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Sc2 User Manual Ebook

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0% found this document useful (0 votes)
38 views220 pages

Sc2 User Manual Ebook

Uploaded by

Robert Shaw
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 220

Game manual

Contents

Minimum Requirements 6
Installing the game 6
unInstalling the game 6
product update 7
multiplayer registration 7
game forums 7
need help? 8

I. OVERVIEW 9
Introduction 9
Game Basics 10
SYMBOLS ON THE MAP 11

II. REFERENCE 14
General Unit Characteristics 14
Land Units 16
Air Units 20
Naval Units 21
Collecting Military Production Points 24
Unit Production 26
Research and Development 29
Politics and Diplomacy 40
Unit Formulas 43
III. ADVANCED RULES 56
Headquarters Attachments 56
Building Fortifications 57
Surrendering Nations 58
Plunder 59
Convoy Raiders 60
Ports 61
Victory Conditions 61

IV. GETTING STARTED 62


Playing A New Game 62
Loading A Saved Game 67
Switching Between Saved Multiplayer Games 68
Game Options 69
Event Scripts 79
Game Menu Buttons 83
Hotkeys 84

V. GAME PLAY 84
Turn Breakdown 84
Moving Units 85
LAND MOVEMENT 87
AIR MOVEMENT 92
NAVAL MOVEMENT 93
Combat 96
Interdiction 98
Automatic Naval Defensive Fire 102
Purchasing Units 102
New Unit Arrivals 104
Reinforcing Units 105
Upgrading Units 106
Renaming Units 108
Disbanding Units 108
Strategy Maps 109
Conducting Research and Development 111
Conducting Diplomacy 113
Intelligence Reports 114
Ending A Turn 115
Saving A Game 115
Ending A Game 116

VI. STRATEGY & TIPS 116


Beginner’s Tutorial 116
Axis War Strategy 129
Allied War Strategy 131
General Tips 132

VII. CAMPAIGN EDITOR 136


Using The Editor 136
Opening An Existing Campaign 137
Saving A Campaign 138
Creating A New Campaign 139
Creating A New Map 140
Editing Campaign Data 146
Activating Countries 150
Editing Unit Data 153
Editing Combat Target Data 155
Editing Research 156
Editing Diplomacy 157
Editing Event Scripts 158
Editing Artificial Intelligence Scripts 159
Setting Map Views and Preferences 160
Limitations 162
Suggestions For Creating A New Game 162

VIII. TROUBLESHOOTING 167


Installation 171

IX. TABLES 174


Abbreviations 174
Combat Target Values 175
Terrain Values 177
Supply Values 178

APPENDIX A CAMPAIGN EVENTS 179

APPENDIX B EVENT SCRIPT STRUCTURES 204


NEW AND RENAMED EVENTS 219

CREDITS 220
Minimum Requirements
OS: Windows 7, Windows 8, Windows 10
CPU: 1.5 GHZ Processor or Equivalent
RAM: 4 GB (Windows 7); 6 GB (Windows 10)
Video/Graphics: 8MB video memory
Minimum screen resolution: 1024x768
Sound: DirectX Compatible Sound Card

Installing the game


Please ensure your system meets the minimum requirements listed above. If
you purchased from the Slitherine or Matrix site you will have been provided
a download link for the games installer. To install the game, either double
click on the installation file you downloaded or if you have the boxed version,
insert the Classic Strategic Command World War II into your DVD-ROM drive.
If you have disabled the autorun function on your DVD-ROM. Follow all on-
screen prompts to complete installation. If you have redeemed a Steam key or
purchased via Steam you can also launch the game on Steam.

unInstalling the game


Please use the Add/Remove Programs option from the Windows Control Panel
or the Uninstall shortcut in the games Windows “Start” menu folder to uninstall
the game. Uninstalling through any other method will not properly uninstall
the game.

6
product update
In order to maintain our product excellence, Slitherine releases updates
containing new features, enhancements, and corrections to any known issues.
All our updates are available free on our website (www.slitherine.com) and can
also be downloaded quickly and easily by clicking on the “Update” link in your
Game Menu or by using the “Update Game” shortcut in your Windows “Start”
menu folder for the game. If you have the Steam version, Steam will update it
according to your settings.

multiplayer registration
If you bought the game directly from us, we highly recommend registering
your game first before playing. You can simply do this through the game menu,
from Multiplayer or directly at Slitherine’s website at:

www.slitherine.com/sign up

This is because you will need a registered account to play Multiplayer games
on Slitherine’s PBEM (play by e-mail) server.

When registering you can choose to sign up to the newsletters to receive


regular updates, offers and discounts on the rest of Slitherine’s catalogue so
it is worth registering!

Steam users cannot currently register though are able to play multiplayer

game forums
Our forums are one of the best things about Slitherine. Every game has its own
forum with our designers, developers and the gamers playing the game. If you

7
are experiencing a problem, have a question or just an idea on how to make
the game better, post a message there.

Go to www.slitherine.com and click on the Forums hyperlink.

need help?
The best way to contact us if you are having a problem with one of our games is
through our Help Desk. Our Help Desk has a FAQs section as well as a dedicated
support staff that answer questions within 24 hours, Monday through Friday.
Support questions sent in on Saturday and Sunday may wait 48 hours for a
reply. You can get to our Help Desk by going to http://www.matrixgames.com/
helpdesk

8
I. OVERVIEW
Introduction
“...The whole of the warring nations are engaged, not only soldiers, but the
entire population, men, women and children. The fronts are everywhere. The
trenches are dug in the towns and streets. Every village is fortified. Every road
is barred. The front line runs through the factories. The workmen are soldiers
with different weapons but the same courage...”

- Winston Churchill August 20, 1940

Strategic Command Classic WWII is more than just another grand strategy
game about the Second World War in Europe – it is an entire game engine
at your fingertips! Set in a fully enhanced two-dimensional isometric
environment it combines the the ease of play and accessibility of the original
Strategic Command, while adding many new features, including several based
on suggestions submitted by players. Bigger, better and expandable, Strategic
Command Classic WWII is an evolutionary as well as revolutionary grand
strategy game from award winning game designer Hubert Cater.

Primarily set in the European Theater of Operations of the Second World War,
you are commissioned to become the supreme commander of the Axis or
Allied armed forces. With diplomatic options, multiple avenues of research,
upgrades for a large array of available units, careful management of resources
and the strategic employment of your customized armed forces, you can
shape the eventual fate of all of the nations at war.

Strategic Command Classic WWII provides you the opportunity to re-write


history. Will you lead your forces to total victory, or ultimately fail and fall to
bitter defeat?

9
Strategic Command Classic WWII also comes with some operational scenarios
(e.g., Bulge, Citadel, D-Day, Market-Garden and 1941-42 North Afrika) that
are playable games and demonstrate the flexibility of the Campaign Editor.
However, this User Manual is oriented towards the standard strategic game
and only covers the details associated with the standard campaigns.

Please note that this Matrix version of Strategic Command Classic WWII
includes the ‘Weapons & Warfare’ DLC as part of the basic game and the
manual has been expanded to account for this. Originally this was released
as Strategic Command Blitzkrieg with Weapons and Warfare as a later DLC.
Compared to the original Blitzkrieg this Matrix version has a bigger world map,
new units, new naval movement and combat rules, a deeper weather model,
additional terrain types and resources, the simulation of roads and railways
and a greatly extended editor with the ability to add in scripted Image and
Sound events.

Note
•• If you are playing ‘Patton Drives East’ please use this manual.
•• If you are playing ‘Pacific’ please use the ‘Pacific Theatre’ manual

Game Basics
SCALE
Each tile represents approximately 80 kilometers or 50 miles. Seasonal turns
vary in length, depending on the time of year.

SEASON TURN LENGTH


Summer 1 week
Fall, Spring 2 weeks
Winter 1 month

10
MAP LAYOUT
The map covers an area that stretches horizontally from the east coast of
North America to the Ural Mountains in Russia, and vertically from just below
the Arctic Circle to the North Coast of Africa. Players will have considerable
room to maneuver, either for armor penetrations deep into the seemingly
endless Russian steppes or for treacherous anti-submarine warfare battles in
the boundless waters of the North Atlantic.

Each major power and their associated minor allies has a unique color on the
map that represents the territory controlled by that particular country:

United Kingdom (UK)

France

United States of America (USA)

Union of Soviet Socialist Republics (USSR)

Germany

Italy

Neutral Minors

SYMBOLS ON THE MAP


Each type of terrain or resource can have several different properties
depending upon whether or not a unit is attacking or defending on that
particular tile. Please refer to the Terrain Values Table for further detail on
terrain values with respect to combat.

11
TERRAIN SYMBOLS

River Forest

Mountain Marsh

Depression

From ‘Weapons and Warfare’ the following terrain types are also included :
•• Field
•• Bocage
•• Hill
•• Depression

TERRAIN IMPROVEMENT SYMBOLS

Fortification Fortress

RESOURCE SYMBOLS

Port Mine

Oil City

Capital

12
From ‘Weapons and Warfare’ & ‘Patton Drives East’ the following resource type
is also included :

•• Village
UNIT SYMBOLS

Headquarters Air Fleet

Corps Bombers

Army Battleship

Engineers Cruiser

Paratroops Transport

Amphibious
Rockets
Transport

Partisans Carrier

Tank Group Subs

13
From ‘Weapons and Warfare’ & ‘Patton Drives East’ the following unit types are
also included :

•• Commando/Special Forces
•• Anti-Tank
•• Anti-Air
•• Artillery
•• Fighter
•• Tactical Bomber
•• Destroyer

II. REFERENCE
General Unit Characteristics
The following table outlines the seven basic characteristics for all units:

CHARACTERISTIC MAX VALUE


Experience 5
Supply 10
Action Points* Unit’s AP Value
Strength** 10-15
Morale*** Determined by Formula
Readiness*** Determined by Formula
Entrenchment**** Terrain’s Maximum Value

* Refer to the Combat Target Values Table for Action Points (AP) values
** Strength values 11-15 represent elite reinforcements, based on unit Experience
*** Refer to the Unit Formulas section for further detail on Morale and Readiness
**** This characteristic does not apply to naval units

14
As depicted in the Combat Target Values Table, each unit type also has combat
target values for:
•• Target Type
•• Spotting Range (land)
•• Spotting Range (naval)
•• Action Points
•• Strike Range
•• Strikes
•• De-Entrenchment
•• De-Moralization (%)
•• Operational Range
•• Soft Attack
•• Tank Attack
•• Air Attack
•• Bomber Attack
•• Naval Attack
•• Carrier Attack
•• Sub Attack
•• Strategic Attack
•• Soft Defense
•• Tank Defense
•• Air Defense
•• Bomber Defense
•• Naval Defense
•• Carrier Defense
•• Sub Defense
Many of these values can be improved through research and development,
depending on unit type. Please refer to the Research and Development section
for further details.

15
Land Units
Land units are vital for defeating enemy land forces as well as capturing
enemy territory and resources. The effective use of land forces can indeed be
the difference between victory and defeat. The following is a breakdown of the
various land units found in the game:

HEADQUARTERS
Generally a strategic unit that provides leadership and logistical support to
subordinate units, a Headquarters (HQ) unit might be as large as a Corps-sized
unit – containing reserves and combat support elements to support major
operations – or smaller and more mobile such as those deployed by both sides
to North Africa. It is not defenseless, but cannot conduct an attack on its own.

Nominally, up to five land and air units within a range of 5 tiles may be
attached to an HQ. Germany, with its doctrinal superiority, has values of 6 that
reflect enhanced capabilities in command and control. A specifically named
Army Group Commander leads each HQ. Typical HQ attachments can be seen
in the command diagram below:

HQ

Note: HQ attachments are covered in more detail under the Advanced Rules
section. HQ attachment parameters may be also edited. Please refer to the
Activating Countries section for further details.

16
Historical Army Group Commanders are available in a nation’s force pool
at production time, each with a unique, predetermined command rating.
The higher the command rating of an Army Group Commander, the higher
the readiness value for all units attached to his HQ. Please refer to the Unit
Formulas section for further detail on calculating unit readiness.

Examples:

ARMY GROUP COMMANDER COMMAND RATING


Manstein 9
Zhukov 9
Eisenhower 8
Montgomery 8

In addition to influencing the readiness of units under its command, HQs can
also provide a combat morale bonus depending on how well its subordinate
units have performed in the field. Any unit that performs well when attached to
an HQ will increase that HQ’s command experience and subsequently increase
the combat morale bonus for all units under its command. Conversely, if
units attached to an HQ face some sort of disaster then that HQ’s command
experience is reduced, which in turn will reduce the combat morale bonuses
for all units under its command.

Although HQs are administrative in nature and cannot attack, they can provide
logistical support to increase a unit’s supply value from distant supply
resources. Please refer to the Unit Formulas section and the Supply Values
Table for further details.

CORPS
In general, the standard Corps in the Second World War was approximately
40,000 to 60,000 men.

17
ARMY
Armies were made up of one or more Corps plus any special attached
formations and were usually 60,000 to 100,000 men.

TANK GROUP
Tank Groups started the war comprised of one or more motorized corps that
might also have included one or more tank divisions. Future developments
of Tank Groups, notably in Germany and USSR, led to larger operational
formations such as the Panzer or Tank Armies.

ENGINEERS
Engineers can be used to build fortifications to help strengthen defenses
against enemy land attacks and as well as amphibious operations. While
fortifications are not as strong as fortresses such as the Maginot Line,
Gibraltar or Sevastopol, they represent substantial improvements such as
dragon’s teeth, trench lines and barbed wire. Building fortifications is covered
in more detail under the Advanced Rules section. These units are considered
Construction Engineers and were effectively used by all sides. Combat
Engineers, on the other hand, which participated in countless offensive and
defensive operations throughout the war, are presumed to be an integral part
of the other combat units in the game.

PARATROOPS
Paratroops can help negate defensive advantages by dropping behind enemy
lines, as when friendly units are engaged in a ground assault.

Paratroops were used for airborne assaults and were especially effective
when combined with amphibious invasions. Major airborne operations of
the Second World War included the German air assault on Crete, Allied D-Day
landings in France and the Allied Market-Garden landings in Holland.

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ROCKETS
Rockets can be used to attack strategic resources as well as regular land, air,
or naval units. The key advantage of Rockets is that their attacks cannot be
opposed, so they will only lose strength points from direct attack by other
units.

Rockets were developed primarily by Germany in the hopes that these novel
“wonder weapons” might bring decisive victory at minimal cost. In the end
though, these weapons failed to play a decisive strategic role due to their late
introduction and the limited numbers that were produced.

PARTISANS
Partisans can help pin down enemy units, hinder supply of resources, and
disrupt military production in their areas of operation.

Throughout the Second World War, partisans were consistently a thorn in the
Axis side. They were most prominent in Yugoslavia and USSR, with smaller
guerrilla operations elsewhere. The smaller partisan units are abstractly
represented by certain supply events, though actual units may be added
using the Editor.

COMMANDOS/SPECIAL FORCES
Special Forces can be used to sneak behind enemy lines and capture
resources or disrupt Operational movement by capturing rail tiles. Special
Forces are able to achieve this special type of raid capability since Special
Forces can amphibiously transport from any tile and not necessarily only from
those tiles that are adjacent a friendly port.

Special Forces also have a strong attack punch and are highly demoralizing
to enemy units but are very weak on defense so they should be used with
caution or only under the right offensive circumstances.

19
ANTI-TANK
Anti-tank units are very useful on the defensive and especially so when tied
in with defensive Artillery and Anti-Air units. The right layout of Fortifications
and Anti-Tank units can be very effective in slowing down an enemy Tank
“Blitzkrieg” on any defensive front.

ANTI-AIR
Anti-Air units feature automatic defensive fire cover for any air attack within
the Anti-Air unit’s strike range radius. This can be handy in providing extra air
cover for key resources or for front line units from Fighter, Tactical Bomber,
Bomber or even Carrier attack.

ARTILLERY
Artillery units can be useful in lowering unit entrenchment and/or to demoralize
an enemy unit during an initial artillery bombardment phase preceding regular
combat.

Artillery units also feature automatic defensive fire for any attack on friendly
units within the Artillery unit’s strike range radius.

Air Units
Air units can play an important role in long-range pre-emptive strikes as well
as destroying an enemy’s strategic assets.

AIR FLEETS
Air Fleets can attack any valid land, air, or naval targets, though their strategic
attacks are limited. They are also quite useful when placed in the immediate
vicinity of operational or strategic targets and activated as interceptors,

20
or used as escorts for strategic bombing attacks. Air Fleets were normally
comprised of fighters, tactical bombers and transport wings, and these mixed
groups conducted the day-to-day air operations throughout the war.

BOMBERS
Bombers can be used to attack any valid land, air, or naval units, but are most
effective against resources. The strategic bombing of enemy cities and other
resource areas can reduce the enemy’s overall military production.

Bombers played an integral role in the Second World War. In particular, the
Allies’ use of heavy bombers in the middle to late stages of the war likely
contributed to the eventual surrender of both Italy and Germany.

TACTICAL BOMBER
Tactical Bombers can be considered as a form of air artillery and as such are
also very useful in lowering unit entrenchment and/or to demoralize an enemy
unit during an initial artillery bombardment phase preceding regular combat.

Tactical Bombers have the advantage over regular artillery to be quickly


moved around the battlefield due to their higher Action Point values but may
also be grounded due to bad weather making them ineffective during these
turns. Tactical Bombers are also vulnerable to Fighter interception so proper
escorts are also key to any offensive strategy.

Naval Units
Naval units can be used to help control or threaten vital sea-lanes as well
as conduct shore bombardments prior to and during amphibious invasions.
Naval units are mostly task forces representing several combat and support
vessels clustered around a named capital ship.

21
BATTLESHIPS
Battleships are the storied “Behemoths of the Seas” and were mostly used
in surface combat. They can also be quite powerful when used for shore
bombardments. These offshore attacks can be directed against coastal land
or air units as well as resources.

Battleships were long considered to be the pinnacle symbol of naval power.


However, as the war progressed, these capital ships lost much of their luster.
The advances in submarine design and the effective use of aircraft carriers,
especially following UK’s devastating air raid on the Italian fleet at Taranto,
prompted serious reconsideration of the Battleship’s role in modern warfare.

CRUISERS
Cruisers can be used to escort Battleships and Carriers, or hunt submarines
using the unique anti-submarine warfare techniques of their integral
destroyers. Cruisers can also be used as “Battle Cruisers” in regular surface
naval combat and for shore bombardments, though they are not as devastating
as the Battleships.

DESTROYER
Destroyers arethe sub hunting kings and are the most effective anti-sub unit
available in the game. Cheaper to buy and with a shorter production time than
other capital ships Destroyers can make or break the Battle of the Atlantic for
either side.

CARRIERS
With their extended strike range, Carrier units can be extremely useful in
advanced strikes upon land, air and other naval units. Their naval tactical
bombers and torpedo bombers are particularly effective against naval targets,
although their land and strategic attacks are limited.

22
The advent of aircraft carriers marked the beginning of a new form of naval
warfare. While most effectively employed in the Pacific, Carriers in the
European Theater of Operations did have some utility in anti-submarine
warfare and were used with some success in the Mediterranean Sea.

SUBS
Submarines can be effective in regular naval combat, but their great inherent
strength lies in their stealthy ability to disrupt enemy convoys in the North
Atlantic and Mediterranean. Convoy raiding by Subs is covered in more detail
under the Advanced Rules section.

Although submarines were instrumental for Germany in the First World War, the
Washington Treaty of 1922 did not impose any limitations on their post-war
design or numbers. This lack of oversight resulted in Germany experimenting
with new submarine designs and tactics. One eventual development, the
concept of a submarine Wolf Pack, was extremely successful in wreaking
havoc on many Allied convoys in the fiercely contested “Battle of the Atlantic.”

TRANSPORTS
Transports were used to move land units across fixed bodies of water. In
terms of combat, transports are quite weak since they cannot attack and
their defense is poor, but they are essential to any campaign in the European
Theater. Transports can only load or unload units at a friendly-controlled port.

AMPHIBIOUS TRANSPORTS
Amphibious Transports were used during the Second World War to conduct
invasions against enemy controlled shores. Invasion fleets consisted of
various landing craft, notably the “Higgins boat” developed by the Allies. An
amphibious invasion could achieve surprise and decisive results if executed
properly. Unlike regular Transports, Amphibious Transports can be used to

23
unload units directly onto coastal tiles, either friendly or enemy controlled.
Amphibious Transports may also unload units at a friendly controlled port.

Collecting Military Production Points


Military Production Points (“MPPs”) are collected at the end of each turn and
are based on the number of cities, mines and oil resources currently owned
or occupied by either side. Only the major powers can control their own
production:

•• UK
•• France
•• USA
•• USSR
•• Germany
•• Italy

Minor countries do not receive MPPs. Any allowable builds must be built by
their controlling major power.

The following table outlines the conditions that determine the maximum
operational strength value of a city or resource:

CONDITION MAX STRENGTH VALUE


In Direct Connection With Capital 10
Cut Off From Capital 5
Occupied City/Resource 8
Cut Off And Occupied 5

Note: The maximum occupational efficiency for each country may be edited. For example,
occupied cities or resources in the USSR will have a maximum strength value of five. Please
refer to the Activating Countries section for further details.

24
Strategic bombing, air attack, naval bombardment or rocket attack can reduce
the operational strength value of any valid strategic resource. This results
in strength losses and affects the number of MPPs collected at the end of
each turn. On subsequent turns, the operational strength value for damaged
resources is automatically increased by one point per turn, up to their
maximum strength value. This simulates rebuilding and repair of damaged
infrastructure.

The following table outlines the MPP values assigned to resources:

RESOURCE MPP VALUE


Port 0 MPP
City 1 MPP * Operational Strength
Capital 2 MPP * Operational Strength
Mine 2 MPP * Operational Strength
Oil 3 MPP * Operational Strength

Note: Certain convoy and resource events provide means to increase a country’s MPPs
beyond the total value of resources it directly controls. See Editing Events for more details
on how these might function.

In addition, each major country has an Industrial Modifier. This represents


the relationship between collected MPPs from all controlled resources and
actual production capability. As the cursor is moved over the game map, a
small industrial icon reveals each country’s Industrial Modifier value. This
information appears in the upper right corner of the information bar at the top
of the main screen, as shown below:

A value of 100% represents a 1-to-1 relationship between collected MPPs and


production capability. A value of 75% represents three-quarters production,
125% represents one and one-quarter production, and so on. This Industrial
Modifier value can be increased for each level of Industrial Technology
research that is achieved. Please refer to the Research and Development

25
section for additional details. Since minor countries cannot conduct their own
research, they will always have a default Industrial Modifier of 100%.

In general, all MPPs collected at the end of each turn are available for use during
the next turn. The production values for each type of resource controlled are
added together and then multiplied by the country’s Industrial Modifier. For
neutral major countries, this total is then adjusted to account for an Activation
Value that is necessarily less than 100%. The following formula reflects the
MPP collection calculation:

MPP Collection = Total Resource Value * Industrial Modifier * Activation Value

Note: A game play option for normalized production is also available to help
equalize the production capability due to longer winter turns and shorter
summer turns. In this case, production would be increased on winter turns and
decreased on summer turns. Please see Game Options section for more details.

The MPP collection is subsequently adjusted for normalized production if


that game play option is selected. Any special corrections such as convoy
transfers or raider convoy losses are then taken into account to determine the
final total of MPPs. These become available at the beginning of each turn for
each major country.

Unit Production
In general, a country’s production of units can only occur in or adjacent to
those cities that can trace a direct line of land tiles back to their capital or
industrial centers. For example, since the sea isolates London from the
European mainland, UK could never build units outside of England. Rather,
they have to build them in England first and then transport or operationally
move them overseas. However, if the Home Builds Only option is in effect for

26
your campaign, then every country’s production of units can only occur in
its home cities. Please refer to the Editing Campaign Data section for details
about setting advanced game play options in the Editor.

The following table outlines the standard production costs for each unit type
based on no research advances:

UNIT MILITARY PRODUCTION COST


NEW UNIT MILITARY PRODUCTION COSTS
HQ 250 MPP + (HQ Rating * 5% HQ Cost)
Corps 100 MPP
Army 175 MPP
Special Forces 185 MPP
Engineers 200 MPP
Paratroops 200 MPP
Anti-Tank 100 MPP
Anti-Air 100 MPP
Artillery 100 MPP
Rockets 200 MPP
Tank Group 250 MPP
Air Fleet 200 MPP
Tactical Bombers 250 MPP
Bombers 300 MPP
Battleship 400 MPP
Cruiser 300 MPP
Destroyer 200 MPP
Carrier 450 MPP
Sub 200 MPP
Partisans* 75 MPP

Note: Partisan cost is only for reinforcement cost calculations.


Using particular game options can further control unit production. For example,
one option allows you to set a production delay for purchases, as opposed
to instant builds. Another option allows you to set soft build limits. Soft build

27
limits allow a player to surpass the specified force pool build limits with a
percentage penalty applied to extra units and reinforcements. Not selecting
soft build limits would strictly enforce the specified force pool limits. See
Game Options for additional.

Research and development can improve the combat effectiveness of various


units by increasing a variety of combat target values. But this will also result in
an increase in a unit’s overall production and reinforcement costs as defined
by each technology area. See the Research and Development section for
additional details on the various types of research available. The following
formula reflects the cost of units according to achieved research levels:

Cost of Unit = standard production cost + (% increase * # of applicable


research levels)

Note: Cost increases for multiple technology areas will have cumulative
effects. For example, level 3 research gains in both Long-Range Aircraft and
Advanced Aircraft technology would increase overall costs by 45%, making
new Air Fleets and any reinforcements that much more expensive. Production
Technology, however, provides cost decreases that are also factored into the
unit cost formula.

Reinforcement costs for damaged units are based on the current cost of the
unit. Please refer to the Unit Formulas section for details about regular and
elite reinforcements. The following formulas reflect the relative reinforcement
costs of a unit due to combat losses:

Regular Reinforcement Cost = # of strength points * (Cost of Unit / 10) / 2

Elite Reinforcement Cost = Regular Reinforcement Cost * 2

In Strategic Command Classic WWII, players now have the ability to customize
nearly all of their armed forces. With several research categories available for

28
most units, the number of customizations and/or specializations will allow
much greater variability in game play.

Players can manually select units for upgrade, with the cost being equal to the
difference in cost between the old technology level and the new one. Players
may also continue to purchase and reinforce lower technology units at their
lower cost, which might represent inexpensive cadre or garrison-duty units
that could be upgraded later. This flexibility in purchasing and upgrading units
allows players to customize their forces in any manner they desire.

Research and Development


While only the Axis and Allied major countries can conduct research and
development, minor countries can upgrade their units via their major parent
Research levels. Minor countries generally upgrade at double the cost with
some exceptions for countries like Canada.

Available Technologies:

•• Infantry Weapons
•• Heavy Tanks
•• Artillery
•• Rockets
•• Anti-Tank Weapons
•• Motorization
•• Advanced Aircraft
•• Heavy Bombers
•• Long Range Aircraft
•• Naval Warfare
•• Advanced Subs

29
•• Anti-Submarine Warfare
•• Anti-Aircraft Radar
•• Amphibious Warfare
•• Intelligence
•• Infrastructure
•• Production Technology
•• Industrial Technology

Each technology area has a maximum achievement level of 5. You may invest
1-5 research points (also referred to as “chits”) in any given category. Certain
campaigns might also have other uniquely defined limits.

At the beginning of each turn, each chit has a 1-5% chance of returning the next
level of research (5% chance to reach Level 1, 4% chance to reach Level 2, and
so on), so the more chits invested in a particular technology area, the better
the chances of achieving the next level. It is generally easier to achieve lower-
level advances and harder to achieve higher-level advances. This is shown in
the following research formula representing technology advances from Level
1 to Level 5:

% chance per turn = (5% -> 4% -> 3% -> 2% -> 1%) * applicable points in category

Example: Two chits in a particular category will result in a 10% chance per turn
for getting from Level 0 to Level 1, an 8% chance for getting from Level 1 to
Level 2, a 6% chance for getting from Level 2 to Level 3, and so on.

The research formula also has an adjustment that takes into account real life
situations that occur in every war, such as captured enemy equipment and
spying and espionage. For instance, if an opponent has achieved a higher
level in a particular category, there will be a bonus applied to your chance
calculation each turn. However, the normal research chance can only be
increased if a level of difference exists; it can never be reduced. This bonus

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could be further modified by friendly and/or enemy Intelligence research
advances. The following represents the modified research formula, using the
enemy research bonus and intelligence modifier:

(% + highest enemy level - current level +/- intelligence modifiers) * applicable


points in category

Example: If there is one chit in Advanced Aircraft at Level 1 (where the


normalized research formula means you have a 4% base chance to achieve
Level 2) and the enemy currently has Level 3, then the result would be: (4% +
3% - 1%) * 1 chit = 6% chance of success per turn. Note that this assumes no
intelligence modifiers for either side.

While chits may vary in cost, the total maximum research funding cannot
exceed the allowable limits per major country. An invested chit may be
redeemed at 50% of its original value. Once you attain the next research
level, your invested chit is consumed by default and cannot be reinvested or
redeemed. However, if the Consumable Research Chits option is not selected
for the campaign, then chits will remain invested in an area after technology
advances are achieved. Please refer to the Editing Campaign Data section for
details about setting advanced game play options in the Editor.

Research levels greater than zero will be indicated on upgraded units with a
small-circled number on the unit base. The following sections describe the
variety of benefits possible in each technology area:

INFANTRY WEAPONS RESEARCH


Infantry Weapons research covers a broad spectrum of improvements in
small arms, including commonly available support weapons such as mortars,
artillery, assault guns, and armored cars.

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Each new level of Infantry Weapons research increases the soft attack and soft
defense values for Corps, Army, Engineers and Paratroop units. Production and
reinforcement costs of these unit types increase by 10% with each achievement.

HEAVY TANK RESEARCH


Both the Axis and Allies put extensive research into developing the next
generation of medium to heavy tanks. Some of the more notable heavy tanks
of the war included Germany’s Tiger I & II, and USSR’s KV series of tanks.

Each new level of Heavy Tank research increases the soft attack, soft defense,
tank attack, and tank defense values for Tank Groups. Production and
reinforcement costs of Tank Groups increase by 10% with each achievement.

MOTORIZATION RESEARCH
The development of wheeled and tracked support vehicles greatly improved
the mobility of combat units during the Second World War. The primary impetus
was to allow the infantry to keep pace with the fast-moving tanks.

Each new level of Motorization research increases the mobility, or action


points for Corps, Armies, Special Forces, Engineers, Anti-Tank, Anti-Air, Artillery,
Rockets, and Tank Groups. Production and reinforcement costs of these unit
types increase by 20% for Corps, Armies, Special Forces, and Engineers and
by 5% for Anti-Tank, Anti-Air, Artillery, Rockets, and Tank Groups for each level
of achievement.

ARTILLERY RESEARCH
Artillery research encompasses advancements in not only more powerful
guns but improvements in accuracy as well.

Each level of Artillery research improves the soft attack, tank attack, air
attack, bomber attack, naval attack, carrier attack and sub attack values for

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Artillery units. Production and reinforcement costs for Artillery increase by
10% for each achievement.

ANTI-TANK WEAPONS RESEARCH


Anti-Tank Weapons research encompasses towed and self-propelled anti-
tank guns as well as the later panzerfausts/panzerschreks and bazookas
developed by Germany and USA, respectively.

Each new level of Anti-Tank Weapons research increases the tank attack
and tank defense values for Corps, Army, Engineers and Paratroop units.
Production and reinforcement costs of these unit types increase by 5% with
each achievement.

Each new level of Anti-Tank Weapons research increases the soft attack, tank
attack, air attack and bomber attack values for Tactical Bombers. Production
and reinforcement costs of these unit types increase by 10% with each
achievement.

Each new level of Anti-Tank Weapons research increases the tank attack and
tank defense values for Anti-Tank units. Production and reinforcement costs of
these unit types increase by 10% with each achievement.

ROCKETS RESEARCH
Both sides worked on developing various types of surface-to-air, surface-to-
surface, air-to-surface and air-to-air rocket technology. Launched from bases
in Holland, the V-1 and V-2 rockets developed by Germany proved to be quite
devastating to cities like London. While the V-1 was mostly a nuisance, the V-2
presented a potentially serious threat. Fortunately for the Allies, the V-2 program
suffered from many of the common problems Germany faced in the later war
years, such as material and fuel shortages as well as disrupted production.

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Each level of Rockets research improves the strategic attack, and strike range
values for all Rockets. It also increases the chance by 10% that a rocket attack
against a resource occupied by a defender will inflict a hit on that defending
unit. However, Rocket units are unique in that their attack values decrease by
a percentage with increasing range. This decrease in effectiveness represents
the inherent inaccuracy of WWII rockets at extended range. Production and
reinforcement costs of Rockets increase by 10% with each achievement.

ADVANCED AIRCRAFT RESEARCH


Advanced aircraft, such as Germany’s ME 262 jet fighter and Arado 234 B-2
bomber, shocked the Allied air commands in the closing stages of the war. Yet,
production problems and limited numbers never really allowed these jets and
other advanced aircraft to impact the course of the war. Nevertheless, many
historians agree that had such aircraft been developed earlier, the war could
have ended much differently.

Each new level of Advanced Aircraft research improves the air attack and air
defense values for Air Fleets and Carriers. Production and reinforcement costs
of Air Fleets and Carriers increase by 10% with each achievement.

HEAVY BOMBER RESEARCH


As the Second World War progressed, heavy bombers emerged as important
instruments in the disruption of supply and the destruction of vital resources.

Each new level of Heavy Bomber research improves the strategic attack
values for Bomber units. It also increases the chance by 10% that a strategic
bombing attack against a resource occupied by a defender will inflict a hit on
that defending unit. Production and reinforcement costs of Bombers increase
by 10% with each achievement.

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LONG-RANGE AIRCRAFT RESEARCH
An essential development throughout the war years, long-range aircraft
provided an effective means of attack and defense on almost every front.
Notably, long-range aircraft enabled the Allies to finally close the air gap in the
North Atlantic as well as allow deep penetrations into Axis held territory, such
as the massed Allied bomber attacks on the oil fields in Romania.

Each new level of Long-Range Aircraft research increases the spotting,


action points, and strike range values by +1 for both Air Fleets and Bombers.
Additionally, each new level increases the spotting and strike range values
for Carriers and increases the operational range for Paratroops. With each
achievement, production and reinforcement costs of Air Fleets, Bombers and
Paratroops increase by 5%, and Carriers by 10%.

GUN LAYING RADAR RESEARCH


Both the Axis and Allied navies experimented with various types of radar
to improve the accuracy of their big guns for naval combat and shore
bombardment. The German Kriegsmarine began the war with more modern
fleets, but the Allies had to eventually upgrade their older surface ships.

Each new level of Gun Laying Radar research improves the naval attack, carrier
attack, naval defense, and strategic attack values for both Battleships and
Cruisers. It also increases the chance by 10% that a shore bombardment against
an occupied resource will also inflict a hit on the defending unit. Production and
reinforcement costs of these unit types increase by 10% with each achievement.

NAVAL WARFARE RESEARCH


Both the Axis and Allied navies experimented with various types of radar
and other naval research to improve the accuracy of their big guns for naval
combat and shore bombardment.

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Each new level of Naval Warfare research improves the naval attack, carrier
attack, bomber defense and naval defense values for Battleships, Cruisers and
Destroyers. It also increases the chance by 10% that a shore bombardment against
an occupied resource will also inflict a hit on the defending unit. Production and
reinforcement costs of these unit types increase by 10% with each achievement.

Each new level of Naval Warfare research improves the naval attack, carrier
attack and sub attack values for Tactical Bombers. Production and reinforcement
costs of these unit types increase by 10% with each achievement

ADVANCED SUBS RESEARCH


Advances in submarine design and technology allowed the German Untersee
Boots to re-enter the Battle of the Atlantic in the later stages of the war. Most
notably, the snorkel allowed these U-boats to remain submerged while
recharging their batteries with improved diesel engines. However, these and
other developments failed to have any serious impact in the later stages of the
war due to production problems and ever-dwindling resources.

Each new level of Advanced Subs research improves the naval attack
and carrier attack values for Subs. Normally, Subs have a 20% chance of
successfully diving from either naval or air attack. With each new research
level this base percentage improves by +10%. Production and reinforcement
costs of Subs increase by 10% with each achievement.

ANTI-SUBMARINE WARFARE RESEARCH


Anti-Submarine Warfare (“ASW”) developments were essential in defending
from submarine attack, as well as for submarine detection and destruction.
Sonar was a key contributor to ASW advances, and development of better
destroyer tactics and improved depth charges ultimately became vital to UK’s
very economic survival.

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ASW research improves the sub attack and sub defense values of Battleships,
Cruisers and Carriers. Each new level of ASW reduces an attacked Sub’s current
dive percentage by 10%. Production and reinforcement costs of these unit
types increase by 5% with each achievement.

ANTI-AIRCRAFT RADAR RESEARCH


This research area provided both sides with more effective defense from
air attacks, by improving detection capability and developing larger, more
accurate anti-aircraft guns.

Every new level of Anti-Aircraft Radar research improves the bomber defense values
for resources. This anti-aircraft radar bonus only applies to resources defending
from strategic bombing, and not to any units occupying the attacked resources.
Resources must be individually upgraded at a cost of 10 MPPs (based upon the
value of a full strength city) per level per resource. New levels of Anti-Aircraft Radar
research do not otherwise increase any production or reinforcement costs.

Note: Due to the nature of the tile owner/controller relationship when minor
countries may claim territory for majors, Anti-Aircraft Radar research is
presumed to be a shared technology between a parent major and its
controlled minors. For instance, UK could upgrade Alexandria in its controlled
nation of Egypt. Also, conquered cities of an enemy country may be upgraded,
such as the city of Kiev in German-occupied Russia.

AMPHIBIOUS WARFARE
Development of amphibious warfare doctrine and landing craft was essential
for the Western Allies to invade and liberate Italy and France. The USA’s
famous Higgins Boat was used extensively during the war for ship-to-shore
movements. Each new level of Amphibious Warfare increases the action point
values for Amphibious Transports.

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INTELLIGENCE RESEARCH
Intelligence operations during the Second World War consisted of a broad
spectrum of information-gathering activities that included spying, espionage,
sabotage and counter-intelligence.Each new level of Intelligence research
increases your own research bonus by 1% and decreases your opponent’s
bonus by 1%. When decreasing your opponent’s research bonus, it will only
apply on a per country basis within applicable research categories.

Additionally each new level of Intelligence research increases the chance that
you will be able to randomly spot enemy units on the map during Fog of War.
The base spotting % chance increases by 1% for each new level of Intelligence
research. For example Level-2 Intelligence for Germany would give it a 2 * 1%
= 2% chance per enemy unit.

New levels of Intelligence do not otherwise increase any production or


reinforcement costs.

INFRASTRUCTURE RESEARCH
Continual improvements in infrastructure in home countries and occupied
territories during the Second World War greatly facilitated the rapid
deployments and redeployments of forces. Improvements in roads, railroads
and ports allowed more efficient use of these and other vital transportation
networks.

Each new level of Infrastructure research reduces operational movement and


regular Transport costs by 15%. New levels of Infrastructure research do not
otherwise increase any production or reinforcement costs.

PRODUCTION TECHNOLOGY RESEARCH


In general, advances in any of the above research areas result in cumulative
production and reinforcement cost increases for the applicable unit

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type(s). High technology areas such as aircraft and heavy tanks – units
that consume vast quantities of oil and minerals – will necessarily incur
higher costs. Thus, to offset these additional costs, developing production
technology will not only improve a country’s industrial capacity but also the
efficient use of raw materials.

Each new level of Production Technology research decreases unit costs by 5%


- after the final cost of the unit. The final unit cost includes applicable research
cost increases but not soft build limit penalties, if applicable. Soft build limit
penalties are still added, but only after calculation of final unit cost and any
Production Technology reduction.

INDUSTRIAL TECHNOLOGY RESEARCH


Mobilization for war and transformation of national industry to a war economy
took time. Efficient use of resources generally improved for most countries
throughout the Second World War.

Each new level of Industrial Technology research increases a country’s


Industrial Modifier by its national industrial technology increment. This
value can vary for each major anywhere between 10-25%. For neutral, inactive
majors, the Industrial Modifier is linked to its Activation Value, which means
the full value of the Industrial Modifier is not fully effective until the country is
activated and at war.

Example: The USA with a base Industrial Modifier of 75% and an Activation
Value of 50% would see an effective Industrial Modifier of 38%. Please refer to
the Collecting Military Production Points section for further details.

39
Politics and Diplomacy
THE MAJOR COMBATANTS
France, UK, USA and USSR begin the 1939 Fall Weiss campaign politically
aligned as Allied, although USSR is considered to be non-cooperative. Germany
and Italy forged the “Pact of Steel” and will cooperate as Axis partners. Whereas
France and UK are at war with Germany right from the start, the USA, USSR and
Italy begin the campaign as neutrals.

One thing to keep in mind with respect to neutral major countries is that their
war entry may be greatly affected by varieties of game play and diplomatic
efforts undertaken by either the Axis or Allied side. For instance, aggressive
game play by the Axis may result in an early war entry by Italy, while continued
rampant aggression – such as an invasion of Franco’s Spain – may backfire,
since the USSR and/or USA could join the Allies earlier than expected.

Also, it is important to realize that minor countries, usually those closest to


invaded neighbors, could well shift their alignment toward the non-aggressive
side. And, if playing as the Allies, aggressive actions such as invading Benelux
or Norway may also backfire by delaying the USA’s entry into the war.

MINOR COMBATANTS
All other countries in the European Theater are treated as neutral until attacked
by either the Axis or Allied side. The historical Axis and Allied minor countries
such as Canada, Hungary, Romania and Yugoslavia also include variable
activation conditions. Once again the game play and diplomacy of either side
can create many new “what if?” situations, albeit within a reasonable historical
context. Expect countries such as Spain or Turkey, both of whom had close ties
to Germany, to possibly join the Axis side if UK is near collapse. Or Hungary and
Romania may not join the Axis alliance if Germany attacks its fascist ally Spain.

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Alignment of minor countries includes Axis, Axis Minor, Allied, Allied Minor, and
Neutral. Scripted events may also provide certain effects for minor nations
that lean towards a particular ally. For example, Sweden is considered an
inactive Axis Minor and a scripted event increases German MPPs each turn,
due to a convoy of valuable iron ore shipped through the Baltic Sea.

All countries have an Activation Value associated with them that will be coupled
with their Axis/Allied Minor leanings. Through alert diplomacy, players can
attempt to influence a hesitant minor to become a fully activated ally. Since
shifts in alignment are both variable with respect to events and subject to
diplomacy, it is probably wise to keep an eye on diplomatic developments by
occasionally accessing the War Map. This map displays each country’s political
leanings and Activation Value, and reveals the relations between all countries.

DIPLOMACY
The optional diplomatic model allows each side the opportunity to influence
other countries into joining their respective side. In general, each country
has an Activation Value that reflects their current political leaning towards
any particular side. Fully active Axis and Allied major countries are able to
purchase diplomacy chits in order to attempt to influence any neutral country.
Diplomacy chits represent the political efforts as well as the promise of
trade, military equipment, and/or economic packages that were often used to
influence another country during the war.

Diplomacy chits may be purchased to influence a minor or a major neutral


country. While chits may vary in cost depending on the degree of difficulty
in persuading a particular target, the maximum diplomatic influence (i.e.,
number of chits) cannot exceed the allowable limits per major country. Please
refer to the Conducting Diplomacy section for more details about purchasing
diplomacy chits.

41
Unlike Research and Development, players may not reclaim an invested
diplomacy chit. Once a diplomatic investment is made, it is final. Once you
achieve a diplomatic success, your invested chits are consumed by default
and cannot be reinvested. However, if the Consumable Research Chits option
is not selected for the campaign, then chits will remain invested in a target
country after a success is achieved. Please refer to the Editing Campaign Data
section for details about setting advanced game play options in the Editor.

Once a diplomacy chit has been purchased and assigned to a country, in each
successive turn there will be a random chance of an increase in Activation
Value towards your side. If you have more chits assigned, there is a greater
chance of success. The chance per turn for diplomatic influence will be
about 5% multiplied by the number of diplomacy chits assigned to the target
country, but only about 3% for USA diplomacy. If diplomacy succeeds, there
will be a favorable percentage increase between 7-10% in political leaning for
that country, with a 5-10% chance (applicable to diplomatic efforts for minor
countries only) that the increase will be between 15-25% instead. If a minor
country’s Activation Level drops below 0%, then its political alignment switches
sides and becomes a positive value again. Note that the Activation Level of a
major country may not drop below 0% and its political alignment will not change.

At the same time, your opponent could also be purchasing diplomacy chits
to influence the same country. In this event, the difference between the
cumulative friendly diplomatic pressure and the cumulative enemy diplomatic
pressure will determine the percentage chance for a diplomatic result. The
general idea is to allow for counter-diplomacy as well as for more interesting
diplomatic results under fog of war whereby diplomacy chit purchases remain
unknown. Therefore diplomacy and counter-diplomacy will have a realistic
and often frustrating feel, as you may never be sure of what your opponent is
doing and why your diplomatic efforts may have failed.

42
Standard political events (i.e., random political triggers and war readiness
factors) may also change Activation Values for countries, so aggression or
lack of aggression will have variable effects. There is also a random automatic
boost of 1-5% per turn once a country’s Activation Value reaches 90%, and
continues until activation has reached 100%.

In addition, certain Activation Values trigger the diplomatic threshold for some
strategic benefits in Strategic Command Classic WWII. For example, once USA
is leaning 40% toward the Allies, Lend Lease will be possible for both the UK
and USSR. This will add some variety to planning, as an overly aggressive Allied
strategy too early in the war could have negative results if it drives USA political
leaning below the 40% threshold. Also, if diplomacy could reduce Sweden’s
leaning below 20%, then that would disrupt iron ore shipments to Germany.

Unit Formulas
The following formulas cover the calculations of the seven general unit characteristics.

EXPERIENCE
A unit’s experience is based upon the number of battles it has been involved
in. Unit experience has a maximum value of 5. The following table outlines
experience point allotment based on the various types of combat:

COMBAT TYPE UNIT EXPERIENCE POINT ALLOTMENT


Attack +0.2
Attack Victory +0.3
Defense (Ground) +0.2
Defense (Bombardment/Air) +0.1
Sub Raiding +0.1
Resource Attack +0.1
Naval Bombardment +0.05

43
Some experience information such as number of attack victories a unit has
accumulated, or cities and resources it has captured, will be tracked internally
for each unit so that players can review these individual unit honors during
and after a game.

Unit experience may also decrease whenever a unit is reinforced. As outlined


previously, unit strength losses require fresh troop replacements. These
regular replacements often have very little combat experience, thus causing
a net loss of experience for any reinforced veteran unit. Elite reinforcements
represent highly trained replacements that are more expensive, but do not
cause a loss of experience. In terms of experience point losses due to the
regular reinforcement of a unit, the following formula applies:

Experience Point Losses = (Reinforcement amount * Experience) / 10

For HQs, combat experience is dependant upon how well subordinate units
under its command perform in the field according to the following table:

COMBAT TYPE FOR UNITS UNDER AN HQ'S COMMAND HQ EXPERIENCE POINT ALLOTMENT
+0.05 (Attacker’s HQ)
Attacker Losses < Defender Losses
-0.05 (Defender’s HQ)
+0.05 (Defender’s HQ)
Attacker Losses ≥ Defender Losses
-0.05 (Attacker’s HQ)

SUPPLY AND ACTION POINTS


Supply is determined at the start of each turn based on two distinct factors:
1) a unit’s distance from its nearest supply source; and, 2) the supply value
of that source.

Friendly cities, capitals, fortresses and ports (i.e., “resources”) and HQs are
valid supply sources. The supply value of resources is equal to their current
strength, up to a maximum value of 10. Land and air units can trace supply

44
to any supply source, whereas naval units can only receive supply from a
friendly port. All units can have a maximum supply value of 10 and a minimum
value of 0. Detailed supply values can be determined by referring to the unit
Supply Values Table.

In general, normal supply is traced over controlled tiles and the supply value
from the source is reduced with increasing distance. Terrain movement
costs apply to supply paths, reducing supply by two for entering marsh and
mountain tiles and by one for all other terrain. Supply cannot be traced over
water, across depressions, or through neutral territory. The supply value of a
tile is the maximum supply allowed as calculated from any supply source, not
necessarily the nearest supply source.

Example: The figure above shows the calculated supply values from the city
of Minsk with strength 5, not counting any supply from other sources. A unit
would have a supply value of 4 in the forest tile east of Minsk. A unit would
have a supply value of 0 (i.e., it would be out of supply) in the marsh tile
southwest of Kiev.

HQ supply is calculated differently than normal supply. HQs trace normal


supply from friendly resources in the same manner described above, but their

45
HQ supply value is based on the highest value of the nearest valid supply
source. As long as the HQ’s normal supply is at least 1 (i.e., in supply) then
it is “within range” and is being fully supplied by the supply source. The HQ’s
supply value is then based on the actual value (i.e., strength) of the supply
source. If the HQ is out of normal supply it has a reduced supply value, yet still
serves as a valid supply source for all friendly land and air units in its vicinity.
The following table outlines HQ supply calculations:

HQ SUPPLY CALCULATIONS
HQ supply = 5 if out of normal supply
HQ supply = 8 if within range of resource with supply value 1 to 5
HQ supply = 10 if within range of resource with supply value ≥ 6

Example: In the previous example and figure above, an HQ would have a


normal supply value of 4 in the forest tile east of Minsk (i.e., it is within range
of Minsk), so it would provide an HQ supply value of 8 because Minsk has

46
strength 5. An HQ would be out of normal supply in the marsh tile southwest of
Kiev, so it would provide an HQ supply value of 5.

As another example, the figure above shows the calculated supply values from
the city of Athens with strength 5, not counting any supply from other sources.
A unit would have a supply value of 2 in the first mountain tile northwest of
Athens, and a supply value of 0 (i.e., it would be out of supply) in the northern
mountain tiles on the Yugoslavian border.

Example: A British HQ two mountain tiles north of Athens with city strength of 5
would have normal supply of 1 (i.e., within supply range of Athens), therefore
its HQ supply value would be 8. The British HQ would be out of normal supply if
it moves farther north, reducing its supply value to 5.

Friendly HQs can be linked in a chain to supply other HQs over extended
distances. Normal HQ supply based on resources is calculated first. Then if
an HQ can increase another HQ’s supply in its vicinity based on the rules of
how HQs supply other units, the linked HQ can receive an increased value. This
could benefit an out-of-normal-supply HQ by giving it a supply value greater

47
than 5, thus giving it maximum action points for movement and maximum
reinforcement ability. However, no increased supply gets passed on to
extended units beyond what they would normally receive from the linking HQ.
In other words, supply linking provides some marginal benefit to the linked HQ
itself, but not for other units. Additionally, two out-of-normal-supply HQs would
have no effect on each other.

Example: Here two British HQs are


linked in a chain. The southern HQ
has supply 8 as shown previously,
which now provides supply 6 to the
northern HQ as shown above. Without
the supply linking, this HQ would be
out of normal supply and it would
only have supply value 5 as shown
previously.

Naval supply is handled differently


than normal supply for land and air
units. In general, naval units within range of a port receive maximum supply
minus their distance from port, regardless of port strength. Naval units that
are out of port range will not receive supply and, with the exception of Subs,
will have their supply reduced by one each turn the unit is at sea. Subs, and
only if they are in Hunt mode, will have their supply reduced by one for each
successful convoy raid. Amphibious Transports will also have their supply
values reduced by one for each turn they are at sea, regardless of being within
range of a port. Lastly, naval units of all types will have their supply reduced
by one for each combat engagement; i.e., for both attack and defense. Details
about naval supply and port range can be determined by referencing the unit
Supply Values Table.

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The following table outlines the action point penalties whenever any unit
(land, air, and naval) has its supply value reduced:

UNIT'S SUPPLY VALUE ACTION POINT VALUE


≤ 10 and > 5 Unit’s maximum value
≤ 5 and > 0 Unit’s maximum value - 1
0 Unit’s maximum value / 2

Note: Optional weather effects may also reduce a unit’s action points. Action point
penalties due to reduced supply value and weather effects are cumulative, and
may render a unit immobile. Weather itself has no effect on the supply calculations.

STRENGTH
All new units begin the game with a strength value of 10. Unit strength can only
be reduced due to combat losses. A unit’s strength can be replenished at any
time through reinforcement, although some restrictions will apply if a unit has
reduced supply. The following table outlines the reinforcement penalties for
these conditions:

UNIT'S SUPPLY VALUE ATTAINABLE STRENGTH


>5 10+
5 9
4 8
3 7
2 6
1 5
0 Cannot be reinforced

To reinforce a naval unit's strength, the unit must be in supply and in a friendly
port in order to be eligible for refitting or repair. The attainable strength for
naval reinforcements is based on the port strength value rather than the unit's
supply value shown in the table above. For example, a Cruiser in a damaged
port of strength 4 can only be reinforced up to strength 8.

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Regular reinforcement will allow a unit to be reinforced up to a maximum
strength value of 10. A unit in supply may always be reinforced to at least 5.
Each regular reinforcement point results in an experience point loss for the
unit as previously described.

Elite reinforcement will allow a unit to be reinforced above 10, but can only be
applied to a full strength unit and only one strength point at a time with respect to
the number of full experience bars for that particular unit. For example, if a unit has
strength of 10 with experience of 3 then it will take 3 turns of elite reinforcement
to reach maximum strength of 13. HQs can also receive elite reinforcements, but
can only be reinforced to maximum strength 10 regardless of experience bars.
While there will be no experience point loss when using elite reinforcement, it will
be more expensive and will only be available if there are no adjacent enemy units.
Please refer to the Unit Production section for information regarding the relative
reinforcement costs of a unit due to combat losses and to the Reinforcing Units
section for further details on how this is done during a game.

MORALE AND READINESS


Morale is determined at the start of each turn based on a unit’s strength and
supply values. At the start of a new game, initial map units will start with morale
equal to their calculated supply value; i.e., a unit that has a supply of 9 will
start with 90% morale. Basically, morale is formulated to drop over time when
a unit is suddenly cut off or low on supply, and this will ultimately affect the
unit’s readiness. For example, if a German Tank Group drives deep into Russia
and is completely cut off, then its morale and readiness will drop. Conversely,
as a unit’s supply situation improves then its morale will rise. These changes
are gradual over time as determined in the following formula:

Morale = OldMorale * 75% + (Strength - OldMorale * 75%) * Supply / 10 *


OldMorale / 100

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Note: The actual Morale formulas include minor correction factors for Strength
greater than 10 and an old Morale greater than 100, if applicable. Units will start
their turn with at least 10% Morale, regardless of prior turn reductions below 10%.

Soft and Tank target type land units suffer a special morale loss when attacked
by air, naval or Rocket units. Air Fleets and Rockets inflict a 30% morale loss,
while Bombers, Battleships, Cruisers and Carriers inflict a 15% morale loss.
These defender losses depend on the strength of the attacking unit. For
example, an Air Fleet with strength 9 would inflict 90% of a 30% morale loss,
or 27% morale loss. In addition to these special morale losses, operational
movement of a unit will result in a 25-40% loss.

Naval unit morale is determined in the same way as morale for land and air
units as described above, except that naval supply is calculated differently.
A more significant drop in morale occurs when a naval unit is at sea for a
prolonged period of time and/or engaged in combat, forcing naval units to
return to port more frequently for re-supply.

There are two additional morale effects in the game. When a country surrenders
there is a morale bonus for all units of the conquering country as well as for
similarly aligned fully active majors, and a corresponding morale decrease
for all fully active opponent majors. These morale gains/losses are 10-20%
for land and air units and 5-15% for naval units. Similarly, when a country is
liberated there is a morale bonus for all units of the liberating country and other
aligned and fully active majors. And, there is a corresponding morale decrease
for all fully active opponent majors. The morale increases are restricted to only
those units that are below 150% and the morale decreases are restricted to
only those units that are above 50%.

These effects are intended to replicate those intangible factors such as


“national initiative” or momentum that often prove decisive in any historical

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campaign, and are for combat calculations only. Generally the most noticeable
changes from these special morale effects only last a turn or two. If your
attacks are timed well, you can recreate the Axis blitzkrieg of the early years
as well as the later Allied liberations.

Strength, supply and morale values all affect a unit’s overall readiness for
combat. As units move farther away from valid supply sources, supply levels
drop, reinforcements become limited, and morale declines. When supply and
morale is factored in with a unit’s strength and leadership bonuses (provided
by the nearest HQ), we can then determine the unit’s readiness. Thus,
readiness is calculated using the following formula for land and air units:

Readiness = ((Strength + Command Rating) / 2 + Morale + Combat Morale


Bonus) / 2

A unit’s command rating is the value retrieved from the HQ it is attached to.
Because this has such an important impact on readiness for land and air units,
the selection of well-qualified HQ commanders at production time can have
long-term benefits for subordinate units engaged in combat. Also, an HQ’s
experience from combat leadership can be passed down to all units under
its command as a combat morale bonus. Note that the command rating and
combat morale bonus are both reduced relative to the HQ’s current strength;
i.e., an HQ at half strength only provides half of its normal benefits. If a unit is
not attached to an HQ, it does not receive either of these valuable readiness
modifiers. Further detail on an HQ’s command rating and applicable combat
morale bonus is discussed in the Land Units section.

Since naval units are not attached to an HQ, their readiness is determined by
the following basic formula:

Readiness = (Strength + Morale) / 2

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ENTRENCHMENT
In general, entrenchment value automatically increases by 1 point for each
turn that a land or air unit has not moved from its tile, up to the maximum value
depending on terrain type. However, if a unit moves into or starts a turn within
a friendly fortress or fortification, it will immediately entrench up to 1/2 of the
maximum entrenchment value for those prepared positions, regardless of
initial entrenchment value. Only land and air units of fully activated countries or
neutral major countries can entrench. Naval units cannot entrench.

Entrenchment can only be decreased by direct attack. All entrenchment value is


lost when a unit moves out of its current tile, including fortress and fortification
tiles, and must be regained. Please refer to the Terrain Values Table for further
details on maximum entrenchment values.

Entrenched units have a chance to suppress combat losses. Each level of


entrenchment is multiplied by a factor of 10 to determine the percentage chance
that a unit will suppress strength losses from combat. Any potential strength hit will
be translated to a morale hit multiplied by a factor of 10. In other words, a unit with
an entrenchment level of 4 will have a 40% chance of suppressing a hit. A unit that
should have lost 2 strength points and suppresses those hits will now lose 20% of
its morale instead. Since morale is a stored value that is recalculated each turn and
is based on its old value, this is a negative factor in the calculation of a unit’s new
morale. A unit may survive some early hits but a rapid decrease in morale without
relief may cause the unit to break down that much quicker in later rounds of combat.

The following table outlines entrenchment losses based on possible attack types:

ATTACK TYPE ENTRENCHMENT LOSSES


Land Unit -1 point
Air Fleet, Carrier -1 point
Bombers -2 points
Naval Bombardment -1 point

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COMBAT LOSSES
Combat primarily determines a unit’s strength losses and the following
formulas illustrate the losses for units involved in either attack or defense
sequences. First a combat multiplier based on a unit’s readiness establishes
the percentage of a unit’s attack or defense capabilities. The combat multiplier
is calculated as shown below:

Multiplier = Readiness / 100

The combat formulas that determine a unit’s strength losses are as follows:

Attacker Losses = Defender Multiplier * (Defend Type Value + Defender


Experience / 3) -

Attacker Multiplier * Attacker Experience / 3

Defender Losses = Attacker Multiplier * (Attack Type Value + Attacker


Experience / 3) -

(Defender Multiplier * (Defender Experience / 3 + Defender Entrenchment +


Defense Bonuses))

Note: Attack and Defend types are listed in the Combat Target Values Table and
can be variable depending on the unit types involved in combat. Defense bonuses
are determined by terrain and are outlined in the Terrain Values Table. In the case
of negative values attained by these formulas, the results are then returned as 0.

As can be seen in the above formulas and in previous discussions, combat losses
are a complex calculation based on the following: unit type, experience, supply,
strength, morale, HQ command rating, HQ combat morale bonus, entrenchment
and defensive bonus provided by terrain type. When calculating some combat
losses there are additional considerations and the above formulas have been
adjusted internally to take the following factors into account:

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•• HQs and Transports cannot attack
•• Land and air units cannot defend against naval bombardments
•• Subs cannot defend against air attacks
•• Land units have their attacks halved when they are attacking from
terrain with a negative defense bonus value
•• Land units, air units and resources cannot defend against Rocket attacks
•• Only cities, ports, fortresses and fortifications can defend against naval
bombardments; other resources cannot
•• Entrenched units may suppress combat losses and have their morale
reduced instead
•• Weather effects may reduce attack values, but will not halve combat
damage for Transport defenders
•• Elite unit strength is not included when calculating readiness for Transports
•• Attacker multiplier is increased 50% for units attacking Transports

In addition to each of the factors described above, there is a possible +/-1 point
variation in each combat that provides some necessary randomness to the combat
calculations. This variation is small enough to produce reasonable and expected
variety from game to game, but not significant enough to produce extreme results.

Players are not expected to memorize all of these formulas, but it helps to
have a broad understanding of how all of the various factors are used in the
calculations. This intuitive “feel for the game” will enable you to make sound
decisions in Strategic Command Classic WWII. As an aid, expected combat
losses are displayed at the top of the screen prior to resolving combats. This
is a fairly accurate estimate for beginners when the fog of war game option
is turned off. However, if fog of war is being used then some hidden enemy
factors such as HQ command rating and combat morale bonus are ignored
in the calculated estimates, and so the experienced player should expect
slightly different results.

55
III. ADVANCED RULES
Headquarters Attachments
Default unit attachment to an HQ is limited to the five closest “home” units
of the commander’s nationality that are within at least 5 tiles of the HQ at the
start of each turn. Basically, the HQ automatically reaches out until it collects
the maximum number of home units within its normal attachment range. If
there is more than one HQ in the area or units are manually attached to other
HQs, then the game will attempt to allocate attachment as best satisfies the
above requirement. Clicking on an HQ highlights in green all of the units under
that particular HQ’s command. Also, when an attached unit is selected its
parent HQ is highlighted in green.

Players have the ability to manually select and deselect HQ attachments.


By right clicking on an HQ and selecting Set Mode from the drop down menu,
attachments for that HQ may be set to Auto, Auto-Assist or Manual. Auto is the
default and is automatically handled by the game engine, as described above.
Auto-Assist allows attachments to be set manually but the game engine will
provide assistance in subsequent turns by automatically selecting replacement
attachments if any set attachments exceed the maximum HQ attachment range
of five tiles. Manual allows attachments to be set manually under the same set
of rules for automatic attachment; i.e., within a range of 5 and not to exceed five
attachments per HQ. The player must then keep track of all attached units. If an
attached unit exceeds attachment range or is destroyed, the player will have to
create a new attachment on subsequent turns.

Any changes in a unit’s attachment or detachment status will not alter that
particular unit’s readiness value until the next turn. Changes will only take full
effect in subsequent turns when the parent HQ and supply calculations are

56
fully updated. Once either Auto-Assist or Manual modes are selected, players
will notice additional highlights in blue for potential units within attachment
range. Note that only active units may be attached or detached. To change a
unit’s attachment or detachment status, simply right click on a green unit and
select Detach from the drop down menu or right click on a blue unit and select
Attach. As an example, the screenshots below show the basic process for the
Bock HQ detaching the highlighted XIX Panzer Tank Group:

Building Fortifications
Engineers have the ability to build fortifications during the game. Engineer
units must have a supply value ≥ 5 to fortify, and may move into position and
begin fortifying in the same turn. Fully active Engineers cannot fortify when
there are enemy units adjacent.

By right clicking on the unit and selecting Set Mode and Fortify from the
drop down menu, a dialog will appear that allows the planned fortification to
be defined by the number of sides (# of Sides) and by orientation (Rotate).
The construction time is noted at the bottom of the dialog. Note that the
construction time depends upon the number of sides selected; additional
sides will extend the construction time.

57
Once the fortification is defined, the Engineer unit will receive a small-circled
“F” symbol on its base indicating that it is fortifying the tile. The Engineer unit
must remain in place during the entire construction period, after which time
the fortification sprite will appear in the tile and units may begin to entrench. If
the Engineer unit is destroyed or moves away during the construction, all work
is lost and must be started all over again.

Surrendering Nations
A country will only surrender if their capital has been captured and if enough of
their current land forces have been destroyed. Therefore, it might be beneficial
for some countries to keep the good fight going even if they have lost their
capital, and this action could in turn serve as a nuisance to those who were
looking for a quick victory. In general, the chance that a country will delay
surrender once its capital is captured is 5% for minors and 3% for majors,
multiplied by the number of remaining units within the home country. The
chance for minors is slightly higher because minor unit count is usually small,
as shown in the formulas below:

Major Country Surrender = 3% * number of remaining units

Minor Country Surrender = 6% * number of remaining units

Some countries do not immediately surrender when their capital is captured


by enemy units. In this case the capital may be moved to a new location or
there may be an entire transfer of government to another country/territory.

In this case a transfer of a capital reduces that country’s morale the same as it
would if an ally were to surrender. A transfer of a capital now also increases the
occupier’s morale the same as it would if it forced the surrender of a country.

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Additionally any country that has a capital transferred to a disconnected
area loses its current production/queue items (complete wipe out) unless
the transfer location is connected to the current location of the capital (pre-
transfer) or to any of the Industrial Center locations for that country.

Plunder
Each victory over an enemy country will result in a plunder bonus. Plunder
amounts vary between majors and minors and may also depend on the
difficulty setting chosen when playing against the computer.

Basically, plunder is based on the number of enemy units plus the total
number and value of resources for a surrendering country as shown in the
formulas below. These are added together and then multiplied by a random
factor between 150-200% for major countries and between 250-300% for
minor countries:

Unit Plunder = Current Unit Cost / 10 * strength * 5% (for all units)

Resource Plunder = Full value of all originally owned resources * 75%

The initial unit plunder calculation is stored and then recalculated at the end
of each turn to determine if it is exceeded. This reflects what a country can
support economically and accounts for any losses in the field over time. The
plunder formulas do not include any units that will become free units, such as
Free French. The unit disbanding formulas are also adjusted to be consistent
with the plunder percentages so that last minute disbanding will not be
advantageous for a country about to surrender.

59
Convoy Raiders
In addition to their regular naval combat capabilities, Subs can be selected to
hunt enemy convoys in order to disrupt enemy shipping, thus reducing the
enemy’s potential income. Note that the convoy routes shown on the game
map and Convoy Map only provide estimated paths between designated
waypoints. The game code calculates a path between convoy waypoints
that is not necessarily a straight line. Subs that are on or within 1 tile of the
calculated convoy path are then considered in the convoy losses calculations.
Subs directly on a calculated convoy path will be checked first, followed by a
range check if the initial check fails. The only restrictions to Subs as convoy
raiders are: 1) they must not be presently engaged with other enemy naval
units; and, 2) they are currently set to Hunt mode.

Advanced Subs and Anti-Submarine Warfare research levels are considered


when calculating convoy disruption amounts. If the Sub’s current level is greater
than the enemy’s ASW level, a multiplier is first calculated as shown below:

Multiplier = 1 + Sub level - ASW level

The minimum multiplier is 1. Therefore, ASW level greater than Sub level will
not affect convoy raiding results if Subs are present. Resulting enemy MPP
losses, up to the maximum value of the convoy, are then determined by the
following formulas:

Random Value = [(Multiplier - 1), Multiplier]

Convoy MPP Loss = Sub strength + (Sub strength / 2 * Random Value) * City value

Example: A Level 2 Sub of strength 10 versus ASW Level 1 (Multiplier = 2)


could inflict 15-20 MPPs in convoy losses (10 + [5,10]), with default City
value of 1 MPP. The resource MPP value of a City is included in the formula
so that players may create custom campaigns that use different resource

60
values. This allows convoy losses to be appropriately adjusted to each custom
campaign’s chosen scale.

Subs receive +0.1 experience for each successful convoy raid. Note that subs
may also be selected to run silent. This allows non-raiding submarines to pass
through convoy routes virtually undetected, and adds a certain degree of
secrecy and stealth to the fog of war.

Ports
Normally only naval units friendly to the nation controlling a port can
pass through, but if an enemy force reduces the port strength to zero then
subsequent enemy ships can pass through. This rule is applicable to Gibraltar,
Copenhagen and Istanbul, which are all located on narrow straits. The extreme
strategic significance of who controls these constricted areas will become
readily apparent once a few games are played.

Victory Conditions
Various event scripts control victory conditions in each campaign. Please refer
to Appendix A for details regarding Axis and Allied major and minor victories in
any given campaign. Total victory is normally achieved whenever you have
successfully defeated all currently activated major countries in the game. For
example, if you are playing as Axis and the only major Allied countries that
are at war with you are UK and France and they have both surrendered, then
the game will end in your victory. Stalemate victory conditions occur if neither
side achieves a major or minor victory by May 7th, 1947.

Once the game ends, with a victory, stalemate or surrender, an appropriate


message indicating the Game Over victory status will be displayed. Once the

61
game is over, items not previously visible under fog of war will now become
visible. These include all of your opponent’s units and strengths, research,
diplomacy and current production queue.

IV. GETTING STARTED


Once the title screen has appeared, you will notice six choices available on
the Main Menu:

•• New Game
•• Multiplayer
•• Load Game
•• Load Multiplayer
•• Settings
•• Exit

Selecting New Game, Multiplayer, Load Game and Load Multiplayer are
described in the following sections. When Settings is selected, a Settings
dialog appears which allows the player to select Video Mode and Sound/Music
preferences. Players may also change these preferences during the game.
Selecting Exit will end the current game.

Playing A New Game


Players may select either New Game for play against the computer or
Multiplayer for a game against a human opponent. Either selection will allow
you to choose from a variety of campaigns and set-up options as well as the
choice to play as either the Axis or Allied side.

62
When a New Game or Multiplayer game is started, a taskbar icon is added to
the system tray located at the bottom right hand corner on most systems. The
icon will flash whenever there is a playable turn. This will let you know that
either the AI has finished its turn or that it is your turn to play during a network
game. Note that players can generally use Alt-Tab to switch out of a game but
cannot switch back until the AI or turn replay in progress is completed. The
game is not frozen; it is just completing its task first before popping back up.
Waiting for the taskbar icon to start flashing will avoid this delay.

When New Game is selected, a Select Campaign dialog appears which lists
Campaign Name, Start Date and Description for the available campaigns. This
dialog orders campaigns first and mini-campaigns (i.e., smaller scenarios)
second. As each campaign is selected, additional campaign information is
provided for that campaign at the bottom of the dialog that includes: Turn
Length (Seasonal or Daily), Turn sequence (Alternate or Simultaneous),
Normalized MPP production (Yes or No) and Who Starts (Axis or Allies). Click
on Play Campaign for a selected campaign to start the game or Cancel to exit
to the Main Menu.

Players will first be presented an Options dialog to select basic and advanced
game options. Please see the Game Options section below for further details. If
the Allow Changes preference is selected then players may also change these
options during a game against the computer by selecting Options from the
game menu or by using the Ctrl-O hotkey. Once all options are selected, click
OK to start the game.

When playing against the computer, you will have the option to play as either
the Axis or Allied side. There are also options to select playing difficulty as well
as a computer experience bonus that will be awarded to all opponent units.

63
Difficulty - This setting is used to affect some internal percentages such as
plundering amounts. The AI MPP collected income is adjusted by 10% for each
level; i.e., Expert would be 20% more, Green would be 20% less, etc

Note: This setting does not influence combat formulas.

Experience Bonus - This setting adjusts the experience bonus given to all
opponent units. This includes existing units on the map at the beginning of a
campaign as well as all units purchased by the computer opponent.

When Multiplayer is selected by the Host player, you will notice four choices
available on the Multiplayer Menu dialog:

•• Hotseat
•• E-Mail
•• Network
•• Cancel

When Hotseat, E-Mail or Network is selected, the Select Campaign dialog


appears as described above for New Game. Click on Play Campaign for a
selected campaign to start the game or Cancel to exit to the Main Menu. The
Host player will be presented with an Options dialog to select the basic and
advanced game options. Unlike a new game for play against the computer, any
hotseat, e-mail or network game will have its set-up options locked to prevent
changes during game play in order to maintain integrity. Once all options are
selected, click OK to start the game.

When playing a hotseat, e-mail or network game, players will also be prompted
at the start of their first turn to enter a new password for added game security.
Leaving the password field blank and selecting OK will skip this option, but
this may be undesirable, as it will allow your opponent to view the details of
your next turn.

64
Playing a network multiplayer game is quite easy. All you need is another
player with an active connection to either the Internet or a Local Area Network
(LAN). One player is designated as the Host and the other is the Client.

The Host is responsible for picking the campaign and selecting any applicable
game options. For multiplayer game security, the Host should provide a copy
of the campaign .cgn file if it has been customized so that each player will have
a copy of the original campaign in his Campaigns directory. The Host should
also inform the Client, prior to connecting, of any specific options selected,
since these cannot be changed during a game. This can be done using any
normal communication method (e.g., ICQ, 3rd party chat services, or simply
via e-mail).

The Host selects Network and then chooses an available campaign. The
host can also set a timer from 0 minutes (no timer) to 60 minutes. Once the
campaign is loaded, the Host is then presented with the standard Connection
Type Screen. This will also list all of the Host’s current Internet Protocol (IP)
addresses, one of which the Client will need in order to connect to the game.
See the TCP/IP Issues section for further details. The Host then informs the
Client what the IP Address is and waits until he connects. Once that occurs, the
game will proceed normally. From this point on the game will proceed almost
like playing against the computer except the opponent will be a human.

For the Client, connecting is simple. Once they have the Host’s IP address, they
need to select TCP/IP and then Join. At this point they are presented with a
screen to manually enter the Host’s IP address. They can toggle through the IP
address boxes by using “Tab” or the left or right arrow keys. Once they enter
the address they will attach almost immediately to the Host and begin to
download the campaign info. A custom campaign does not need to be on the
Client’s system in order to play since the Host sends that information.

65
The Host and Client will both receive messages that a connection is being
established. As soon as a Client joins a game they can begin “chatting.” At this
point it may be advisable for them to send a brief message to indicate to the
Host that he is “in” the game. A message such as “I’m in” can tell the Host that
all is well on the Client side and play may commence. For timed games, the
time remaining during a turn is displayed at the top left of the screen. Timed
games may also be paused by pressing the “Pause/Break” key or “P” key.

Each player can send a text chat message any time during a turn by selecting
Send Message from the Game Menu on the right sidebar or using the Ctrl-T
hotkey. Users with non-US standard keyboards they may alternately use the
number “0” (zero) key. To send the message you must click on OK or click on
Cancel to cancel. The message will be displayed in the upper right hand corner
of the screen and is announced by an audio squawk sound that plays on the
other player’s system. Each message will be displayed for 15 seconds and a
maximum of three messages will be shown prior to resetting of the chat list.

Chat messages cannot be sent while you are in any of the submenus or during
game events. Once game events such as combat or unit movement have been
completed, a chat message can then be sent. This limitation only applies to
the player with the current active turn and not for the player who is watching.
The non-active player can send chat messages at any time.

Network game turns will progress even if the game is minimized. If your
opponent completes their turn while the game is minimized then you will be
notified via the audio squawk sound effect played 3 times in quick succession.
Otherwise it is just your opponent sending you a text chat message. Network
games will also allow the non-active player to scroll around the map while
waiting for their turn to start. A message will appear when your opponent has
completed their turn and that game data is currently being transferred.

66
Loading A Saved Game
You can load a saved game that has been played against the computer, hotseat,
e-mail or network by selecting one of the following from the Main Menu:

•• Load Game
•• Load Multiplayer

When either Load Game or Load Multiplayer is selected, a dialog appears which
lists the saved game file name, date stamp and description for the available
saved campaign files. Click on Load for a selected campaign to resume the
game, Delete to delete the campaign file, or Cancel to exit to the Main Menu.

If you are playing a game against the computer, then select Load Game
to resume play. These solitaire games are stored in the Save directory by
default. The descriptions for these saved game files in the dialog also lists any
difficulty or experience bonus settings selected by the player.

If you are playing an e-mail game, download the e-mail file and save it to the
E-mail directory as a .sav file (which may require unzipping or decompressing
the e-mail file attachment, or the use of a PBEM utility program), and then
select Load Multiplayer to resume this game. The descriptions for these saved
multiplayer games in the dialog also list whether they are for Axis or Allied
turns. A Last Turn Replay feature will show your opponent’s last turn at the
beginning of your new turn.

An e-mail “reloads counter” is incremented each time you reload and open a
saved e-mail game and this information is also provided to your opponent in
the file description. Note that if you accidentally reload the wrong game and
cannot open it because you do not know the password, the reloads counter
will not be incremented. Also, the game will remember the loaded e-mail file
name so that when you go to save the game at the end of your turn, it will

67
present that file name as the default. Players may then edit the file name with
an updated game date or turn number.

If you are playing a hotseat or network game, then the Host selects Load
Multiplayer to resume play. In this case, the “Host” is the player who last saved
the hotseat or network game in progress and is responsible for resuming play.
For the network game, the Host then informs the Client what the IP Address is
and waits for a connection. Once that occurs, the game will proceed normally.

Anytime you attempt to load a saved multiplayer game, there is an internal


check made to verify the original campaign file for the saved game is in the
Campaigns directory. This is intended to keep e-mail and network games
secure and limit cheating. In other words, this ensures that both players have
the original campaign file loaded on their system and are able to review the
campaign’s details in the Editor. Therefore, custom campaigns should be
exchanged with other players prior to starting a new game. This feature is
optional and a warning message will appear prompting players to proceed or
not; i.e. you may still play without the original campaign file.

Switching Between Saved


Multiplayer Games
Any saved multiplayer game can be switched between hotseat, e-mail or
network format. The active player saves the current turn’s .sav file. These games
are saved in their respective Hotseat, E-mail or Network directory by default. The
saved game file can then be moved from one directory to another and reloaded
by selecting Load Multiplayer from the Main Menu. For example, loading a
previous e-mail game as a network game will now bring up the TCP/IP dialog.
Either player can also use the autosave.sav file to restore a game, which may

68
be particularly useful if an e-mail file becomes corrupted or a saved game file
is deleted. Once loaded, you will be asked for an appropriate password and the
game can be continued. The only limitation when switching multiplayer games
from one format to another is that the Last Turn Replay may not be shown.

Game Options

VIEW
3-D Units – Display three-dimensional unit sprites or military-style counters.

Grid – Display the map with a military style grid on or off.

National Colors – Display the map with national colors on or off.

Last Turn Summary – Displays a summary of major events that occurred on


the last player’s turn. The summary is broken down into three main categories:
Combat, Military, and Research and Development. Combat damage reports
include convoy raiding and strategic bombing results. Military activity reports
include diplomatic results.

69
PREFERENCES
Fog of War – Play each turn with limited visibility of enemy units on the map.
Full visibility is given to enemy units that are adjacent to a friendly unit;
Partial visibility is given to any unit that is located within the spotting range
of a friendly unit or resource, while all remaining enemy units are hidden from
view until an eventual encounter. Land and Air units, with the exception of
Bombers, will spot Naval units at half their current spotting range. Engineers
building fortifications and Paratroops preparing for airdrop will remain hidden
unless enemy units are adjacent. Fog of war will also hide resource strengths,
research values, unit honors, unit production, convoy information, Industrial
Modifiers, and some Intelligence Report information. In solitaire games
against the computer, fog of war will provide the computer opponent a slight
advantage in addition to the game difficulty settings.

Fog of war provides a special combat feature called enemy contact that occurs
when a unit moves adjacent to a hidden enemy unit. These enemy encounters
will only result in combat if it favors the hidden unit; otherwise, the moving unit
may still attack normally. If enemy contact results in combat, then the hidden
unit’s combat losses will be 25% less and the moving unit’s combat losses will
increase by 25%. Additionally, the hidden unit (i.e., the potential attacker) has
its readiness decreased by 25% for the combat calculations only.

For naval units, the enemy contact adjustment for the attacker only applies
when calculating attacker losses and does not apply when calculating defender
losses. For example, if a battleship is moving and there is enemy contact with a
sub, the sub becomes the attacker. The sub will still take 25% less damage when
calculating its losses but it will not inflict 25% more damage on the battleship. An
encounter at sea still favors the hidden unit, but the impact is reduced.

Special surprise encounter effects will apply to Paratroops. For Paratroops


landing on a previously hidden enemy unit, only the Paratroops will take losses

70
from the surprise encounter and then attempt to land in an empty adjacent
tile. If successful, the Paratroops can land and fight normally; otherwise, they
are shattered and destroyed. If Paratroops land adjacent to a hidden enemy
unit, there is no surprise encounter and the unit can fight normally. In other
words, the advantage in this case goes to the Paratroops.

Weather – Play the game with realistic weather effects that affect unit
movement and combat. Weather zone names will be shown in the upper right
hand corner of the information bar when moving the cursor over the map,
and weather information will be shown in the center position of the upper
information bar on the main screen during the game. The map is divided into
unique weather zones consisting of Temperate, Frozen or Desert climates.
The weather could possibly change in each zone on every turn based upon
three factors: weather zone, season and weather from the previous turn. The
weather zones are:

Weather Zone 1 – Arctic


Weather Zone 2 – North America
Weather Zone 3 – UK
Weather Zone 4 – Scandinavia
Weather Zone 5 – USSR
Weather Zone 6 – Europe
Weather Zone 7 – Mediterranean
Weather Zone 8 – West North Africa
Weather Zone 9 – East North Africa
Weather Zone 10 – Morocco
Weather Zone 11 – Algeria
Weather Zone 12 – Tunisia
Weather Zone 13 – Western Libya
Weather Zone 14 – Eastern Libya

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Weather Zone 15 – Egypt
Weather Zone 16 – Jordan
Weather Zone 17 – Arctic Sea
Weather Zone 18 – White Sea
Weather Zone 19 – Baltic Sea
Weather Zone 20 – North Sea
Weather Zone 21 – Norwegian Sea
Weather Zone 22 – Mediterranean Sea
Weather Zone 23 – Black Sea
Weather Zone 24 – Caspian Sea
Weather Zone 25 – North Atlantic
Weather Zone 26 – South Atlantic
Weather Zone 27 – Red Sea
Weather Zone 28 – Persian Gulf

Seasonal effects for land can be Clear, Mud, or Snow. Seasonal effects for sea
can be Calm or Storms. Weather effects on an individual unit are based on the
unit’s starting tile location and not its destination tile location. Certain weather
will not occur in particular zones, such as snow in Zone 4 (Mediterranean), or
it may occur more frequently, such as snow in Zone 1 (Arctic). The following
describes the effects for each condition:

WEATHER EFFECTS (LAND):


Clear
No restrictions

Mud (Collectively represents conditions of rain, fog or overcast skies)


Increases movement cost penalty by +1 Action Points
Paratroops operational ranges are halved
Air unit attack values and spotting/strike ranges are halved

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Rain/Fog – All air units are grounded and cannot attack, re-base or spot enemy
units during Fog of War. Operational Movement is still allowed.

Snow (Collectively represents blizzard or snow and icy conditions)


All air units are grounded and cannot attack, re-base or spot enemy units
during Fog of War. Operational Movement is still allowed.
Attack values are halved for any unit type
No AP penalty for crossing snowed enemy river tiles
No amphibious loading is allowed from a snowed port tile
No amphibious unloading is allowed onto a snowed coastal tile

Sandstorms – All air units are grounded and cannot attack, re-base or spot
enemy units during Fog of War. Operational Movement is still allowed.

Frozen (Collectively represents frozen or iced conditions)


Operational movement is allowed, but re-basing of air units is restricted
Attack values are halved for any unit type
No AP penalty for crossing frozen enemy river tiles
No amphibious loading is allowed from a frozen port tile
No amphibious unloading is allowed to a frozen coastal tile
No amphibious unloading is allowed to a frozen port tile
No transport loading is allowed from a frozen port tile
No transport unloading is allowed to a frozen port tile

WEATHER EFFECTS (NAVAL):


Calm (Normal seas)
No restrictions

Ice – Naval units trapped in ice cannot move until the ice clears from the map

Storms (Collectively represents rough seas and storm conditions)


Attack values are halved for any naval unit type

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Air arm of carrier units are grounded and cannot attack or spot enemy units
during Fog of War
Naval units not within one tile of a friendly port or on a coastal sea tile (i.e., at
sea) may suffer some weather damage:

•• 15% chance per turn for Battleships and Carriers


•• 10% chance per turn for Cruisers
•• 5% chance per turn for Subs
•• 10% chance per turn for Transports
•• 40% chance per turn for Amphibious Transports
•• If a naval unit is damaged then it loses a single strength point

Amphibious Transports may suffer increased landing casualties:

•• Supply attrition is doubled per turn in stormy sea tiles


•• Landing casualties are linked to the landing unit’s supply value

Note: Weather effects are generally based on a unit’s start tile and not the
destination of an action. For example, an Air Fleet in a Mud zone has its strike
range halved even though it attacks a target in an adjacent Clear zone, and a
Cruiser in a Storms zone has its attack values halved even though it moves to
attack a target in an adjacent Calm zone. Also, Carriers along coastal tiles in a
Mud or Snow zone are subject to the specific weather effects regarding air units.

In addition to the four normal seasons, four separate “transition seasons”


are provided for late spring (May 1 to June 20), early fall (September 21 to
October 14), late fall (December 1 to December 20), and late winter (March 1
to March 20). There is also some additional weather zone logic implemented in
the game to cause more consistent weather with adjacent zones. For example,
if a weather zone has a temperate climate and currently has snow, for any
adjacent temperate zones where mud is possible its weather will be set to
mud if not already mud.

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The current weather in a tile is normally displayed at the top of the screen, but
this may be blocked by other information. If you select Hide/Show Units from
the Game Menu or use the H hotkey, the map will display the exact weather
for each tile regardless if there are units, terrain or resources on that tile.
By scrolling around the map, the exact weather in the various zones can be
reviewed. The map tiles and unit sprites themselves will also change slightly
to reflect the current weather, such as brown hues for Mud, whitened frostings
for Snow and whitecaps at sea for Storm. These visuals will also help players
identify changes in the weather.

Undo Moves – Option to allow Undo for all unit actions. This can be adjusted
during regular play against the computer opponent, but will be locked in by
default to prevent Undo for multiplayer games to limit game play cheating.

Allow Changes – Option to allow changes during a game to any of the


Preferences selected above.

BORDER STYLE – Select Red or Black for national borders, each with two
options for dashed borders of varying thickness.

COUNTER STYLE – Select the display of unit bases for the counter style
selected above in the View options. Bases may be a solid oval disk of the
national color, a hollow oval ring, or nothing at all. Land/air units and naval
units may have different selections.

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ADVANCED GAME OPTIONS

VIEW
Borders – Display the map with national borders on or off.

HQ Attachment Highlights – Clicking on an HQ highlights in green all the units


under that particular HQ’s command. Additionally, when an attached unit is
selected, the parent HQ is highlighted in green. If Auto-Assist or Manual modes
are selected, then clicking on an HQ highlights in blue all other potential units
for attachment.

Intercept Range Highlights – Clicking on an Air Fleet highlights in yellow all


friendly units and resources within its interception range.

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Escort Range Highlights – Clicking on an Air Fleet highlights in gray all enemy
units and resources within its interdiction/escort range.

Unit Experience Medals – Hide or show unit experience medals in the unit
information box in the lower left of screen when a unit is selected.

Unit Strength Values – Hide or show unit strength values on the map.

Resource Strength Values – Hide or show resource strengths on the map.


These include all ports, mines, oil fields, cities and capitals.

Research Values – Hide or show research values for units and resources on
the map.

PREFERENCES
Production Delay – Play the game with realistic military production time
delays for all unit purchases rather than “instant” builds. The production delay
option requires players to plan ahead and anticipate future requirements. The
delay for each unit type is shown below:

HQ 3 months
Corps 3 months
Army 4 months
Engineers 5 months
Paratroops 5 months
Rockets 6 months
Tank Group 6 months
Air Fleet 7 months
Bombers 8 months
Battleship 15 months
Cruiser 12 months
Carrier 18 months

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Sub 6 months
Partisans* -
Amphibious Transport* -
Transport* -

Note: Partisans and both types of transport will appear instantly regardless
of the production option selected. Also, units in the production queue at the
start of a campaign will arrive on or after the scheduled date regardless of the
production option selected.

Soft Build Limits – Play the game with flexible build limits for the major
countries to accommodate those “what ifs” of history. By default, a campaign
imposes “hard” limits that restrict unit builds to pre-established force pool
limits. Each specific unit type for each country will have a certain number of
allowable builds.

“Soft” build limits would allow a player to surpass the specified force pool build
limits with a penalty applied to each additional unit purchase that exceeds
the pre-set limit. The cost penalty is cumulative for each additional unit. For
example, the penalty may be 10% for the first extra unit, 20% for the second
extra unit, and so on. Since reinforcement costs are directly related to current
unit costs, the cost penalty is also applied to regular and elite reinforcements.

Research – Play the game without Research. By default, if a campaign has


enabled Research in the Editor then it will be selectable as a game option. If
Research has not been enabled then it cannot be changed in a game.

Diplomacy – Play the game without Diplomacy. By default, if a campaign has


enabled Diplomacy in the Editor then it will be selectable as a game option. If
Research has not been enabled then it cannot be changed in a game.

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Event Scripts
When Scripts is selected from the Advanced game options dialog, a dialog
appears which lists event names by script type. A flag (“X”) at the far right of
each event name can be used to toggle the event on or off by clicking in its box.
These selections may not be changed during a game against the computer
unless the Allow Changes option is selected, and may not be changed at all
during a multiplayer game. The script flags are quite useful for customizing
each game for variability, or for handicapping a solitaire game against the
computer opponent as either Axis or Allies.

By toggling the flags on or off, players can easily customize their game without
having to modify a campaign using the Editor. For example, players can select
historical war entry scripts rather than variable war entry scripts at the start
of a game. A listing of all of the event scripts used in the default campaigns is
provided in Appendix A. A listing of all of the basic structures for each type of
event script is provided in Appendix B. All of these scripts may be easily edited
with a text editor (please refer to the Editing Events section for further details).
A general description of the different types of events found in the game is
provided below:

Convoy – This event transfers MPPs from a source port in an owner country to
a destination port in a recipient country. The owner and recipient countries
must have similar leanings (i.e., both Axis or both Allied) and both source and
destination ports must have strength level ≥ 5 in order to have a fully functioning
convoy. If the owner is a minor, then the recipient must be its parent major. The
trigger values for both countries are related to their Activation Value. A percentage
value establishes the amount of MPPs transferable via convoy, subject to possible
seasonal reductions and convoy raiding. Multiple scripts may be set for the
same #COUNTRY_ID and/or #TRANSFER_ID to allow for several convoys between
countries. However, there can only be one convoy at a time; should a destination

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port no longer be available due to occupation or a strength level less than 5 then a
secondary convoy script will be used. The convoy route is defined by waypoints
at sea. Convoys start at a Source Port, pass through each waypoint in the order
specified, and end at a Destination Port. A path of valid Sea or Land+Sea tiles
between waypoints is required. The game code will calculate the most direct path
between waypoints. For major country MPP transfers, players have the option
to decide how much will be transferred each turn. The transfer amount remains
locked in until changed by the player. An up and down arrow for the selected
convoy on the Convoy
Map is provided for
making desired in-game
changes, as shown
below:

Resource – This event is used to mobilize industry. Resource positions may be


excluded from MPP calculations (i.e., they begin the campaign inactive with zero
value) and will begin MPP collection once any of the trigger resources have been
captured or occupied and the particular trigger percentage is satisfied.

Supply – This event causes resource positions to suffer a random strength


reduction if trigger resources are under enemy control or occupied. A supply
event may also be subject to a possible trigger percentage or a seasonal limit.

Unit – This event causes new units to appear in destination resource


positions based on a number of enemy units within a distance range of trigger
resources. Note that the new units will arrive with current maximum research
levels already applied.

Free Unit – This event will randomly allow land and air units of a surrendering
country to become free - if the units are moved to territory controlled by
the country that will receive control of the free units. Naval units of the

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surrendering country may become free anywhere. Free units do not surrender
but will be controlled by the receiving country.

Partisan – This event causes partisans to randomly appear at a limited


number of specified map positions. Partisans can appear anywhere, including
mine and oil tiles, but not on impassable terrain. Partisans may appear as
actual units on the map, or might only be a supply disruption event.

Territory – This event causes territory to be transferred from one country to


another based on a random percentage trigger on or after a specified date. The
country losing territory must be neutral, or the event will not occur.

Annexation – This event causes a country’s territory to be annexed by another country


based on a random percentage trigger on or after a specified date. The annexed
territory will not provide partisans for the country that will receive the territory.

Surrender – This event causes a country’s territory to be transferred to another


country based on a random percentage trigger after the country surrenders.
The transfer of territory may be to a newly created country with a new capital, or
to the conquering country. This is different than a normal surrender where the
conquering country gains temporary control of the conquered territory, which
can be liberated at a later date. This event makes the territory an inherent part
of the country that receives it. Territory transfer may also be to the surrendering
country itself, which may allow an active “Government in exile.”

War Entry – This event allows a neutral country to activate based on a random
percentage trigger on or after a specified date. This event may also be subject
to other variable conditions such as the political alignment and activation
status of other countries that have not yet fully entered the war.

Activation #1 – This event allows a neutral country to have its Activation


Value increased or decreased towards either the Axis or Allied side based

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on a random percentage trigger when a specified condition is satisfied. This
condition may be either a country that has surrendered or a country that has
been declared war upon.

Activation #2 – This event allows a neutral country to have its Activation


Value increased or decreased towards either the Axis or Allied side based on
a random percentage trigger when a specified condition is satisfied. One or
more position conditions may serve to trigger the event as well as distance
and number of enemy units. Either the occupation or abandonment of a
position or its vicinity by the enemy may serve to trigger the event.

Activation #3 – This event allows a neutral country to have its Activation


Value increased or decreased towards either the Axis or Allied side based on a
random percentage trigger when a specified condition is satisfied. A set date
and/or variable political conditions may serve to trigger the event.

Naval Loop – This event allows a country’s naval units to move off-map
between start and finish positions with a specified number of turns to delay
completion of the naval loop. If the loop fails due to the presence of enemy
naval units at the finish positions, then units will be returned to the start
positions. The naval loop script will only initiate on a moving unit’s turn. Units
in a naval loop will be lost if the parent country surrenders. Naval Loops are
explicitly defined for each country and for each direction. Each Naval Loop is
described in the event name so players know what each one does. The arrow
tiles on the map used to indicate where Naval Loops start/finish do not have
any other effect on play, and should be used for Naval Loop movements only.
Start/finish tiles are not defined as part of any weather zone, since weather
effects can interfere with movements.

Victory – This event defines Axis and Allied major and minor victories based on
control of various map positions.

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Popup – This event displays a popup text message based on a random
percentage trigger on or after a specified date. The message is for information
only and has no effect on game play.

Additional details and notes for each script can be found in the Editing Events
section for the Campaign Editor.

Game Menu Buttons

End Turn Hide/Show Grid

Purchase Units Hide/Show Units

New Units Next Unit

Maps Send Message

Research Options

Diplomacy Save

Reports Quit

Next Menu Previous Menu

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Hotkeys
N – Select the next active unit that has not yet moved
G – Turn the map tile grid on or off
H – Temporarily hide all units on the map
¬, ®, ,­ ¯ – Scroll map left, right, up or down
Ctrl-E – End Turn
Ctrl-P – Purchase Units
Ctrl-N – New Units
Ctrl-M – Maps
Ctrl-R – Research
Ctrl-D – Diplomacy
Ctrl-I – Reports
Ctrl-O – Options
Ctrl-S – Save
Ctrl-Q – Quit
MPP Flags – Left clicking on a country’s MPP flag on the right side panel will
center the map on that nation’s capital. Right clicking on a flag will access that
country’s Production Table dialog.

V. GAME PLAY
Turn Breakdown
Calculation Phase I

•• Determine resource operational efficiency


•• Calculate unit supply
•• Calculate unit morale

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•• Determine unit entrenchment
•• Calculate unit action points
•• Determine fog of war

Turn Phase (No Particular Order)

•• Orders - Move, Attack, Reinforce Units, etc.


•• Politics and Diplomacy - Declare War, Purchase and Use Diplomacy Chits
•• Research and Development - Purchase and Use Research Chits
•• Military Production - Purchase Units, Deploy New Arrivals

Calculation Phase II

•• Test for weather changes


•• Test for liberated countries
•• Test for country surrender
•• Test for scripted events
•• Test for fortification completions
•• Test for naval damages at sea
•• Test for partisan activity
•• Test for diplomacy (current side only)
•• Test for research and development (current side only)
•• Calculate military production points (MPPs)

Moving Units
Any unit that has not been moved is considered active and will be displayed
on the map with a flashing “indicator sprite” on its lower section. This applies
to all land, air, and naval units and indicates that they can be moved within
the limit of their action point radius. Players may select the next active unit
that has not yet moved by using the N hotkey. Upon completion of movement

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or other actions, the unit is considered inactive and its indicator sprite will no
longer appear. Special movement rules such as operational movements also
apply and will be further explained in the sections below.

For all types of selected units, players will notice that the potential unit
movement path is highlighted as the cursor is moved around the map,
including the applicable movement penalty costs. Additionally, players will
be able to specify a controlled movement path by left clicking individual
waypoints while pressing the Ctrl button on the keyboard. A controlled path
can be set by selecting each individual movement tile or by selecting several
waypoints and letting the game engine determine the paths in between. For
example, if the fog of war option is selected then players can use controlled
movement paths to avoid surprise enemy contact with suspected hidden
enemy units.

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LAND MOVEMENT
Land unit movement is divided into four main areas: regular movement,
operational movement, airborne drop and naval transport.

REGULAR MOVEMENT
Whenever an active land unit has been selected with a left mouse click, its
allowable movement range is highlighted on the map as shown below. Then
depending upon the current mouse position, the highlighted movement path
will display the total movement cost. This includes all associated terrain
penalties as well as an additional action point penalty if attempting to move
through two or more adjacent enemy units. Ctrl-left clicking on a destination
tile will create a waypoint, and left clicking will complete the movement.

Terrain movement costs for land units are defined in the Terrain Values
Table. There is a +1 action point penalty when attempting to cross a river
into uncontrolled territory or enter an uncontrolled Land+Sea tile (e.g.,
the crossings west of Copenhagen or east of Sevastopol). This simulates

87
the necessary slowdown to secure crossing points by combat engineers.
Ordinarily there is no additional movement cost to cross a friendly controlled
river or enter a controlled Land+Sea tile.

There is also a +1 action point penalty when attempting to move through tiles
that have two or more enemy units adjacent to them. These movement costs
and associated penalties are cumulative, and they also apply to unit supply
calculations and HQ attachment ranges. Additionally, each city or resource
exerts a zone of control at the end of its turn by reclaiming each adjacent
enemy tile that is not occupied by an enemy unit.

ROADS
(from ‘Weapons & Warfare’)

Movement cost checks will check for terrain first and if the terrain has an
associated movement penalty, for example mountains (+1), desert (+1)
then no additional weather penalty will apply. If however there is no terrain
in the selected movement tile, or the terrain has no movement penalty then
weather penalties will apply. Weather penalty checks start with primary
effects to secondary effects. For example, if the adjacent movement tile has
no terrain penalty then the game engine will check for either mud or frozen
penalties to apply and if none will then check for any rain/snow/sandstorm
penalties to apply.

In the end Roads act to nullify any of the above terrain or weather action point
penalties and can be critical in maintaining an offensive during bad weather
and/or for passing through various areas of the map that are heavily penalized
with either mountains or marshes and so on. Additionally simply moving to
a road tile does not eliminate the Action Point penalties; rather the Action
Point penalties are eliminated only if logically moving along a road from road
connection tile to road connection tile.

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OPERATIONAL MOVEMENT & RAILWAYS
Rail is the primary logical connection of resources throughout the map. A
player should not only maintain a connection of friendly tiles but these tiles
must also contain a series of logically connected rail tiles in order to ensure
maximum supply.

An operational movement for land units consists of rapid transfers via


railroads.

Operational movement for land units is restricted to only those tiles that have a
rail line on them and only to those villages, cities and capitals that are logically
connected by a continuous set of friendly rail tiles. Thus, land units cannot be
operationally moved over water, nor while isolated behind enemy lines.

For example, Allied landings in North Africa cannot be quickly reinforced by


Axis units quickly operating in as there is no rail line providing connection
between Tobruk and Tangier. As a result Rail is of great importance and can
be central to many Axis and Allied strategies, as the reduction of rail hubs,
i.e. villages, cities and capitals below strength 5, will subsequently affect all
connected resources from full supply.

Other restrictions include: the unit must have sufficient MPPs to pay for the
operational movement (10% of the unit’s current production cost, or less
based on Infrastructure research advances), the destination railhead tiles
must be on or next to a city or fortress, the unit’s supply value must be ≥ 5, and
the origin and destination city or fortress must have an operational efficiency
of ≥ 50%. Additionally, if the more restrictive Railheads advanced game play
option is selected for the campaign (using the Editor), then the unit must also
be on or next to a friendly city to perform an operational movement.

In order to operationally move a land unit, right click on the unit and select
Operate from the drop down menu. Left clicking on any one of the highlighted

89
destination tiles will complete the movement. Note that operational movement
of a unit results in a 25-40% loss of morale.

AIRBORNE DROP
Paratroops have a unique ability to be dropped behind enemy lines; i.e., air
transported over enemy units and terrain obstacles to reach their objective.
To airborne drop Paratroops, they must have a supply value ≥ 7 in order to
prepare. Then by right clicking on the unit and selecting Set Mode and then
Prepare from the drop down menu, the Paratroops unit will receive a small “P”
icon indicating that it is preparing for an airborne drop. Paratroops may move
into a new position and prepare during the same turn. However, Paratroops
cannot prepare when there are enemy units adjacent.

On the next turn(s), the Paratroops’ movement radius will reflect its greater
operational range. Select and move the unit normally to its drop location. An
animated transport aircraft will fly the Paratroops to its objective, where they
may land and fight during the turn in which they make their airborne drop.

Paratroops are subject to landing losses. This random chance is related to the
unit’s current supply as shown in the following formula:

Landing Casualty Chance = 100 - (Paratroop unit supply -1) * 10

If landing on non-clear terrain (i.e., if a unit lands on any terrain or resource,


even if friendly controlled), there is a 50% chance of suffering additional
landing casualties. Morale and readiness will be recalculated after any landing
losses are factored in.

NAVAL TRANSPORT
Naval transport units consist of Transports and Amphibious Transports. Both
involve loading a land unit onto a transport in order to move across a body

90
of water. In general, all land units can be transported. While regular transport
will only be possible between friendly ports, amphibious transport will allow
amphibious landings to be performed anywhere onto enemy coastal tiles.
If the weather game option is selected, then some loading and unloading of
transports may be restricted.

To transport a land unit using regular troop Transports, the unit must be active
and located adjacent to a friendly port that has an operational efficiency ≥
50%. By right clicking on the unit and selecting Transport from the drop down
menu, the land unit will be replaced by a Transport icon either directly on top
of the port tile or adjacent to it. The embarked unit will assume the supply
value of the port being used. This step can then be repeated until there are no
available water tiles adjacent to the port. The cost for Transports is set at 10%
of unit cost, but technology advances in Infrastructure research will reduce
this cost.

To transport units onto friendly or enemy coastal areas without a friendly port
available, Amphibious Transports must be used. Only fully activated countries
can use Amphibious Transports. To transport a land unit using Amphibious
Transports, the unit must be active and located adjacent to a friendly port
with an operational efficiency ≥ 50%. Then by right clicking on the unit and
selecting Amphibious Transport from the drop down menu, the land unit will be
replaced by an Amphibious Transport icon either directly on top of the port tile
or adjacent to it. Unlike regular transport, the embarked unit will be given full
supply of 10 and an immediate recalculation of morale. This step can then be
repeated until there are no available water tiles adjacent to the port. The cost
for Amphibious Transport is set at 20% of unit cost, and this higher cost factors
in those extra costs for preparation, full unit supply value and recalculation of
unit morale.

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AIR MOVEMENT
Air unit movement is divided into two main areas: rebasing and operational
movement.

REBASING
Since air units must be able to relocate as frontlines continuously change,
they can be rebased up to the full range specified by their action point value.
Unlike land units, air unit movement is not penalized by terrain movement
costs or enemy unit positions. Thus, air units can be rebased to any friendly
tile, including those behind enemy lines or across bodies of water. In order to
rebase an air unit, select any active air unit and then left click on one of the
highlighted destination tiles to complete the movement.

If the weather game option is selected, then some rebasing of air units may
be restricted. Additionally, if the Rebasing advanced game play option is not
selected for the campaign (using the Editor) then this more restrictive option
forces all air unit relocations to be made by operational movement only, as
described below.

OPERATIONAL MOVEMENT
An operational movement for an air unit consists of the rapid transfer of an Air
Fleet or group of Bombers from one battlefront to another. Since air units are not
penalized by terrain movement costs or enemy unit positions when moving,
valid destinations can include any friendly city or fortress with an operational
efficiency of ≥ 50%, regardless of its map location. Other restrictions include
sufficient MPPs to pay for the movement (10% of the unit’s current production
cost, or less based on Infrastructure research advances), as well as a supply
value of ≥ 3 for the selected air unit. Unlike land units, air units may operate
from any location but the destination must be on or next to a city or fortress.

92
In order to operationally move an air unit, right click on the unit and select
Operate from the drop down menu. Left clicking on any one of the highlighted
tiles will complete the movement. If the weather game option is selected, then
certain operational movements of air units may be restricted. Note that an
operational movement of a unit results in a 25-40% loss of morale.

NAVAL MOVEMENT
Naval unit movement is divided into three main areas: regular movement,
transport movement and submarine movement.

REGULAR MOVEMENT
All naval units can be moved by first selecting the unit and then left clicking on
any one of the highlighted destination tiles. Ctrl-left clicking on a destination
tile will create a waypoint, and left clicking will complete the movement.

TRANSPORT MOVEMENT
A regular Transport can be moved immediately after loading within the limit
of its action point radius. The embarked unit can then be unloaded only in a
friendly port, and possibly in the same turn if it has sufficient action points
to reach the new port destination. To unload in a friendly port, move the unit
into the desired port tile and then finish its movement. The unit will remain
active and may be unloaded by either left clicking on the Transport again, or
by right clicking on it and selecting Unload from the drop down menu. Left
clicking on any one of the highlighted tiles adjacent to the port will complete
the unloading. The Transport icon will disappear and the original transported
unit will then land with a maximum supply value of 5 regardless of the
current Transport supply value. In most cases this will be a reduction in unit
supply and represents a reorganization following troop transport. Morale is

93
recalculated when the unit is unloaded, which may also result in a reduction in
unit readiness. Once unloaded, the unit may move and fight normally.

Unlike regular Transports, Amphibious Transports are not able to load and then
move on the same turn. It takes a full turn for units to embark. On the following
turn(s), the Amphibious Transport can be moved within the limit of its action
point radius and the transported unit may then be unloaded onto a vacant
coastal tile on that same turn. The unit’s supply value will drop by 1 each turn
it is at sea, as with other naval units. Therefore, its unit readiness also drops
the longer it remains at sea.

To unload onto either friendly or enemy territory, move the Amphibious Transport
adjacent to the desired coastal tile and then finish its movement. The unit will
remain active and may be unloaded by either left clicking on the Amphibious
Transport again, or by right clicking on it and selecting Unload from the drop
down menu. Left clicking on any one of the adjacent highlighted coastal tiles will
complete the unloading. The Amphibious Transport icon will disappear and the
original transported unit will then land with its current supply onto the selected
coastal tile. Once unloaded, the unit may move and fight normally.

When unloading an amphibious transport onto enemy territory, a -1 action


point penalty prevents the land unit from moving too far inland. Also, when
unloading onto enemy territory there is a chance that a landing casualty
penalty may be incurred. This random chance is related to the amphibious
unit’s current supply as shown in the following formula:

Landing Casualty Chance = 100 - (amphibious unit supply -1) * 10

Therefore, the longer a unit is at sea the greater its chance of suffering
landing casualties. If this trigger is met, the landing casualty penalty will be
a loss of from one strength point up to 50% of unit strength. Also, if landing
on non-clear terrain (i.e., if a unit lands on any terrain or resource, even if

94
friendly controlled) then there is a 50% chance of suffering additional landing
casualties on top of the previous landing casualty rule. Morale and readiness
will then be recalculated after any landing losses are factored in.

To summarize, the obvious advantages of unloading a transported unit


through a friendly port or onto friendly territory are that the entire sequence
could be completed in a single turn. The land unit retains most of its action
points and will not suffer unnecessary landing losses. An amphibious invasion
onto enemy territory can potentially achieve surprise if executed properly, by
building the invasion force on one turn (beyond enemy spotting ranges) and
then executing the landings quickly after embarking. If players limit the range
of their amphibious invasions, supply losses and landing casualties may be
minimized, which will make the invasion force much more effective.

SUBMARINE MOVEMENT
Subs have a mode option that can be set by right clicking the unit and selecting
the appropriate mode from the drop down menu:

•• Hunt – Set to automatically raid convoys


•• Sub cannot pass through hidden enemy units during FoW
•• Sub can attack convoy lanes
•• Silent – Set to run silent and pass through convoy routes undetected
•• Sub can pass through hidden enemy units except for a Destroyer
•• Sub cannot attack convoy lanes
•• Subs will display a mode indicator “S” for Silent.

Note, a Sub will dive, if a dive is successful when attacked, and move away at
most 2 tiles under either Silent or Hunt mode Subs also leave a marker behind
during fog of war so your opponent has a rough idea where the last convoy raid
occurred on the map. This marker is represented by a sub unit with a small ‘?’.
Subs caught in sea ice no longer raid convoy lanes until sea ice clears.

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Combat
There are three basic types of combat: land, air and naval. Unlike some games
where multiple units may combine their attacks into a single combat, units in
Strategic Command Classic WWII move and attack individually, and may do
so in any order. Therefore, players must learn to sequence and orchestrate
their combat maneuvers depending on the unique situation. While most units
can participate in both attack and defense sequences, some restrictions may
apply and will be further explained in the sections below:

LAND COMBAT
A land unit may participate in two different modes of combat: regular combat
or blitz attack.

Regular Combat
Regular combat occurs whenever a land unit has been selected to attack
another unit without moving first. This can be achieved by left clicking on a
unit and then moving the mouse cursor over an enemy unit until a valid target
is found. Valid targets are those that are within strike range of the attacking
unit. Once a valid target has been found, both the attacker and defender
information is shown at the bottom of the screen. Also, the expected combat
losses are shown at the top center of the information bar as shown below:

Land units that attack before


they move (i.e., an assault
or deliberate attack) receive
a 25% readiness bonus with
respect to combat result
calculations only. Any unit
that attacks first may then

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move afterwards, but with a -1 action point penalty. Right clicking on the unit
after combat, moving the unit after combat or clicking on another unit will
finish that unit's movement until the next turn.

In general, the distance from which any unit can attack is limited to its strike
range. While most land units have a strike range of one tile, Rockets can
achieve greater range through research and development. See the Research
and Development section for further detail on developing rocket technology.
HQ units, however, cannot attack at all since they are administrative in nature.
See the Land Units section for further detail on HQ units.

Blitz Attack
A blitz attack occurs when a land unit moves first and then attacks an enemy unit.
Land units that perform a blitz attack do not receive a readiness bonus as with
regular combat. The same limits on strike range apply, but are calculated from
the final attacking position of the land unit and not from its original position. Right
clicking on the unit after movement, performing a blitz attack after movement or
clicking on another unit will finish that unit’s movement until the next turn.

Double Strikes
Some units have the capability to strike twice in a single turn. For example most
Tanks and Strategic Bombers have this ability but there are a few exceptions
in game such as French tanks still only having a single strike. This applies to
most minor countries as well.

AIR COMBAT
Air combat is divided into four main areas: interdiction, strategic bombing,
interception and escort duty. To help visualize air combat ranges, Air
Fleets when selected will have interception range highlights in yellow and
interdiction/escort range highlights in blue. The latter highlights are especially

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useful when trying to quickly determine the current defensive air cover of an
Air Fleet, and/or determine its strike range for general attack or escort duty.

Interdiction
Air Fleets, Bombers and Carriers can provide ground support and attack land
units as part of their regular combat capabilities. However, Air Fleets and
Bombers can only attack if they have not yet moved and the enemy target
is located within their strike range. Any attack by an air unit completes its
movement for that turn.

Strategic Bombing
Air Fleets, Bombers and Carriers can attack resources, including all ports,
mines, oil fields, cities, fortifications and fortresses. In general, the effects of
strategic bombing can greatly reduce an opponent’s ability to wage war and
can thus be extremely valuable when properly executed.

Primarily, strategic bombing will reduce the operational efficiency of a


resource and can have the effect of rendering it almost useless for those
units that depend on it for supply. If a city or fortress is sufficiently damaged
(i.e., operational efficiency reduced below 50%) then it may be excluded
as a valid destination for operational movement. Also, a damaged port may
prevent units from loading or unloading transports, or prevent supply convoys
from transferring MPPs. The final benefit from strategic bombing is that it will
not only immediately reduce an opponent’s MPPs based on the amount of
damage incurred, but will also reduce the number of MPPs an opponent can
collect at the end of his turn and on subsequent turns while the resource is
being repaired. This of course can affect the overall production power of any
country that has been effectively targeted through strategic bombing.

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Bombers can inflict damage on resources even if there is a unit positioned
on top of them. One main advantage of this is to reduce or “soften up”
cities and fortifications for a potential amphibious assault or deliberate
ground assault. Bomber attacks will first strike the resource and then
there is a 10% chance (+10% for each level of Heavy Bomber research) that
a defending unit located on the resource will also suffer a strength point
loss. When a Bomber attacks a resource with a defending unit located
there, the combat indicator at the top of the screen will show the estimated
resource losses first, and then the estimated unit losses (in brackets). For
example, a strategic bombing attack may display “Atkr=2 : Dfdr=2(0)” for
estimated losses.

Note also that Strategic Bombers can spot enemy resource strengths within
their spotting range under FoW. This is useful in selecting appropriate resource
targets for strategic bombing runs as well as to determine the success of a
strategic bombing strike.

Interception
Air Fleets may be automatically activated in an interception role whenever
an enemy’s air unit is attacking a friendly target. This will happen whenever
a defending Air Fleet is within action point range of an attacked unit, and the
defending Air Fleet has a strength value ≥ 5.

Escort Duty
Air Fleets may be automatically activated in an escort role when a Bomber
attack is likely to encounter enemy interceptors. This will happen whenever
an escorting Air Fleet is within action point range of an attacked unit or
resource, and the escorting Air Fleet has a strength value ≥ 5 and has not
yet moved.

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Automatic Activation Options
Generally, the dual automatic activation for both interception and escort duty
makes Air Fleets and Carriers extremely useful when properly located on the
map. Air Fleets and Carriers also have an option that can be set by right clicking
the unit and selecting the appropriate mode from the drop down menu:

•• Auto - Set to automatically intercept and escort


•• Intercept - Set to intercept only
•• Escort - Set to escort only
•• Ground – Set for no automatic activations

Air Fleets and Carriers will receive a small “I” icon for Intercept, an “E” for Escort,
and a “G” for Ground. Units set to Ground may still move or attack normally
during their turn, but cannot perform intercept or escort. Players may toggle
these modes on and off during the turn, even for units which have already
completed their action for the turn. This may allow specific units to be set for
missions early in the turn and then reset later. This may be particularly useful
for designating a specific air unit to provide escort for a specific bombing
mission when other eligible units are in the vicinity.

NAVAL COMBAT
Naval combat is divided into three main areas: regular, advanced strike and
shore bombardment.

Regular Combat
Regular naval combat occurs whenever a naval unit attacks another naval unit
within its strike range prior to moving. The strike range for naval units can vary
and depends on the type of unit involved. See the Combat Target Values Table for
further detail. Right clicking on the unit after combat, moving the unit after combat
or clicking on another unit will finish that unit’s movement until the next turn.

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Carriers are unique naval units that may fight as air units. While they can engage
in combat with any unit and sustain losses, they must be attacked directly
by a naval or air unit to be sunk. This may appear obvious, but defensive air
losses should not necessarily destroy the Carrier itself. Defensive losses from
attacks and losses due to escort duty or interceptions may reduce Carrier
strength to 1 but not to 0. Carriers and all other naval units in port may also be
attacked and destroyed by land units.

Advanced Strike
An advanced strike occurs whenever a naval unit moves first and then attacks.
This type of attack can be extremely effective since it greatly increases
a naval unit’s strike range with respect to its original position. Carriers, for
example, can often strike deep into an enemy’s territory when participating
in an advanced strike. Weather restrictions on strike range still apply but they
are calculated from the final attacking position of the naval unit and not from
its original position. Right clicking on the unit after movement, performing an
advanced strike after movement or clicking on another unit will finish that
unit’s movement until the next turn.

Shore Bombardment
Shore bombardment occurs whenever naval units attack resources and
enemy units located on a coastal tile. These attacks can help soften up cities
and fortifications for a potential amphibious assault. Shore bombardment of
resources is treated the same as strategic bombing of resources by Bombers,
in that Battleships and Cruisers can inflict damage on resources even if there
is a unit located there. Shore bombardments will first strike the resource and
then there is a 10% chance (+10% for each level of Gun Laying Radar research)
that a defending unit located on the resource will also suffer a strength point
loss. Note that Subs cannot perform shore bombardment.

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Automatic Naval Defensive Fire
Amphibious Transports will be automatically fired against if they end their
move adjacent an enemy capital ship. Enemy naval units will automatically
fire against Amphibious Transports regardless of if a previous surprise
encounter has already occurred.

Purchasing Units
Units may be purchased at any time during a turn by selecting Purchase
Units from the Game Menu on the right sidebar or using the Ctrl-P hotkey.
While there are no restrictions on the number of available units that can be
purchased, the purchases themselves are limited to the major combatants –
France, Germany, Italy, UK, USA and USSR. The parent major country makes
any purchases for its associated minor country units.

Once the Purchase Unit dialog appears, available units by country and by type
will be selectable on the left, and a breakdown of their combat values will be
displayed in a single column on the right. By clicking on the major country flag
at the top, the name of that country and all of its allied minors will appear in the
Select Country box. Note that when a unit is destroyed it is removed from the
build list unless it is a Land or Air unit type with current supply greater than or
equal to 5. In this case, it may be repurchased at 60% base cost with 1/2 the
production delay, and the unit name is denoted with an ‘*’.

In the Select Unit box, a list of unit types shows the number of available units for
each type in parentheses and their production delay in months if that option is
selected. In the Set Name box, players can select which named unit they wish
to purchase. Other information provided on the dialog screen is an icon of the
currently selected unit type, its unit cost for the selected technology level(s),

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and its adjusted unit cost in parentheses (i.e., its current cost based on any
production technology bonuses or soft build limit cost penalties). All of this
information is shown in the figure below:

In the Upgrade box at the bottom of the dialog, players may customize units
being purchased by upgrading to available research levels. The corresponding
unit cost and combat values shown above are dynamically adjusted
depending on selected research level(s). If the adjusted unit cost is more than
a country’s currently available MPPs, the cost will be highlighted in red.

Once a unit is selected and customized, click on the Purchase button to


complete the purchase. Note that there is no confirmation requested when
you make a purchase nor is there any way to cancel a purchase, so be sure
that you really want to complete the purchase. Purchased units will arrive

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as new units for placement as described in the next section, regardless of
the production delay option selected for the game. Once all purchases are
complete, click on the Close button to return to the Game Menu.

A Production Table dialog is available by clicking on the Production button or


by right clicking on a major country’s MPP flag on the main screen.

The production table displays all units in the production queue scheduled
to arrive on future game turns. These units are in the production queue
because either the production delay option is selected or they have
been scheduled to arrive on or after a date specified in the particular
campaign. Therefore, even if the production delay option is not selected,
players should still check this table to see if they have any reinforcements
scheduled to arrive during a particular campaign. By clicking on the major
country flag at the top of the screen, the units of that country and all of its
allied minors will be shown. Arrivals are generally arranged in two-month
periods; i.e., Jan/Feb, Mar/Apr, etc. Click on OK at any time to exit back to
the previous screen.

New Unit Arrivals


New units arriving in the current turn are displayed at the start of the turn in
a New Units dialog as shown below. Select a new unit and click OK to then
place it on the map according to the campaign’s placement limitations. Left
click on any valid placement location highlighted on the map to place the unit
and return to the dialog if additional new units remain to be placed. By clicking
Cancel, unit placement may be delayed until later in the turn. Simply select
New Units from the Game Menu or use Ctrl-N at any point during the turn to
bring up the New Units dialog again.

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New units do not have to be placed
immediately. If new units are not
placed during the current turn
then they are held in reserve for
placement during subsequent turns.
Regardless of how long new units
are held in reserve, they will begin
with default morale of 50% upon
placement to reflect the time needed
for them to mobilize. Therefore,
the sooner units are placed on the
map, the sooner they may become
fully mobilized and ready for action. New units may not move or engage in
combat during the turn that they are placed on the map.

Note: Players may wish to wait until later in their turn, after other movement
and combat activities are completed, before placing new units on the map. The
only reminder that new units remain available for placement is that the New
Units button on the Game Menu remains highlighted. If there are no new units
available, the menu button is greyed out.

Reinforcing Units
A unit can be reinforced if there are sufficient MPPs available, it has not yet
moved, and its current supply value allows for an increase in strength (i.e., unit
supply is > 5). Regular reinforcement will allow a unit to be reinforced from
a minimum strength value of 5 up to a maximum strength value of 10. Each
regular reinforcement point results in an experience point loss for the unit.
Alternately, elite reinforcement will allow a unit to be reinforced up to 10 plus

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the number of full experience bars for that particular unit. HQs cannot have
elite reinforcements beyond 10. While there will be no experience point loss
when using elite reinforcement, it will be more expensive and only available if
there are no adjacent enemy units. Please refer to the Unit Formulas section
for additional details regarding unit strength maximums.

In summary, a unit’s maximum reinforcement value is first reduced based


on supply, and then, if the maximum reinforcement value is > 5, further
reductions may be applied based on whether the unit is completely isolated.
Units in supply can at least be reinforced to a minimum value of 5. If a unit’s
strength value is already greater than the allowed reinforcement value then
reinforcements are not available for that unit.

To reinforce a unit, right click on the unit and select Reinforce or Elite
Reinforcements from the drop down menu. If the unit cannot receive any
reinforcements, the drop down menu options will be greyed out. Reinforcing
a unit completes its action for the turn.

Upgrading Units
A unit can be upgraded to a higher technology level if there are sufficient MPPs
available, it has not yet moved, its current supply value allows for an upgrade
(i.e., unit supply is > 5), and there are no adjacent enemy units. The game keeps
track of current research levels applicable to a unit but does not automatically
upgrade any units. Since there are many possible combinations of multiple
technology advances and their associated costs, players must decide which
individual units to upgrade, how they are to be customized, and then manually
implement the desired changes. For example, advances in German Heavy Tank
research could have different level Tank Groups on the map, where the Mark IV
could represent one unit while the Tiger represents another.

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To upgrade a unit, right click on the unit and select Upgrade from the drop
down menu. Once the Upgrade dialog appears, a list of available research
levels will be displayed on the left hand side and a breakdown of the unit’s
adjusted combat values will be displayed in brackets [...] on the right.
Players may customize units by specifying available research levels with
the corresponding upgrade cost dynamically adjusted according to available
research level. This is shown in the figure below:

Upgrading a unit to a higher research level may result in a slight drop in readiness
and/or experience to reflect the inevitable loss of efficiency when implementing
new equipment. If the unit cannot be upgraded, the drop down menu option will
be greyed out. Upgrading a unit completes its action for the turn.

Resources may also be individually upgraded to higher levels of Anti-Aircraft


Radar if available. To upgrade a resource and increase its bomber defense
value, right click on the resource and select Upgrade from the drop down
menu. If a unit is also located on the resource, the drop down menu will expand
to allow either the unit or the resource to be selected. Once the Upgrade dialog
appears, a list of available research levels will be displayed on the left hand
side and a breakdown of the resource’s adjusted defense values will be
displayed in brackets [...] on the right. This is shown in the figure below:

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Renaming Units
In order to rename a unit, right click on the unit and select Rename from the
drop down menu.

Note: A check is made when renaming a unit to determine if the new name
already exists for the country and unit type. A warning message will prompt
you to select another name before proceeding.

Disbanding Units
Units were often disbanded when they were no longer deemed necessary
and military funds could be better allocated to other areas. Any unit that
is disbanded results in the immediate recovery of MPPs as shown in the
formulas below:

Recovered MPP = Unit Cost / 10 * lowest value of unit’s supply or strength *


20%

Recovered MPP = Unit Cost / 10 * lowest value of naval unit’s supply or


strength * 5%

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In order to disband a unit, right click on the unit and select Disband from
the drop down menu. To avoid abuse of the disband feature, units can be
disbanded only if they have a current supply value > 0, action points > 0, and
no enemy units are adjacent to them. Additionally, units that have unloaded
from transports in the current turn, Paratroops preparing for an airborne drop
and minor country units cannot be disbanded.

Strategy Maps
Selecting Maps from the Game Menu or using Ctrl-M at any time during game
play will display a map of the entire European Theater and North Atlantic. This
map displays national sprites for all land, air and naval units of either side,
and provides a “big picture” of the overall military situation. If the fog of war
option is selected, only spotted enemy units will have their sprites displayed.
Although the scale of this map is very high and the generic sprites provide
no details regarding individual unit types, players can often gain valuable
insights about the current situation.

From this map screen, players can click on the War Map button, the Convoy
Map button, or click on OK at any time to return to the Game Menu. You can
also return to the game map centered on the position you click on in the
map window. The War Map helps players in their decision-making process
regarding politics and diplomacy – where to apply diplomatic pressure, when
to declare war, and when to expect others to prepare for war. The Convoy Map
helps players in determining where to raid enemy convoys and where they
might protect friendly ones.

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WAR MAP
The War Map displays the current Axis and Allied alliances as well as status of
the remaining neutral countries. Country flags are displayed for each nation.
Axis countries have a blue border around their flag and Allied countries have a
red border. Fully activated countries have hash marks on their borders whereas
inactive countries have solid borders. Neutral countries without Axis or Allied
leaning do not have a colored border. By clicking on the % button, you can
toggle the display between country flags and the current Activation Values.

Left clicking on a flag or % icon provides the following information about a


country: the country’s name, its political leaning, its Activation Value, and a
breakdown of the number of resources controlled by that country. Left clicking
on a flag also causes it to jump to the top for better viewing. For instance,
where the Yugoslavia and Bulgaria flags overlap, the selected flag will appear
at the top.

To declare war on a selected country, click on the Declare War button. A Confirm
Declaration dialog will prompt players for confirmation. Upon confirming
declaration, you will now be at war with this country and be able to cross
their border and attack their units and resources. Declaring war on an inactive
friendly major country is not allowed.

Whenever you declare war on another country, that country will automatically
join your opponent’s side. Note that declarations of war may also have an
impact on other major or minor countries. While you may benefit from the
combat experience and plundered resources, there may be a political/
diplomatic price to pay with respect to inactive countries such as Italy, USA
or USSR. Alternatively, players can engage in diplomacy in order to pressure
other countries into joining their respective side, and the War Map provides
helpful information for making these decisions. For more detail, please refer to
the Politics and Diplomacy section.

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CONVOY MAP
The Convoy Map displays a map of the entire European Theater, outlining the
current Axis and Allied alliances and the convoy routes between countries with
similar leanings; i.e., both Axis or both Allied. Country flags are displayed for each
source nation with a convoy event. Axis countries have a blue border around
their flag and Allied countries have a red border. Countries with active convoys
have hash marks on their borders whereas countries with inactive convoys have
solid borders. The map also displays friendly sub locations that help determine
convoy-raiding locations. Additionally, the convoy routes themselves only
provide estimated paths between designated waypoints, so players may have
to literally hunt for the actual lanes to perform successful convoy raiding.

Left clicking on a source country’s flag provides information about its convoy
event. For countries with active convoys, the convoy event name, the number
of MPPs being transferred and the seasonal reduction value are displayed. For
countries with inactive convoys, the convoy event name, current Activation
Values and trigger requirements for the convoy are displayed. If the fog of
war option is selected, only the convoy event name is displayed. Note that
convoys may be activated or inactivated as country Activation Values change
as a result of declarations of war or diplomacy, and this information can be
monitored on the War Map as mentioned above.

Conducting Research and Development


Research and Development may be conducted at any time during game
play by selecting Research from the Game Menu or using Ctrl-R. Only the
major countries can conduct research and development, and any benefits
achieved will generally require individual unit upgrade to apply the technology
advances. Selecting one of the major country flags at the top of the Research
dialog will reset the screen to that individual country.

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At the top of the dialog screen is a display of the current MPPs available for
purchasing diplomacy chits, and the current influence remaining (i.e., the
number of chits available) for the selected country. The Select Country box
on the left lists the name of each country, displays its national sprite or the
sprite of its parent major, and provides the country’s current Activation Level.
If the country is neutral with no parent major and 0% activation, then no sprite
is displayed. When a country is selected, its current alignment and the cost
of a diplomacy chit is displayed on the right under Status. An up and down
arrow under Pressure allows players to set the number of diplomacy chits
to purchase, at a given chance of success per turn. If any chits are already
invested, the cumulative influence of each major power per targeted country
is also displayed. If pressure is increased, a Diplomatic Investment dialog will
prompt players to spend MPPs for any additional chit(s). Like Research and
Development, players may reclaim a diplomacy chit at any time but with no
reimbursement. Click on OK at any time to complete Diplomacy and return to
the Game Menu.

A Research Table dialog is available by clicking on the Table button. The


research table summarizes the current technology levels by research area for
each country. Click on OK at any time to complete Research and Development
and return to the Game Menu.

For more information about the benefits and costs of research and
development, please see the Research and Development section. As
previously described, research chits in an area are consumed whenever a
higher level is achieved. An advanced game play option may be selected for
the campaign (using the Editor) so that research chits will remain invested in
an area after technology advances are achieved. Note that if you do this, you
may wish to change the research cost per chit invested.

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Conducting Diplomacy
Diplomacy may be conducted at any time during game play by selecting
Diplomacy from the Game Menu or using Ctrl-D. Only active major countries
may conduct diplomacy. Selecting one of the major country flags at the top of
the Diplomacy dialog will reset the screen to that individual country.

At the top of the dialog screen is a display of the current MPPs available for
purchasing diplomacy chits, and the current influence remaining (i.e., the
number of chits available) for the selected country. The Select Country box
on the left lists the name of each country, displays its national sprite or the
sprite of its parent major, and provides the country’s current Activation Level.
If the country is neutral with no parent major and 0% activation, then no sprite
is displayed. When a country is selected, its current alignment and the cost
of a diplomacy chit is displayed on the right under Status. An up and down
arrow under Pressure allows players to set the number of diplomacy chits
to purchase, at a given chance of success per turn. If any chits are already
invested, the current total chance of success per turn is also displayed. If
pressure is increased, a Diplomatic Investment dialog will prompt players
to spend MPPs for any additional chit(s). Like Research and Development,
players may reclaim a diplomacy chit at any time but with no reimbursement.
Click on OK at any time to complete Diplomacy and return to the Game Menu.

Note that costs for diplomacy chits will vary depending on the degree of
difficulty in persuading a particular target. For more detail about Diplomacy
and its effects, please see the Politics and Diplomacy section. As previously
noted, diplomacy chits in a given area are consumed whenever a diplomatic
success is achieved. An advanced game play option may be selected for the
campaign (using the Editor) so chits will remain invested in an area after
diplomatic successes are achieved. As with research, you may wish to change
the chit cost to reflect this variant feature.

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Intelligence Reports
Military strength and loss reports can be retrieved at any time during game
play by selecting Reports from the Game Menu or using Ctrl-I. While friendly
information will always be available, some enemy information will be hidden
when the game is played with the fog of war option selected. The following is
an example of how the Reports dialog appears in the game:

The bar graphs on the left side indicate the number of resources currently
controlled by all major countries on your side, and on the right side the bar and
pie graphs reveal current strengths with respect to all land, air and naval units
on the map. Moving the mouse cursor over each bar graph or pie section will
display the exact value represented by the graphic. Click on OK at any time to
return to the Game Menu.

A Losses dialog is available by clicking on the Losses button. Click on OK to


return to the Reports dialog. For enhanced statistical purposes, the game

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keeps accurate track of every type of unit loss for a country as well as the
number of MPPs spent and lost from unit losses in combat, as shown below:

Ending A Turn
A turn may be ended at any time by selecting End Turn from the Game Menu
or using Ctrl-E. If playing a multiplayer game you will be asked for a file name
to save the game as and then you will be returned to the Main Menu. All other
games will proceed to your opponents turn.

Saving A Game
A game can be saved at any time by selecting Save from the Game Menu
or using Ctrl-S. Once selected you will be asked to provide or select a file
name. Games played against the computer are saved in the Save directory
by default. Hotseat, e-mail and network games are saved in their respective
Hotseat, E-mail or Network directory by default. For saved e-mail games,
a convenient message will appear prompting the player to switch to the
desktop in order to e-mail the file. As a backup precaution, all games are also
automatically saved at the beginning of each turn in a file called autosave.
sav in its default directory.

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Ending A Game
In order to end the game select Quit from the Game Menu or use Ctrl-Q. Quitting
a multiplayer game displays the Game Over victory status. Once the game is
over, multiplayer passwords are set to null so that items not previously visible
under fog of war will now become visible to both sides.

VI. STRATEGY & TIPS


Beginner’s Tutorial
CAMPAIGN SELECTION AND INTRODUCTION
Select New Game from the Main Menu to start playing against the computer
opponent. From the Select Campaign dialog, select the 1940 Fall Weserübung
campaign and then click on Play Campaign. Click on Advanced and check out
the various game options that are available. For reference, all of these game
options are described in the Game Options section. Now click on Scripts and
select Free Unit on the left.

Toggle off the default event "Free French Units" by clicking on the box at the
far right. The "X" will disappear and the event will no longer be highlighted. This
demonstrates how the game's event scripts may be easily toggled on/off at
the start of each game. Game events are summarized in Appendix A. Toggle
this event back on or leave it off. Click on OK three times to continue.

From the Choose Side dialog, leave the Difficulty level set at Beginner (0%)
and Computer Experience Bonus set at +0. For greater challenge, try the higher

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settings and/or other game options later. Click on the Axis button to start the
game as Axis against the Allied computer opponent.

The game map will be centered on the German forces prepared to attack Norway.
The German units all have flashing sprites on their icons to indicate that they
are active and have not moved or engaged in combat. Try the G and H hotkeys to
toggle the map grid on/off and hide/show units, respectively. For reference, the
Hotkeys section lists all of the Game Menu buttons and other hotkeys.

Take some time to briefly review the map. At the top of the screen is an
information bar showing terrain information at the left, weather data or
resource/unit data in the center for the selected tile location, and country
information at the right. Scroll around the map with the mouse cursor and
notice that Germany is Axis at 100% activation, Denmark and Norway are Allied
at 100%, Baltic States are neutral, and USSR is Allied but only 27% at game
start. Note that as the mouse cursor is moved over the map and Game Menu
buttons, the information bar at the top of the screen displays map data and
button names. Left click on the German flag on the right sidebar to re-center
the map on Germany's capital, Berlin.

Select Maps from the Game Menu on the right sidebar (fourth button from top)
or use the Ctrl-M hotkey to bring up the entire game map. Notice again that all of
the German sprites are flashing, as well as the Italians - who are not yet activated
(and thus cannot engage in combat) but may move during the Axis turn.

Select War Map and click on the % button to show Activation Levels for all
countries. Notice again that USSR is Allied at 27%. UK and France are at 100%,
but USA is at 22% and Italy is at 70%. It’s a good idea to watch these values
during the game and know when to expect others to prepare for war.

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Click on the USSR icon and its resources are summarized in the lower left of
the screen: 20 cities, 5 ports, 3 oil fields, 6 mines and a fortress. Select other
countries to examine their resources.

For this tutorial, Axis will declare war on Benelux so click on its flag on the war
map and then click on Declare War. When finished, click Close to exit.

Now select Convoy Map and notice that Germany has two convoys - one from
Sweden and another from Norway. Click on the Swedish flag and its convoy
information is summarized in the lower left area of the screen. Click on the USA
flag and only the convoy name, “US Lend Lease To The UK,” is shown because
fog of war (FOW) keeps the specific details hidden. Click OK and Close to return
to the Game Menu.

Select Research or use Ctrl-R to bring up the Research dialog. Current


investments are highlighted, with some German chits already invested in
Heavy Tanks, Advanced Subs, Rockets, Intelligence and Industrial Technology.

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The dialog shows Infantry Weapons at Level 1 (of 3). Notice that Germany also
has several other advanced technology levels at game start.

Select Table to bring up the Research Table dialog and this will show the
current level for all technologies for both Germany and Italy. Notice that Italy
starts with only default technology except for Level 1 Infrastructure. Click OK
to return to the Research dialog. Germany begins the game with 135 MPPs, so
let’s invest 100 MPPs in Long Range Aircraft research right away. Click on the
up arrow and then click Yes to make the investment. The dialog now shows 1
chit in Long Range Aircraft. Click on OK again to return to the Game Menu.

AXIS CAMPAIGN STRATEGY


For this brief tutorial, the German strategy will be to simultaneously attack
Denmark, Norway and Benelux in force, and then continue attacks into
France. Fall Gelb (Axis invasion of Benelux and France) historically started
in May 1940 after the Scandinavian operations, but we’ll be a little more
aggressive. In the Atlantic, German U-boats will move into convoy raiding
positions. This will quickly demonstrate most of the fundamentals for land,
air and naval operations.

Studying the map, note that Germany starts with 9 Corps, 5 Armies, 3 Tank
Groups, 1 Paratroops, 3 Headquarters (HQs), 3 Air Fleets, 2 Cruisers and 3
Subs. Two subs are positioned in the north Atlantic, 3 corps are embarked on

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amphibious transports in the North Sea and the paratroops in Denmark are
prepared for airdrop operations.

Left click on an HQ and notice how the units attached to its command are
highlighted in green. These are the units that receive a leadership bonus based
on the HQ's command rating. By right clicking on an HQ and selecting Set Mode
from the drop down menu, attachments for that HQ may be set to Auto, Auto-
Assist or Manual. To change a unit’s attachment or detachment status, simply
right click on a green unit and select Detach from the drop down menu or right
click on a blue (unattached) unit and select Attach.

Right click on the German flag to bring up the Production Table dialog. Note that
Germany starts with 3 naval units in the production queue, scheduled to arrive
in August 1940. Click OK to return to the map.

AXIS TURN 1
Before doing anything else, click on one of the French units defending on the
Maginot Line. Notice that its morale is about 60-70%. Remember this number
and we’ll return to it later to discuss an important morale feature.

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Now click on the Oslo Corps and note that its readiness is about 33% and morale
is about 50%. Assuming the weather in Denmark is clear, select Luftflotte I and
left click on Oslo to attack it. Air Fleets inflict a 30% morale loss and are very
useful for softening up targets prior to ground assault. The Oslo Corps should
suffer some strength, readiness and morale losses. This is another important
morale feature. If the weather is not clear and the strike range is reduced, then
watch for this morale effect with other air attacks.

Begin the Axis attacks by securing Denmark. Left click on the XI Corps and
move the mouse cursor to the Danish Corps in Copenhagen to target it.
The information bar at top displays the estimated combat results "Atkr=0 :
Dfdr=1" so this garrison should be easily defeated. Actual results will vary
depending on FOW.

An interesting new game feature is units that attack first and then move get
a 25% readiness bonus, but suffer a -1 action point penalty for subsequent
movement. Left click on the Danish Corps to complete the attack. XI Corps
may now move and its allowed movement tiles are highlighted. Move the
cursor over Copenhagen and left click to complete the XI Corps move to
occupy the capital.

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Continue with the attacks
on Norway. Unload the III
Corps located southwest
of Oslo by right clicking on
it, selecting Unload from
the drop down menu, and
then left clicking on the
highlighted tile northwest
of Oslo. The unit may
suffer some landing losses. Now target Oslo and attack it.

Continue the attack by


selecting the 1st FSJ
Paratroops and airdrop
them into Oslo if the garrison
was destroyed. If not, then
land next to Oslo and attack
it. Left click to select the
destination tile, right click
the air transport once it completes movement, and then left click the Paratroops for
action. The unit may also suffer some landing losses. It is very important to defeat
the Oslo garrison on the turn of invasion; otherwise, units will be out of supply and
increasingly unable to continue the attack on subsequent turns.

With the remaining embarked Corps, land and attack Bergen and Trondheim
on the western coast of Norway. Use the two Cruisers and Sub to block the UK
Royal Navy from interfering with German actions in Norway, and to help U-34
break out of the North Sea and into the Atlantic.

Now, on to Benelux. With the Unit Placement Variation Upon DOW option used
in this campaign, the Belgian Army will always set up in Brussels but the Dutch

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Corps placement will be variable. In this tutorial example, it sets up east of
Brussels. The sequence of attack will be Luftflotte II against Brussels, followed
by moving XV Panzer and attacking Brussels from the north, and finally
moving 6th Army and attacking Brussels from the southeast, as shown below.
This should defeat the Brussels garrison.

Move XVI Panzer into Brussels and attack the Dutch Corps from the west. Move
18th Army to attack the Dutch Corps from the northeast. And lastly, use 12th
Army to attack the Dutch Corps from the southeast and then move it towards
France as shown below. This will ensure that Benelux surrenders quickly and
will also provide valuable experience for Axis combat units.

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Alternately, you may choose to leave the Dutch Corps alone in hopes of gaining
additional plunder upon surrender. But, for each surviving enemy unit there is a
chance that surrender may be delayed (even if the capital is captured). Players
should consider their choices. Regardless, Benelux is now secured and the
remaining German units can be moved to start some attacks into France.

For this tutorial, the focus of the next attacks will be on the French Tank Group
on the Benelux border. Use Luftflotte IV and XIX Panzer to inflict some losses on
the French tanks and reduce any entrenchment. Other Axis units are probably
out of range for attacking Allied units, except those entrenched in the Maginot
Line and these should be avoided to reduce unnecessary losses.

To complete movements in the west, shift the units on the Siegfried Line
fortifications toward Benelux and move the XXIII Corps from Munich into the
Siegfried Line. If you right click on a unit and select Operate from the drop
down menu, “operational movement” could be used to move it adjacent to
Brussels. This will cost MPPs, but it will be in a forward position sooner and
available to support the attacks on Paris. Finally, move the HQs toward the
French/Benelux border.

Be aware that there are event scripts for Germany to maintain garrison forces
in Poland or else USSR’s Activation Level may increase, so keep the two Corps
in Warsaw and Konigsberg as garrisons and do not move them west.

At sea, start maneuvering the U-boats into convoy raiding positions. Canadian
supply convoys to the UK are active, so target that convoy route. Go to the
Convoy Map and select the Canadian flag. Note that a German sub sprite is
already on the highlighted convoy route but another is farther north, so return
to the main map and move U-50 to the southwest to get closer to the convoys.

Right click on U-25, the sub already in position, select Set Mode from the drop
down menu and verify that Hunt has a check mark. You may want to move this

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sub farther west along the
convoy route to keep away
from the UK Royal Navy or
select Silent (i.e., “silent
running”) to delay convoy
raiding until other subs
have joined in the hunt. This
completes all actions for the first turn, so select End Turn (first button at top)
or Ctrl-D to finish the turn.

Popup messages should appear for Benelux, Denmark and Norway surrendering,
with Germany collecting approximately 250 MPPs for all three countries. There
will also be a military production dialog, which shows Germany collecting about
154 MPPs and Italy collecting about 49 MPPs. And with some luck, there may
also be a popup message announcing a research advance!

The Allied computer opponent will then complete its turn. There probably won’t
be much activity except for the Royal Navy sending out a fleet or two to hunt
raiding U-boats. The Allies in France may or may not counter-attack your lead
units, and may withdraw. If U-25 was properly positioned and not attacked, the
Canadian supply convoy should be disrupted and UK production reduced by
about 10-15 MPPs.

AXIS TURN 2
Remember those French morale numbers? Now check the French units again.
Assuming Denmark, Norway and Benelux all surrendered last turn, British and
French morale may have dropped by 30-60% and this also affects their unit
readiness. There is also a corresponding increase in morale and readiness
for the victorious German units. This is an interesting new morale feature
explained more fully in the Unit Formulas section.

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For this tutorial example, the French units on the Benelux border all withdrew.
A gap is evident between the Paris defenders and the Maginot Line fortresses.
The German plan of attack will be to expand this gap and split the French
forces. 12th Army moves southwest to attack the Paris right flank. 6th Army
moves south toward the French mine to complete the attack and block the
Maginot Line defenders. XIX Panzer, despite having only strength 7, drives
south through the gap to completely cut off the Maginot Line.

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Now move XV and XVI Panzer Tank Groups to attack and possibly destroy one
of the other Paris defenders. Move the remaining German Armies and HQs
toward Paris. Rebase Luftflotte II and IV toward Brussels to get closer to Paris
and London for the next phase of the operation.

For now, right click on Luftflotte I in Denmark and select Upgrade from the drop
down menu. Use the up and down arrows to see how to upgrade its Advanced
Aircraft technology from Level 0 to Level 1 and how much it costs. Click OK and
return to the map. This completes its turn, but will be a higher quality Air Fleet
for later operations.

If convoy raiding was successful on Turn 1, then the UK’s Royal Navy will be
quickly approaching the area so consider finding other hunting grounds along
the convoy route, or change the U-25’s mode to Silent for a turn or two. Hit
and run tactics are often better than lingering too long in the same spot. Move
the other U-boats through the North Atlantic and attempt to maneuver into the
convoy lanes. Try using Ctrl-left click to select waypoints for a movement path
that keeps you away from the Royal Navy.

In the south, Italy is an Axis partner and able to move its units around (in any
territory that it controls), but is not yet at war and cannot engage in combat.
With only about 109 MPPs available through Turn 2, there’s not much it can do.
Right clicking on Italy’s flag reveals only a single Battleship in its production
queue, and it is not scheduled to arrive until May 1941.

Italy’s immediate priority must be its own defense against a possible Allied
surprise attack. Therefore, it could move its fleets around to block likely
landing sites and keep the Allies guessing where its naval power might be
located. The 1st Army in the north is available as a mobile reserve and perhaps
could be moved to Rome to defend the capital.

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For now, right click on the Italian Sub in Taranto, select Reinforce from the drop
down menu, and use the up and down arrows to see how to strengthen a unit
and how much it costs. Spend 62 MPPs to increase its strength to 10 and click
OK. Knowing how to upgrade and reinforce units in the game, players should
be able to do this on their own for the rest of the game.

For Germany, try this interesting diplomacy strategy for this tutorial. Select
Diplomacy or use Ctrl-D to bring up the Diplomacy dialog. Select Spain and
notice that the cost for Germany to pressure Spain, a neutral minor major
country, is 50 MPPs per diplomacy chit.

Click on the up arrow and then click Yes to make the investment, and repeat
for a second chit. Spain now shows a 10% chance of success per turn, where a
success results in an 8 - 15% increase in activation towards Axis, and possibly
a greater increase. If Germany gets a couple of diplomatic successes, it could
bring Spain into the Axis alliance and expose Gibraltar to a land attack. This might
catch the Allies off guard and create a unique opportunity in the Mediterranean.

This completes all actions for the second turn, so select End Turn or Ctrl-D
to finish the turn. The Allied computer opponent will then complete its turn.
Players should continue fighting to capture Paris and force France to surrender.
Italy will soon enter the war and open up the Mediterranean theater. Where will
you go next - Spain, Sweden, Yugoslavia or Greece? The decision is yours.

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CONCLUSION
At this point, players should feel comfortable with the game interface and the
basic game mechanics. You have conducted land, air and naval operations.
You have reinforced units and seen how to upgrade units with new technology.
You have invested in research and diplomacy. You have declared war and
achieved several conquests.

There are a multitude of other features in Strategic Command Classic WWII that
have not been covered in this introductory tutorial. Some are intuitive such as
purchasing and placing new units, while others are subtler such as using your
HQs to influence unit combat and supply.

Most of the fun is to just play the game and discover new features, referring to
the User Manual for clarification as necessary. And so, now it is YOUR turn to
take command and change the outcome of the Second World War.

Axis War Strategy


Since the Axis side will be at an economic disadvantage for most of the war,
aggressive game play, active research and development, the plundering of
resources, and use of convoy raiders may be an ideal path to victory.

In Germany’s first two front situation of the war, Fall Weiss (Case White, the German
invasion of Poland on September 1, 1939), the UK and France are positioned
in the west while Poland occupies the eastern portion of Germany’s planned
“leibensraum” strategy; i.e., increased “living space.” Quick victory in Poland
is essential and will ensure that the Western Allies do not have enough time to
mount an offensive on your western border. Sufficient build-up towards France
will then be required and/or perhaps a quick series of battles over Denmark,
Norway and Benelux to add to the MPP coffers and disrupt Allied morale.

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At this point Fall Gelb (Case Yellow, the German invasion of Low Countries and
France on May 10, 1940) should be performed to at least eliminate the French
army on the European mainland and open up the rest of Europe to potential
Axis domination. An invasion of England could be attempted, or a deliberate
U-boat campaign could be launched to strangle the UK economically with
persistent convoy raiding. Perhaps more attacks could be mounted on smaller
countries - such as Rommel’s attempt to capture all of North Africa, as you
prepare for the eventual and inevitable battle with the USSR.

Keep an eye on the USA and the USSR Activation Values in the War Map, so
that you won’t be surprised by any sudden increases. And when playing
safe, try to avoid declaring war on countries that were traditionally neutral
or at least within the USSR’s sphere of influence - in order to delay its entry
into the war.

By May 1941, initial preparations should be in place for Barbarossa (the


Axis invasion of Russia on June 22, 1941) and the conquest of the USSR.
Encirclements, successive victories and rapid drives to Moscow, Leningrad
and Stalingrad will be vital before the Soviets are able to regroup and
reorganize their seemingly limitless defense forces. Scorched earth, supply
problems, harsh weather, partisans, the transfer of Soviet troops from Siberia,
and the eventual entry of the USA armed forces will make a quick victory all the
more difficult, though not impossible.

One thing is certain; with Strategic Command Classic WWII you now have
many and multiple means to achieve your desired goal - a Major Victory over
the Allied Powers!

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Allied War Strategy
The Allied side is generally in a much better long-term economic situation than
their Axis counterparts, but they have smaller and less experienced armed
forces in the early stages of the war. As a result, Allied strategy may have to be
a “wait patiently and see” approach, holding the line and constantly building
up defensive forces until, finally, the long awaited offensives can begin in the
East and the West.

Hanging on for dear life is critical in the early years of the war, especially
for the UK with its limited economy and vulnerable supply convoys. By Fall
Gelb, France will be in its own precarious fight for survival while the UK has
the difficult choice of shoring up the French defenses or leaving its units in
England to prepare for a possible Axis amphibious assault (i.e, Operation
Sealion). Delaying the capture of Paris as well as protecting the UK navy for
future defense may be sufficient to guarantee long-term survival. Prior to
USA and USSR involvement and the addition of their economic potential and
military power, the UK should actively protect resource rich areas - such as
the Middle Eastern oilfields in Iraq, from Axis expansionism. Even intervening
in areas such as Spain or Turkey, that do not add to your own MPP income, can
be beneficial as it pins down your enemy as well as delays the eventual Axis
struggle with the USSR.

Once the USSR is involved, using a scorched earth defensive strategy can
be an effective way of prolonging the battle for “Mother Russia.” Keeping a
minimal defense on the front lines and pulling back the bulk of your forces to
defensive positions deep in Russia and behind river tiles may cause your Axis
opponent to overrun their supply and curtail their opening offensive. This may
at first seem a risky strategy, but it may allow for a masterful counterstroke
- as opposed to constantly taking losses in a perpetually defensive posture.

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USA involvement allows for a more active role in the west as your combined
UK and USA forces can force Axis attention in North Africa, Italy, or perhaps
an early drive through France. Strategic bombing campaigns from England
and persistent threatening postures in the aforementioned theaters may
be more than enough to distract Axis forces from the Eastern Front and
take some of the pressure off of the USSR. A combination of these kinds
of tactics may often wrest a hard-earned victory out of what seemed to be
certain defeat.

General Tips
HEADQUARTERS
Perhaps the most important tip is effective use of HQs. HQs can usually make
or break an offensive or defensive situation. HQs not only provide leadership
bonuses to units attached to their command but also provide supply bonuses
to units within range. These bonuses can significantly influence unit readiness
and ultimately combat outcomes as seen in the Unit Formulas section.
Therefore, HQs are the ultimate combat multiplier in the game.

HQs also present a dilemma. You will want their leadership bonus as far forward
as is considered safe from air or blitz attacks, in order to help your front-line
units in combat. Yet, you will also want to maximize their supply bonus and
this usually requires keeping them within range of friendly, but distant, cities.
This is generally not a problem since they move slower, which keeps them out
of range of enemy air spotting and attack. Players should experiment with
various techniques of HQ deployments, and learn to recognize what works
well and what doesn’t.

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UNIT EXPERIENCE
Players should attempt to maximize unit experience whenever possible. Elite
reinforcements can help maintain high unit experience. Unit victory or defeat
will also affect its supporting HQ’s experience, which in turn affects the HQ’s
combat morale bonus. Therefore, players should attempt to maximize HQ
experience by managing unit attachments and by trying to make victories
count - while avoiding unhelpful defeats. Unit experience and combat morale
bonuses can be powerful combat multipliers if built up and maintained, but
are perishable assets that should be used with care.

STRATEGY MAPS
Besides the observable unit and resource information readily obtained from
the main map, additional maps are available by selecting Maps from the Game
Menu. Frequent reviews of the War Map and Convoy Map during a game can
help players monitor current activation levels for countries not yet at war and
the current status of various convoys. Ignoring additional information during a
game could result in players being surprised by events that might have been
otherwise anticipated, or missing opportunities to tilt the strategic situation
in their favor.

RESEARCH AND DEVELOPMENT


Heavy Tanks. Research advances in this area are important for Germany’s early
“blitzkrieg tactics,” which usually resulted in quick and resounding successes.
As enemy anti-tank defenses improve, tanks may begin to lose some of their
effectiveness. However, the real value of tanks is their mobility – the ability to
penetrate and encircle enemy formations, or to counter enemy penetrations.
If used properly, Tank Groups can be powerful assets throughout the game.

Advanced Aircraft. Success in this technology area provides a wide array of


benefits because the air attack values can be used against nearly everything.

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High-level jets may eventually become a decisive unit in the air war. Combined
with long-range, experience and HQ support, Air Fleets can become versatile
and deadly.

Heavy Bombers. Bombers have other capabilities besides strategic bombing:


they have long-range spotting, can reduce enemy entrenchment levels by -2
points per attack (if the defending unit takes damage) and have a potent naval
attack value; i.e., they may also be considered “naval” bombers. At higher
technology levels, Bombers can inflict both immediate and long-term MPP
losses from damaged or destroyed enemy resources, and a single Bomber
supported by escorts can often keep several resources at a low strength for
an extended period.

Gun Laying Radar. UK and Italy, with the largest fleets in the game, could
benefit the most with this technology. Establishing “sea superiority” may
well result in better access to surrounding land targets. Later in the war, the
Allies can benefit from the increased attack values when performing shore
bombardments to support their amphibious invasions of Italy and France.

Long-Range Aircraft. This technology is particularly useful for increasing


spotting ranges and for rebasing air units across large bodies of water, like
the Mediterranean or North Sea. It is especially useful for UK and Italy, since
they both would benefit from extended air support for their units at sea. It may
also prove helpful to Germany, providing increased flexibility for its Air Fleets
in Russia.

Advanced Subs. For Germany, which begins the war with Subs already at
sea, and consequently has increased convoy-raiding opportunities, this is a
particularly useful research area. An Axis strategy of unrestricted submarine
warfare could cripple the UK economy and keep the USA’s Lend Lease convoys
at a severe minimum.

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Anti-Tank Weapons. Since most armies are composed of large numbers
of infantry-type units, a few research advances in this area can provide
considerable benefit for many units. This technology may prove critical for
USSR’s survival, but is also important for all major countries.

Anti-Submarine Warfare. If the Allies neglect the ASW research area, they risk
having a very difficult time with U-boats later in the war if the Axis player
pursues an aggressive submarine warfare strategy. With the ability of Subs
to run silent and strike at a time and place of their choosing, ASW advances
are necessary for the Allies to defend against and, ultimately, defeat the
U-boat menace.

Anti-Aircraft Radar. This technology is often an inexpensive way to counter


enemy air superiority. If the Allies pursue a strategic bombing strategy,
Germany and Italy may suffer from resource damages and expensive
interceptor losses as well. An early investment to improve air defenses may
help reduce these losses. Likewise, UK may want to upgrade potential targets
of “The Battle of Britain,” where German attempts to destroy vital resources
was preparation for the possible Sealion invasion.

Industrial Technology. The initial Industrial Modifiers at the start of the war for
the major countries are 80%, except for USSR at 70% and Germany at 100%. The
industrial technology increments for the major countries are 10%, except for
USA at 20%. The USA is uniquely able to rapidly expand its economy and help
the Allies to eventually out-produce the Axis. The USSR has a scripted event to
rebuild industry in the Urals and thereby expand its economy. Germany will
struggle to keep up, unless they choose to develop a war economy sooner
than they did historically.

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VII. CAMPAIGN EDITOR
Using The Editor
The Help file included with the Editor provides basic functional instructions
for using each of the Editor’s menu commands. While many features of the
Editor are intuitive, users may need to refer to the Help file or the following
discussions for assistance. Also, various information boxes with notes,
cautions and tips are provided to help make your Editing experience a little
easier. The following basic Editor commands are available on button bar or
may be selected from the Edit commands on the Main Menu bar at the top left
of the screen.

Undo
Undo the previous action(s). Up to 50 of the previous actions can be undone.

Redo
Redo the previous action.

Lock Scroll
Locks the map view in the current position.

Tip: Locking the map view is very useful when drawing or editing a new map
and you are constantly selecting sprites from the sprite library on the right.
This prevents the map from shifting whenever you move the mouse cursor too
far in any direction.

Unlock Scroll
Allows the map view to be scrolled using either mouse cursor or arrow keys.

Refresh Bitmaps (F3)


Refreshes the map view.

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Tip: This is a helpful tool for modders who wish to customize any of the bitmaps
in the game. Once a bitmap has been modified, using Refresh Bitmaps (F3)
will automatically reload all the bitmaps in the Editor for immediate viewing
without having to restart the Editor.

Change Video Mode (F4)


Select 1024x768, 1280x1024 or 1600x1200 screen resolution. Toggle Full
Screen mode on/off.

Note: Turning Full Screen mode off results in a windowed display. The
windowed display cannot be resized, but it can be moved around to allow
simultaneous viewing of other files.

Output Map Position (F9)


Output #MAP_POSITION values to a text file. Output #MAP_POSITION values to a text
file. This is useful for script work where you want to manage multiple map position
entries. To execute this feature, highlight selected map positions while in the Tile
Layer and then hit F9. This will generate a text file called map_positions.txt in the
main Strategic Command 2 directory. You can then cut and paste the generated
#MAP_POSITION text into the appropriate script event although you might have to
rename the control ‘#’ entry to the appropriate name for some scripts.

Note: This feature is constantly appending to the text file so if you want a fresh
generation of map positions you can either delete the contents of the file or
delete the file itself as needed.

Opening An Existing Campaign


To open an existing campaign, select File -> Open from the Main Menu bar.
This will open a dialog that references the current campaign selections from
the Campaigns directory. You may open the original campaigns that come with

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Strategic Command Classic WWII, but any standard in-game campaigns will be
overwritten and flagged as custom unless otherwise renamed when saving.

CAUTION: To preserve the standard in-game campaigns, please BACK UP these


files in a safe location on your system BEFORE editing, or use custom names
for your modified campaigns to protect these original files.

Tip: From the Open dialog, it is also possible to right click on a *.cgn file in the
Campaigns directory to delete or rename it.

Saving A Campaign
There are two options to save a campaign using the Editor, File -> Save or
File -> Save As. Using Save will save the campaign with the current file name,
while Save As allows you to rename the current campaign prior to saving it as a
*.cgn file in the Campaigns directory. Save As will also read the customization
files for the current campaign and apply updated customizations as applicable
or as needed. When finished, the File -> Exit command will close the Editor.

Note: A warning message will prompt you to save the current campaign before
exiting if you have made any map changes. Also, a warning message will
prompt you whenever you might be overwriting event scripts when using Save
As for alternate but pre-existing campaign file names.

Using the File -> Export Data command allows you to save the current Map
Layers, Country Data, and General Data as *.dat files in the Data directory
under the current campaign file name subdirectory. Individual data files are
NOT saved when the Save or Save As commands are used; only the *.cgn
campaign file is saved. This command and the Export Data menu should be
used to select or deselect any items from the current campaign for re-use in
other campaigns.

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Note: The default Data directory for all export information will be a new
subdirectory with the name of the current campaign (e.g., \Data\1939 Fall
Weiss). From the Browse for Folder dialog that opens when you select Export
Data, you will be able to choose another export folder or make a new folder.

Tip: The Export Data feature allows you to export the various data files for
reuse later (i.e., by using Import Data). For instance, you might be interested
in re-using some of the files from 1939 Fall Weiss for a custom WWI campaign
and this will allow you to import the pre-existing map layers and other data
onto a fresh campaign. In other words, the generic European map layers can
be imported into a new game with different country data adjusted to WWI.

Creating A New Campaign


Once the Campaign Editor has fully loaded, a new campaign may be created by
selecting File -> New from the Main Menu bar at the top left of the screen.
This will initialize a blank campaign template and allow you to define a new
map size from (36x18) to (256x128) tiles.

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Once a new campaign is created, the File -> Import Data command allows
you to open a saved Map Layer, Country Data, or General Data file previously
created with the Export Data command. This command and the Import
Data menu should be used to select or deselect any items from a previous
campaign for re-use in the current campaign. The browser will default to the
Data directory and you will have to choose the subdirectory containing the
desired data files.

Note: The imported map size must match the current map size. A warning
message will provide both imported and current map sizes and prompt you
to adjust current map size before importing. The current campaign will be
overwritten to be compatible with the imported *.dat files.

Creating A New Map


Customizing the map for a new campaign or even a new game can be
accomplished using the Map commands from the Main Menu bar.

Edit Tile Layer


Edit water, land and coastal tiles on the map.

Tip: One technique for drawing a new map is to take a picture of the map
you want and then reduce the height by 50%. This creates the illusion of
perspective, like a photo angled away from you. Decide on an appropriate
scale and overlay a tile grid. From here you will have a rough idea for each
of the shapes required for each tile and then use the provided shapes in the
Editor library to make the best fit. This makes your two-dimensional isometric
map accurate and nearly 100% consistent in recreated scale.

Edit River Layer


Edit rivers on the map, including headwaters and deltas.

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Edit Terrain Layer
Edit forests, mountains, marshes and depressions on the map.

Edit Resource Layer


Edit ports, mines, oil fields, cities, capitals, fortifications and fortresses on the map.

Generic capital sprites exist for Western, Eastern and Middle Eastern minor
countries. Capitals of major countries have more extensive graphical
representations, and major capital sprites for Berlin, London, Moscow, Paris,
Rome and Washington, D.C. are included.

Note: You cannot add capitals to neutral countries unless the tile ownership is
set to annexed countries or to countries that already have a capital. A warning
message will prompt you to proceed prior to making a change.

Edit Unit Layer


Edit land, air and naval units on the map.

Edit Weather Layer


Edit weather zones on the map.

With the addition of


weather zones, all terrain,
resources and units will
dynamically adjust to
the new weather zone, if
applicable. For example,
if you move a land unit
to the desert it will be
shown in desert decal, and if you move it to an arctic or snow area (which
will appear in the game under weather effected conditions) it will be shown
in winter decal.

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Edit Map Size
Adjust the map x- and y-axis dimensions. Coordinates (0,0) are located in the
upper left corner of the map. Changing the x-axis value will change the right
boundary. Changing the y-axis value will change the bottom boundary.

Note: Any reduction in map size will result in permanent data loss along the
reduced axis. A warning message will prompt you to proceed prior to making
a change.

Shift Contents
Shift contents of column(s) left or right, or contents of row(s) up or down, from
one specified location to a new location. Only one horizontal or vertical shift
may be made per action. The first entry is the number of columns or rows to shift
a map section, specifically the number of columns to the right or the number of
rows down if positive values
are entered. Negative
values would make a shift
to the left or up. The second
and third entries are the
start and end column/row
numbers of the current map
section to be shifted.

Example: To shift the entire map contents found between columns 10-20
along the x-axis to the right by +5 tiles you would set the first number to 5 and
the second and third numbers to 10 and 20, respectively. The horizontal shift
would be 5 @ 10 -> 20.

Note: Shifting contents will result in permanent data loss from the tiles along
the x- or y-axis at the new location. A warning message will prompt you to
proceed prior to making a change.

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Draw
Left clicking on the map places the current sprite selection (shown in the upper
right sprite box) onto the map, over-writing whatever was in the tile previously.
Left clicking on the mini-map will reorient the map, but will not make any tile
changes. Left clicking on a sprite from the sprite library on the right (using the
scroll bar to view choices) will display the current selection in the upper right
sprite box. See also Undo and Remove Item(s) to cancel any drawing actions.

Tip: Right clicking on a sprite from the map will display that sprite as the
current selection in the upper right sprite box. Then, left clicking on the map
will place the new sprite.

Select Item(s)
Left clicking on the map or mini-map in this mode WILL NOT make any tile
changes. However, left clicking on the map in this mode will highlight selected
tiles, either by selecting individual tiles or by holding down the mouse button
and “painting” an area (i.e., dragging the mouse cursor around to select
multiple tiles). Left clicking on highlighted tiles again will deselect them.

Tip: Right or left clicking on a sprite from the sprite library on the right (use
scroll bar to view choices) will display the current selection in the upper right
sprite box and automatically reset the Editor to Draw. This action will return
you to the drawing mode.

Right clicking while in the Edit Tile Layer mode will allow you to set Tile Owner/
Controller status. The selection rule is enforced so that if you begin by selecting
French tiles for instance, you can only highlight those particular tiles. If you
want to also edit some German tiles as well then this will have to be done in a
subsequent selection.

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Note: You can set the tile owner to anyone you wish but the controller can
only be set to valid countries (i.e., those at 100% activation for majors, or 100%
activation or neutral for minors as defined in the current campaign). A warning
message will prompt you to proceed prior to making a change.

Right clicking while in the Edit River Layer, Edit Terrain Layer or Edit Resource
Layer modes will allow you to move, delete, rename, or set properties for the
selected feature. This allows terrain features and resources to be named,
or Anti-Aircraft Radar level to be set for resources. It also allows you to set a
Destroy On Overrun or Surrender option for fortresses and fortifications under
the Properties dialog.

Right clicking while in


the Edit Unit Layer mode
will allow you to move,
delete, rename, set
properties or set mode
(if applicable) for the
selected unit. Moving
a land unit to sea will
present a selection
dialog for having that
unit loaded onto either
a Transport or an Amphibious Transport and vice versa (i.e., moving from a
Transport or Amphibious Transport back to land). Detailed editing of individual
units, such as setting initial unit strength, experience and entrenchment levels,
and supply levels for naval units, can all be done under the Properties dialog. The
Set Mode dialog only applies to Air Fleets and Carriers (Auto, Intercept, Escort,
Ground), Subs (Hunt, Silent) and Paratroops (Prepare).

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As research levels are set for the campaign, additional options will become
available for customizing each unit or strategic resource. The Details section
under the Properties dialog displays combat values for units and defense
values for resources. The default values and costs will appear normally, and
any upgrades based on higher research levels will appear in brackets [...].
Unit attributes may not be set higher than your current research levels allow.
Once you set research levels, unit options are dynamically adjusted within the
Editor. See Edit Research for additional details on setting research levels for
the campaign.

Right clicking while in the Edit Weather Layer mode will allow you to set the
weather zone for selected tiles. See Edit Weather Data for additional details on
setting weather zones for the campaign.

Remove Item(s)
Erase current tile contents by left clicking on a tile. This action is dependent on
the hierarchy of the map layer selected. In other words, with the Edit Terrain
Layer mode selected this will remove forests and mountains. With the Edit
Tile Layer mode selected, however, removing a land tile will also remove any
rivers, terrain, resources or units placed on it.

CAUTION: A warning message WILL NOT prompt you to proceed prior to making
a change.

Tip: Right or left clicking on a sprite from the sprite library on the right (use
scroll bar to view choices) will display the current selection in the upper right
sprite box and automatically reset the Editor to Draw. This is just a quick way
to go back to drawing.

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Editing Campaign Data
To edit basic campaign data, select Campaign -> Edit Campaign Data from the
Main Menu bar. Set Start Date, End Date, Who Starts, Centered Map Position
and provide a brief Description of the campaign. Any dates from year 0 to
9999 may be entered. The initial map display can be centered by specifying
an initial map position in x,y coordinates. Campaigns may also be flagged as
mini-campaigns. This has no real effect other than to help order campaigns
first and mini-campaigns second in the Select Campaign dialog when staring
a new game. For custom campaigns, a separate readme.txt file should be
created to provide additional campaign details.

Note: The campaign End Date must be greater than the Start Date. A warning
message will prompt you prior to saving a change.

The Campaign Data dialog also has an Advanced Game Play Options dialog
available for further customization of smaller campaigns. Select Victory Basis
(Capitals or Objectives). The Capitals option means countries surrender or are
liberated when their capital or any alternate capital is captured. The Objectives
option means that the standard surrender and liberation rules are disabled.
In either case, victory is determined based on the Victory event script for the
campaign. Select View (Borders on/off), Preferences (Research, Diplomacy
and Purchases), and General options (Reinforcements, Elite Reinforcements,
Upgrades, Operational Movement, Transports, Amphibious Transports,
Disbanding, Rebasing, Railheads, Consumable Diplomacy Chits, Consumable
Research Chits and Unit Placement Variation Upon DOW (Minors)). The
consumable research and diplomacy chit options mean that one chit is
consumed when a result is achieved.

Note: The Objectives option for Victory Basis disables the alternate capitals
feature whereby captured capitals are moved. All cities in the Capitals list

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will become “objectives,” with the first city listed (i.e., the “capital”) being
the primary objective. All objectives will be shown with a flag on the city.
The alternate capitals (i.e., the other objectives) could also be listed in the
Industrial Centers list to allow them to act as supply and production sources
if the primary objective is captured. See also Add/Remove Capitals and Add/
Remove Industrial Centers for more details.

These are all essentially on/off options that can be used to customize a
campaign. For smaller campaigns, it may be better to disable certain game
functions. Most are self-explanatory. The Rebasing option allows rebasing
of Air Fleet and Bomber units. The Railheads option restricts Operational
Movement whereby you need to be in or adjacent to a friendly city in order to
operationally move. The Unit Placement Variation Upon DOW (Minors) option
randomly affects within the distance of a single tile the placement of units for
minor countries that have been recently declared war upon. Units that are on
resources will not be affected.

To edit weather data and set weather zone values, select Campaign -> Edit
Weather Data from the Main Menu bar. Select Climate type (Temperate, Frozen
or Desert). Set Seasonal Effects for Land (Clear, Mud or Snow), Seasonal Effects
for Sea (Calm, Storms or Ice) and Trigger % from 0 to 100 for each effect for
each season. In addition to the four normal seasons, four separate “seasons”
are provided for late spring (May 1 to June 20), early fall (September 21 to
October 14), late fall (December 1 to December 20), and late winter (March
1 to March 20). The cumulative trigger percentages for effects cannot exceed
100% for each season. The default seasonal effect is Clear or Calm if less than
100% is entered for the trigger values.

A weather zone can include both land and sea effects. To add a new weather
zone to the Zone List, click Add/Edit, select a type, enter a name for the new
weather zone, set seasonal effects, and then click Add/Edit again. The new

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weather zone will appear in the Zone List. To edit a weather zone, select it from
the Zone List, make any desired name or value changes, and then click Add/
Edit to save your changes. To delete a weather zone, select it from the Zone List
and click Remove. To close the Weather Zone Data dialog, click OK.

CAUTION: A warning message WILL NOT prompt you prior to making a weather
zone change, or prior to closing the dialog without saving changes.

Example: Default spring weather in a Temperate zone provides a 90% chance


of Clear land weather and a 20% chance of Storms sea weather. This default
weather type could be adjusted, renamed Mediterranean, and added to the Zone
List as a new weather type. The weather types appearing in the Zone List would
then become available as selections while in the Edit Weather Layer mode.

To edit the turn and economic data for a new campaign, select Campaign -> Edit
Turn/Economic Data from the Main Menu bar. Setting the turn sequence for the
campaign will significantly affect how economic data is processed. Select Turn
Length (Seasonal or Daily). Seasonal turn lengths are one week in summer, two
weeks in spring and fall, and four weeks in winter. Daily turn lengths may be set
between 1 and 365 days. Select Turn sequence (Alternate or Simultaneous).
Alternate turns advance the date on each side’s turn, while Simultaneous turns
use the same date for both sides each turn. Select optional MPP Collection
(None or Normalized). None may be used in games where no production is
desired. Normalized may be used to prorate production over a normalization
period of 1 to 365 days, where 14 days (two weeks) is the default period.

When used together with Seasonal turns, Normalized production will increase
MPP collection on winter turns and decrease MPP collection on summer
turns. For example, winter turns of four weeks would consist of two default
normalization periods; therefore, MPP collection would be doubled. Please
refer to the Collecting Military Production Points section for further details.

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CAUTION: A simple change from Alternate to Simultaneous turns will
essentially double the number of turns each year; therefore, overall economic
production would also double. This will significantly change a game unless
either costs are increased or resource values are decreased accordingly. A
warning message WILL NOT prompt you prior to making a change.

To edit the terrain data for a new campaign, select Campaign -> Edit Defense
Bonus Data from the Main Menu bar. Set defense bonuses from -1 to 8 for each
individual terrain and resource type. The negative defense bonus means that
land unit attacks are halved when the attacker is on a tile of that particular
terrain type. Terrain and resource data are generic and apply to all unit types
for all countries. Customized values will be displayed with an asterisk (*).
Selecting Reset Defaults will restore default values. Please refer to Terrain
Values table for further details.

Note: The resource map layer takes precedence over the terrain map layer
for a tile’s defense bonus. For example, a city on a mountain will only get the
defense bonus for a city, not for a mountain or for a mountain plus a city.

To edit the resource data for a new campaign, select Campaign -> Edit
Resource MPP Data from the Main Menu bar. Set resource values from 0 to 5
MPPs per strength point for each individual resource type. Note that changing
the resource value for City will affect convoy raiding by Subs as described
in the Advanced Rules section. Resource values are generic and apply to
all resources for all countries. Customized values will be displayed with an
asterisk (*). Selecting Reset Defaults will restore default values. Please refer
to the Collecting Military Production Points section for further details.

To edit the movement cost data for a new campaign, select Campaign ->
Edit Movement Cost Data from the Main Menu bar. Set additional movement
costs from 0 to 8 action points, or as impassable, for each individual terrain

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type. Also, set additional movement cost penalties for crossing enemy rivers,
adjacent enemy units, and blitz attack/movement. Movement costs are generic
and apply to all unit types for all countries. Customized values will be displayed
with an asterisk (*). Selecting Reset Defaults will restore default values.

Activating Countries
To activate a country in the Editor, select Campaign -> Edit Country Data
from the Main Menu bar. Select the country you wish to activate in the Select
Country drop down list and then select any one of the available options for
its complete activation status. The Flags, Status, Unit Orientation, Modifiers,
Capitals, and Industrial Centers boxes will allow for detailed customization
for each country. Clicking on the OK button will complete this action. To edit
the unit data, combat target data, research data and diplomacy data for each
country, select the country and refer to the sections below.

Note: Each individual country’s data must be edited separately. Each country
represented on the map must have a capital. It is also possible for events to
create a capital during a game for newly created countries. Please refer to
the Editing Events section for details about the Surrender event. A warning
message will prompt you to proceed prior to making a save.

Flags
Select Alignment (Neutral, Axis or Allied), Allied Parent (if minor country), Axis
Parent (if minor country), Build Restrictions (None or Home Builds Only), and
Scorched Earth (None, On Invasion, On Liberation or Full). Full means that both
On Invasion and On Liberation are in effect.

As a minimum requirement, there MUST be at least one fully activated Axis and
Allied major country. For new campaigns, the default for this is Germany and UK.

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Also, all minor countries MUST have both an Allied and Axis parent defined. The
Axis and Allied parents do not have to be fully activated, but cannot be Neutral.

Setting a country’s Build Restrictions to Home Builds Only limits all unit
production and new unit placements to home resources only. Setting Build
Restrictions to None allows unit construction in occupied territories if a direct
land connection with the home capital is available.

Status
Set Country Activation % from 0 to 100. If less than 100%, then the country
is not yet at war or activated (i.e., neutral). If Neutral alignment is selected,
0% will be automatically displayed. If Activated is selected, 100% will be
automatically displayed. Although a country’s initial alignment in a campaign
may be set here as Axis or Allied and some positive Activation Value defined,
diplomatic influence during a game could drop this value below 0%. When this
happens, the alignment switches and the value becomes positive; it will never
become negative. In other words, true neutrality of 0% could change in either
the Axis or Allied direction. Please refer to the Politics and Diplomacy section
for further details.

Set any activated minor countries (Surrendered or Annexed) and define the
Occupier country for each. Surrendered means that the country’s forces are
removed from play, while Annexed country forces remain in play under control
of the occupier.

Note: Changing a major country’s status may also reset the surrender or
annexation status of its dependants, or may reset the parent and/or activation
status of its dependants. The Axis and Allied parents of an annexed minor do
not have to be fully activated, but they cannot be Neutral. Also, annexing a
country may reset its Capitals or Industrial Centers lists. A warning message
will prompt you to proceed prior to making a change.

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Set country Cooperative status. Cooperative allows a country to be fully
cooperative with its allies and vice versa. Non-cooperative countries may
not operate its units into territory controlled by its allies. Non-cooperative
countries do not exchange any resource or HQ supply benefits unless it is to a
similarly aligned minor. Non-cooperative countries will not intercept or escort
for each other. Additionally, non-cooperative major countries that liberate
minor countries will override previous parent country information and become
the new parent.

Example: USSR as a non-cooperative Allied major country cannot operate Land


or Air units to UK territory and vice versa. USSR will not increase the resource
values of a UK-controlled Iraq. USSR liberation of Poland would make USSR the
new parent country.

Unit Orientation
Set the default orientation of units when not in enemy contact range. This is
based on the unit facings in the bitmap files that are normally to the right, or
facing east. The Mirrored orientation flips the default unit image to the left,
or facing west. The default orientation for a country will also affect friendly
units placed in that country, which is a nice feature to have as a way to setup
desired facing in various territories.

Example: The default unit orientation for USSR is set to Mirrored, and the visual
representation in the Country Data dialog shows the unit facing west. Also, the
default unit orientation for Egypt is set to Mirrored, which means British units
in Egypt will face west rather than east.

Any enemy land or air units that are within five tiles of each other (connected
by land mass as well) will automatically face off against each other as logically
as possible. Otherwise, if there is no unit within five tiles then they will face in
their default orientation. For naval units the face-off range is eight tiles.

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Modifiers
Set Initial Military Production Points from 0 to 9999 MPPs, Industrial Modifier
% from 0 to 1000, Max Occupational Efficiency % of captured resources from 0
to 100, Soft Build Penalty % from 0 to 100, Fortification Build Delay from 0 to
365 days, Max HQ Attachments from 0 to 25, and Max HQ Attachment Range
from 0 to 25.

Add/Remove Capitals
Define a country’s capital first and any alternate capital(s) subsequently, in
order, if applicable. If the current capital is captured, the game will then move
the country’s capital to the next listed city that is still under friendly control. A
country will only have one active capital at a time during a game. A country will
begin checking for surrender once its final capital is captured. Please refer to
the Surrendering Nations section for further details.

Add/Remove Industrial Centers


Define cities in addition to a country’s capital that can serve as Industrial
Centers. These industrial centers will not only act as a supply source similar
to a capital but players will also be able to build units if they can trace a line of
friendly tiles to these cities.

Editing Unit Data


Customizing the combat units for a new campaign or even a new game can
be accomplished from the Edit Country Data dialog. Select either the Edit
Unit Build Data, Edit Unit Costs, Edit Production Delay Data or Edit Production
Queue options. Clicking on the OK button will complete all actions.

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Edit Unit Build Data
Set unit build limits from 0 to 255 by unit type for each individual country.
Customized values will be displayed with an asterisk (*). Selecting Reset
Defaults will restore default values.

Note: A build limit cannot be less than the current existing number of units on
the map and in the production queue. A warning message will prompt you to
delete unnecessary units before proceeding.

Name commanders for Headquarters units and set their command rating from
1 to 10. It is also possible to establish a list of unit names for each unit type,
to be selected when new units enter the game. Select unit type in the Set Unit
Name Lists box, enter a name (and command rating for HQs), click Add/Edit,
and the names will appear in the List box. Names may be deleted from the list
by clicking Remove.

Note: During a game, renaming units is possible but a check is made to


determine if the new name already exists for the country and unit type. A
warning message will prompt you to select another name before proceeding.

Tip: By setting build limits at 0 you can effectively disable particular unit
types, such as preventing aircraft units from appearing in a pre-WWI game
mod. By setting build limits at the 255 maximum you would essentially have
a no-limits game mod. Game options may disable build limits, but they should
still be defined in the campaign if possible.

Edit Unit Costs


Set unit cost from 0 to 9999 MPPs by unit type for each individual country.
Customized values will be displayed with an asterisk (*). Selecting Reset
Defaults will restore default values.

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All unit costs represent Level 0 technology. Please see the Research and
Development section for additional details regarding how unit costs are
affected at higher technology levels.

Edit Production Delay Data


Set unit production delay from 0 to 60 months by unit type for each individual
country. Customized values will be displayed with an asterisk (*). Selecting
Reset Defaults will restore default values.

Tip: Game options may disable production delays, but they should still be
defined in the campaign if possible.

Edit Production Queue


Select units by country and by type for arrival on or after a specific date.
Strength, experience and available research levels may be set for individual
units. Unit arrival dates can be set for any date, regardless of the production
delay for that unit type. This is useful for designating units already in the
production cycle or perhaps farther into the future. Even if the Production
Delay option is not selected for the game, units in the production queue will
still arrive on or after the date specified.

Editing Combat Target Data


Customizing the combat target values for any units in a new campaign or even
a new game can be accomplished from the Edit Country Data dialog. Select
the Edit Combat Target Data option. Clicking on the OK button will complete
this action.

Set combat target attack and defense values from 0 to 10 by unit and resource
type for each individual country. Set general combat target values from 0 to

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25. Customized values will be displayed with an asterisk (*). Selecting Reset
Defaults will restore default values. Please see the Combat Target Values Table
for additional details.

Note: All unit values represent Level 0 technology. Please see the Research
and Development section for additional details regarding how higher
technology levels affect combat target values.

Editing Research
Customizing the research types and levels for a new campaign or even a new
game can be accomplished from the Edit Country Data dialog. Select the Edit
Research option. Clicking on the OK button will complete this action.

Set research values for each individual major country and for each research
type. Current research level, maximum research level, current chits applied,
and maximum chits assignable may be set from 0 to 5. Research chit cost may
be set from 0 to 1000 MPPs for each individual type, and maximum MPP for
total research investment may be set from 0 to 10,000 MPPs. Each country’s
increment used for Production Technology may be set from 5 to 25%, and for
Industrial Technology from 5 to 100%.

Tip: By setting maximum research levels at 0 you can effectively block


research in particular areas. By setting the maximum research at 0 MPP for
a major country you can effectively prevent it from performing any research.
And if a non-research game mod is desired, research can be completely
disabled by selecting that advanced game play option in the Edit Campaign
Data dialog.

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Editing Diplomacy
Customizing the diplomatic options for a new campaign or even a new game
can be accomplished from the Edit Country Data dialog. Select the Edit
Diplomacy option. Clicking on the OK button will complete this action.

Set the maximum number of diplomacy chits between 0 and 100 for each
individual major country.

Note: The maximum number of diplomacy chits cannot be less than the currently
assigned chits. A warning message will prompt you to reduce assigned chits first.

Set Influence costs from 0 and 1000 MPPs for four different types of diplomatic
influence action: Friendly Minor, Enemy/Neutral Minor, Friendly Major or
Enemy Major.

The Influence % chance per turn of achieving a result against either a major or
minor neutral country may be set from 0 to 100 (first entry), with the expected
result range being set between 0 to 100 (second and third entries, respectively).
Diplomatic influence during a game can change a country’s Activation Level in
either the positive or negative direction, depending on alignments. For instance,
an Axis country would increase the activation of a country with an Axis alignment,
but decrease the activation of a country with an Allied alignment. Please refer to
the Politics and Diplomacy section for further details.

The Minor Bonus % chance per turn is the chance per diplomatic result that the
influence achieves a greater effect for minor countries only. This may also be
set from 0 to 100 (first entry), with the expected result minimum/maximum
range being set between 0 and 100 (second and third entries, respectively).

Example: The default Influence is 5% per chit with an effect range of 8 to 15%.
This would appear as 8 and 8 -> 15 on the Influence % line. If influence against
a minor country is successful during a turn, the default Minor Bonus provides

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a 10% chance per chit that the effect range will be 20 to 30%. This would appear
as 10 and 20 -> 30 on the Minor Bonus % line. All of these values may be
adjusted for greater or lesser results.

In the Diplomatic Status box, set the number of initial diplomatic chits for each
individual country, up to the maximum chit limit available for a given major
country. The Net Effect for each country would then equal the number of chits
times the Influence % set above.

Editing Event Scripts


To edit event scripts, select Campaign and then Edit Event Scripts from the Main
Menu bar. This will allow you to edit all scripts for Convoy, Resource, Supply,
Unit, Free Unit, Partisan, Territory, Annexation, Surrender, War Entry, Activation
#1, Activation #2, Activation #3, Naval Loop, Victory and Popup events. Select
the script to edit and then click Open/Edit. Your default text editor should open
with the script file. Notepad, WordPad or any other text editor such as ConTEXT
will work fine. After editing the script, save and close the text editor normally
and then click Update in the Script window. Update All may be used to force
a manual update of all scripts, but the Editor handles re-verification and re-
compiling of date-stamped scripts automatically. Each script file may contain
multiple events, separated by a blank line. Each separate event name will
appear in the Event List box as a reference for the selected script.

Note: If there are any errors, the Editor should give you an error message as
well as some detail as to what the problem might be. To correct the error you
will have to repeat the above Open/Edit process followed by another Reload.
This may occur many times if there are multiple errors; e.g., for multiple
map positions. Keep repeating the process until the error asterisk no longer
appears in the Script dialog.

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The default event script templates are located in the Templates\Events
directory. If you open them, each one has a small write-up about what they
do, how to use them, an example, as well as some additional notes. A listing
of the basic script structure for each type of event is provided in Appendix B.
The event scripts for individual campaigns are saved in the Scripts\Events
subdirectory created for each campaign in the Campaigns directory.

CAUTION: DO NOT edit the script templates in the Templates\Events directory.


When you create a new campaign, these are automatically copied over into
the new campaign’s subdirectory. If these script templates become corrupted,
you will have to restore them to create new campaigns. Players may want to
BACK UP these files just in case.

Example: The 1939 Fall Weiss campaign has a subdirectory named _1939 Fall
Weiss. This is where the specific scripts for Fall Weiss are stored. These files
may also be copied or edited directly with any text editor.

Tip: For multiple campaigns of the same game such as Strategic Command
Classic WWII, create an initial set of scripts covering everything. Then copy
them into the subdirectories for the other campaigns and toggle them on/off
with the #FLAG command line as applicable. If you want the event to be active
in the campaign then set #FLAG= 1. Players can then change it during game
setup. If the event is not included at all, then players won’t have the option.

Editing Artificial Intelligence Scripts


To edit artificial intelligence (AI) scripts for the computer opponent, select
Campaign and then Edit AI Scripts from the Main Menu bar. This will allow you to
edit all scripts for Planning, Purchases, Research and Diplomacy. As with editing
event scripts, select the AI script to edit and then click Open/Edit. If you open

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them, each one has a small write-up about what they do, how to use them, an
example, as well as some additional notes. After editing the script, save and
close the text editor normally and then click Update in the Script window. Update
All may be used to force a manual update of all scripts, but the Editor handles re-
verification and re-compiling of date-stamped scripts automatically.

The default AI script templates are located in the Templates\AI directory. The
AI scripts for individual campaigns are saved in the Scripts\AI subdirectory
created for each campaign in the Campaigns directory. A general description
of the different types of AI events found in the game is provided below:

Planning – This event handles AI requirements for preparing and executing


operations such as Barbarossa or D-Day, or for attacking smaller countries.

Purchases – This event handles AI purchases on a turn-by-turn basis.

Research – This event handles AI research allocation on a turn-by-turn basis.

Diplomacy – This event handles AI diplomacy allocation on a turn-by-turn basis.

Setting Map Views and Preferences


The following basic map view commands are available on button bar or may be
selected from the View commands on the Main Menu bar.

Mini-Map
Toggle the multi-colored mini-map on/off.

Grid
Toggle the military style grid on/off.

Borders
Toggle national borders on/off.

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All Layers
Toggle all map layers on/off.

With All Layers off, the map only displays the layers defined by the current edit
mode. This action is dependent on the hierarchy of the map layer selected. For
example, the Edit Terrain Layer mode will only display the tile, river and terrain
layers, but no resources, units or weather.

National Colors
Toggle national colors on/off.

The following personal preferences may be selected from the Preferences


commands on the Main Menu bar. These preferences are saved for future
games but individual players may change them during a game.

Border Style
Select Red or Black for national borders, each with two options for dashed
borders of varying thickness.

Unit Style
Select 3-D or Military counter style.

Counter Style
Select display of unit bases (Full, Partial, None) for either 3-D or Military
counter style. Full shows the three-dimensional unit icon on a solid oval
disk of the national color. Partial shows the three-dimensional unit icon on a
hollow oval ring of the national color. Land/air units and naval units may have
different selections.

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Limitations
As previously discussed in the above sections, the Campaign Editor does have
several limitations. In summary:

•• The minimum map size is 36x18 tiles. The maximum map size is
256x128 tiles.
•• As a minimum requirement, there MUST be at least one fully activated
Axis and Allied major country. For new campaigns, the default for this is
Germany and UK. Also, all minor countries MUST have both an Allied and
Axis parent defined.
•• The game will only support up to 6 major countries and 37 minor
countries, and these can be defined in the localization.txt file.
•• A country may only have one active capital at a time during a game, and
all countries MUST have a capital.
•• Campaigns may be set to run through any dates from year 0 to 9999,
and campaign end date must be greater than start date.

Suggestions For Creating A New Game


The Editor is a powerful tool not only for adjusting the current campaigns, but
also for creating brand new games. Amateur game designers can try their hand
at reproducing old favorites or developing completely new games using the S
Strategic Command Classic WWII game engine. The possibilities are endless.

Although Strategic Command Classic WWII is first and foremost a game


designed for the European Theater during the Second World War, its game
mechanics for land, air and naval combat units can be applied to many other
conflicts. The Editor is flexible enough to allow full customization for other time
periods, and for virtually any scale and scope.

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1. DEVELOP A GAME DESIGN
The first step for creating a new game is to decide what your fundamental game
design is going to be. You may already have an idea about the time period,
the battlefield, and who the aggressors are for your conflict. Now you need
to decide on some specifics for your game. How big do you want your map
and tiles to be? How long should each game turn last? What size should your
combat units be - Corps or Divisions for operational campaigns, or something
smaller for tactical battles? How complex your game will be and how long it
may take to play will depend on what you decide at the outset.

Once you determine how large your map needs to be, go ahead and open a
new campaign by selecting File -> New as described above in the Creating a
New Campaign section. Here you can define your new map size and begin
filling in the various map layers using the instructions and tips provided
above. You may also want to use the Import Data menu to select items from
a previous campaign for re-use in your custom campaign, since editing is
usually easier than starting from scratch. Save your new campaign to create a
new subdirectory for it with its own campaign.ini file.

2. CUSTOMIZE YOUR GAME


In the Campaigns directory there will be a subdirectory for your new
campaign and within this subdirectory you will find the campaign.ini file
containing the line:

#CUSTOM_ LOCALIZATION= 0

If you set this to 1 then you will be able to use custom localization. You
will need to create a new localization.txt file within the custom campaign
subdirectory for your customized items. The entire file contents do not need
to be included, but you may want to copy the original localization.txt file from
the main directory into your custom campaign subdirectory and then edit

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whatever information you choose. The game will then use these customized
items instead of the default text names. For an example of an abbreviated file,
please review the Overlord campaign included in the game.

This localization file is very important for customizing the names of new
countries, unit types, research categories, etc. The “#NAME=” items are all
variable names used by the Strategic Command Classic WWII game engine and
cannot be edited, but any or all of the text names for these variable names can
be edited. A warning message will let you know if you have done something
wrong when attempting to load a campaign set for custom localization.

Players may customize the game by defining up to any 6 major countries


and any 37 minor countries. Original information may be left as-is for “extra”
countries. In other words, if your custom game only has 3 major countries
and 5 minor countries, the extra information would not matter. #YUGOSLAVIA,
for instance, might have no territory or units, and this would not affect your
custom game involving other countries.

Example: Consider a Napoleonic game with Prussia instead of Germany, and


cavalry instead of tanks. In the combat target dialog and properties dialog
sections of the localization.txt file, change Tank Attack to Cavalry Attack. In
the terrain dialog, change Tank Defense to Cavalry Defense. In the Country ID’s,
change Germany to Prussia. In the Unit IDs, change Tank Group to Cavalry. In
the Research ID’s, change Heavy Tanks to Heavy Cavalry. And so on.

Players may further customize the unit counters by editing the various unit_
sprites bitmap files located in the Bitmaps directory. The three-dimensional
unit sprites also have separate files for desert and snow decals. The campaign.
ini file contains the line:

#CUSTOM_BITMAPS= 0

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If you set this to 1 then you will be able to use custom bitmaps. You will need to
create a Bitmaps subdirectory within your custom campaign directory for your
customized items. The game will then use these customized items instead of
the default bitmaps. A warning message will let you know if you have done
something wrong when attempting to load a campaign set for custom bitmaps.

Players may also customize the game interface by editing the various bitmap
files located in the Interface directory. The campaign.ini file contains the line:

#CUSTOM_INTERFACE= 0

If you set this to 1 then you will be able to use a custom interface, such as having
alternate flag_sprites for the major countries involved in your campaign or just
changing the appearance of the interface. You will need to create an Interface
subdirectory within your custom campaign directory for your customized items.
The game will then use these customized items instead of the default bitmaps.
A warning message will let you know if you have done something wrong when
attempting to load a campaign set for a custom interface.

CAUTION: Be careful when editing the bitmap files in the Bitmaps and Interface
directories without saving the originals. If the original bitmap files become
corrupted, you may have to restore them. Players may want to BACK UP these
directories just in case.

Players may also customize the game sounds by editing the various .wav files
located in the Sound directory. The campaign.ini file contains the line:

#CUSTOM_SOUND= 0

If you set this to 1 then you will be able to use custom sounds, such as
horses galloping for customized cavalry units. You will need to create a Sound
subdirectory within your custom campaign directory for your customized
items. The game will then use these customized items instead of the default

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.wav files. A warning message will let you know if you have done something
wrong when attempting to load a campaign set for custom sounds.

3. FINALIZE YOUR GAME DESIGN


Getting your map and unit counters to look good is easy enough. Getting your
new game design to work smoothly will require some more effort, especially if
you are making significant changes to the default values of the original game.
Based on your decision for how long game turns will be, you need to decide
what turn sequence your game will use. This is described above in the Editing
Campaign Data section for Edit Turn/Economic Data.

Depending on the turn sequence for your customized game, you will then
have to make adjustments to at least the following game parameters:

•• Unit Costs
•• Resource Data
•• Combat Target Data, specifically unit action points and ranges
•• Movement Cost Data

Keep in mind that even a simple change from Alternate to Simultaneous turns
will essentially double the number of turns each year, and therefore economic
production would also double. The default Strategic Command Classic WWII
movement rates would need to be halved, resource values would need to be
halved, and so on. Otherwise, you may end up with a game that does too much
or too little for the scale and scope that you have decided on. Once you get
your basic game design functioning, you can then begin adding advanced
features like research, diplomacy, and event scripts.

4. PLAYTESTING YOUR NEW GAME


While Strategic Command Classic WWII and its Editor are very stable and
should ensure that your game runs, assuming that you resolved any error or

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warning messages along the way, there is no guarantee that your new game is
balanced or will play as intended. Logic errors on the game designer’s part may
result in various flaws that take time to discover and fix. Something simple
like a typographical mistake in the combat target data that gives a certain
unit type an unintentionally high or low value may skew a game. Complicated
event scripts may produce conflicting and unwanted results. You will have to
determine if your game is playing the way you intended for it to play.

A good rule of thumb is to start simple, and then gradually add desired
complexity. First verify that your basic features work as desired and then
slowly build in more advanced features. If you try to do too much too fast, it
may be very difficult to determine how to resolve a complex problem with your
game design. Once your game is running smoothly and you have had time to
evaluate its strengths and weaknesses, further adjustments for play balance
and variability can be made. Take your time and have some fun with the game
design process.

VIII. TROUBLESHOOTING
Video Issues
A 128 MB Video Graphics Card with 16-Bit Color is required. The program will
terminate with an error message if your current system does not support a
resolution with a minimum of 1024 pixels in width and one with at least 768
pixels in height or if DirectX 7 or greater could not be found on your system.
Please check the Control Panel -> Display Options to see if your video settings
can be changed.

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Vista / Windows 7 Issues
If you have experienced any issues with installation or running the game in
general it is recommended that you run the installation utility and/or the game
as an Administrator. Either logging in with an Administrator account or using
the following steps can achieve this:

1. Right clicking the Shortcut


2. Select Properties
3. On the Shortcut tab select Advanced
4. Then Select the Run as Administrator checkbox.

Sound Issues
A 16-Bit DirectSound compatible sound card is required.

Dual Monitors
This game does not support dual monitors and it is highly recommended that
you disable your second monitor before playing the game.

TCP/IP Issues
IP Addresses: When a player Hosts a game, ALL the IP addresses assigned to a
system will be listed. If you have multiple modems or network cards it will list
all IP addresses associated with those devices. What it can’t do is tell you which
one is the correct IP address, as it depends on how your system is configured.

Users of AOL, for instance, may have up to three addresses listed. You will need
to have your opponent try to attach to each IP address (in order) until they find
the one that allows connections. Once you have found the correct IP address,
make note of its place in the list since it should always be the same one.

For example, let’s say when you host a game it shows three separate IP addresses.
You give the first one to your opponent and it doesn’t work. You give him the second

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one and he makes a connection. In the future, the correct IP address should always
be the second one in the list even though the address itself may change.

Firewalls and Proxies: In order to play a network game, TCP port 6530 will need
to be open for all outgoing and incoming transmissions. Please configure your
firewall and proxies accordingly. Users of software packages such as Black Ice
Defender and Zone Alarm may have to disable the software completely before
a successful connection can be made.

Some users of Black Ice Defender have reported that even disabling the
software was not sufficient and they had to fully uninstall the package. Once
this was done games could be hosted and joined. Please visit the Matrix
Games Discussion Forums for the latest information on such issues.

Windows Firewall Configuration: WinXP with Service Pack 2 firewall disabled


should work OK with the following settings (right click on your Internet icon
and select “Change Windows Firewall Settings”:

•• Windows Firewall (On)


•• Don’t Allow Exceptions (Un-checked)
•• Under the Exceptions tab, SC2-WaW .exe should be added and checked
under “Program and Services”

Broadband Router Configuration: If you use a home broadband router like


the LinkSys Cable/DSL 4-Port Router and wish to host games, you will need
to add TCP port 6530 to the router’s forwarding table. You then need to match
port 6530 to the internal IP address of the computer that you want to host
the game with. Then use the router’s control panel (usually accessed via your
browser) to get the external IP address provided by your ISP. Give this external
IP address to your opponent and he should be able to connect – with you
hosting. Please visit the Matrix Games Discussion Forums for the latest info
on such issues.

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Network Router Configuration: Network computers must also be matched to
port 6530 as described above. As an example of a wireless router configuration
for Linksys, go to the “Applications & Gaming” menu and set the SC2 Port
Range for “Start” to 6530, “End” to 6530, “Protocol” to TCP, and “IP Address” to
the specific DHCP client IP address for your SC2 host computer. Other network
routers should have something similar.

Please note that an IP address that starts with 192.xxx.xxx.xxx will not work
with SC2 since this is the specific client IP address assigned to your computer
from your router. You will need to know your actual internet IP address and can
usually find it by logging into your router. If not there are internet links that can
give you your current IP address (e.g., WhatIsMyIP.com).

Note also that your internet IP address might change whenever you reboot your
modem/computer or it comes out of suspended/hibernation mode, and that
your client IP address might change whenever you reboot your network. Please
visit the Matrix Games Discussion Forums for the latest info on such issues.

Internet Connection Sharing: Many people use ICS on their home LANs to
access a broadband or modem connection to the Internet across multiple
computer systems. Currently a computer that is connected to the Internet via
an ICS connection cannot Host a Strategic Command Classic WWII game out to
the Internet. They can however host locally to systems that are connected on
the same home LAN. They can also still attach to a hosted game normally on
the Internet or the home LAN.

This limitation on hosting affects systems that gain their access to the Internet
SOLELY through an ICS connection. Please visit the Matrix Games Discussion
Forums for the latest info on such issues.

Lost Connections: If at some point during play you lose connection (this IS the
Internet after all) each player should be given a message that indicates that

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the connection was broken or lost. Play can be resumed by loading a TCP/IP
autosave file. Autosave files are created automatically after each move made
by the current active player (i.e., not the one watching), so whichever player
was active must load the autosave file and become the Host (regardless of
what they were before) while their opponent must join as a Client. Play will
resume normally at that point.

Sometimes, one player or the other will drop to the desktop. Even when this
happens, a usable autosave is usually created. If you are on an ICS connection
and are unable to host your autosave, then your opponent will have to host
using their autosave. In this case you may be required to replay portions of
your last turn.

Error Handling
Should the game ever crash, an “ERROR” folder is created. The contents of this
folder can be found in the following folder with your user name substituted for
<USERNAME>:

C:\Users\<USERNAME>\Documents\My Games\Strategic Command Classic WWII

If applicable, an ERROR.sav file is created and placed in this folder (i.e., the last
known turn and game status before the crash). An errorlog.txt file is also placed
in this folder. These files may be helpful for identifying and fixing problems that
might arise, and may be sent to support@furysoftware.com for evaluation.

Installation
Please ensure that your system meets the minimum requirements listed
above. If you purchased from the Slitherine or Matrix site you will have been
provided a download link for the games installer.

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Have your Serial Number ready as you will need to enter it as part of the
installation process. The Serial Number is included in the order receipt for
downloads, or printed on the disk or box for hard copies. To install the game,
either double click on the installation file you downloaded or insert the game’s
disk into your drive. Follow all on-screen prompts to complete installation.
Click Finish to close the installer and you are now ready to play!

File Locations
Files for Strategic Command Classic WWII will be installed to two separate locations.
The master files and campaigns that come with the game will be installed in the
Program Files directory here, unless you change it during installation: C:\Program
Files (x86)\Matrix Games\Strategic Command Classic WWII

However, all user files, including saves and custom campaigns will be stored
in your folder: \User\Documents\My Games\Strategic Command Classic WWII\

Where User is the name of your log-in. Warning: Do not move any files from one
location to the other, and certainly do not delete any from the main installation
location.

Tip to Modders! When launching the Editor, it has 2 ‘Open Campaigns’ buttons,
one for default campaigns and one for custom user made campaigns. In game
however, all campaigns will be listed in the same ‘Select Campaign’ screen no
matter where they might be located.

AI
There are 4 standard features available via the F1, F2, F3, and F4 keys that can
be used when developing and testing AI scripts in game. These include:

F1-DEBUGSAVE F2-DEBUGLOGS
F3-DEBUGANIMATION F4-DEBUGAI

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F1 key creates a ‘DEBUG’ subfolder in the ‘SAVE’ directory that creates saved
game files for each turn played by both you and the AI. This can be a useful
reference for when you see the AI do something unexpected, as it is now easy
to go back and re-observe the AI maneuvers in action.

F2 key creates a ‘DEBUGLOGS’ folder in the installation directory that keeps


track of AI Planning, Research and Diplomacy investments as well as the turn-
by-turn Weather information.

F3 key speeds up the AI turn by eliminating all movement and combat


animations.

F4 key allows an AI scriptwriter to have the AI play against itself. This is very
handy whenever you would like to see just how balanced your AI scripts are
for both sides and/or if you quickly want to observe your AI planning from
both sides.

Note: These features can be turned on at any time during game play versus
the AI or immediately before selecting any campaigns as this is the only way
to have the AI play itself from the very first turn going forwards.

Resolving Issues
If you have experienced any issues with installation or when trying to
launch or play Strategic Command Classic WWII it is recommended to run the
installation utility and/or the game as an Administrator. Either logging in with
an Administrator account or using the following steps can achieve this:

1. Right clicking the Shortcut


2. Select Properties
3. On the Shortcut tab select Advanced
4. Then Select the Run as Administrator checkbox.

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Should you encounter any problems with the installation or game itself,
please visit our Help Desk at www.matrixgames.com/helpdesk or post in the
Strategic Command Classic WWII Support Forum at www.matrixgames.com.
Please provide as much detail on your issue as you can.

IX. TABLES
Abbreviations
TT Target Type
SL Spotting Range (Land)
SN Spotting Range (Naval)
AP Action Points
OR Operational Range
SR Strike Range
SRK Strikes
DE De-Entrenchment
DM De-Moralization
SA Soft Attack
TA Tank Attack
AA Air Attack
BA Bomber Attack
NA Naval Attack
CA Carrier Attack
UA Sub Attack
RA Strategic Attack
SD Soft Defense
TD Tank Defense

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AD Air Defense
BD Bomber Defense
ND Naval Defense
CD Carrier Defense
UD Sub Defense
MC Movement Cost
TDB Tank Defense Bonus
SDB Soft Defense Bonus
ADB Air Defense Bonus
BDB Bomber Defense Bonus
NDB Naval Defense Bonus
CDB Carrier Defense Bonus
UDB Sub Defense Bonus
ME Maximum Entrenchment

Combat Target Values


See table overleaf

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Combat Target Values
TT SL SN OR AP SR SRK DE DM SA TA AA BA NA CA UA RA SD TD AD BD ND CD UD
HQ Soft 2 1 - 2 0 1 1 0 0 0 0 0 0 0 0 - 0 0 0 0 0 0 -
Corps Soft 2 1 - 3 1 1 1 0 1 1 4 4 3 3 3 - 1 1 1 1 0 1 -
Army Soft 2 1 - 2 1 1 1 0 3 2 8 8 6 6 6 - 1 1 1 1 0 1 -
Special Forces Soft 2 1 - 2 1 1 2 30 4 4 6 6 4 4 4 - 1 1 1 1 0 1 -
Engineers Soft 2 1 - 2 1 1 1 0 2 2 3 3 2 2 2 - 2 1 1 1 0 1 -
Paratroops Soft 2 1 6 2 1 1 1 10 2 1 3 3 2 2 2 - 2 2 1 1 0 1 -
Anti-Tank Soft 1 1 - 2 1 1 1 0 1 3 3 3 2 2 2 - 1 3 0 0 0 0 -
Anti-Air Soft 1 1 - 2 1 1 - 0 0 0 1 1 0 1 0 - 0 0 1 1 0 1 -
Artillery Soft 1 1 - 2 2 1 2 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 -
Rockets Soft 1 1 - 2 1 1 1 30 0 0 0 0 0 0 0 1 0 0 0 0 0 0 -
Partisans Soft 2 1 - 2 1 1 1 15 2 1 3 3 2 2 2 - 1 1 1 1 0 1 -
Tank Group Tank 2 1 - 3 1 2 1 15 4 5 8 8 3 3 3 - 4 5 1 1 0 1 -

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Fighter Air 4 2 - 4 5 1 1 0 1 1 1 2 1 1 1 1 0 0 1 1 0 1 -
Tactical Bomber Air 2 2 - 4 5 1 2 30 2 2 2 2 2 2 2 2 0 0 0 0 0 0 -
Bombers Air 5 4 - 6 8 2 2 15 1 1 1 2 1 1 1 3 0 0 1 1 0 1 -
Battleship Naval 1 1 - 9 1 1 1 30 1 1 1 1 4 4 1 2 0 0 2 2 4 3 1
Cruiser Naval 1 1 - 10 1 1 1 15 1 1 1 1 2 2 1 1 0 0 2 2 2 2 1
Destroyer Naval 1 1 - 10 1 1 1 0 0 0 0 0 1 1 4 0 0 0 1 1 1 1 4
Transport Naval 1 1 - 12 0 - - - 0 0 0 0 0 0 0 - 0 0 0 0 0 0 0
Amp. Transport Naval 1 1 - 4 0 - - - 0 0 0 0 0 0 0 - 0 0 0 0 0 0 0
Carrier Carrier 2 2 - 8 3 1 1 15 1 1 0 1 3 3 3 1 0 0 0 2 2 4 1
Subs Sub 1 1 - 8 1 1 1 30 0 0 0 0 4 4 0 - 0 0 0 0 1 0 -

Note: All values represent Level 0 defaults without any research technology advances. Army SD/TD values are 2/2 for UK, USA, USSR, Germany,
Canada, Finland, Spain. Army SD/TD values are 3/3 for Sweden and Switzerland. Army SA/TA values are 2/1 for Italy and 2/2 for France, Sweden
and Spain. Tank SRK is 1 for Italy and France and all other Minors.
Terrain Values
Terrain Value
MC TDB SDB ADB BDB NDB CDB UDB ME
Clear 1 0 0 0 0 0 0 0 2
River 1 0 0 0 0 0 0 0 2
Forest 1 1 1 1 1 1 1 0 3
Marsh 2 2 2 -1 -1 0 0 0 0
Field 1 1 1 0 0 0 0 0 2
Bocage 2 2 2 2 2 2 2 0 3
Hill 2 2 2 1 1 1 1 0 3
Mountain 2 4 3 3 3 3 3 0 4
Oasis 1 1 1 1 1 1 1 0 2
Desert 2 1 1 -1 -1 0 0 0 0
Depression - - - - - - - - -
Port 1 -1 -1 2 2 2 2 4 0
Oil 1 0 1 1 0 0 0 0 3
Mine 1 0 1 0 0 0 0 0 3
Village 1 2 1 2 2 1 1 0 3
City 1 3 1 2 2 1 1 0 4
Capital 1 3 1 2 2 1 1 0 6
Fortification 1 3 2 2 2 3 2 0 6
Fortress 1 5 2 4 4 6 4 0 8

Note: Attacker may incur an additional movement cost penalty when crossing an enemy
controlled river tile. Additionally, attacker is reduced to 50% offensive power when attacking
across a river.

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Supply Values
LAND/AIR UNITS
IN LINE OF CONTROLLED TERRITORY
Unit Location Unit’s Supply Value
≤ 10 Action Points to HQ HQ Supply - Shortest Distance
Resource Strength - Shortest
≤ 10 Action Points to Friendly/Occupied Resource
Distance
> 10 Action Points to HQ 0
> 10 Action Points to Friendly/Occupied Resource 0

CUT OFF FROM CONTROLLED TERRITORY


Unit Location Unit’s Supply Value
Resource Strength - Shortest
Cut off from HQ but not Friendly/Occupied Resource
Distance
Cut off from any valid City/Port but not friendly HQ HQ Supply - Shortest Distance
Cut off from any HQ and any valid Resource 0

Note: If either an HQ or a friendly/occupied resource can supply a unit then the greatest of
the above values will be taken for a unit’s supply.

NAVAL UNITS
IN RANGE OF FRIENDLY/OCCUPIED PORT
Unit Location Unit’s Supply Value
≤ [Port Strength] Action Points to valid Port 10 - Shortest Distance
> [Port Strength] Action Points to valid Port 0

Note: At the beginning of each new turn, naval units at sea not within range of a port
maintain their last supply value minus 1.

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APPENDIX A
CAMPAIGN EVENTS
The following is an alphabetical listing of the scripted events for the standard
Strategic Command Classic WWII campaigns. Each event provides a brief
description of its effects and the campaigns that it applies to. Players are able
to toggle any of these event scripts off from the Game Options screen at the
start of a game.

Allies Abandon Mediterranean Positions (Italy -> Axis) – An activation #2


event. Allies abandon their land positions in the Mediterranean resulting in a
3-5% increase in Italian activation towards Axis.

Allies DoW On Benelux (Spain -> Axis) – An activation #1 event. Allies declare
war on Benelux resulting in a 6-12% increase in Spanish activation towards Axis.

Allies DoW On Benelux (Sweden -> Axis) – An activation #1 event. Allies


declare war on Benelux resulting in an 8-16% increase in Swedish activation
towards Axis.

Allies DoW On Benelux (Switzerland -> Axis) – An activation #1 event. Allies


declare war on Benelux resulting in an 8-16% increase in Swiss activation
towards Axis.

Allies DoW On Benelux (USA -> Axis) – An activation #1 event. Allies declare war
on Benelux resulting in a 10-15% increase in American activation towards Axis.

Allies DoW On Denmark (USA -> Axis) – An activation #1 event. Allies declare war
on Denmark resulting in a 10-15% increase in American activation towards Axis.

Allies DoW On Greece (Turkey -> Axis) – An activation #1 event. Allies declare
war on Greece resulting in a 6-10% increase in Turkish activation towards Axis.

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Allies DoW On Greece (Yugoslavia -> Axis) – An activation #1 event. Allies
declare war on Greece resulting in an 8-16% increase in Yugoslavian activation
towards Axis.

Allies DoW On Iraq (Iran -> Axis) – An activation #1 event. Allies declare war
on Iraq resulting in a 6-12% increase in Iranian activation towards Axis.

Allies DoW On Iraq (Turkey -> Axis) – An activation #1 event. Allies declare war
on Iraq resulting in a 6-12% increase in Turkish activation towards Axis.

Allies DoW On Ireland (Spain -> Axis) – An activation #1 event. Allies declare
war on Ireland resulting in a 6-12% increase in Spanish activation towards Axis.

Allies DoW On Ireland (Sweden -> Axis) – An activation #1 event. Allies


declare war on Ireland resulting in an 25-50% increase in Swedish activation
towards Axis.

Allies DoW On Ireland (Switzerland -> Axis) – An activation #1 event. Allies


declare war on Ireland resulting in an 25-50% increase in Swiss activation
towards Axis.

Allies DoW On Ireland (USA -> Axis) – An activation #1 event. Allies declare
war on Ireland resulting in a 15-25% increase in American activation towards
Axis.

Allies DoW On Italy (Spain -> Axis) – An activation #1 event. Allies declare
war on Italy resulting in a 10-15% increase in Spanish activation towards Axis.

Allies DoW On Italy (USA -> Axis) – An activation #1 event. Allies declare war
on Italy resulting in a 2-4% increase in American activation towards Axis.

Allies DoW On Norway (Finland -> Axis) – An activation #1 event. Allies declare
war on Norway resulting in a 6-12% increase in Finnish activation towards Axis.

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Allies DoW On Norway (Sweden -> Axis) – An activation #1 event. Allies
declare war on Norway resulting in a 10-15% increase in Swedish activation
towards Axis.

Allies DoW On Norway (Switzerland -> Axis) – An activation #1 event. Allies


declare war on Norway resulting in a 6-12% increase in Swiss activation
towards Axis.

Allies DoW On Portugal (Spain -> Axis) – An activation #1 event. Allies declare
war on Portugal resulting in a 35-45% increase in Spanish activation towards Axis.

Allies DoW On Portugal (Sweden -> Axis) – An activation #1 event. Allies


declare war on Portugal resulting in a 6-14% increase in Swedish activation
towards Axis.

Allies DoW On Portugal (Switzerland -> Axis) – An activation #1 event. Allies


declare war on Portugal resulting in a 6-14% increase in Swiss activation
towards Axis.

Allies DoW On Romania (USA -> Axis) – An activation #1 event. Allies declare
war on Spain resulting in a 6-12% increase in Romanian activation towards
Axis.

Allies DoW On Spain (Bulgaria -> Axis) – An activation #1 event. Allies declare
war on Spain resulting in a 5-10% increase in Bulgarian activation towards Axis.

Allies DoW On Spain (Hungary -> Axis) – An activation #1 event. Allies declare
war on Spain resulting in a 6-12% increase in Hungarian activation towards
Axis.

Allies DoW On Spain (Switzerland -> Axis) – An activation #1 event. Allies


declare war on Spain resulting in an 8-14% increase in Swiss activation
towards Axis.

181
Allies DoW On Spain (USA -> Axis) – An activation #1 event. Allies declare war
on Spain resulting in a 10-20% increase in American activation towards Axis.

Allies DoW On Spain (Vichy France -> Axis) – An activation #1 event. Allies
declare war on Spain resulting in a 14-24% increase in Vichy French activation
towards Axis.

Allies DoW On Spain (Yugoslavia -> Axis) – An activation #1 event. Allies


declare war on Spain resulting in a 6-12% increase in Yugoslavian activation
towards Axis.

Allies DoW On Sweden (Finland -> Axis) – An activation #1 event. Allies


declare war on Sweden resulting in a 10-20% increase in Finnish activation
towards Axis.

Allies DoW On Sweden (Switzerland -> Axis) – An activation #1 event. Allies


declare war on Sweden resulting in a 12-18% increase in Swiss activation
towards Axis.

Allies DoW On Sweden (USA -> Axis) – An activation #1 event. Allies declare
war on Sweden resulting in a 10-20% increase in American activation towards
Axis.

Allies DoW On Syria (Algeria -> Axis) – An activation #1 event. Allies declare
war on Syria resulting in a 6-12% increase in Algerian activation towards Axis.

Allies DoW On Syria (Iran -> Axis) – An activation #1 event. Allies declare war
on Syria resulting in a 10-15% increase in Iranian activation towards Axis.

Allies DoW On Syria (Iraq -> Axis) – An activation #1 event. Allies declare war
on Syria resulting in a 20-30% increase in Iraqi activation towards Axis.

Allies DoW On Syria (Tunisia -> Axis) – An activation #1 event. Allies declare
war on Syria resulting in a 6-12% increase in Tunisian activation towards Axis.

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Allies DoW On Syria (Turkey -> Axis) – An activation #1 event. Allies declare
war on Syria resulting in a 6-12% increase in Turkish activation towards Axis.

Allies DoW On Syria (Vichy France -> Axis) – An activation #1 event. Allies
declare war on Syria resulting in an 8-16% increase in Vichy French activation
towards Axis.

Allied Major Victory – A victory event. Allies win a major victory after September
3, 1939, if Allies control Berlin, Rome, Warsaw, Paris, London, Moscow and
Washington, D.C.

Australian Unit Arrives in Egypt – A unit event. UK receives an Australian


Corps in Egypt if Axis forces are approaching Alexandria.

Axis Build Up For War With USSR (USSR -> Allies) – An activation #2 event.
Axis has too many Soviet frontier positions resulting in a 5-10% increase in
Soviet activation towards Allies.

Axis DoW On Baltic States (USSR -> Allies) – An activation #1 event. Axis
declare war on the Baltic States resulting in a 25-35% increase in Soviet
activation towards Allies.

Axis DoW On Benelux (Spain -> Allies) – An activation #1 event. Axis declare
war on Benelux resulting in a 6-12% increase in Spanish activation towards
Allies.

Axis DoW On Benelux (Sweden -> Allies) – An activation #1 event. Axis


declare war on Benelux resulting in a 8-16% increase in Swedish activation
towards Allies.

Axis DoW On Benelux (Switzerland -> Allies) – An activation #1 event. Axis


declare war on Benelux resulting in a 8-16% increase in Swiss activation
towards Allies.

183
Axis DoW On Benelux (USA -> Allies) – An activation #1 event. Axis declare war
on Benelux resulting in a 3-5% increase in American activation towards Allies.

Axis DoW On Finland (USSR -> Allies) – An activation #1 event. Axis declare
war on Finland resulting in a 5-15% increase in Soviet activation towards Allies.

Axis DoW On Iran (USSR -> Allies) – An activation #1 event. Axis declare war
on Iran resulting in a 20-30% increase in Soviet activation towards Allies.

Axis DoW On Iraq (Iran -> Allies) – An activation #1 event. Axis declare war on
Iraq resulting in a 15-25% increase in Iranian activation towards Allies.

Axis DoW On Iraq (Syria -> Allies) – An activation #1 event. Axis declare war on
Iraq resulting in a 15-25% increase in Syrian activation towards Allies.

Axis DoW On Iraq (Turkey -> Allies) – An activation #1 event. Axis declare war
on Iraq resulting in a 50-75% increase in Turkish activation towards Allies.

Axis DoW On Iraq (USA -> Allies) – An activation #1 event. Axis declare war on
Iraq resulting in a 8-15% increase in American activation towards Allies.

Axis DoW On Iraq (USSR -> Allies) – An activation #1 event. Axis declare war
on Iraq resulting in a 5-15% increase in Soviet activation towards Allies.

Axis DoW On Portugal (Switzerland -> Allies) – An activation #1 event. Axis


declare war on Portugal resulting in a 6-14% increase in Swiss activation
towards Allies.

Axis DoW On Portugal (USA -> Allies) – An activation #1 event. Axis declare war
on Portugal resulting in a 8-15% increase in American activation towards Allies.

Axis DoW On Romania (USSR -> Allies) – An activation #1 event. Axis declare
war on Romania resulting in a 5-15% increase in Soviet activation towards
Allies.

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Axis DoW On Spain (Algeria -> Allies) – An activation #1 event. Axis declare
war on Spain resulting in a 5-10% increase in Algerian activation towards Allies.

Axis DoW On Spain (Portugal -> Allies) – An activation #1 event. Axis declare
war on Spain resulting in a 25-35% increase in Portuguese activation towards
Allies.

Axis DoW On Spain (Switzerland -> Allies) – An activation #1 event. Axis


declare war on Spain resulting in a 6-14% increase in Swiss activation towards
Allies.

Axis DoW On Spain (Tunisia -> Allies) – An activation #1 event. Axis declare
war on Spain resulting in a 5-10% increase in Tunisian activation towards Allies.

Axis DoW On Spain (USA -> Allies) – An activation #1 event. Axis declare war
on Spain resulting in a 8-15% increase in American activation towards Allies.

Axis DoW On Spain (Vichy France -> Allies) – An activation #1 event. Axis
declare war on Spain resulting in a 10-20% increase in Vichy French activation
towards Allies.

Axis DoW On Sweden (Finland -> Allies) – An activation #1 event. Axis declare
war on Sweden resulting in a 5-10% increase in Finnish activation towards Allies.

Axis DoW On Sweden (Switzerland -> Allies) – An activation #1 event. Axis


declare war on Sweden resulting in a 6-14% increase in Swiss activation
towards Allies.

Axis DoW On Sweden (USA -> Allies) – An activation #1 event. Axis declare war
on Sweden resulting in a 8-15% increase in American activation towards Allies.

Axis DoW On Switzerland (Spain -> Allies) – An activation #1 event. Axis


declare war on Switzerland resulting in a 5-10% increase in Spanish activation
towards Allies.

185
Axis DoW On Switzerland (Sweden -> Allies) – An activation #1 event. Axis
declare war on Switzerland resulting in a 6-14% increase in American activation
towards Allies.

Axis DoW On Switzerland (USA -> Allies) – An activation #1 event. Axis declare
war on Switzerland resulting in a 8-15% increase in American activation
towards Allies.

Axis DoW On Syria (Iran -> Allies) – An activation #1 event. Axis declare war
on Syria resulting in a 10-15 increase in Iranian activation towards Allies.

Axis DoW On Syria (Iraq -> Allies) – An activation #1 event. Axis declare war on
Syria resulting in a 20-30% increase in Iraqi activation towards Allies.

Axis DoW On Syria (Turkey -> Allies) – An activation #1 event. Axis declare
war on Syria resulting in a 25-35% increase in Turkish activation towards Allies.

Axis DoW On Syria (USA -> Allies) – An activation #1 event. Axis declare war
on Syria resulting in a 8-15% increase in American activation towards Allies.

Axis DoW On Turkey (Iran -> Allies) – An activation #1 event. Axis declare war
on Turkey resulting in a 75-85% increase in Iranian activation towards Allies.

Axis DoW On Turkey (Iraq -> Allies) – An activation #1 event. Axis declare war
on Turkey resulting in a 50-75% increase in Iraqi activation towards Allies.

Axis DoW On Turkey (Syria -> Allies) – An activation #1 event. Axis declare war
on Turkey resulting in a 50-75% increase in Syrian activation towards Allies.

Axis DoW On Turkey (USA -> Allies) – An activation #1 event. Axis declare war
on Turkey resulting in a 20-30% increase in American activation towards Allies.

Axis DoW On Turkey (USSR -> Allies) – An activation #1 event. Axis declare war
on Turkey resulting in a 25-35% increase in Soviet activation towards Allies.

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Axis DoW On USA (USSR -> Allies) – An activation #1 event. Axis declare war
on USA resulting in a 10-15% increase in Soviet activation towards Allies.

Axis DoW On Vichy France (Spain -> Allies) – An activation #1 event. Axis
declare war on Vichy France resulting in a 10-20% increase in Spanish
activation towards Allies.

Axis DoW On Vichy France (Switzerland -> Allies) – An activation #1 event.


Axis declare war on Vichy France resulting in a 6-14% increase in Swiss
activation towards Allies.

Axis DoW On Vichy France (USA -> Allies) – An activation #1 event. Axis
declare war on Vichy France resulting in a 8-15% increase in American
activation towards Allies.

Axis DoW On Yugoslavia (USSR -> Allies) – An activation #1 event. Axis declare
war on Yugoslavia resulting in a 5-10% increase in Soviet activation towards Allies.

Axis Early Victory – A victory event. Axis wins an early major victory after
September 3, 1939, if Axis controls Berlin, Rome, Warsaw, Paris, London,
Moscow, Stalingrad and Cairo.

Axis Invades Iceland (USA -> Allies) – An activation #2 event. Axis land units
in Iceland resulting in a 5-10% increase in American activation towards Allies.

Axis Invasion of Canada (USA -> Allies) – An activation #2 event. Axis land units
in Canada resulting in a 100% increase in American activation towards Allies.

Axis Major Victory – A victory event. Axis wins a major victory after September
3, 1939, if Axis controls Berlin, Rome, Warsaw, Paris, London and Moscow.

Axis Minor Victory (Berlin, Rome, Warsaw, Paris, London) – A victory event.
Axis wins a minor victory after May 7, 1947, if Axis controls Berlin, Rome,
Warsaw, Paris and London.

187
Axis Minor Victory (Berlin, Rome, Warsaw, Paris, Moscow) – A victory event.
Axis wins a minor victory after May 7, 1947, if Axis controls Berlin, Rome,
Warsaw, Paris and Moscow.

Bulgaria Joins Axis Alliance (Historical) – An optional war entry event. The
historical date was February 8, 1941.

Bulgaria Joins Axis Alliance (Variable) – A war entry event. There is a 40%
chance per turn that Hungary joins the Axis alliance after January 8, 1941. This
is dependent upon France being politically aligned with Allies and surrendered
AND Hungary politically aligned with Axis and not surrendered AND Romania
politically aligned with Axis and not surrendered AND Italy politically aligned
with Axis and not surrendered.

Canada Joins The Allies (Historical) – An optional war entry event. The
historical date was September 10, 1939.

Canada Joins The Allies (Variable) – A war entry event. There is a 50% chance
per turn that Canada declares war on Germany after September 10, 1939. This
is dependent upon UK being politically aligned with Allies and not surrendered
AND France politically aligned with Allies and not surrendered AND Germany
politically aligned with Axis and not surrendered.

Canadian Supply Convoys To The UK – A convoy event. Canadian supply


convoys to the UK from Halifax to Liverpool. Canada must be at war with Axis.

Collapse of Benelux (Italy -> Axis) – An activation #2 event. Axis land units
within range of Brussels resulting in a 1-3% increase in Italian activation
towards Axis.

Collapse of France (Italy -> Axis) – An activation #2 event. Axis land units
within range of Paris resulting in a 5-10% increase in Italian activation towards
Axis.

188
Commonwealth HQ Arrives in Egypt – A unit event. UK receives a
Commonwealth HQ if Axis forces are approaching Alexandria.

Egyptian Partisans – A partisan event. There will be a 10% chance per turn of
partisan activity during Axis occupation of Egypt.

Fall of Gibraltar (German Occupied) – A supply event. A German unit


occupying Gibraltar limits Allied supply in the Mediterranean. There is a 50%
chance per turn for Axis-controlled Gibraltar to reduce the efficiencies of Allied-
controlled resources in the Mediterranean. Resources may suffer a random
1-3 point resource strength reduction.

Fall of Gibraltar (Italian Occupied) – A supply event. An Italian unit occupying


Gibraltar limits Allied supply in the Mediterranean. There is a 50% chance per
turn for Axis-controlled Gibraltar to reduce the efficiencies of Allied-controlled
resources in the Mediterranean. Resources may suffer a random 1-3 point
resource strength reduction.

Finland Declares War On The USSR – An activation #2 event. There will be a 40%
chance per turn after June 22, 1941, that Finland declares war on USSR. This is
dependent upon Axis units being within range of Leningrad, Riga or Minsk.

France Surrenders To Axis (USA -> Allies) – An activation #1 event. France


surrenders to Axis resulting in a random 10-12% increase in American
activation towards Allies.

Free French Units – A free unit event. French units may be transferred to UK
control when France surrenders. Surviving French land and naval units have a
20% chance to become a Free French Unit under UK’s control.

French Partisans – A partisan event. There will be a 10% chance per turn of
partisan activity during Axis occupation of the USSR.

189
General Declarations Of War By Allies (Italy -> Axis) – An activation #1 event.
General declarations of war by Allies resulting in a random 5-15% increase in
Italian activation towards Axis.

General Declarations Of War By Axis (USSR -> Allies) – An activation #1


event. General declarations of war by Axis resulting in a random 3-5% increase
in Soviet activation towards Allies.

German DoW On Italy (Norway -> Allies) – An activation #1 event. Germany


declares war on Italy resulting in a 10-20% increase in Norwegian activation
towards Allies.

German DoW On Italy (Spain -> Allies) – An activation #1 event. Germany


declares war on Italy resulting in a 30-40% increase in Spanish activation
towards Allies.

German DoW On Italy (Sweden -> Allies) – An activation #1 event. Germany


declares war on Italy resulting in a 10-20% increase in Swedish activation
towards Allies.

German DoW On Italy (Switzerland -> Allies) – An activation #1 event.


Germany declares war on Italy resulting in a 70-80% increase in Swiss
activation towards Allies.

German DoW On Italy (USA -> Allies) – An activation #1 event. Germany


declares war on Italy resulting in a 13-25% increase in American activation
towards Allies.

German DoW On Italy (Vichy France -> Allies) – An activation #1 event.


Germany declares war on Italy resulting in a 7-15% increase in Vichy French
activation towards Allies.

190
General Surrenders To Axis (Italy -> Axis) – An activation #1 event. General
surrenders to Axis resulting in a random 3-5% increase in Italian activation
towards Axis.

German Occupation of Western Poland – A surrender event. Germany


occupies the western half of Poland after Poland surrenders.

German Paratroops – A unit event. Germany receives a Paratroops unit near


Hamburg after December 31, 1939.

Greek Partisans – A partisan event. There will be a 10% chance per turn of
partisan activity during an occupation of Greece.

Hungary Joins Axis Alliance (Historical) – An optional war entry event. The
historical date was November 20, 1939.

Hungary Joins Axis Alliance (Variable) – A war entry event. There is a 40%
chance per turn that Hungary joins the Axis alliance after October 20, 1940.
This is dependent upon France being politically aligned with Allies and
surrendered AND Romania politically aligned with Axis and not surrendered
AND Spain politically aligned with Axis and not surrendered AND Italy politically
aligned with Axis and not surrendered.

Iceland -> Allies (Denmark Surrendered To Axis) – An activation #3 event. UK


occupies Iceland when Denmark surrenders to Axis.

Iceland Declares Independence – A surrender event. Iceland declares


independence from Denmark when Denmark surrenders to Axis.

India Sends Reinforcements to Egypt – A unit event. UK receives an Indian


Corps in the Middle East if Axis forces are approaching Amman.

Iraqi Partisans – A partisan event. There will be a 10% chance per turn of
partisan activity during an occupation of Iraq.

191
Irish Partisans – A partisan event. There will be a 10% chance per turn of
partisan activity during an occupation of Ireland.

Italian Naval Aggression in the Mediterranean (USA -> Allies) – An activation


#2 event. There will be a 50% chance per turn for a one time 5-10% increase in
American activation towards Allies if Italian naval units approach Gibraltar or
Alexandria ports.

Italy Invades Greece (Historical) – An optional war entry event. The historical
date was October 28, 1940.

Italy Joins The Axis (Historical) – An optional war entry event. The historical
date was June 10, 1940.

Italy -> Axis (1940) – An activation #3 event. General activation event resulting
in a random 5-7% increase per turn in Italian activation towards Axis. This is
dependent upon France being politically aligned with Allies and surrendered.

Japanese Attack on Pearl Harbor – A popup event. A message announces the


surprise attack by Japanese forces on Pearl Harbor on December 7, 1941.

Malta Effect (Tripoli, El Agheila) – A supply event. An Allied unit in Malta limits
Axis supply in the Mediterranean. There is a 10% chance per turn for Allied-
controlled Malta to reduce the efficiencies of Axis-controlled Tripoli and El
Agheila. Resources may suffer a random 2-3 point resource strength reduction.

Malta Effect (Tobruk, Alexandria) – A supply event. An Allied unit in Malta


limits Axis supply in the Mediterranean. There is a 10% chance per turn for
Allied-controlled Malta to reduce the efficiencies of Axis-controlled Tobruk and
Alexandria. Resources may suffer a random 3-5 point resource strength reduction.

Mediterranean/Far East Convoys To The UK – A convoy event. Mediterranean/


Far East convoys to the UK from Suez to Liverpool via the Cape of Good Hope.

192
Mediterranean/Far East Convoys To The UK Government in Canada – A
convoy event. Mediterranean/Far East convoys to Canada from Suez to Halifax
via the Cape of Good Hope.

Middle East Convoys To The UK – A convoy event. Middle East convoys to the
UK from Kuwait to Liverpool via the Cape of Good Hope. Iraqi Activation Level
must be at or greater than 30% towards Allies.

Middle East Convoys To The UK Government in Canada – A convoy event.


Middle East convoys to Canada from Kuwait to Halifax via the Cape of Good
Hope. Iraqi Activation Level must be at or greater than 30% towards Allies.

New Zealand Contributes Forces to Egypt – A unit event. UK receives a New


Zealand Corps in Egypt if Axis forces are approaching Alexandria or Amman.

Norwegian Partisans – A partisan event. There will be a 10% chance per turn of
partisan activity during an occupation of Norway.

Norwegian Supply Shipments to Germany – A convoy event. Norwegian


supply convoys to Germany from Trondheim to Kiel. Norwegian Activation
Level must be at or greater than 0% towards Axis.

Pro-Allied Coup in Yugoslavia – An activation #3 event. There will be a 50%


chance per turn after February 26, 1941, for a one time random 70-80%
increase in Yugoslavian activation towards Allies. This is dependent upon UK
being politically aligned with Allies and not surrendered AND France being
politically aligned with Allies and surrendered.

Pro-Axis Coup in Iraq (Iraq -> Axis) – An activation #2 event. There will be a
75% chance per turn after April 3, 1941, for a one time 100% increase in Iraqi
activation towards Axis. This is dependent upon Axis land units being within
range of Tobruk. Historically, Rommel was in Agedabia on April 2 and the coup
occurred on April 3, 1941.

193
Romania Joins Axis Alliance (Historical) – An optional war entry event. The
historical date was November 22, 1940.

Romania Joins Axis Alliance (Variable) – A war entry event. There is a 40%
chance per turn that Hungary joins Axis alliance after October 22, 1940. This is
dependent upon France being politically aligned with Allies and surrendered
AND Hungary being politically aligned with Axis and not surrendered AND Spain
being politically aligned with Axis and not surrendered AND Italy politically
aligned with Axis and not surrendered.

Sealion #1 (USA -> Allies) – An activation #2 event. Axis land units in England
resulting in a one time 15-20% increase in American towards Allies. This is
dependent upon Axis land units being within range of London, Manchester or
Edinburgh.

Sealion #2 (USSR -> Allies) – An activation #2 event. Axis land units in


England resulting in a one time 30-35% increase in Soviet activation towards
Allies. This is dependent upon Axis land units being within range of London,
Manchester or Edinburgh.

Sealion #3 (Spain -> Axis) – An activation #2 event. Axis land units in England
resulting in a one time 30-40% increase in Spanish activation towards Axis.
This is dependent upon Axis land units capturing and holding London or
Manchester.

Sealion #4 (Turkey -> Axis) – An activation #2 event. Axis land units in


England resulting in a one time 45-55% increase in Turkish activation towards
Axis. This is dependent upon Axis land units capturing and holding London or
Manchester.

South Africa Contributes Forces to Egypt – A unit event. UK receives a South


Africa Corps in the Middle East if Axis forces are approaching Amman.

194
South Atlantic to Suez (France) – A naval loop event. South Atlantic to Suez
naval loop around the Cape of Good Hope with a 3-turn delay.

South Atlantic to Suez (UK) – A naval loop event. South Atlantic to Suez naval
loop around the Cape of Good Hope with a 3-turn delay.

South Atlantic to Suez (USA) – A naval loop event. South Atlantic to Suez naval
loop around the Cape of Good Hope with a 3-turn delay.

Soviet Annexation of Baltic States – An annexation event. There will be a 40%


chance per turn after June 23, 1940, that USSR annexes the Baltic States.

Soviet Border Garrisons in 1941 (USSR -> Allies) – An activation #2 event.


Axis has limited Soviet border positions resulting in a 3-7% increase per turn in
Soviet activation towards Allies.

Soviet Occupation of Western Poland – A surrender event. USSR occupies the


eastern half of Poland after Poland surrenders.

Soviet Naval Aggression in the Baltic (Finland -> Axis) – An activation #2


event. There will be a 50% chance for a one time 30-45% increase in Finnish
activation towards Axis if Soviet naval units approach Helsinki port.

Soviet Naval Aggression in the Baltic (Finland -> Axis) – An activation #2


event. There will be a 25% chance for a one time 10-15% increase in Finnish
activation towards Axis if Soviet naval units approach Konigsberg port.

Soviet Naval Aggression in the Baltic (Sweden -> Axis) – An activation #2


event. There will be a 50% chance for a one time 15-20% increase in Swedish
activation towards Axis if Soviet naval units approach Copenhagen port.

Soviet Naval Aggression in the Baltic (Sweden -> Axis) – An activation #2


event. There will be a 75% chance for a one time 40-55% increase in Swedish
activation towards Axis if Soviet naval units approach Stockholm port.

195
Soviet Partisans – A partisan event. There will be a 20% chance per turn of
partisan activity during Axis occupation of the USSR.

Soviet Winter – A supply event. There will be a 75% chance per winter turn
after December 21, 1941, that Axis occupied resources will suffer a 3-5 point
resource strength reduction.

Spanish Partisans – A partisan event. There will be a 10% chance per turn of
partisan activity during an occupation of Spain.

Suez to South Atlantic (France) – A naval loop event. Suez to South Atlantic
naval loop around the Cape of Good Hope with a 3-turn delay.

Suez to South Atlantic (UK) – A naval loop event. Suez to South Atlantic naval
loop around the Cape of Good Hope with a 3-turn delay.

Suez to South Atlantic (USA) – A naval loop event. Suez to South Atlantic naval
loop around the Cape of Good Hope with a 3-turn delay.

Swedish Iron Ore Shipments to Germany – A convoy event. Swedish supply


convoys to Germany from Lulea to Kiel. Swedish Activation Level must be at or
greater than 20% towards Axis.

Syria (Syrian Corps) – A unit event. A Syrian unit is activated when war is
declared on Syria.

Syrian Government Installed (Vichy France Mandate) – A surrender event.


Syria is established after France surrenders. Beirut becomes the capital of Syria.

Treaty of Moscow and the Soviet-Finnish Winter War – A territory event. There
will be a 60% chance per turn after February 12, 1940, that USSR annexes
territory from Finland following the end of their Winter War. The historical date
was March 12, 1940.

196
Tunisian Government Installed (Vichy France Mandate) – A surrender event.
Tunisia is established after France surrenders. Tunis becomes the capital of
Tunisia.

UK Arctic Convoys To The USSR – A convoy event. UK supply convoy to the


USSR from Liverpool to Archangel. USSR must be at war with Axis. The historical
date for the first convoy was September 1941.

UK Moves Government to Alexandria – A surrender event. If London and


Manchester are captured, then the UK continues to fight from Egypt with
Alexandria as the new capital.

UK Moves Government to Ottawa – An optional surrender event. If London


and Manchester are captured, then the UK continues to fight from Canada with
Ottawa as the new capital.

UK Engineers Arrive In Egypt – A unit event. UK receives an Engineer unit in


Egypt on March 1, 1940.

UK Partisans – A partisan event. There will be a 15% chance per turn of partisan
activity during Axis occupation of England.

Urals Industry – A resource event. USSR rebuilds damaged industry in the Urals.
There will be a 50% chance per turn that the Urals resources begin MPP collection
after trigger resources east of the Leningrad-Smolensk-Odessa line are occupied.

USA -> Allies (1941) – An activation #3 event. General activation event


resulting in a 1-2% increase per turn in American activation towards Allies. This
is dependent upon UK being politically aligned with Allies and not surrendered
AND USSR being politically aligned with Allies and not surrendered.

USA -> Allies (1942) – An activation #3 event. General activation event


resulting in a 1-2% increase per turn in American activation towards Allies. This

197
is dependent upon UK being politically aligned with Allies and not surrendered
AND USSR being politically aligned with Allies and not surrendered.

USA -> Allies (Axis Threaten Allied Position in Egypt) – An activation #2 event.
There will be a 50% chance per turn for a one time 5-10% increase in American
activation towards Allies if Axis units approach Alexandria, Cairo or Amman.

USA -> Allies (Greece Surrenders to Axis) – An activation #3 event. General


activation event resulting in a 3-5% increase in American activation towards
Allies. This is dependent upon UK being politically aligned with Allies and not
surrendered AND Greece being politically aligned with Allies and surrendered.

USA -> Allies (UK Surrenders to Axis) – An activation #3 event. General


activation event resulting in a 10-20% increase in American activation towards
Allies. This is dependent upon UK being politically aligned with Allies and
surrendered AND USSR being politically aligned with Allies and not surrendered.

USA -> Allies (USSR Allied) – An activation #3 event. USSR joins the Allies
resulting in a 3-5% increase in American activation towards Allies. This is
dependent upon UK being politically aligned with Allies and not surrendered
AND USSR being politically aligned with Allies and not surrendered.

USA -> Allies (Yugoslavia Surrenders to Axis) – An activation #3 event.


General activation event resulting in a 3-5% increase per turn in American
activation towards Allies. This is dependent upon UK being politically aligned
with Allies and not surrendered AND Yugoslavia being politically aligned with
Allies and surrendered.

USA DoW By Axis (USSR -> Allies) – An activation #1 event. Axis Declare War on
USA resulting in a random 25-35% increase in USSR activation towards Allies.

USA Joins The Allies (Historical) – An optional war entry event. The historical
date was December 11, 1941.

198
USA Lend Lease to the UK – A convoy event. USA supply convoy to the UK from
New York to Liverpool. American Activation Level must be at or greater than
40% towards Allies. The historical date for the first convoy was March 11, 1941.

USA Mobilizes National Defense – A unit event. USA mobilizes reserves if Axis
units invade North America. Reserves include an HQ, 2 Corps, an Army and a
Tank Group.

USA Transfers Naval Assets From the Pacific – A unit event. If Spain becomes Axis
or Axis-occupied, USA transfers a Battleship, Cruiser and Carrier to the Atlantic.

US Naval Aggression Near Arctic Circle (USSR -> Axis) – An activation


#2 event. There will be a 50% chance per turn for a 3-5% increase in Soviet
activation towards Axis if American naval units approach Icelandic ports.

US Naval Aggression Near Scandinavia (Sweden -> Axis) – An activation #2


event. There will be a 50% chance per turn for a one time 25-35% increase
in Swedish activation towards Axis if American naval units approach
Scandinavian ports.

US Naval Aggression Near Spain (Spain -> Axis) – An activation #2 event.


There will be a 50% chance per turn for a one time 25-35% increase in Spanish
activation towards Axis if American naval units approach Spanish ports.

USSR -> Allies #1 (1940) – An activation #3 event. General activation event


resulting in a 3-7% increase per turn in Soviet activation towards Allies after
January 1, 1940. This is dependent upon Poland being politically aligned with
Allies and not surrendered.

USSR -> Allies #2 (1941) – An activation #3 event. General activation event


resulting in a 1-2% increase per turn in Soviet activation towards Allies after
January 1, 1941. This is dependent upon Poland being politically aligned with
Allies and surrendered.

199
USSR -> Allies #3 (Post Historical Barbarossa Date) – An activation #3
event. General activation event resulting in a 1-2% increase per turn in Soviet
activation towards Allies after June 22, 1941. This is dependent upon USSR
still not fully active.

USSR -> Allies #4 (1942) – An activation #3 event. General activation event


resulting in a 3-5% increase per turn in Soviet activation towards Allies after
January 1, 1942. This is dependent upon USSR still not fully active.

USSR -> Allies #5 (Baltic States Allied) – An activation #3 event. General


activation event resulting in a 3-7% increase per turn in Soviet activation
towards Allies. This is dependent upon the Baltic States being politically
aligned with Allies and not surrendered.

USSR -> Allies #6 (Baltic States Surrendered To Axis) – An activation #3


event. General activation event resulting in a 3-7% increase per turn in Soviet
activation towards Allies. This is dependent upon the Baltic States being
politically aligned with Allies and surrendered.

USSR -> Allies (Axis Threaten Allied Position in Egypt) – An activation #2


event. There will be a 25% chance per turn for a one time 4-8% increase in Soviet
activation towards Allies if Axis units approach Alexandria, Cairo or Amman.

USSR DoW On Finland (Hungary -> Axis) – An activation #1 event. USSR declares
war on Finland resulting in a 5-10% increase in Hungarian activation towards Axis.

USSR DoW On Finland (Romania -> Axis) – An activation #1 event. USSR


declares war on Finland resulting in a 5-10% increase in Romanian activation
towards Axis.

USSR DoW On Finland (Sweden -> Axis) – An activation #1 event. USSR


declares war on Finland resulting in a 10-20% increase in Swedish activation
towards Axis.

200
USSR DoW On Iran (Iraq -> Axis) – An activation #1 event. USSR declares war
on Iran resulting in an 8-16% increase in Iraqi activation towards Axis.

USSR DoW On Iran (Syria -> Axis) – An activation #1 event. USSR declares war
on Iran resulting in an 8-16% increase in Syrian activation towards Axis.

USSR DoW On Iran (Turkay -> Axis) – An activation #1 event. USSR declares
war on Iran resulting in a 6-12% increase in Turkish activation towards Axis.

USSR DoW On Iraq (Syria -> Axis) – An activation #1 event. USSR declares war
on Iraq resulting in a 20-30% increase in Syrian activation towards Axis.

USSR DoW On Romania (Bulgaria -> Axis) – An activation #1 event. USSR


declares war on Romania resulting in a 20-40% increase in Bulgarian activation
towards Axis.

USSR DoW On Romania (Hungary -> Axis) – An activation #1 event. USSR


declares war on Romania resulting in a 30-50% increase in Hungarian
activation towards Axis.

USSR DoW On Romania (Vichy France -> Axis) – An activation #1 event.


USSR declares war on Romania resulting in a 6-16% increase in Vichy French
activation towards Axis.

USSR DoW On Romania (Yugoslavia -> Axis) – An activation #1 event. USSR


declares war on Romania resulting in a 10-20% increase in Yugoslavian
activation towards Axis.

USSR DoW On Sweden (Hungary -> Axis) – An activation #1 event. USSR declares
war on Sweden resulting in a 5-10% increase in Hungarian activation towards Axis.

USSR DoW On Sweden (Romania -> Axis) – An activation #1 event. USSR


declares war on Sweden resulting in a 5-10% increase in Romanian activation
towards Axis.

201
USSR DoW On Turkey (Bulgaria -> Axis) – An activation #1 event. USSR
declares war on Turkey resulting in a 8-16% increase in Bulgarian activation
towards Axis.

USSR DoW On Turkey (Greece -> Axis) – An activation #1 event. USSR declares
war on Turkey resulting in a 5-10% increase in Greek activation towards Axis.

USSR DoW On Turkey (Iran -> Axis) – An activation #1 event. USSR declares
war on Turkey resulting in a 10-20% increase in Iranian activation towards Axis.

USSR DoW On Turkey (Romania -> Axis) – An activation #1 event. USSR


declares war on Turkey resulting in a 8-12% increase in Romanian activation
towards Axis.

USSR DoW On Turkey (Syria -> Axis) – An activation #1 event. USSR declares
war on Turkey resulting in a 15-25% increase in Syrian activation towards Axis.

USSR DoW On Turkey (USA -> Axis) – An activation #1 event. USSR declares
war on Turkey resulting in a 5-10% increase in American activation towards
Axis.

USSR DoW On Turkey (Vichy France -> Axis) – An activation #1 event.


USSR declares war on Turkey resulting in an 8-12% increase in Vichy French
activation towards Axis.

USSR Siberian Reserves – A unit event. There is a 40% chance per turn that
USSR transfers Siberian troops dependent upon Axis units approaching
Archangel, Vologda, Moscow, Voronezh, Stalingrad, Rostov, Tblisi or the Urals,
or anytime after January 1, 1942. Siberian reserves include 2 HQs, an Air Fleet,
2 Armies, 2 Tank Groups and 2 Rockets.

Vichy Algeria Established – A surrender event. Algeria is established after


France surrenders. Algiers becomes the capital of Algeria.

202
Vichy France (Algiers Corps) – A unit event. A Corps is activated when war is
declared on Vichy France.

Vichy France Government Installed – A surrender event. Vichy French


government is installed after France surrenders. Marseille becomes the
capital of Vichy France.

Vichy France (Jean Bart Battleship) – A unit event. A Battleship is activated


when war is declared on Vichy France.

Vichy France (Marseille Corps) – A unit event. A Corps is activated when war
is declared on Vichy France.

Vichy France (Suffren Cruiser) – A unit event. A Cruiser is activated when war
is declared on Vichy France.

Yugoslavian Partisans – A partisan event. There will be a 15% chance per turn
of partisan activity during an occupation of Yugoslavia.

Warsaw/Konigsberg Garrisons in 1940 (USSR -> Allies) – An activation #2


event. Axis abandon Soviet frontier positions resulting in a 2-3% increase in
Soviet activation towards Allies.

Warsaw/Konigsberg Garrisons in 1941 (USSR -> Allies) – An activation #2


event. Axis abandon Soviet frontier positions resulting in a 3-5% increase in
USSR activation towards Allies.

Western Desert Air Force Formed in Egypt – A unit event. UK receives an Air
Fleet in Egypt if Axis forces are approaching Alexandria.

203
APPENDIX B
EVENT SCRIPT STRUCTURES
Basic structure for an activation event #1 based
on Declarations of War or Surrendering:
#NAME= Event name (this will be shown as a selectable event under an
options menu within the game)

#POPUP= Event popup text (this will be displayed when the event occurs)

#FLAG= Will this be a default event for the campaign? (values range [0, 1];
True= 1; False= 0)

#TYPE= With all other factors satisfied will this be a (values range [0, 2]):

A) Single check regardless if trigger is satisfied= 0


B) Multiple check until trigger is satisfied= 1
C) Reoccurring check until end of game= 2

#AI= Will this event apply to any game or specifically for an Axis or Allied AI
game? (values range [0, 2]; Any= 0; Axis_AI= 1; Allied_AI= 2)

#COUNTRY_ID= Country ID associated with this event

#TRIGGER= Trigger percentage that the event will occur (values range [0, 100])

#ACTIVATION= The activation percentage increase/decrease for this event for


#COUNTRY_ID (format: [min%, max%] [political_direction])

#CONDITION= Under what conditions will this event occur? (format: country_id
[political_event] [political_alignment])

204
Basic structure for an activation event #2 based
on unit positions:
#NAME= Event name (this will be shown as a selectable event under an
options menu within the game)

#POPUP= Event popup text (this will be displayed when the event occurs)

#FLAG= Will this be a default event for the campaign? (values range [0, 1];
True= 1; False= 0)

#TYPE= With all other factors satisfied will this be a (values range [0, 2]):

A) Single check regardless if trigger is satisfied= 0


B) Multiple check until trigger is satisfied= 1
C) Reoccurring check until end of game= 2

#AI= Will this event apply to any game or specifically for an Axis or Allied AI
game? (values range [0, 2]; Any= 0; Axis_AI= 1; Allied_AI= 2)

#COUNTRY_ID= Country ID associated with this event

#TRIGGER= Trigger percentage that the event will occur (values range [0, 100])

#DATE= Date that must be satisfied (in game) for event to occur (format: yyyy/
mm/dd)

#ACTIVATION= The activation percentage increase/decrease for this event for


#COUNTRY_ID (format: [min%, max%] [political_direction])

#VARIABLE_CONDITION= Under what variable conditions will this event occur


(format: country_id [political_alignment] [activation%] [surrendered_flag])

#CONDITION_POSITION= Map positions that will serve to trigger the event as well
as distance and number of Axis/Allied unit ranges as specified by ‘alignment’
flag (format: x,y [min_range, max_range] [min_units, max_units] [alignment]
[aligned_country_id])
205
Basic structure for an activation event #3 based
on a set date and variable political conditions:
#NAME= Event name (this will be shown as a selectable event under an
options menu within the game)

#POPUP= Event popup text (this will be displayed when the event occurs)

#FLAG= Will this be a default event for the campaign? (values range [0, 1];
True= 1; False= 0)

#TYPE= With all other factors satisfied will this be a (values range [0, 2]):

A) Single check regardless if trigger is satisfied= 0


B) Multiple check until trigger is satisfied= 1
C) Reoccurring check until end of game= 2

#AI= Will this event apply to any game or specifically for an Axis or Allied AI
game? (values range [0, 2]; Any= 0; Axis_AI= 1; Allied_AI= 2)

#COUNTRY_ID= Country ID associated with this event

#TRIGGER= Trigger percentage that the event will occur (values range [0, 100])

#DATE= Date that must be satisfied (in game) for event to occur (Format:
yyyy/mm/dd)

#ACTIVATION= The activation percentage increase/decrease for this event for


#COUNTRY_ID (format: [min%, max%] [political_direction])

#VARIABLE_CONDITION= Under what conditions will this event occur? (format:


country_id [political_alignment] [activation%] [surrendered_flag])

206
Basic structure for an annexation event:
#NAME= Event name (this will be shown as a selectable event under an
options menu within the game)

#POPUP= Event popup text (this will be displayed when the event occurs)

#FLAG= Will this be a default event for the campaign? (values range [0, 1];
True= 1; False= 0)

#TYPE= With all other factors satisfied will this be a (values range [0, 2]):

A) Single check regardless if trigger is satisfied= 0


B) Multiple check until trigger is satisfied= 1
C) Reoccurring check until end of game= 2

#AI= Will this event apply to any game or specifically for an Axis or Allied AI
game? (values range [0, 2]; Any= 0; Axis_AI= 1; Allied_AI= 2)

#COUNTRY_ID= Country ID of country to be annexed

#TRANSFER_ID= Transfer country ID (country that will receive the territory


listed by #COUNTRY_ID)

#TRIGGER= Trigger percentage that the event will occur (values range [0, 100])

#DATE= Date when ownership is transferred from #COUNTRY_ID to #TRANSFER_


ID (format: yyyy/mm/dd)

Basic structure for a convoy event:


#NAME= Event name (this will be shown as a selectable event under an
options menu within the game)

#POPUP= Event popup text (this will be displayed when the event occurs)

207
#FLAG= Will this be a default event for the campaign? (values range [0, 1];
True= 1; False= 0)

#TYPE= With all other factors satisfied will this be a (values range [0, 2]):

A) Single check regardless if trigger is satisfied= 0


B) Multiple check until trigger is satisfied= 1
C) Reoccurring check until end of game= 2

#AI= Will this event apply to any game or specifically for an Axis or Allied AI
game? (values range [0, 2]; Any= 0; Axis_AI= 1; Allied_AI= 2)

#COUNTRY_ID= Country ID that will be owner of convoy event

#TRANSFER_ID= Country ID that will receive benefit of the convoy

#COUNTRY_ID_TRIGGER= Trigger percentage that the event will occur (values


range [0, 100])

#TRANSFER_ID_TRIGGER= Trigger percentage that the event will occur (values


range [0, 100])

#PERCENTAGE= Percentage of MPP transferable via convoy to #TRANSFER_ID


(values range [0, 100])

#MAX_PERCENTAGE= Max percentage of MPP transferable via convoy to


#TRANSFER_ID (values range [0, #PERCENTAGE])

#SPRING_REDUCTION= Reduction percentage for this season (values range [0,


100])

#SUMMER_REDUCTION= Reduction percentage for this season (values range


[0, 100])

#FALL_REDUCTION= Reduction percentage for this season (values range [0, 100])

208
#WINTER_REDUCTION= Reduction percentage for this season (values range [0,
100])

#SOURCE_PORT= Source port for the convoy (format: x,y)

#DESTINATION_PORT= Destination port for the convoy (format: x,y)

#WAYPOINT= Convoy waypoint at sea

Basic structure for a free unit event:


#NAME= Event name (this will be shown as a selectable event under an
options menu within the game)

#POPUP= Event popup text (this will be displayed when the event occurs)

#TYPE= With all other factors satisfied will this be a (values range [0, 2]):

A) Single check regardless if trigger is satisfied= 0


B) Multiple check until trigger is satisfied= 1
C) Reoccurring check until end of game= 2

#AI= Will this event apply to any game or specifically for an Axis or Allied AI
game? (values range [0, 2]; Any= 0; Axis_AI= 1; Allied_AI= 2)

#COUNTRY_ID= Surrendering country’s ID

#TRANSFER_ID= Transfer country ID (country that will receive control of free units)

#TRIGGER= Trigger percentage that the event will occur (values range [0, 100])

#LAND_PERCENTAGE= Random percentage for any land unit to become a free


unit (values range [0, 100])

#NAVAL_PERCENTAGE= Random percentage for any naval unit to become a free


unit (values range [0, 100])

209
Basic structure for a naval loop event:
#NAME= Event name (this will be shown as a selectable event under an
options menu within the game)

#POPUP= Event popup text (this will be displayed when the event occurs)

#FLAG= Will this be a default event for the campaign? (values range [0, 1];
True= 1; False= 0)

#TYPE= With all other factors satisfied will this be a (values range [0, 2]):

A) Single check regardless if trigger is satisfied= 0


B) Multiple check until trigger is satisfied= 1
C) Reoccurring check until end of game= 2

#AI= Will this event apply to any game or specifically for an Axis or Allied AI
game? (values range [0, 2]; Any= 0; Axis_AI= 1; Allied_AI= 2)

#COUNTRY_ID= Country ID that will be owner of this naval loop event

#TRIGGER= Trigger percentage that the event will occur (values range [0, 100])

#DELAY= The number of turns to delay completion of the naval loop

#FAILED_DELAY= The number of turns that have to pass before the naval loop
is considered to have failed

#START_POSITION= Start position for the naval loop (format: x,y)

#FINISH_POSITION= Finish position for the naval loop (format: x,y)

210
Basic structure for a partisan event:
#NAME= Event name (this will be shown as a selectable event under an
options menu within the game)

#POPUP= Event popup text (this will be displayed when the event occurs)

#FLAG= Will this be a default event for the campaign? (values range [0, 1];
True= 1; False= 0)

#TYPE= With all other factors satisfied will this be a (values range [0, 2]):

A) Single check regardless if trigger is satisfied= 0


B) Multiple check until trigger is satisfied= 1
C) Reoccurring check until end of game= 2

#AI= Will this event apply to any game or specifically for an Axis or Allied AI
game? (values range [0, 2]; Any= 0; Axis_AI= 1; Allied_AI= 2)

#COUNTRY_ID= Country’s ID that will have partisan #MAP_POSITIONs

#TRIGGER= Trigger percentage that the event will occur (values range [0, 100])

#PARTISAN_FLAG= Partisan flag can be used to limit event to a particular type

#ADD_UNIT= Add partisan unit to the map or will it just be a supply disruption
event? (values range [0, 1]; True= 1; False= 0)

#DISRUPTION_RANGE= What is the range of supply disruption from each


partisan that appears? (values range [0, 100])

#MAP_POSITION= Map position where partisan unit could appear (format: x,y)

211
Basic structure for a popup event:
#NAME= Event name (this will be shown as a selectable event under an
options menu within the game)

#POPUP= Event popup text (this will be displayed when the event occurs)

#FLAG= Will this be a default event for the campaign? (values range [0, 1];
True= 1; False= 0)

#TYPE= With all other factors satisfied will this be a (values range [0, 2]):

A) Single check regardless if trigger is satisfied= 0


B) Multiple check until trigger is satisfied= 1
C) Reoccurring check until end of game= 2

#AI= Will this event apply to any game or specifically for an Axis or Allied AI
game? (values range [0, 2]; Any= 0; Axis_AI= 1; Allied_AI= 2)

#COUNTRY_ID= Country ID associated with this event (use COUNTRY_ID= 0 for


generic popup)

#TRIGGER= Trigger percentage that the event will occur (values range [0, 100])

#DATE= Date of popup (format: yyyy/mm/dd)

Basic structure for a resource event:


#NAME= Event name (this will be shown as a selectable event under an
options menu within the game)

#POPUP= Event popup text (this will be displayed when the event occurs)

#FLAG= Will this be a default event for the campaign? (values range [0, 1];
True= 1; False= 0)

#TYPE= With all other factors satisfied will this be a (values range [0, 2]):

212
A) Single check regardless if trigger is satisfied= 0
B) Multiple check until trigger is satisfied= 1
C) Reoccurring check until end of game= 2

#AI= Will this event apply to any game or specifically for an Axis or Allied AI
game? (values range [0, 2]; Any= 0; Axis_AI= 1; Allied_AI= 2)

#COUNTRY_ID= Country ID that will be owner of resources in the event

#TRIGGER= Trigger percentage that the event will occur (values range [0, 100])

#DATE= Failsafe date for the event to occur (format: yyyy/mm/dd)

#RESOURCE= Resource position currently delisted from MPP calculations.


This resource will resume MPP collection once any of the triggers has been
satisfied (format: x,y)

#TRIGGER_RESOURCE= Resource positions that will serve to trigger the event


once occupied. (format: x,y)

Basic structure for a supply event:


#NAME= Event name (this will be shown as a selectable event under an
options menu within the game)

#POPUP= Event popup text (this will be displayed when the event occurs)

#FLAG= Will this be a default event for the campaign? (values range [0, 1];
True= 1; False= 0)

#TYPE= With all other factors satisfied will this be a (values range [0, 2]):

A) Single check regardless if trigger is satisfied= 0


B) Multiple check until trigger is satisfied= 1
C) Reoccurring check until end of game= 2

213
#AI= Will this event apply to any game or specifically for an Axis or Allied AI
game? (values range [0, 2]; Any= 0; Axis_AI= 1; Allied_AI= 2)

#COUNTRY_ID= Country ID that will be owner of supply event

#TRIGGER= Trigger percentage that the event will occur (values range [0, 100])

#SEASON_FLAG= Season flag can be used to limit event to a particular season

#DATE= Date that must be satisfied (in game) for the event to occur (format:
yyyy/mm/dd)

#SOURCE_RESOURCE= Resource position that could also trigger the event


(format: x,y [unit_id])

#DESTINATION_RESOURCE= Resource positions that will be affected by event


as well as the resource strength reduction range (format: x,y [min, max])

Basic structure for a surrender event:


#NAME= Event name (this will be shown as a selectable event under an
options menu within the game)

#POPUP= Event popup text (this will be displayed when the event occurs)

#FLAG= Will this be a default event for the campaign? (values range [0, 1];
True= 1; False= 0)

#TYPE= With all other factors satisfied will this be a (values range [0, 2]):

A) Single check regardless if trigger is satisfied= 0


B) Multiple check until trigger is satisfied= 1
C) Reoccurring check until end of game= 2

#AI= Will this event apply to any game or specifically for an Axis or Allied AI
game? (values range [0, 2]; Any= 0; Axis_AI= 1; Allied_AI= 2)

214
#COUNTRY_ID= Surrendering country’s ID

#TRANSFER_ID= Transfer country ID (country that will receive the territory


listed under each #MAP_POSITION)

#SURRENDERED_TO= Additional flag ensuring #COUNTRY_ID surrendered to the


applicable side (values range [1, 2]; Axis= 1; Allied= 2)

#TRIGGER= Trigger percentage that the event will occur (values range [0, 100])

#MAP_POSITION= Map position where ownership is transferred from #COUNTRY_


ID to #TRANSFER_ID (format: x,y)

Basic structure for a territory event:


#NAME= Event name (this will be shown as a selectable event under an
options menu within the game)

#POPUP= Event popup text (this will be displayed when the event occurs)

#FLAG= Will this be a default event for the campaign? (values range [0, 1];
True= 1; False= 0)

#TYPE= With all other factors satisfied will this be a (values range [0, 2]):

A) Single check regardless if trigger is satisfied= 0


B) Multiple check until trigger is satisfied= 1
C) Reoccurring check until end of game= 2

#AI= Will this event apply to any game or specifically for an Axis or Allied AI
game? (values range [0, 2]; Any= 0; Axis_AI= 1; Allied_AI= 2)

#COUNTRY_ID= Country’s ID that will lose territory to #TRANSFER_ID

#TRANSFER_ID= Transfer country ID (country that will receive the territory


listed under each #MAP_POSITION)

215
#TRIGGER= Trigger percentage that the event will occur (values range [0, 100])

#DATE= Date when ownership is transferred from #COUNTRY_ID to #TRANSFER_


ID (format: yyyy/mm/dd)

#MAP_POSITION= Map position where ownership is transferred from #COUNTRY_


ID to #TRANSFER_ID (format: x,y)

Basic structure for a unit event:


#NAME= Event name (this will be shown as a selectable event under an
options menu within the game)

#POPUP= Event popup text (this will be displayed when the event occurs)

#FLAG= Will this be a default event for the campaign? (values range [0, 1];
True= 1; False= 0)

#TYPE= With all other factors satisfied will this be a (values range [0, 2]):

A) Single check regardless if trigger is satisfied= 0


B) Multiple check until trigger is satisfied= 1
C) Reoccurring check until end of game= 2

#AI= Will this event apply to any game or specifically for an Axis or Allied AI
game? (values range [0, 2]; Any= 0; Axis_AI= 1; Allied_AI= 2)

#COUNTRY_ID= Country ID that will be owner of units in the event

#TRIGGER= Trigger percentage that the event will occur (values range [0, 100])

#DATE= Failsafe date for the event to occur; i.e., regardless if #CONDITION_
POSITION checks have been satisfied (format: yyyy/mm/dd)

#DESTINATION_RESOURCE= Resource destination position for units listed by


#UNIT_ID

216
#CONDITION_POSITION= Map positions that will serve to trigger the event as
well as distance and number of enemy unit ranges. (format: x,y [min_range,
max_range] [min_enemy_units, max_enemy_units] [alignment])

#UNIT= Units to be created as well as a name (optional). (format: unit_id


[strength] [experience] [name])

Basic structure for a victory event:


#NAME= Event name (this will be shown as a selectable event under an
options menu within the game)

#POPUP= Event popup text (this will be displayed when the event occurs)

#FLAG= Will this be a default event for the campaign? (values range [0, 1];
True= 1; False= 0)

#TYPE= With all other factors satisfied will this be a (values range [0, 2]):

A) Single check regardless if trigger is satisfied= 0


B) Multiple check until trigger is satisfied= 1
C) Reoccuring check until end of game= 2

#AI= Will this event apply to any game or specifically for an Axis or Allied AI
game? (values range [0, 2]; Any= 0; Axis_AI= 1; Allied_AI= 2)

#TRIGGER= Trigger percentage that the event will occur (values range [0, 100])

#ALIGNMENT= Collective control status of #MAP_POSITION’s

#DATE= Date that must be satisfied (in game) for event to occur (format yyyy/
mm/dd)

#MAP_POSITION= Map positions that must be controlled relative to #ALIGNMENT


in order to satisfy the event

217
Basic structure for a war entry event:
#NAME= Event name (this will be shown as a selectable event under an
options menu within the game)

#POPUP= Event popup text (this will be displayed when the event occurs)

#FLAG= Will this be a default event for the campaign? (values range [0, 1];
True= 1; False= 0)

#TYPE= With all other factors satisfied will this be a (values range [0, 2]):

A) Single check regardless if trigger is satisfied= 0


B) Multiple check until trigger is satisfied= 1
C) Reoccurring check until end of game= 2

#AI= Will this event apply to any game or specifically for an Axis or Allied AI
game? (values range [0, 2]; Any= 0; Axis_AI= 1; Allied_AI= 2)

#COUNTRY_ID= Country ID associated with this event

#TRIGGER= Trigger percentage that the event will occur (values range [0, 100])

#ALIGNMENT= Political alignment check for #COUNTRY_ID (values range [1, 2];
Axis= 1; Allied= 2)

#DATE= Date that must be satisfied (in game) for event to occur (format: yyyy/
mm/dd)

#VARIABLE_CONDITION= Under what variable conditions will this event occur?


(format: country_id [political_alignment] [activation%] [surrendered_flag])

218
NEW AND RENAMED EVENTS
Surrender #1:
This event causes a country’s territory to be transferred to another country
based on a random percentage trigger after the country surrenders. The
transfer of territory may be to a newly created country with a new capital, or
to the conquering country. This is different than a normal surrender where the
conquering country gains temporary control of the conquered territory, which
can be liberated at a later date. This event makes the territory an inherent part
of the country that receives it. Territory transfer may also be to the surrendering
country itself, which may allow an active “Government in exile.”

Surrender #2:
This event can be used to force the surrender of a given country on a specified
date. For example, this event can be used to simulate the historical surrender
of Italy in September of 1943.

Strength:
This event can be used to generate strength point losses for units within a
specified range. For example, this event can be used to simulate the Soviet
Winter effect and exact unit strength point losses as opposed to resource
supply reductions as was done previously for “Blitzkrieg”.

219
CREDITS
GAME DESIGN AND PROGRAMMING
Hubert Cater

CAMPAIGN AND SCENARIO DESIGN


Hubert Cater, Dave Maurer, Martin van Balkom

BETA TESTING
Russ Bensing, Blashy, Jim Bunnelle, Barry Lew, Bill Macon, Dave Maurer, Brian
Muir, Jeff Pinard, Narayan Sangupta, Pål Woje, Matt Faller

USER MANUAL AND HELP FILE


Bill Macon (Author), Martin von Balkom (Layout)

EDITING
Dave Maurer

SOUNDS
Matt Faller

OPENING AND END THEME MUSIC COMPOSITION


Marc Derell

ARTWORK AND GRAPHIC DESIGN


Fernado J. Carrera

SPECIAL THANKS
Bill Macon, Dave Maurer, Claudia Peracca, Robert Carver

BUILT WITH

© Copyright 2008 Fury Software, Published by Matrix / Slitherine. All rights reserved.

220

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