example, building a trench or a wire fence. After you click on such a command in the engineering vehicle's menu, you must right-click on the starting point on the map and then move the mouse to the final point. A red line will appear on the map tracing the proposed object's position. Right-click on the final point and the command will be carried out. If you left-click, the command will be cancelled. Using the keyboard In many cases, it's convenient to use the keyboard to issue most common commands. The first four columns of buttons on the Command panel (regardless of whether it's opened or closed) are always doubled by a group of keys in the left section of the main field: Keyboard Panel (infantry) Q W E R A S D F Z X C V Panel (tank) Please note that the two upper lines of buttons invoke the same commands to combat units belonging to different military branches. This makes issuing commands to mixed groups of combat units easier. Selecting combat units When the cursor is placed over an object (combat unit, structure or building), the object's name and parameters are displayed on the Parameters panel. The objects you can manage include your combat units and groups. To select a combat unit, click on it. To select a group of combat units (infantry squad or a group created by you, see below for more), click on any unit in the group. The color 40 Selecting units of the same type To select all combat units of a particular type (model), double-click on one of these units. It's a convenient way to select, for example, all artillery to start firing at enemy targets during artillery preparation Frame-selecting You can select one or more combat units directly on the terrain by using a "rubber frame". Imagine a rectangle covering units you want to select. Then place the cursor over one of the rectangle's angles, press and hold the left mouse button and move the mouse along the diagonal to the opposite angle. The selected area will be displayed inside the rectangle with a darker background and light borders. When you release the left mouse button, all units within the rectangle will be selected. If somebody belonging to a predefined group happens to be within the rectangle (e.g. one or more soldiers of an infantry squad), the whole group will be considered selected (in this example the whole infantry squad). Adding units to a group To add a combat unit to a selected group, press and hold the left <Shift> key and click on the new unit. When you finish adding new units, release the <Shift> key. Assigning a number to group A convenient way to issue commands to a group and perform various tactical maneuvers is to assign it a number. To do that, select a group of combat units and press any of the following key combinations: <Ctrl>+<1>...<Ctrl>+<0>. 41 The selected group will be assigned a number ranging from 1 to 0; the number will be displayed above all group members. You can set up to 10 independent groups (each combat unit may be a member of only one group). To select any of preset groups, press the appropriate number key (<1>...<0>). Assigning numbers to combat units does not prevent you from giving them individual commands or including the unit in any current group. Centring groups To locate a remote group quickly, press <Alt>+<1>...<Alt>+<0>; or press <1> ... <0> twice. The area where this group is positioned will be displayed with the selected group in the center of the screen. Issuing and carrying out commands To manage your units you must issue them commands. First select a combat unit or a group; available commands will depend on the unit or the group's composition (appropriate command buttons will become active). A group of identical units can carry out all commands available to such unit. For example, you can select several guns and click on "Turn arc of fire" after that, all gun crews will turn their guns in such a way their arcs of fire will be centered on the specified point. Groups comprising units of various military branches can carry out only "general" commands. For example, if you select a gun and a tank, the "Defensive fire" command will be unavailable, since tanks cannot fire in such a way. So you'll have to select only the gun and issue this command to it. Combat units (groups) will carry out your commands using every available means. If the command cannot be carried out, you'll hear a report informing you of the reasons; this information will be also presented as text in the message line. Command sequence Combat units can "remember" several commands and carry them out sequentially one after another, beginning with the first one. For example, you can order a gun crew to move the gun to a specified point and then open fire at the target that is currently outside the gun's range. To achieve that, press and hold <Shift> key and then click the appropriate command buttons in the desired sequence. When you're finished, release the <Shift> key. To cancel the command sequence, issue any other command to the combat unit without pressing <Shift> key. Autonomous actions Combat units can perform certain actions by themselves, according to army regulations and using their intellect. If a combat unit or group capable of opening fire spots an enemy within its range, it will attack without waiting for your commands. To stop your troops from attacking on their own initiative (e.g. when they are in defense), issue the "Stay put" command to them. If a combat unit cannot see the enemy (regardless of its weapons range), the enemy will not be attacked. The enemy spotted by unit commander using binoculars or by sniper using optical sight won't be attacked automatically either (you'll have to issue appropriate command). 42 43 If you specify a combat unit a target outside of its range of fire (to view unit's range and arc of fire, press the <Alt> + <R> keys), the unit will move to the nearest point within range and attack. If the unit cannot move on its own (e.g. a gun cannot be moved by the crew or a tank's track is damaged), the command won't be carried out. If you order your combat units to "Move" to a specified point, they'll attack all enemies they encounter on the way but will try not to diverge from the route. Please note that WWII armored vehicles were unable to fire their cannons on the move; only machine-guns could be used. To fire the cannon (e.g. at enemy armored vehicle), the vehicle needs to stop. If you issue the "Aggressive move" command, your combat units will chase enemies they encounter as far as possible, and only after that will move on to the specified point. If the target is outside your combat unit's field of vision but within the range of fire (e.g. long-range gun) and some other unit (e.g. sniper) can see it, the target can be attacked - just issue the appropriate command. The sniper will work as a spotter adjusting the gun's fire. Reconnaissance aircraft can also act a spotter. Attack aircrafts also can act on their own: fighters can locate enemy aircraft within their patrol range, but if you specify an enemy location to them, the target will be destroyed more quickly. Bombers and attack aircraft can target their bomb or missile strikes - e.g. attack enemy tanks, guns or pillboxes if they are located close to the point you specified as the attack target. Objectives window Click on "Mission objectives" in the <Esc>-menu or press <Tab> to call up the Objectives window. It displays the same information as mission objectives list in Mission screen (see the "Mission screen" section of this document). Click on objectives' panels to view their detailed descriptions; to the left of the objective name its current status is displayed (accomplished objectives are marked with ticks, failed ones with crosses). Click on the þ-button in the lower section of the window to close it and return to the Combat screen. 44 The Last Objective panel is displayed in the upper right corner of the Combat screen; it shows the description of the last objective you received. This panel is opened at the beginning of the mission, when you receive your main objectives. To close the panel, click on the þ button in the lower window section. To open it again, click on the button on the Game panel or <O> at any time. Please note that some objectives may be given while you perform the mission, so you should take a look at this window every now and again. You'll be notified of any new objectives by a message in the message line and by a sound signal. Message lines and Console Message lines Information about allimportant game events is displayed in the upper left section of the screen. When new information appears, old lines are pushed up and after a while disappear from the screen (they are saved in the Console window). The line's color depends on the message: Green - Yellow - received objectives Red - everything to do with the enemy (flights of enemy aircraft, actions by long-range artillery etc.). information on accomplished objectives, technical messages (loading and saving games, changing game speed etc.) During a multiplayer game, players can exchange information using the message line. The color of the text indicates who sent the message - ally or enemy. Type your message in the lower left screen section and press <Enter>: the message will be displayed to all players on their screens. Please refer to the "Multiplayer game" section of this document for more. 45 Console Adjusting game speed Press the <~> (tilde) key to open the Console window; this key is reserved for the game. The Console window allows you to view all message lines displayed on the Combat screen during the mission. The colors of the lines in the Console window are the same as on the Combat screen. To view the message history, use the <PgUp> and <PgDn> keys (flick through the lines within the window). To close the Console window, press <~> again. While you perform scenario missions, the game speed can be adjusted within a wide range (10 steps to increase and 10 steps to decrease the standard game speed are available). You can also pause the game. When you change the game speed, all events on the Combat screen will be speeded up or slowed down accordingly. To adjust the game speed, use the Number keypad and the Space bar: <Num +> - increase speed by 1 step; <Num -> - decrease speed by 1 step; <space> - pause the game. Information about the adjusted game speed is displayed in the message line and in the Console; information about paused game is displayed at the center of the screen. While the game is paused you can take a look at the terrain, select combat units and give them orders - e.g. specify points to move to or set targets. This mode is convenient for issuing command sequences (please refer to the "Issuing and Carrying out Commands" section of this document). You may want to speed the game up if your units have to perform some noncombat (routine) tasks not involving direct contact with the enemy, for example build trenches and position infantry there while you are in defense, bring your main troops from initial positions closer to the area where the enemy concentrated their forces along a previously explored route etc. Before you engage in actual combat, it's advisable to return the game to normal speed. It might be useful to slow the game down when you manage large numbers of combat units or when the front line is spread along a large distance, so you need to move from one flank to another all the time to keep an eye on your subordinates' actions. It's recommended to pause the game occasionally to assess the current situation more accurately. 46 47 PLEASE NOTE: You may need to slow the game down if your processor and/or video system have low speed, so that calculation of objects' locations and displaying the scene on the screen take up most of the computer resources and insufficient resources remain for calculation of objects' behavior and interaction models. If this is the case, controlling the game becomes difficult and the time the AI takes to react to the player's actions increases greatly. Slowing the game down can actually increase the objects' speed of movement on the screen and speed up the AI's reaction, since more computing resources become available to the algorithms connected to the game model. If the Minimal FPS option in the Settings menu is set to some value, then game speed will be automatically lowered as soon as number of frames per second drops below this value. In a multiplayer game you can adjust game speed only before the game starts, and only if your computer acts as game server (please refer to the "Multiplayer game" section for more.) MANAGING TROOPS AND TACTICS Stages of combat operations To begin and end a combat operation successfully, perform a mission, complete a chapter and ultimately win the campaign, you'll need to get the hang of managing individual combat units and groups belonging to various military branches and, ensure that unit groups interact efficiently and receive sufficient supplies (see the rest of this section for more). You’ll also need to learn general principles of conducting combat operations, design a strategic plan for the mission, break it down into individual stages and set tactical objectives to be accomplished at each stage. Before you begin a mission, you receive the map of the area, general information about the opposition, information about your own troops and available support (air force, reinforcements), and finally the objectives you must accomplish (in real war situations these objectives are given as orders). Examine the map, assess your enemies and your own forces, understand your objectives and make a decision on how are you going to conduct the operation. Note that information on enemy positions received from army intelligence may not be precise; estimates of enemy forces may be understated; the opposition could quickly move some of their troops to another area; during the operation they may receive reinforcements etc. So the task of getting reliable information about the enemy and using it efficiently is also yours. Depending on the High Command's plan, you may be ordered to conduct offensive or defensive operations. Offensive operation stages • Make an offensive plan based on available information. Usually the plan sets the sequence of actions to accomplish your objectives. • Conduct reconnaissance of the area. You need to establish where enemy troops and armored vehicles are located, positions of their artillery and fortified weapon emplacements. Decide which enemy fortifications might be the most difficult to take and how to deal with them: if your own forces are sufficient or if you should use air support. Reconnaissance can be conducted using aircraft, snipers, scouts, reconnaissance armored vehicles and occasionally infantry groups (paratroopers). 48 49 Reconnaissance may be combined with suppressing enemy anti-aircraft defenses and long-range artillery using small infantry groups. Use information received by reconnaissance to adjust the plan of your operation. • Set positions and routes for your forces, explore the routes. Move the troops from their initial positions to combat positions. At this stage, you should try to avoid clashing with the enemy and being detected by their scouts too early. Otherwise, your troops might become a target for enemy artillery and air force before they deploy into combat formation. • Conduct artillery preparation. At this stage you need to destroy enemy weapon emplacements discovered at the reconnaissance stage (long-range and antiaircraft artillery, pillboxes, fortified entrenchments, heavy armored vehicles etc.), and secure passages through obstructive barriers and minefields. Artillery preparation can be combined with bomb raids and aircraft strikes, providing enemy anti-aircraft defenses have been suppressed. If you have your camouflaged scouts (spotters) or reconnaissance aircraft permanently present on enemy territory, the efficiency of your artillery fire may be increased greatly. Do not forget to ensure timely supplies of ammunition to your artillery. • Advance on enemy positions using tanks and other armored vehicles supported by infantry; capture enemy positions and destroy enemy troops. At this stage, you need to detect and destroy (capture) remaining enemy artillery, destroy their armored vehicles, disrupt interaction between enemy forces, break them into individual groups and cut off from rear support. At the final stage, you need to surround and destroy small enemy groups successively. • Destroy enemy rear units and groups and capture the base (town, depot, bridge etc.) according to the mission objective. Defensive operation stages • Make a defensive plan. • Conduct reconnaissance of the area. Establish the most probable places where the enemy might advance, based of the terrain and available information about the enemy. Adjust the operational plan accordingly. • Set positions for your forces and your defense lines. Move your troops from their initial positions, conduct engineering preparation of fortifications (trenches, minefields, obstructive barriers) and position your troops accordingly. Entrench artillery and tanks. Set arcs of fire to artillery. Pay particular attention to protecting your anti-aircraft and long-range artillery; position them deep in the rear. Position supply units that will deliver ammunition and personnel. If possible, place infantry inside structures (pillboxes, fortified entrenchments, stone buildings etc.) • Conduct air reconnaissance all the time, or send spotters (scouts) to the first line of defense (or even in front of it) in order to detect approaching enemy in advance and establish direction of their main strike. Suppress enemy air reconnaissance using your anti-aircraft artillery and fighter aircraft. • When artillery fire begins, counter long-range enemy artillery using a counterbattery technique. Resist enemy bombers and attack aircraft. Repair your damaged combat units using sappers and engineers. • When enemy armored vehicles and infantry begin to advance, send your infantry to combat positions. Deter the enemy and destroy their armored vehicles and infantry using all available artillery and tanks. Ensure timely supplies of ammunition and personnel (to replace losses) to your troops. • Crush advancing enemy forces and prepare to begin counter-offensive in order to destroy remaining enemy troops, capture their bases, depots and accomplish the mission objectives. Real operations may follow the above plans to varying degrees, depending on the strategic plan you adopt. For example, while conducting an offensive operation you might make a quick raid or drop paratroopers deep into the rear lines of the enemy, destroy or capture their long-range artillery and cut off supply lines, and then surround and destroy the main enemy forces. On the other hand, you may conduct a distractive maneuver in order to establish positions of longrange enemy artillery, and then destroy it using counter-battery technique after moving your main forces out of the range of retaliation strike. In a defensive 50 51 operation, you may decide to begin counter-offensive without waiting for the main enemy forces to approach, and attack them on the march. Also, you can let the main enemy forces attack you from behind, surround them, cut off support and then destroy. Singularity of your plan and the ultimate success of the mission will reflect the level of your commanding talent. Local objects - thick forests and especially structures - can significantly reduce your troops' field of vision. This is especially true in towns, for example, the enemy may be hiding behind a wall and fire while remaining invisible. To improve your field of vision, try to look at limited visibility areas from several sides simultaneously, or use your infantry groups in battle formation. Terrain, passability, field of vision The terrain of the area where you conduct your combat operations can greatly affect its course and outcome: assessing terrain incorrectly can lead to significant losses of your troops while adequate use of terrain creates favorable conditions for destroying the enemy. In terms of passability, terrain can be divided into impassable (rivers, swamps), passable only to infantry (thick forests, mountains and steep hills), low passability where speed of vehicles, especially wheeled ones, reduces greatly (ploughed fields, snow-covered fields), normal passability (sparse forests, fields) and roads where troops can move with maximum speed. Roads need your particular attention: on the one hand, moving along them is quick and convenient, but on the other, sections of roads with limited visibility are often used to set up ambushes that can cause heavy losses of your troops. To move along roads successfully, you should conduct reconnaissance using aircraft or infantry first, supported by high-speed maneuverable armored vehicles. To negotiate water obstacles, use existing bridges or crossings; alternatively, you can build them using your sappers and engineers. Combat units' ability to see greatly depends on the terrain and presence of various objects. Pits and hollows limit the field of vision, hills and elevations increase viewing radius. Ambushes and fortified weapon areas are often set on elevations, since the opposition can be spotted and attacked earlier. Try to use special places - elevations with steep edges - to set up your ambushes and control the surrounding area. And vice versa, try to avoid approaching a height that can be taken by the enemy without conducting reconnaissance first. 52 Infantry Strengths and weaknesses Historically, infantry was the first military branch, but it didn't lose its importance until the present day and was widely used during WWII. Infantry strengths include the ability to move on terrain impassable to other military branches, the ability to hold off superior advancing enemy forces (including armored troops) the use of fortifications and high camouflage ability. Without infantry, it would be difficult to capture individual structures and towns. Infantry can efficiently suppress enemy artillery positions. Losses of infantry personnel can be re-manned sufficiently easily. For a long time infantry's main weakness has been its vulnerability. Outside of fortified positions, infantry is not efficient on open ground. Another drawback is the low speed of movement in marching formation. It would be wise to use transport or armored vehicles (tanks) capable of carrying infantry to transport them before the combat begins. Finally, hand-held firearms' firepower and range are insufficient. 53 Advancing infantry Infantry in defence The squad commander can use binoculars and see much farther than regular combat units (the squad must be stationary; binoculars cannot be used on the move). Several squads taking turns to move and stop to look around can spot enemy fortifications and vehicles' positions early. However, this kind of reconnaissance takes a lot of time and is less efficient than air reconnaissance. In field conditions, infantry can conduct combat reconnaissance, eliminating enemy infantry outside fortified positions and artillery crews. Infantry can be used with particular efficiency against enemy artillery positions located in towns. To hold off the advancing enemy efficiently, infantry should take fortified positions; usually its trenches are built by sappers and engineers, pillboxes and fortified entrenchments. In towns, infantry is positioned in structures. When you choose structures, remember to take note of their protective properties ("Armor" value) and location (to ensure maximum possible field of vision from windows, e.g. buildings located at crossroads). While waiting for the enemy offense, infantry camouflage themselves; this reduces the distance at which the enemy can spot the infantry. The infantry group that takes a defensive position or is entrenched usually acts on its own and opens fire at enemy armored vehicles from anti-tank guns and at advancing enemy infantry from machineguns, automatic weapons and rifles. When armored enemy vehicles are close enough to the trench, the infantry starts throwing grenades aiming at the most vulnerable places - wheels, tracks, side or rear armor plates. To increase efficiency of infantry defensive actions, it needs support from entrenched anti-tank cannons, mortars or tanks positioned directly behind them. During breaks between enemy attacks, you should re-man your infantry squads to replace personnel losses. Don't forget to bring ammunition supplies to weapon emplacements either. Before you begin an offensive, you should change your infantry formation from regular (marching) to combat. Infantry in combat formation is less vulnerable to artillery fire, while its speed of movement remains practically the same. Under heavy fire, infantry should be ordered to "Get down" (usually it happens automatically). Standing or running infantry can be hit by fragments of high-explosive shells within a much greater radius than infantry lying on the ground. To break through enemy defense lines, infantry must have passage through barbed wire fences and minefields made in advance; usually it's done during artillery preparation. To strengthen advancing infantry, it should have armored vehicles and artillery support to suppress enemy fire by cannons and machine guns; for instance, you should provide cover to your infantry. Infantry can capture buildings and structures, including ones occupied by the enemy; in the latter case, fighting takes place directly inside the building (make sure that you have superior force first). Positioning infantry in buildings is useful for many reasons. First, the building will be defended and the infantry will be able to observe the surrounding area all the time. Second, infantry inside buildings are better protected from enemy fire (by the value of the building's "Armor"). Infantry squad will take positions throughout the building automatically, using windows with maximum efficiency (to set up sub-machineguns and anti-tank guns). In structures built specifically for defense there are weapon slots with weapons already set up (e.g. large-caliber machine-guns). Third, sufficiently large buildings can be used to heal the wounded - either automatically or with the help of other soldiers. Finally, high buildings (e.g. watchtowers) increase field of vision. 54 Marching infantry When the infantry moves from initial positions to combat ones via previously explored areas, it should be set to marching formation, thereby providing the highest possible speed. If possible, transport your infantry in supply trucks or on the armor of medium and heavy tanks that have specially designed places to carry soldiers. Infantry cannot fire from trucks or tanks, so if they suddenly encounter the enemy, unload the infantry quickly and set them to combat formation (e.g. issue the "Get down" command). Snipers In some missions, you may receive snipers - either at your initial positions or dropped with paratroopers. Snipers are controlled just like other infantrymen, but they have certain valuable abilities. First, a sniper rifle with optical sight allows you to see farther than squad commander's binoculars. Second, a sniper can camouflage himself (and unlike infantry, he remains camouflaged even when he moves). A sniper can be spotted when he opens fire; the more shots he fires, the higher the chances of his discovery. Snipers should be used primarily for reconnaissance purposes and for eliminating individual enemy soldiers - e.g. sentries or artillery crews. Immediately after the target is destroyed, the sniper 55 should be ordered to move to another position to avoid detection by the enemy. Snipers are particularly efficient for adjusting long-range artillery fire and adjusting targets for bombers and attack aircraft. Lost snipers cannot be replaced. Support During combat infantry needs ammunition supplies; wounded soldiers need healing, dead soldiers need to be replaced. Usually you won't have any problems with bringing in ammunition supplies: one supply truck can bring in enough ammunition and grenades for several squads. To heal wounded soldiers automatically, use large structures with enough space to lie the wounded down. In field conditions, you'll have to use medical vehicles that can find the wounded within the field and help them. To replace personnel losses, use supply trucks equipped with facilities for transporting people; squads will be re-manned automatically. Artillery Strengths and weaknesses During the 20th century wars, artillery was called the "god of war", and with some reason. Artillery can inflict serious damage on enemy forces even before they actually encounter opposing troops. During offensive and defensive operations artillery cover plays a very important role; practically no operation is conducted without artillery preparation. Anti-aircraft artillery can wreak havoc with enemy air forces, while making its own aircraft operations much easier. Artillery's weaknesses include poor protection of gun crews from enemy fire during the shooting, difficulties in transporting guns (especially heavy ones), need for "external" defense of artillery positions from enemy infantry and high dependence on ammunition supplies. 56 Use of artillery in offensive operations Artillery's main task in offensive operations is artillery preparation, before mobile forces (infantry and armored vehicles) begin to advance. Artillery preparation amounts to shelling fortified enemy positions (pillboxes, fortified entrenchments, buildings), concentrations of enemy armored vehicles, positions of long-range and anti-aircraft artillery and obstructive barriers on defense lines (wire fences, minefields etc.). Aimed artillery fire is most efficient when a gun crew or spotter (scout) can see the target. If the target can't be seen, artillery can wage non-aimed (defensive) fire, though its efficiency is much lower. Before you start artillery preparation, set targets and move guns to combat positions. Use reconnaissance aircraft, infantry groups or snipers for establishing targets' positions; the same forces can be used as spotters to adjust artillery fire. Since the enemy will try to counter your artillery by using acoustic intelligence data and sending reconnaissance aircraft and infantry on your territory, remember to position your artillery accordingly. Artillery should be positioned away from your main forces; set the guns at some distance from each other. This will reduce possible damage by counter-battery enemy fire. Remember to protect your artillery from enemy aircraft and ground forces. The first objective can be achieved by positioning anti-aircraft guns nearby and/or by periodically calling up your fighter aircraft. The second problem might be solved by cutting off possible routes the enemy can take to approach: create temporary defense lines or send patrols. When artillery preparation begins, make sure it's conducted efficiently: adjust targeting in time, track enemy reaction to your artillery actions, bring in ammunition supplies, and if need be replace dead crewmen. When artillery accomplishes its objectives, stop the fire to allow your troops to advance on the enemy positions and destroy them. Close-range artillery (mortars, anti-tank cannons) is used directly during offensive. Mortars are particularly efficient to hit targets located behind obstacles, e.g. enemy cannons positioned behind houses in a towns. Mortars' advantage over heavier artillery is that it can be carried by its crew and set on practically any ground. Also, mortars can be used to attack the enemy from closed positions; this is especially important in towns. Mortars are good to use before advancing on enemy defense lines manned by infantry, and on artillery not discovered and destroyed during mainline artillery preparation. 57 Anti-tank cannons are seldom used in offensive operations due to their limited tactical abilities. For example, during combat reconnaissance of a towns carried out by infantry, anti-tank cannons can hold off counter-offensive by enemy armored vehicles if the infantry have to retreat; sometimes these maneuvers are conducted deliberately. Use of artillery in defensive operations All available artillery is used in defensive operations, with each type performing a particular task. To achieve maximum possible efficiency, your artillery must be positioned in a correct way. Long-range artillery is mainly used for counter-battery fire against long-range enemy artillery; try to spot their positions as early as possible. If you fail to do that in advance, enemy artillery positions can be established during artillery preparation with the help of acoustic intelligence; however, in this case the enemy may have time to inflict serious damage on your forces. To protect your long-range artillery from capture by the enemy, position it deep behind defensive lines. Cannons should be placed at a distance from each other, to reduce damage from enemy "carpet shelling". Anti-aircraft artillery's task at the beginning of the operation is to make air reconnaissance as difficult to the enemy as possible. At the next stages, anti-aircraft artillery should counter enemy bomb strikes, attack and paratrooper-carrying aircrafts, acting jointly with your fighter aircrafts. Anti-aircraft cannons should be positioned behind your defense lines in such a way that they cover the whole front line. When you prepare your defenses, positioning your anti-aircraft cannons and ensuring their ammunition supplies should be your first priority. Close-range artillery - anti-tank cannons, mortars and large-caliber machineguns - should be positioned on front defense lines to provide fire cover to fortifications manned by infantry. In field conditions, cannons and mortars should be placed directly behind trenches with infantry, and entrenched. Cannons in towns should be protected at the flanks; try not to place them at crossroads. Mortars are usually positioned in towns between houses or in yards, to make them harder to spot by the enemy. Before your defensive operation begins, set arcs of fire for your artillery and make sure there are no blocked areas along the whole defense line. Note that it takes some time to change cannon's arc of fire, and the cannon will not fire at all during that time. Most probable directions of enemy attack (e.g. roads that can be used by armored vehicles) should be covered by several guns; arcs of fire should be concentrated on the most probable directions. 58 Artillery on the march When troops are moving, artillery is transported using special vehicles supply trucks. Heavy guns (long-range artillery and anti-aircraft cannons) can be transported only by using special tractors. Any vehicle capable of transporting people can move mortars, including armored vehicles that can carry soldiers on their armor. Attaching/unattaching guns to vehicles takes time. Artillery units on the march are vulnerable, so you should transport them from initial positions to offensive/defensive positions only along well explored routes or in columns that include armored vehicles and infantry providing cover. Light cannons that can be moved by their crews should be unattached at some distance from enemy positions, to avoid bringing the vehicle under aimed fire. Gun crews will place their guns in combat positions and set arcs of fire. Support During combat artillery will need ammunition supplies and replacements for dead crew members. With high density of fire during artillery preparation, a lot of ammunition is spent so make sure new ammunition is delivered in time. Ammunition is delivered by supply trucks; usually it's the same trucks that transport artillery. When you bring in ammunition to defense line during combat, supply trucks should be stopped at some distance from artillery positions - specify the point where they should stop. Ammunition will be brought to the guns manually. To replace dead crew members, also use supply trucks capable of transporting people; crews will be re-manned automatically. Armored vehicles Strengths and weaknesses Tanks and other armored vehicles appeared during WWI; they quickly proved their efficiency in offensive actions and began to replace the traditional cavalry on the battlefield. During the whole of WWII armored vehicles were continuously developed; two main properties - strength of armor and firepower - grew, the number of vehicles increased and a new military branch appeared - tank forces. Armored vehicles can play an important role in both offensive and defensive operations, during direct clashes with the enemy. High speed and maneuverability, large firepower and high protection of crews are the properties common to all armored vehicles, first to tanks. Specialized combat vehicles (assault, anti-tank, anti-aircraft self-propelled artillery units) are used for suppressing fortified weapon emplacements, tanks, aircraft due to their lower speed, maneuverability etc. The highest 59 combat efficiency can be achieved by using armored vehicles jointly with infantry, both during offense and defense. Armoured vehicles' weaknesses include their heavy weight reducing their cross-country abilities. Ammunition carried by armored vehicles can detonate if the vehicle is hit; if that happens, the vehicle blows up. WWII tanks and self-propelled artillery units didn't have stabilizers enabling to use their main guns on the move, so they had to stop to fire their cannons. Advancing armored vehicles The armored vehicles' main task in offensive operations was to break through enemy defense lines using infantry support, immediately after artillery preparation was completed. Tanks and other armored vehicles advanced on enemy positions suppressing their personnel by machine-gun fire; large targets (armored vehicles, weapon emplacements, fortifications) were destroyed by cannon fire. Infantry in combat formation moved behind the line of armored vehicles, if necessary using passages in obstructive barriers cut by the armored vehicles. To avoid having your armored vehicles hit by direct fire from entrenched enemy artillery and armored vehicles that survived the artillery preparation, conduct permanent reconnaissance along the attack line using your spotters, air forces or infantry. In that case, your armored vehicles will be able to stop in time and prepare to hit the enemy target. To make it harder for the enemy to maneuver their firepower, try to avoid positioning your armored vehicles too close to each other or in a chain. This will allow you to reduce losses from direct enemy fire. At the same time, vehicles should be able to see their immediate neighbors to help in case of enemy fire. During your offensive adjust the direction of the main strike quickly according to the enemy actions; do not allow your armored vehicles pursuing the enemy to break away from the supporting infantry. If you encounter superior enemy forces, stop your offensive in time, move to good firing positions and switch to defense. Specialized armored vehicles (anti-tank and assault self-propelled artillery units) are used for special objectives: destroying enemy tanks and breaking through the strongest defenses including pillboxes. These vehicles have poorer maneuverability than tanks, plus they must have additional support (in particular, they must be covered from enemy attacks on flanks). Armored vehicles in defense During defense armored vehicles are used jointly with close-range artillery for deterring and destroying the advancing enemy troops. Armored vehicles should be positioned at front defense lines, in specially equipped positions. Tanks and SPGs are usually placed behind or between trenches defended by infantry, and entrenched; among other things, the entrenching vehicles camouflage them. In towns, tanks should be positioned along streets providing good fields of vision. Like with artillery, concentrate the armored vehicles' fire on the most probable directions of enemy attack; these should be covered by several armored vehicles. Armored vehicles on the march Due to armored vehicles' low vulnerability; they are often placed at the beginning and at the end of marching troop columns to protect the infantry, artillery and support units. It would be sensible to place several light or medium tanks at the head of the marching column and set them in a high alert state. Supporting infantry should be positioned close by. If they spot enemy troops, they should attack them immediately, so the rest of the marching column would be able to move to combat formation. The back section of the troop column should be organized in the same way. When the column reaches offensive/defensive lines, armored vehicles should move to their regular positions to provide cover for the rest of the troops, so they'd be able to deploy. Support During combat, armored vehicles need ammunition supplies for their main and additional weapons. In offensive operations you must ensure that ammunition is delivered to the front line in time; use supply trucks. Like in case of artillery, stop the supply trucks at some distance from the armored vehicles' positions (specify appropriate map point). Ammunition will be brought and loaded into the armored vehicles manually. Damaged vehicles must be removed from the line of fire in time and repaired (use your engineering units). The armored vehicles' efficiency in towns is much lower than in field conditions due to reduced maneuverability in narrow streets, reduced visibility and the possibility of enemy attacks aimed at the most vulnerable sections of vehicles. To avoid heavy losses of your armored vehicles in towns, conduct timely reconnaissance of enemy weapon emplacements and use infantry that can surround and suppress weapon emplacements in closed positions. 60 61 Air force During The Great War aviation was mostly used for reconnaissance and against enemy infantry and cavalry, but afterwards it rapidly developed and by the beginning of WWII became a military branch in its own right, playing a major role in warfare. Different types of air forces appeared, specializing in reconnaissance, attacking various ground targets, deterring enemy aircraft and bringing in troops for landing operations. Each air force type has its own strengths and weaknesses depending on its specialization. But one, possibly the most important drawback of all air forces should be mentioned separately: their high dependence on weather conditions. In unfavorable weather, aircraft cannot take off, and the ones already in the air cannot accomplish their missions adequately. Reconnaissance aircraft Reconnaissance aircraft are the simplest ones; they have low speed and fly at low altitudes. They can fly for a long time around the specified area spotting enemy combat units and tracking their movements. Reconnaissance aircraft should be used in any situation (in both offensive and defensive operations) to assess the general picture, determine positions of enemy forces and fortified weapon emplacements, set targets (including to long-range artillery) and adjust artillery fire. By using reconnaissance aircraft, you can greatly reduce your losses during combat operations. Reconnaissance aircrafts' drawbacks include lack of weapons (only a few models are equipped with firearms) and an almost total lack of armor, which makes them an easy target for enemy fighters and anti-aircraft artillery. These aircraft are most efficient when there's no continuous front line and enemy forces are concentrated in scattered fortified areas. When the enemy’s defensive line is well-organized and has a lot of anti-aircraft units supported by fighters, reconnaissance aircraft will not be very useful. most efficient for making strikes at previously explored fortified areas and for cutting enemy defensive lines. Using bombers without prior reconnaissance to spot targets and without suppressing enemy anti-aircraft artillery will not be efficient. Fighters Fighters are the most highly specialized aircraft; they are not designed for reconnaissance or attacking ground targets, their only target is enemy aircraft. Fighters have high speed and manoeuvrability; they can fly at high altitudes, which makes them less vulnerable to enemy anti-aircraft artillery. During combat operations, fighters provide air cover and deter enemy aircrafts. If, after spotting enemy aircraft, you call for your fighters quickly enough, you might prevent the enemy from making reconnaissance of your positions and bombing them later on; it's extremely important when you move your forces to positions and deploy them. However, having fighters in the air all the time means that you won't be able to use other kinds of air support. Bombers The bombers' specialization is bomb strikes at stationary enemy structures, large concentrations of troops, supply bases and communication lines, including automobile and railway bridges. Heavy bombers carry large bomb-loads but their strikes are not always efficient because the bombs they drop tend to scatter around. Dive-bombers hit their targets with much higher accuracy, but carry fewer bombs. Bombers have good armor and are equipped with light weapons (some models have cannons), so they can deter enemy fighter aircraft. However, their low altitude and speed dictated by the need for precision bombing make them vulnerable to anti-aircraft artillery. Bombers are 62 63 Ground-Attack Aircrafts Support units If bombers specialize in stationary targets, attack aircraft are designed to strike at large individual enemy combat units - long-range and anti-aircraft artillery, tanks and other vehicles. Attack aircrafts' high maneuverability allows them to attack moving targets. Good armor, large-caliber machine-guns and cannons enable attack aircraft to defend themselves from enemy fighters. Attack aircrafts' drawbacks include insufficient firepower (missiles as compared with bombs), so attacking stationary fortifications is not very efficient. Also, their ammunition supply is relatively small. Attack aircraft are most efficient for suppressing enemy fire both during offensive and defensive operations, creating favorable conditions for other aircraft types and ground troops. If the enemy has strong anti-aircraft artillery, using attack aircraft (as well as other air forces) will not be efficient. Support units include several kinds of vehicles used for various support and supply purposes, both before and during combat. Unlike combat units, these vehicles are not equipped with weapons or armor and are not designed for fighting. During combat support vehicles must be kept at some distance from the front line, and follow combat units if necessary. When you move your troops, the support vehicles should be placed in the middle of the marching column and be provided with reliable protection. Transport aircrafts To haul artillery units, the supply truck must have sufficient power. When the gun is delivered, the supply truck should be taken some distance back: first, to allow the gun to be positioned appropriately and second, to reduce probability of the truck being damaged in case the gun is hit by enemy shell. Transport aircraft specializes in delivering infantry units to particular areas (usually behind enemy lines) to carry out their orders. Like bombers, transport aircraft have good armor but low speed and altitude, which makes them easy targets for enemy anti-aircraft artillery. If your paratroopers are spotted by the enemy too early, the efficiency of the operation will be reduced due to the loss of the surprise factor. So you should decide on landing areas and use transport aircraft only after conducting sufficient reconnaissance. Paratroopers are particularly efficient for capturing longrange artillery or fortifications deep behind enemy lines; reconnaissance, spotting targets, setting up ambushes, etc. Try to keep flight routes and places of landing as secret as possible. Landing operations will not be very efficient without prior reconnaissance of the flight route, under heavy anti-aircraft artillery fire or with a lot of enemy forces located at the proposed landing area. 64 Supply trucks Supply trucks are used to deliver ammunition from depots, tug tow artillery and transport its crews, carry infantry and replace losses of fighting units. Supply trucks start delivering ammunition to combat units as soon as you issue appropriate command, and will carry on automatically. Supply trucks deliver ammunition to all combat units within their field of vision. When a supply truck runs out of ammunition it goes to the nearest depot for more and then returns. When your combat units change positions (especially during offense), you must adjust the supply area by issuing appropriate commands. The road to the nearest depot must be well explored or protected. When you transport your infantry or deliver replacement troops to combat units, use well-explored roads or move supply trucks in marching columns. Replacement troops (crews for captured enemy artillery) are delivered by supply trucks only to areas within their field of vision. If more troops are needed than the supply truck can carry, it will automatically return to depot for more. 65 Engineering vehicles Supplies system These vehicles are used for delivering engineers and sappers, bringing in engineering equipment, mines and spare parts for combat units. Engineering and sapper units can perform a great number of various tasks. All these tasks must be completed before the combat begins, or be at a distance from the front line. Ammunition, materials and replacement for lost personnel are brought from depots. Usually each side has one main (stationary) depot, plus possibly a few additional (field) depots. A depot's supplies are unlimited; however, you can use only as much as your units actually need at any given time. The main depot cannot be destroyed but can be captured (if one of the side captures the opposition's depot, in effect this determines their victory). Additional depots can be destroyed and/or captured. Captured depots are automatically integrated into the capturing side's supplies system. Up to two house-shaped icons can be displayed over additional depots. If the right icon is green, it means you own the depot; if it's red, the depot belongs to the enemy. The right gray icon appears when depot is not operational (either destroyed or the main depot is captured, in which case all additional depots cannot be used). Building trenches, anti-personnel wire fences, placing anti-personnel or antitank mines are integral parts of defensive operations and must be carried out before the actual fighting begins. While engineering vehicles and engineers work, they should be protected from sudden enemy attacks. Bridges across water barriers can be built only in certain places where the road comes right to the bank (bridge silhouette will be displayed on the map). Repairing destroyed bridges takes quite a while and might involve bringing necessary materials from depots repeatedly. Places where construction/repair works are conducted should be well protected. To repair damaged combat units, engineering vehicles must be able to see them. If possible take damaged combat units away from combat positions. If for some reason it's impossible (e.g. the tank's tracks are broken), provide protection using other combat units. De-mining operations have certain specific features. To save an engineering vehicle from blowing up on a mine, it stops at some distance from the specified point and sappers begin to look for mines manually. Found but still live mines are marked with flags; after that, combat units can move automatically bypassing those flags. Collected mines are placed in engineering vehicles for later destruction. De-mining operations involve certain risk. If possible try to render mines harmless another way - blow them by "carpet shelling" using your artillery or by "carpet bombing." Medical vehicles Medical vehicles are easily distinguishable by a red cross painted on their side. Medics (not shown in the game) can heal wounded soldiers within their field of vision right on the battlefield. Staff cars Staff cars are used to carry around high-ranking officers. Presence of a staff car raises morale of all combat units who can see it. This is a way to compensate for a drop in morale caused by troops moving too far from their depots. 66 67 ATTACHMENTS General commands Game controls <F1> Help on control keys <F5> Quick-save current game <F8> Load last quick save <F9> Make screen-shot (saved into "shot####.tga" file in the "screenshots" directory) Legend Key combinations are indicated by the «+» sign; to activate the command, press and hold the first key and then press the second. Mouse controls: 68 Symbol Description Action <F10> oder <Esc> Call up <Esc>-menu <L_click> Left-click Press and release the left button <Tab> Display list of mission objectives <Space> Toggle game pause mode (you can issue commands to units while the game is paused) <Num +> Increase game speed <Num -> Decrease game speed <Shift> Add command to command sequence (command sequence will be carried out as soon as you release <Shift> key) <Backspace> Delete informational messages <Alt> + <Q> Exit to Windows <~> Toggle the Console window (commands history and chat with players); <R_click> Right-click Press and release the right button <Dbl_click> Double-click Press and release the left button twice in quick sequence 69 Combat units controls General commands <PgUp>, <PgDn> Scroll through the list in the Console window <L_click> Select object on screen; on free area - unselect object <Enter> Type message/Send message. in multiplayer game <Dbl_click> Select all units of this type <R_click> <Ctrl>+<Enter> Send message to allies only in multiplayer. Issue default command (move to point, attack target etc.) <Ctrl> + <R_click> Issue forced "Attack" command <Alt> + <R_click> Issue alternative command, for example, "Line up" when clicking on terrain, or "Storm house" when clicking on the house Camera controls <up arrow> Move camera forward <Shift> + <L_click> Add unit to current selection <down arrow > Move camera back <Ctrl> + <0>...<9> Assign number 0...9 to selected units <left arrow > Move camera left <0>...<9> Select group 0...9 <right arrow > Move camera right <Alt> + <0>...<9> <Ctrl>+<F2>..<F4> Remember map position Select and center the screen on group 0...9 <F2>..<F4> Recall map position Display active area 70 <Alt> + <R> Show ranges and arcs of fire <Alt> + <Z> Show ranging areas 71 CREDITS NIVAL INTERACTIVE Writers: 3D Modeling: Technical Writer: Max Serkov Dmitry Baroulin Daniil Shipitsyn Eugene Melkov Iaroslav Tchebotarev Alexander Valencia-Campo Boris Yulin Sound Director: Denis Borzenkov Game Design: Network Programming: 3D Animation: Music: Dmitry Devishev Alexander Valencia-Campo Alexander Vinnikov Boris Yulin Igor Petukhov Serge Orlovsky Vitaly Berov Alexey Serkov Max Serkov Olga Novikova Boris Korshunov Andrey „Archont“ Fedorenko Executive Producer: Yaroslav Efremov Alexey Galata Serge Orlovsky Alexander Dmitrevsky Map Editor Programming: Michael Melnikov Konstantin Cherviakov Interface Art: Resource Editor Programming: Alexey Serkov Elena Pozhilova Acknowledgements: Aleksei Gilenko Alexander Valencia-Campo Denis Borzenkov Larisa Tsyplenkova Voice Actors: Special Effects: Additional Programming: Nikolay Kozlov George Ossipov Andrew Goulin Evgeny Ivanov Cinematic Artists: Lead Programmer: Lead Artists: Yuri Blazhevich Helen Richkova Elena Sevostyanova Alexander Korabelnikov Anna Nemkovich Eugene Melkov Igor Boblak Yuri Blazhevich Art Directors: Lead Designer: Alexander Bykov Alexander Tsurkan Andrey Yaroslavtsev Boris Tokarev Dmitry Filimonov Dmitry Nazarov Ivan Litvinov Mikhail Rosenberg Sergey Chekan Victor Petrov Victor Zozulin Zhanna Nikonova AI Programming: Alexey Serkov Elena Pozhilova Nikolay Kozlov Alexander Valencia-Campo Marketing: Mission Design: Eugenia Bannikova Alexander Vinnikov Igor Petukhov Ivan Tyaglov Yuri Polyakov Anton Zvarinsky Public Relations: Project Manager: Dmitry Devishev Assistant Project Manager: 3D Engine Programming: Vitaly Berov Alexander Veselov Tools Programming: Cinematic Director: Concept Artist: Vsevolod Martynenko Yaroslav Efremov Alexander Veselov 2D Art and Textures: Alexander Veselov Special Effects Programming: Alexey Galata Alexey Serkov Michael Melnikov Interface Programming: Sound Programming: 72 Natalia Brintseva Anna Nemkovich Alexey Serkov Elena Pozhilova Elena Sevostyanova Margarita Guryeva Irina Klimova Maria Shilina Irina Valencia-Campo Historian: Boris Yulin Elena Churakova Mike Allenson Dilyara Mukatova Community Managers: Eugene Ermakova Andrey Gorev Yuri Markin 73 Posters and Marketing Art: Special Thanks: Ivan Troitsky Irina Shestakovich Stanislav Pidruchniy Andrew Chernyshov Alexander Anikin Alexander Shmatov Alexander Smolovoy Alexey Smolovoy Andreeva Anna Artem Rybakov Artur Smeliy Elena Endelina Igor Fedorov Konstantin Manurin Leonid Cheorny Marina Sukonina Mikhail Matveev Mikko Vedru Nina Iskanderova Oleg Belyakov Svetlana Gureshova Svetlana Leonova Svetlana Shmatova Tatiana Kuznetsova Victor Trukhan ("VOX" studio) Vsevolod Korolev Yuri Rudenko Yuri Smolovoy Localization Manager: Vassily Podobed Aleksei Gilenko Manual: Iaroslav Tchebotarev Web: Iraida Bashinskaya Sergey Kutsenko Arthur Gainutdinov QA Manager: Alexey Musatov Testers: Alexey Sobolev Ilgiz Ahmetshin Kirill Suzev Nikolay Volnov Sergey Kalmanovich Producer: Karin Daiß Torsten Weinstein Tony Bernadin Per Piper Christian Schüpf Stefan Thome Bogdan Trifan Dennis Krätz Simon Wiesmayr Christine Jung Roland Thimister Martin Deppe PR & Marketing Director: Co-Producer: Eric Standop Martin Löhlein Axel Rathgeber Marketing Director: CDV SOFTWARE ENTERTAINMENT AG Development Director: Dirk Weber Product Coordinator: Jochen von Nida Localization Manager: Gabor Modos Thomas Kröll Sebastian Lindig Oliver Silski Marketing Manager: Randy Dohack Chief Graphic Designer: Oliver Krainhöfner Graphic Designer: Nicole Bleich Senior QA Manager: Administration: Peter Oehler Alexander Ivanov Alexander Roschin Dmitry Nemtchinov Ekaterina Nepomnyaschaya Elena Rubanova Maria Riazanova Olga Chapurskaya Olga Fedeshova Vladimir Filkov QA Manager: Text Editor: Stefan Linder Thomas Heil Online PR Manager: Frederic Cremer Lead Tester: Andre Dordel QA Manager US: David Green Lectureship: Oliver Koch Text Editor US: Mur Lafferty QA Technical Advisor: Thomas Steg Special Thanks: QA Tester: Puschel, Panzer-Achim, Claire Grube Icefeld, Doomsday Güven Altun Tobias Henken Alex Opatic Pascal Renschler Stefan Schreiber Eric Schreiber Christian Treiling 74 Anita Gallitzendörfer Localization: Mouse-Power, Martin Deppe VOICE RECORDINGS & MANUAL LOCALIZATION: Effective Media 75 END-USER LICENSE AGREEMENT This END-USER LICENSE AGREEMENT (the "Agreement") is a legal agreement between you, the USER, ("User" or "You"), and CDV Software Entertainment USA, Inc. ("CDV"). CAREFULLY READ ALL THE TERMS AND CONDITIONS OF THIS AGREEMENT PRIOR TO INSTALLING OR USING THIS SOFTWARE PRODUCT ("SOFTWARE"). BY INSTALLING OR USING THE SOFTWARE, YOU ARE ACCEPTING ALL OF THE TERMS OF THIS AGREEMENT AND AGREE TO BE BOUND BY THE TERMS OF THIS AGREEMENT. This Agreement between CDV and You sets forth the terms and conditions of your use of the Software and Documentation. LIMITED LICENSE This Agreement sets forth USER's rights to use the software (the "Software"), and the documentation accompanying the Software, if any (the "Documentation"), each of which comprises certain proprietary material of CDV. Collectively, the Software and Documentation are referred to in this Agreement as the "Licensed Product". The Software and Documentation are licensed, not sold, to USER subject to the terms of this Agreement. CDV grants to USER the limited, non-exclusive, and non-transferable right to copy and use the Licensed Product for USER's individual use only. UNDER THIS LICENSE, USER MAY: • Install and use the Software for USER's individual use only; and • Make a copy of the Software for back-up purposes. USER SHALL NOT: • Rent, lease, sublicense, timeshare, copy or otherwise distribute the Licensed Product for any purpose; • Remove or modify any proprietary notices, company names, logos or other labels or symbols on the Licensed Product; or • Disassemble, decompile or otherwise reverse engineer the Licensed Product in order to discover the source code or related proprietary information and trade secrets, or have a third party do so; or PROPRIETARY RIGHTS CDV and/or its third-party suppliers own all proprietary rights, including all copyrights, patents, and trade secrets, in the Licensed Product and related to the Licensed Product. The Software source code and related proprietary information and trade secrets are not licensed to USER, and any modification, addition or deletion is strictly prohibited. USER agrees to include in all copies of the Software all copyright and proprietary notices. CDV reserves all rights not expressly granted to USER. LIMITED WARRANTY EXCEPT AS OTHERWISE SET FORTH HERE IN, THE LICENSED PRODUCT IS PROVIDED ON AN "AS IS" BASIS, WITHOUT WARRANTY OF ANY KIND, INCLUDING WITHOUT LIMITATION ANY WARRANTIES THAT IT IS MERCHANTABLE, FIT FOR A PARTICULAR PURPOSE OR NONINFRINGING, ALL OF WHICH ARE HEREBY DISCLAIMED. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE LICENSED PRODUCT ARE BORNE BY USER. SHOULD THE LICENSED PRODUCT PROVE DEFECTIVE IN ANY RESPECT, USER, AND NOT CDV OR ITS SUPPLIERS OR DISTRIBUTORS, ASSUMES THE ENTIRE COST OF ANY SERVICE AND REPAIR. THIS DISCLAIMER OF WARRANTY CONSTITUTES AN ESSENTIAL PART OF THIS AGREEMENT. NO USE OF THE LICENSED PRODUCT IS AUTHORIZED HEREUNDER EXCEPT UNDER THIS DISCLAIMER. LIMITATION OF LIABILITY Other TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, IN NO EVENT WILL CDV OR ITS THIRD-PARTY SUPPLIERS OR DISTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OF OR INABILITY TO USE THE LICENSED PRODUCT, INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOST PROFITS, LOSS OF DATA, LOSS OF GOOD WILL, WORK STOPPAGE, COMPUTER FAILURE OR MALFUNCTION, EVEN IF ADVISED OF THE POSSIBILITY THEREOF, AND REGARDLESS OF THE LEGAL OR EQUITABLE THEORY (CONTRACT, TORT OR OTHERWISE) UPON WHICH THE CLAIM IS BASED. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OR LIMITATION OF INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THIS EXCLUSION AND LIMITATION MAY NOT BE APPLICABLE. HOWEVER, IN NO EVENT SHALL CDV BE LIABLE TO USER IN ANY AMOUNT EXCEEDING THE AMOUNT OF THE LICENSE FEE PAID TO CDV. No waiver of any right under this Agreement shall be effective unless in writing, signed by a duly authorized representative of CDV. Failure to insist upon strict compliance with this Agreement shall not be deemed a waiver of any future right arising out of this Agreement. This Agreement shall be governed by and construed in accordance with the substantive laws of the State of California without regard to any conflict of law provisions. The parties agree that any dispute relating to this Agreement or its subject matter shall be submitted to exclusive, binding arbitration held in Los Angeles, California under the rules of the American Arbitration Association. If any provision of this Agreement is held by a court of competent jurisdiction to be invalid or unenforceable, such provision shall be fully severable, and this Agreement shall be construed and enforced as if the illegal, invalid or unenforceable provision had never been a part of this Agreement. You may not assign or transfer this Agreement, and any such attempted assignment or transfer shall be null and void. The prevailing party in any action to enforce this Agreement shall be entitled to recover its reasonable attorneys' fees from the other party. EXPORT CONTROL USER agrees to comply with all export laws and restrictions and regulations of the United States of America or foreign agencies or authorities, and not to export or re-export the Licensed Product in violation of any such restrictions, laws or regulations, without all necessary approvals. CDV makes no warranty relating to exportability of the Software to any country. GENERAL PROVISIONS Entire Agreement This Agreement sets forth the entire understanding between USER and CDV with respect to the subject matter hereof. This Agreement may be amended only in a writing signed by both parties. No vendor, distributor, dealer, retailer, sales person or other person is authorized to modify this Agreement or to make any warranty, representation or promise which is different than, or in addition to, the representations or promises of this Agreement. • Use, copy or transfer copies of the Licensed Product, except as provided in this Agreement; 76 77 SUPPORT Please write down all important specification information for your computer (see below) as well as an exact description (when, how and where the error occurred; what exactly were you doing?), before contacting our technical support. This guarantees that we can help you in a fast and efficient way. Please provide us with the following information: Personal details: • E-mail address • If you are contacting us from outside of Germany, please provide us with information on your location and the language version of the program you are using. Computer details: • Computer make and model • Windows version • Speed and manufacturer of the processor • Speed and manufacturer of the CD ROM drive • Total System RAM • Video card make and model • Sound card make and model • Mouse and driver information as well as information on any further peripherals (e.g. joysticks) 78 In order to get this information, please go to "Run" in your Windows-startmenu and type "dxdiag" in the command line before confirming it by pressing the Enter key. Now the DirectX diagnostic program will start. It mainly shows all the relevant driver files of your system components. In order to receive a text file of this information, simply click the button "Save All Information". You can then place a text file with all the relevant data on your hard drive in order to send it via e-mail or keep it for future reference. More Information and Updates: www.cdv-blitzkrieg.com Contacts: You can find our online support form on www.cdv-blitzkrieg.com Please do not direct support requests to our company address or phone number as staff cannot answer any technical questions. Lua script language designed and written by Waldemar Celes, Roberto Ierusalimschy and Luiz Henrique de Figueiredo Lua Copyright © 1994-2000 Tecgraf, PUC-Rio. All rights reserved. Used under permission. See www.lua.org for details. Ogg Vorbis Copyright © 2002, Xiph.org Foundation. Used under permission. See www.xiph.org for details. FMOD sound and music system, copyright © Firelight Technologies, Pty, Ltd. 1994-2002. Used under license. CDV Software Entertainment AG Neureuter Straße 37b 76185 Karlsruhe/Germany web e-mail tel. fax http://www.cdv.de [email protected] +49-(0)-721-97224-0 +49-(0)-721-97224-24 CDV Software Entertainment AG is listed on the Prime Standard Germany, ISIN DE 000 548 8126
0
Puede agregar este documento a su colección de estudio (s)
Iniciar sesión Disponible sólo para usuarios autorizadosPuede agregar este documento a su lista guardada
Iniciar sesión Disponible sólo para usuarios autorizados(Para quejas, use otra forma )