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Cs Manual (Light)

Copyright
© © All Rights Reserved
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0% found this document useful (0 votes)
14 views140 pages

Cs Manual (Light)

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/ 140

EPILEPSY WARNING

PLEASE READ THIS NOTICE BEFORE PLAYING THIS GAME OR


BEFORE ALLOWING YOUR CHILDREN TO PLAY.

Certain individuals may experience epileptic seizures or loss of


consciousness when subjected to strong, flashing lights for long
periods of time. Such individuals may therefore experience a seizure
while operating computer or video games. This can also affect
individuals who have no prior medical record of epilepsy or have
never previously experienced a seizure.

If you or any family member has ever experienced epilepsy symp-


toms (seizures or loss of consciousness) after exposure to flashing
lights, please consult your doctor before playing this game.

Parental guidance is always suggested when children are using a


computer and video games. Should you or your child experience
dizziness, poor eyesight, eye or muscle twitching, loss of conscious-
ness, feelings of disorientation or any type of involuntary movements
or cramps while playing this game, turn it off immediately and consult
your doctor before playing again.

PRECAUTIONS DURING USE:


- Do not sit too close to the monitor. Sit as far as comfortably
possible.
- Use as small a monitor as possible.
- Do not play when tired or short on sleep.
- Take care that there is sufficient lighting in the room.
- Be sure to take a break of 10-15 minutes every hour.
WHEN REALISM COUNTS…

Battlefront features the power of battalion-level combat in some of this period’s most bloody
and intense conflicts: Saipan, Market Garden, Novorossisk, and Gazala. Players will have realis-
tic control over their soldiers, with a tactical scale just large enough to make a telling difference
in the strategic picture.

While the Battlefront system shares a design philosophy with SSG’s award-winning Decisive
Battles series, it is actually an entirely new system specifically designed for battalion-level com-
bat. This level of play gives the player a chance to experience true issues of command, control,
sighting, and supply at a level that emphasizes plenty of tough but enjoyable decisions to make.
The combat system provides new and varied ways to damage your opponent, with provisions
for direct and indirect fire, air strikes, and special, historically-accurate combat modes (such as
Japanese Banzai attacks).
* Improved Strategic AI enables a more flexible response to fast changing battlefields
* Improved user interface simplifies unit information
* Command and control system that rewards correct employment of military assets
* Close combat routines have special attack modes such as Banzai, Surprise and Infiltration
* Indirect Fire from artillery and air assets can directly attack enemy units
* Direct fire from AFVs can attack enemy units at range
* Counter-battery fire can eliminate enemy artillery
* Eliminated units can be rebuilt as cadres and returned to battle
* Sighting, command, supply and danger zone rules encourage sensible use of artillery
* Complete Unit, Map and AI editor allows users to create scenarios from scratch
* Improved Play By Email security
TABLE OF CONTENTS
CONTENTS
1.0 Campaign Series™ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
1.1 Minimum System Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
1.2 Installation Procedures. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
1.3 Uninstalling the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
1.4 Product Updates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
1.5 Game Forums . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
1.6 Technical Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
2.0 Object of the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
3.0 Getting Started. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
3.1 Selecting Your Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
3.2 The Scenario Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
3.3 Starting a New Scenario. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
3.4 Complexity Rating Chart. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
3.5 Resuming a Saved Scenario. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
4.0 Playing A Scenario. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
4.1 The Game Interface & Pop-Down Menus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
4.2 Turn Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
4.3 Units Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
4.4 Assault Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
4.5 Status Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
4.6 Display Menu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
4.7 A/I Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
4.8 Special Menu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
4.9 Options Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
4.10 Help Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
4.11 Map Magnification . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
4.12 The Tool Bar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
4.13 The Status Bar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
4.14 Viewing the Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
4.15 Map Labels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
4.16 Selecting a Unit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
4.17 3D “Roam Mode”. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
4.18 The Info Box. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
4.19 On-Map Thermometers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
4.20 The Unit List. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
4.21 The Unit Handbook. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
4.22 Organizations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
4.23 Scenario Information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
4.24 Terrain Information. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
4.25 The “Hot Spot”. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
4.26 The Command Report . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
5.0 Combat and Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
5.1 Move/Fire Mode. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
5.2 Moving a Unit. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
5.3 Roads . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
5.3 Minimum Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35
5.4 Disrupted Unit Movement. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35
5.5 Transporting Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35

- 5 -
5.6 Reinforcements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37
5.7 Paradrops & Gliders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
5.8 Amphibious Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
5.9 Organizational Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
5.10 Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
5.11 Line of Sight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
5.12 Direct Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41
5.13 Opportunity Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
5.14 Indirect Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43
5.15 Air Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45
5.16 Assault. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
5.17 Minefields & Engineers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48
5.18 Clearing Minefields and Blocks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48
5.19 Bridge & High Wall Demolition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
5.20 Combat Explanation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
5.21 Combat Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
5.21 Morale Recovery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
5.22 Disruption Loss . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52
5.22 Night Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52
5.23 Fortifications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54
5.24 Terrain Types of Campaign Series. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55
Hexside Terrain features in Campaign Series include.... . . . . . . . . . . . . . . . . . . . . . . . . . . .62
5.25 Concealment Values & Fog of War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
6.0 Leaders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
7.0 Japanese Special Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .67
7.1 Leader Vulnerability . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .67
7.2 Bicycle Capable . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .67
7.3 Caves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68
7.4 Banzai Attack. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68
8.0 HQ and Supply . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70
9.0 How to Win. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71
10.0 Victory Conditions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72
11.0 Optional Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73
12.0 Campaign Games. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75
12.1 The Campaign Commanders Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76
12.2 The New Campaign Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76
12.4 The Mission Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78
12.5 Dynamic Campaign Game Setup Mode (DCG only) . . . . . . . . . . . . . . . . . . . . . . . . . . .78
12.6 The Campaign Mission. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78
12.7 Replacements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .79
12.8 Equipment Upgrades (DCG only). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .79
13.0 The Editors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80
13.1 Testing your Scenario. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80
13.2 The Map Editor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80
13.3 Editing your Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
13.4 Map Dimensions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
13.5 Map Elevation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
13.6 The Map Editor’s Tool Bar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
13.7 Saving the Map File . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .83
13.8 Accessing All Terrain Types for Rising Sun and West Front . . . . . . . . . . . . . . . . . . . . .84
13.9 The Order of Battle (OOB) Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .84

- 6 -
TABLE OF CONTENTS
13.10 OOB Editor Tool Bar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .84
13.11 Locate your Organizations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85
13.12 Adding Units to Your OOB . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85
13.13 Placing Leaders in Your OOB . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .86
13.14 Customizing your Organization. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .86
13.15 Other OOB Editor Tool Bar Tips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .87
13.16 Finishing Your Order of Battle and Saving It . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .87
13.17 The Scenario Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .87
13.18 Picking out Air Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90
13.19 Placing Units on the Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90
13.20 Placing Off-Board Artillery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90
13.21 Placing Reinforcements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .91
13.22 The Scenario Editor Tool Bar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92
13.23 Adjusting Your Placed Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92
13.24 Setting Objective Hexes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92
13.25 Saving the Scenario . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92
14.0 Multi-player Modes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93
14.1 Modem Connections . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93
14.2 Internet TCP/IP Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93
14.3 Connecting to an Internet Session of Campaign Series. . . . . . . . . . . . . . . . . . . . . . . .94
14.4 Modem and Serial Connection Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
14.5 Network IPX Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96
14.6 Two-Player Hot-Seat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96
14.7 Play By E-Mail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96
15.0 Having Fun with Play-by-E-Mail! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97
16.0 Observations of an East Front II Playtester . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100
17.0 Battlefield Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .107
The Principles of War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .107
The Tenets of Army Operations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .108
Myth vs. Fact: Reality in World War II and in Campaign Series. . . . . . . . . . . . . . . . . . . . . .109
18.0 East Front II Tutorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110
TOUR DE FORCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111
19.0 Campaign Series FAQ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119
20.0 Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .133
21.0 Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .136

© 2007 Matrix Publishing LLC. and TalonSoft Inc. . All Rights Reserved. Matrix Publishing LLC. and Matrix Publishing LLC. logo are
trademarks of Matrix Publishing LLC. Talonsoft and the Talonsoft logo are registered trademarks of Talonsoft Inc. All other trademarks
and trade names are the properties of their respective owners. Matrix Publishing LLC. and TalonSoft Inc. make no claim thereto.

- 7 -
1.0 CAMPAIGN SERIES™
Thank you for purchasing this installment of Campaign Series!

1.1 MINIMUM SYSTEM REQUIREMENTS


To play Battlegrounds, your computer system must meet these requirements:

• OS: 98/ME/2000/XP
• CPU: 800 MHz CPU
• RAM: 64MB RAM (128 MB for XP)
• Video/Graphics: 32MB Video Card
• Sound: Windows Compatible Sound Card
• Hard disk space: 1.5 GB free hard disk space
• CD-Rom: CD/DVD-ROM, mouse
• DirectX version: 9+

1.2 INSTALLATION PROCEDURES


Insert the game CD into the CD-ROM drive. Setup will run automatically. If Setup does not start, run
Setup.exe from the Windows directory on the CD.

When the Setup screen appears, click Install Battlegrounds. Double-click the Campaign Series icon.
On the introductory screen, click Play Campaign Series. The introductory video plays, and the Main
screen appears.

1.3 UNINSTALLING THE GAME


Please use the Add/Remove Programs option from the Windows Control Panel to uninstall the game.

1.4 PRODUCT UPDATES


In order to maintain our product excellence, Matrix Games releases updates containing new features,
enhancements, and corrections to any known issues. Keeping up with these updates is made easy
and is free by signing up for a Matrix Games Member account. When you’re signed up, you can then
register your Matrix Games products in order to receive access to these important game-related
materials. Doing so is a simple two step process:

Sign Up for a Matrix Games Member account – THIS IS A ONE TIME PROCEDURE; once you have
signed up for a Matrix account, you are in the system and will not need to sign up again. Go to www.
matrixgames.com and click the Members hyperlink at the top. In the new window, select Register
NOW and follow the on-screen instructions. When you’re finished, click the Please Create My New
Account button, and a confirmation e-mail will be sent to your specified e-mail account.

Register a New Game Purchase – Once you have signed up for a Matrix Games Member account,
you can then register any Matrix Games title you own in your new account. To do so, log in to your
account on the Matrix Games website (www.matrixgames.com). Click Register Game near the top to
register your new Matrix Games purchase.

- 8 -
INTRODUCTION
Once you’ve registered your game, when you log in to the Members section you can view your
list of registered titles by clicking My Games. Each game title is a hyperlink that will take you to
an information page on the game (including all the latest news on that title). Also on this list is a
Downloads hyperlink that takes you to a page that has all the latest downloads, including patches,
for that particular title.

Remember, once you have signed up for a Matrix Games Member account, you do not have to sign
up again – at that point you are free to register for any Matrix Games product you purchase. Thank
you and enjoy your game!

1.5 GAME FORUMS


Our forums are one of the best things about Matrix Games. Every game has its own forum with our
designers, developers and the gamers playing the game. If you are experiencing a problem, have a
question or just an idea on how to make the game better, post a message there. Go to http://www.
matrixgames.com and click on the Forums hyperlink.

1.6 TECHNICAL SUPPORT


Should you have a technical problem with the game, the best way to get help is to post a note in
the Technical Support sub-forum within the Close Combat forum at http://www.matrixgames.com.
You’ll then hear back from our personnel, or from one of the many helpful players of the game.
This is usually the fastest way to get help. Alternatively, you can email your problem to support@
matrixgames.com.

- 9 -
2.0 OBJECT OF THE GAME
In September 1939 Adolph Hitler unleashed a new and terrifying form of warfare on Europe with
his “Blitzkrieg” invasion on Poland. Within weeks, Britain, France and other Allied countries found
themselves locked in a deadly conflict with the German Third Reich that would decide the fate of
nations for decades to come. As the fortunes of German arms ascended, the Wehrmacht soon invaded
Holland, Belgium, Denmark, Norway, France, Russia and fought to extend their conquests and Axis
colonies as far as North Africa. Both fronts turned out to be a long and bitter struggle, which would
devour hundreds of thousands of lives, and lay waste to some of Europe’s greatest cities before its
awful conclusion in 1945.

On the West Front, with the Fall of France and their miraculous escape from Dunkirk, the British
vowed to resist Axis aggression, and engaged both German and Italian Forces in North Africa. In 1941,
the United States entered the war in support of the Allies, and helped carry the fight to Tunisia, where
the German-Italian Armies once commanded by Rommel were at last vanquished.

At the same time on the East Front, with devastating efficiency the German Wehrmacht brushed
aside all resistance, quickly penetrating deeply into Mother Russia. By August the Hitler’s legions had
captured Smolensk and, in the Ukraine, Kiev. Then the fall rains came - the rasputitsa. Overnight the
road network was transformed into a knee-deep quagmire of mud. Undaunted, the Germans waited
for the mud to freeze, and then pressed on toward Moscow in “Operation Typhoon”, until the Red
Army started to stiffen in front of the gates of Moscow and Leningrad in late November. With extended
supply lines and the worst winter in over a century, fresh Soviet troops from Siberia counterattacked
in front of Moscow and along other portions of the frozen front, inflicting the first defeat on the German
arms since the start of World War II.

On the morning of December 7th, 1941 Japan set the spark to one of the most bitterly contested
theatres of the Second World War. The devastating surprise attack at Pearl Harbor heralded the
rising sun of a new phase in Japan’s war of conquest and empire. Nearly five years, and hundreds
of thousands of lives later, this empire would lay in ashes beneath the ominous glow of a second
sunrise—the horrific atomic bomb attacks at Hiroshima and Nagasaki that finally ended the war and
ushered in an era of America-mandated peace. Between these two rising suns, the vast conflict of the
Pacific war was played out in hundreds of little known atolls, islands and jungle back ways that are
now etched into the history of those desperate days.

By the summer of ‘42 the Germans had regained the initiative in the east and, with help from their
Romanian, Hungarian, Italian and Slovak allies started “Operation Blau”, their bid to conquer the
USSR’s resource-rich Ukraine region. With two refreshed panzer and three infantry armies, the Axis
troops again swept aside weak Soviet resistance. By September the invaders had captured Russian
oil fields in the Caucasus and, further north, had reached Stalingrad on the Volga. And there they
stopped. A doggedly-determined Red Army dug in at Stalingrad, resisting the Germans in vicious
room-to-room fighting in “Stalin’s City”, finally sealing the invaders’ fate in late December with
“Operation Uranus”.

Damaged but not destroyed, the German forces under Manstein counterattacked the Soviets as
they raced toward Rostov and Kharkov, inflicting heavy casualties on the overstretched Red forces,
showing once more the stuff the German Army was made of. The offensive capabilities of the
Hitler’s Wehrmacht were finally crushed in the cauldron known as Kursk. Here the German panzers
were decisively defeated in the greatest tank battle in history. For the following two years the Red
juggernaught rolled across the Russian steppes, reconquering the lost territories of “Mother Russia”.

- 10 -
INTRODUCTION
By late ‘44, Rumania, Bulgaria, Yugoslavia, and Poland had all been “liberated” by the rampaging Red
Army, culminating with the siege and conquest of Berlin in April and May of ‘45. The massive army of
Stalin had proved victorious in the most brutal, costly battle in the history or warfare.

After the stunning attack at Pearl Harbor, Japan went on to seize vast areas of the South Pacific
in one swift victory after another. Only on the Philippines, where American and Philippine troops
bravely held out in defiance at Corregidor, was the tide held at bay for a time while Allied British,
Australian, Dutch and American forces struggled to consolidate and forge a line of resistance. While
decisive naval engagements were being fought in the Coral Sea and later near Midway, allied forces
mustered in distant outposts for the inevitable counterattack against Imperial Japan. In August of
1942 the U.S. Marines landed at Guadalcanal in the Solomon Islands and began the long march back
on the road to Tokyo while forces from the ANZAC command threw down the gauntlet in New Guinea.
Once engaged, the Allies were to find that the Japanese soldier would be the most resourceful and
tenacious defender to be faced by any army in the war. As the line of battle raged from one isolated
outpost to another in the Gilberts, Marshalls and Caroline Islands, the cost of victory climbed ever
higher. From bloody Red Beach One at Betio in the Tarawa group, to Peleliu, Tinian, Saipan, Iwo Jima
and Okinawa, more blood was spilled per square yard than in any other theatre of war. And to the
east, the Philippine Islands and the malarial jungles of Burma were reclaimed in bitter contests where
men on both sides were pressed to the limits of endurance in back breaking operations characteristic
to the hinterlands of Asia.

With the onslaught on the East taking place the Germans found themselves facing a catastrophe on
the West. By 1944 the Italians were knocked out of the war leaving Germany to fight a war on two
fronts. The D-Day invasion at Normandy in 1944 established a stronghold on the Northern European
continent and made the second front a grim reality for all involved. After months of fighting to expand
their bridgehead, the Allies finally broke the German line at St. Lo in Operation Cobra, and nearly
annihilated the German defenders in the ensuing Battle of Falaise Pocket. As remnants of German
Forces retreated north and east, victorious Allied armies launched a pursuit that was hampered more
by supply problems than enemy resistance. As the tide of war retreated through the Low Countries, the
Germans managed to stabilize their shattered front in Holland by September, 1944. The Allied Market
Garden offensive into Holland was the first of many Allied plans to breach German defenses and cross
the Rhine. Though 90% successful, it failed to obtain that goal, and the Allies would continue to fight
at Aachen, Huertgen Forest, Lorraine, Metz and the Ardennes as the Germans stubbornly defended
their homeland from the fortifications of the Siegfried Line. In December of 1944, Germany shocked
the Allies by launching the last major counterattack of the war in the West in the famous “Battle of
the Bulge.” Through heroic efforts, the Allies parried this last German thrust, stabilizing the front, and
went on to pierce the Reich in the Rhineland campaign, which saw bridgeheads established at Wesel
by the British and Canadians and at Remagen by the Americans. Beset on two fronts, and worn to a
mere shadow of its once formidable force, the German Army finally collapsed and Hitler’s Third Reich
was reduced to cinders in 1945.

Welcome to John Tiller’s’s Campaign Series!

Campaign Series is a tactical-level game portraying some of the most significant battles from 1939
to 1945 on the European and Pacific Theaters of Operation. Chose to fight as the Axis or Allies in over
290 historical scenarios. The choice is yours. Pit your skills against the computer in any of the many
historical scenarios, or try your hand in full-fledged campaigns consisting of linked scenarios where
each battle counts. You can also go head to head against fellow gamers at home via the Internet in
games with up to 16 players!

- 11 -
Each scenario is played on a unique map with five “view modes”. Most scenario maps are based on
historically-accurate 1940-era 1:50,000 scale maps actually used by Axis and Allied commanders
during the war. Combat is performed on a “hex-grid” map that has defined wargaming for over
three decades. Each “hex” represents 250 meters; with four hexes to a kilometer or 61/2 hexes to
a mile. Turns are equivalent to approximately 6 minutes of real time. Each scenario has a variable
number of Game Turns, in which you and your opponent attempt to capture or defend objectives and
smash more enemy troops then you lose. Every conceivable type of battle action is represented in
the scenario selection: meeting engagements, armored breakthroughs, trench defenses, exploitation,
reconnaissance, battles of attrition, mobile defenses and much more.

Each scenario has a variable number of Game Turns, in which you and your opponent attempt to
capture or defend objectives and smash more enemy troops then you lose. Every conceivable type of
battle action is represented in the scenario selection: meeting engagements, armored breakthroughs,
trench defenses, exploitation, reconnaissance, battles of attrition, mobile defenses and much more.

There are a number low-complexity “Boot Camp” scenarios designed especially with the new player
in mind. If you are new to John Tiller’s’s “Campaign Series”, you are highly encouraged to begin your
play with these scenarios.

Besides the “Boot Camp” scenarios, there is also a tutorial scenario (“East Front II Tutorial”).
This tutorial scenario is not only an introduction for new players—it is also a fun and challenging
hypothetical scenario for veteran players. You are encouraged to begin playing the tutorial scenario
while following along with the tutorial in section 18.0.

3.0 GETTING STARTED


There are a variety of ways to play John Tiller’s Campaign Series. The game now provides two types
of campaign games that allow you to lead your command through one or more grueling campaigns on
the Eastern Front of WWII. However, it may be easier for you to start with one of our numerous pre-
made scenarios based on actual battles that were fought. Additionally, Campaign Series. provides a
variety of editors to allow you to design your own scenarios from scratch; see section 13.0.

3.1 SELECTING YOUR GAME


The main selection screen will allow you to
choose which type of scenario you wish to play.

Play Scenario: Selecting this option will allow


you to choose from a variety of pre-designed
scenarios. For details on playing a scenario, see
section 4.0.

Play Campaign: Selecting this option will


allow you to begin a “Linked Campaign Game”,
or choose a character and start a “Dynamic
Campaign Game” of more random scenarios that
will take you through show you combat on the

- 12 -
GETTING STARTED
Eastern Front during World War II. For details on Starting and Resuming a Campaign, see section
12.0.

Generate Battle: Selecting this option will allow you create the basic details of a scenario that will
be created at random for you.

Edit Scenario: Selecting this option will allow you to create you own scenarios. For details on creating
your own scenarios, see section 13.0.

Edit Map: This option will allow you create your own map for your designed scenarios. For details on
creating your own maps, see section 13.0.

Edit Order of Battle: This option will allow you to decide what units will be available to you in your
designed scenarios. See section 13.0.

3.2 THE SCENARIO TYPES


Campaign Series allows you to play scenarios individually or against a human opponent. For more
information on multi-layer games, see section VII. Multi-player Modes.

First select the type of scenario you wish to play: Standard, Modem (Caller or Host), Play-by-E-mail
or (two-player) Hot-Seat.

Select Start a New Game to proceed to a listing of our pre-designed scenarios.

Select Resume Saved Game to continue a previously saved scenario.

Do not select this option if you wish to continue a Campaign Game. To continue a saved Campaign
Game you must select Play Campaign from the Main Menu.

3.3 STARTING A NEW SCENARIO


Scenario titles are listed in the large window
in the upper left of the screen. The scenarios
can be displayed in a variety of ways; e.g., by
complexity rating (the default listing method), by
historical date, alphabetically by filename, etc).
To change the way the scenarios are listed, press
the button to the right of each small “window” on
the “Scenarios” screen.

After pressing a button, please allow the program


a few moments to reorganize the scenario
listing.

To scroll through the scenarios use the arrows


along the side of their titles. Note that the “double
arrows” can be used to move up and down the list in a “Page Up” and “Page Down” fashion. As a
scenario’s title is highlighted the information displayed in the various windows is updated to show the
information for that scenario.

- 13 -
The complexity rating is determined by the total number of units on both sides that could potentially
appear during that scenario (including all reinforcements). Refer to the chart below.

3.4 COMPLEXITY RATING CHART


Complexity # # of Units in Scenario
1 1-20
2 21-50
3 51-90
4 91-140
5 141-200
6 201-280
7 281-380
8 381-500
9 501-750
10 >750

Once you have chosen a new scenario, click on


OK to proceed to the battle.

3.5 RESUMING A SAVED SCENARIO


When you select “Resume a Saved Scenario” from the Main Menu, less information is displayed on
the Scenarios screen than when you are starting a new game. This is because the program reads the
information from the saved-game file, and not all of the info that is displayed for a new scenario is
recorded in the saved-game file.

The titles of the scenarios you have previously saved are listed on the top left of the screen. If you have
played the same scenario different times and have multiple saved games for the same title they will
all be listed. In this case you will need to scroll through the scenario names, with the arrows alongside
the titles, but observe the different file names listed in the File Name window on the right to find the
game you wish to resume.

Once you have chosen a scenario to resume, click on OK to proceed to the battle.

4.0 PLAYING A SCENARIO


The A/I can be used in three modes: Manual, Computer,
and Computer with FOW (Fog-of-War). Any one mode can
be applied to each side.

Manual equals “no A/I”. Select this for a side if you want to
make al the decisions for that side, including conducting
all moves and attacks for it. This is the default mode for
both sides.

If you select Computer for a side, the program will handle


al the decisions and actions for that side.

- 14 -
GETTING STARTED
If you select Computer with FOW (Fog-of-War) for a side, the program will handle all the decisions and
actions for that side, and Fog of War will be in effect. If Fog of War is on, you can only see enemy units
that are in the Line of Sight (LOS) of one or more of your on-map units. This mode is most appropriate
when you want to control one side and have the program control the other.

The Advantage bar at the bottom of the A/I Selection screen allows you to balance play between two
players of unequal skill or to balance play against the A/I. To set an Advantage, hold down the left
mouse button over the slider bar control and move it to the left or right (the keyboard’s arrow keys
can also be used to adjust the advantage). Advantage values can range from 0 to 100 for either side.
Depending on the value you set, the side with the advantage will inflict higher than normal combat
losses on the other side, and suffer lower than normal combat losses themselves. Advantage must
be set before play begins in E-Mail, Modem Play and Two-Player Hot Seat games. Otherwise, the
Advantage can be adjusted at any time during the game.

If you press the Rules button you will see a menu of Optional Rules that can be enabled or disabled to
enhance game play for advanced players.

Once you have selected the A/I levels, set the Advantage, and chosen the Optional Rules you wish to
use, press the OK button on the A/I Selection dialog and the program will automatically load the map
and set up the units that begin play on the map (if any). Note that other units (for either or both sides)
might be scheduled to arrive as reinforcements. To view a list of the reinforcement groups and their
turn of arrival, select “Scheduled” from the “Reinforce” pop-down menu.

- 15 -
4.1 THE GAME INTERFACE & POP-DOWN MENUS
The Main Game screen displays the scenario’s map, which has six different viewing modes; see
section 4.11 (Map Magnification) and section 4.14 (Viewing the Map).

There is a “hidden” menu bar at the top of the screen. To display the Menu Bar, press the M hot key
on your keyboard. If you exit the game with the menu bar displayed, it will still be displayed the next
time you launch the game.

The “pop-down” menus of the Menu Bar and their commands are explained below. Many (but not all)
menu items can be accessed by Tool Bar buttons and/or Hot Keys.
File Menu: Use this menu to save and/or exit a game, or to load a saved “replay” (.btr extension) file.

Select Save to save the game you are playing.

Select Save As to save a game under a file name other than the one currently being used for it
(Note: due to the structure of the campaign files, this feature is disabled if playing a campaign game
mission). Select Replay to view a recorded battle. To halt the replay, press the Esc key.

Select Exit to quit the scenario. If the current game has changed since the last time it was saved, a
dialog will appear giving the option to save it before exiting (Exception: if playing a campaign game
mission, it is saved without any prompt).

4.2 TURN MENU


Use this menu when you want to proceed from one turn to the next.

Select Next to advance the game to the next turn.

4.3 UNITS MENU


Use this menu to change the position of friendly units, and to initiate artillery and Air Attacks, as well
as a host of other things, as explained below.

Select To Top Of Stack to move a selected unit to the top of its stack.

Select To Bottom of Stack to move a selected unit to the bottom of its stack.

Select Load/Unload to load a non-vehicular unit onto a vehicular unit, or to unload a unit that is
currently a passenger.

Select Toggle Digging-In to give orders for an eligible infantry-type unit to begin construction of an
Improved Position.

Select Double-Time before moving an infantry, cavalry or wagon unit and it will only pay three-fourths
of the normal AP to enter a location.

- 16 -
GETTING STARTED
Select Damage Wall or Bridge to have a selected engineer unit attempt to destroy a bridge or “high
wall” hex-side.

Select Save AP’s for Firing to ensure that the selected unit reserves enough Action Points to get off at
least one shot after it has expended AP for other purposes.

Select Save AP’s for Unloading to ensure that the selected unit reserves enough Action Points to
unload any passenger it may be transporting after it has expended AP for other purposes.

Select Turn Clockwise to change the facing of the selected unit one hexside in a clockwise direction
(note the facing of the unit’s 3D icon in the Info Box).

Select Turn Counterclockwise to change the facing of the selected unit one hexside in a counter-
clockwise direction (note the facing of the unit’s 3D icon in the Info Box).

Select Air Attack to initiate an Air Attack on the currently Hot-Spotted hex. A targeting marker is placed
to denote the impending air strike, but the attack is always delayed at least one turn, sometimes
several. Once plotted, an Air Attack cannot be cancelled. Select Artillery Dialog to display the Artillery
Dialog window which allows you to initiate attacks with Indirect Fire units. Note that all Indirect Fire
attacks are not carried out until the following game turn.

Select Assign Opportunity Fire to display the Opportunity Fire (OpFire) dialog, which allows you to
set (by firing- and target-unit types) the desired maximum ranges that your units will be allowed to
conduct OpFire.

Select Remove From Map to voluntarily remove a unit from the map. Removal can occur only during
your turn, and the unit must be in a map-edge hex (any map-edge hex—not necessarily an Exit
Objective edge hex).

Select Undo Last Movement to cancel the entire movement of the most-recently moved still-selected
friendly unit, so you can instead move it in a different way (or not at all). This command is disabled
during Modem play, Play By E-mail, and whenever Fog of War is in effect; e.g., during the campaign
game.

4.4 ASSAULT MENU


Use this menu to conduct assaults.

Select Cancel Assault to cancel an assault without resolving it. Select Add to Assault to designate the
currently-selected unit(s) as participating in the assault.

Select Resolve Assault to resolve the assault.

Select Show Odds to review the current assault odds (assault odds are not available if Fog of War is
in effect).

Reinforce Menu: Use this menu to check on the availability of reinforcements.

Select Scheduled to display the reinforcements that are scheduled to arrive during the current
scenario, as well as the per-turn arrival probability for each group. Double-clicking on the selection
will bring up a Dialog Box listing the individual units of that reinforcement group. If Fog of War is in

- 17 -
effect, only the reinforcements for the side currently having its Turn will be displayed; otherwise, all
reinforcements will appear.

Select Arrived during a friendly turn to display the reinforcement groups that are currently available
to be placed on the map. See section 5.6 to enter a reinforcement group. Select Releases for a
display listing the release times of Fixed units. Clicking once on an entry in the Release Dialog causes
that organization to become highlighted on the screen. Double clicking or selecting OK causes the
release dialog to be dismissed and the organization to remain highlighted. Selecting Cancel causes
the organization to become unhighlighted.

4.5 STATUS MENU


Use this menu to display current strength, objective, and victory condition information.

Select Scenario Information to display information on the scenario, including its title, historical
background, the ground conditions, visibility and the scenario’s designer. Some information in this
dialog is not shown in Play by E-mail games, or if you are the Caller in a “modem” game.

Select Strength to see the number and types of units currently available to each side. The units listed
on the left side of the Strength Dialog (see illustration at right) are the total number of (full or partial-
strength) platoons of that unit type currently available. The right side of this dialog lists the number of
Strength Points (not the number of platoons) of that type of unit eliminated thus far. The Strength of
the opposing side is not available if Fog of War is enabled (though the enemy’s losses are shown).

Select Objectives to see the number, value and hex location of each Objective. Clicking on an entry
line in the dialog box will put the Hot Spot in (and scroll the map to) that hex.

Select Available Air Support to view a list of the Air Attacks still available, if any (if Fog of War is on,
you can only view the Air Attacks for your side).

Select Victory to see the current level of victory and related items (Exception: If playing a Dynamic
Campaign Game mission, see section 10.0).

4.6 DISPLAY MENU


Use this menu to control how information is displayed on the map.

Select Units Off to toggle (off or on) the on-map display of all units and markers. This option is provided
to temporarily hide the unit and marker icons so that you can see the underlying map terrain better.

Select Unit Bases to toggle (off or on) distinctive bases for all 3D unit icons on any 3D map view. Note
that each nationality has different-styled 3D bases displaying a derivation of that country’s nationality
symbol.

Select Specials on Top to control the on-map display of fortifications (improved positions, mines,
blocks) and wrecks on the 2D maps. When this command has a check mark next to it, all these
markers appear above all other units in their hex.

- 18 -
GETTING STARTED
Select Objectives to toggle (off or on) the display of Objectives on the map. When this is enabled, each
Objective hex is denoted by an objective marker displaying the primary color of the side that currently
controls it (Exception: Exit Objective hex).

Select Locations... to help you find a named location on the map. When you select one of those listed,
the map will scroll to that hex.

Select Visible Hexes to toggle (off or on) a shade over all hexes which are not in the LOS of the current
Hot Spotted hex.

Select Reachable Hexes to graphically illustrate all the hexes that the currently-selected unit can
reach in the current turn. This takes into account the number of Action Points it has to spend (and
considers whether or not the unit is Saving AP’s for Firing or Unloading). All hexes it cannot reach are
shaded. See section 5.6 for more information.

Select Command Range when a HQ unit is selected to see the Command Range for that HQ; see
section 8.0 for more information on HQ.

Select Find Org... to see which units belong to which organizations. When you select an organization
name in the Organization Dialog, each of that organization’s component units becomes highlighted
on the map. If Fog of War is in effect, only the organizations for the side currently having its turn will
be highlighted. An organization name printed in light gray indicates that none of its units are currently
on the map.

Select Jump Map... to display a miniature of the map. When you select any spot in the
miniature version, the game map will automatically scroll to the corresponding spot.

Select Hex Contours to toggle (off or on) a brown “contour line” along all hexsides where an elevation
change occurs.

Select Opaque Infobox to toggle (off or on) an opaque background color behind the Info Box.

Select On-Map Thermometers to toggle (off or on) small “thermometers” on a 3D map display that
graphically illustrate each unit’s current state of Morale, remaining Action Points or current Strength
Points.

Select Range to toggle (off or on) a display feature that illustrates the currently-selected unit’s hard
(shown in red) or soft (shown in blue) attack limits. Note: If the hard and soft attack limits of the unit
are same only a red line is shown.

Select Highlight to get a sub-menu of the following options:

Spotted Units toggles (off or on) a highlight around all units that have a LOS to (and thus are in the LOS
of) at least one known enemy unit.

Fired/Fought Units toggles (off or on) a highlight around all units that have either fired at an enemy unit
or fought in an assault during the current turn.

Moved Units toggles (off or on) a highlight around all units that have expended AP to enter a new hex
during the current turn (exception: unless assaulting).

- 19 -
Disrupted Units toggles (off or on) a highlight around all units that are Disrupted.

Units/HQs Out of Supply toggles (off or on) a highlight around all units low on ammunition due to failing
their supply check. Note that each HQ that moved during the previous turn is automatically considered
“Out of Supply” during the next turn.

Indirect Fire Units toggles (off or on) a highlight around all units capable of firing indirectly.

Anti-Aircraft Units toggles (off or on) a highlight around all units capable of conducting fire vs. aircraft,
i.e., Anti-Aircraft Fire.
Organization toggles (off or on) a highlight around all units that are part of the same organization as
the selected unit, or are subordinate to the selected Leader or HQ. Mine-Clearing Units toggles (off
or on) a highlight around any unit capable of clearing mined hexes. Note that Mine-Clearing Units are
also referred to as engineers in this manual.

Leaders toggles (off or on) a highlight around all leaders.

Headquarters toggles (off or on) a highlight around all HQ (and Command Post; see Optional Rule for
Command Control) units.

Fixed Units toggles (off or on) a highlight around all Fixed units.

The menu options beginning with Spotted Units and ending with Fixed Units are mutually exclusive;
i.e., selecting any one of them will toggle-off any of the others that had been previously selected.

Select 2D Normal View to change the map to its 2D version.

Select 2D Zoom-Out View to change the map to a smaller, low resolution 2D version that enables
more of it to be seen.

Select 3D Normal View to change the map to its full-size 3D BattleviewTM mode.

Select 3D Zoom-Out View to change the map to BattleviewTM mode but with the hexes at half their
normal size.

Select 3D Extreme Zoom-Out View to change the map to BattleviewTM mode but with the hexes at
one-fourth their normal size.

Select Rotate Map to rotate the map, and all units and markers on it, 180º.

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GETTING STARTED
4.7 A/I MENU
Use this menu to control the “Artificial Intelligence” (A/I) capabilities of the of the currently in-progress
non-CG scenario.

Select [Manual] (i.e., no A/I) for a side if you want to make all
the decisions for that side, including conducting all moves and
attacks for it. This is the default mode for both sides.

Select [Computer] for a side if you want the program to handle


all the decisions and actions for that side. This will show you
the position of all enemy units, even those out of “line of
sight”.

Select [Computer with Fog-of-War] for a side if you want the


program to handle all the decisions and actions, and have Fog
of War in effect, for that side. This is the recommended, and
most popular, method of play.

Select Activate A/I to restart the A/I after you have canceled it.

Select Set Advantage to balance play between two players of unequal skill or to balance A/I play.
Advantage values can range from 0 to 100 for either side. Depending on the value, the side with
the advantage will inflict higher than normal combat losses on the other side, and suffer lower than
normal combat losses themselves. Advantage must be set before play begins in E-Mail or Modem Play
games. Otherwise, the Advantage can be adjusted at any time during the game.

4.8 SPECIAL MENU


This menu provides special options necessary to play a Multi-Player scenario and to record a game in
progress.

Select Record Battle to toggle (on or off) the option that


allows you to save a record of the non “Special-mode”
(including non-CG) game you are currently playing. Note:
You must turn “off” (uncheck) a current recording in
order to be able to view it (by selecting “Replay” from
the File pop-down menu). The extension .btr is used to
denote a recorded battle file.

Select Restart Replay to restart the replay of a previously


halted recorded battle file.

Select Communication Dialog in a modem game to display


the “chat window” if you had closed it previously. See
also the details on multi-player Comm Dialog options.

Select Set Network Play Timer during a live multi-player game. Using this, the Host (only) can input
a time, in minutes, that will be used by the program to automatically end each turn. This time can be
reset at any time, but only by the Host. If the time is reset, a message is displayed to all other players
of the new time that has been set.

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Select Multi-Player Dialog during a multi-player game in order for the team captain to assign his
side’s organizations to players on his side. This can also be used by the other players to view what
units have been allotted to whom.

Select Scroll to View Enemy Action during a multi-player game for the computer to scroll the map to
display visible enemy actions. This is “off” by default to prevent unwanted scrolling. This option has
no effect except during multi-player games.

4.9 OPTIONS MENU


Use this menu to set the default for certain options associated with the main program. A check
mark next to a command in this menu means that it is “on.” The settings of this menu are always
“remembered” by the program.

Select Prompt For Scenario if you want to be prompted for a new scenario whenever you enter the
game directly via a desktop shortcut for the EF.EXE executable (instead of the “normal” method of
launching a new scenario from the “Scenarios” screen).

Select Beep on Error to toggle (off or on) the option that causes a beep when you make an error.

Select Hide 3D Hot Spot to toggle (off or on) the option that causes the hexagonal Hot Spot marker to
be hidden on the “3D” maps.

Select Blink Hot Spot to toggle (off or on) the option that causes the Hot Spot to blink. Note that the
Hot Spot only blinks on the 2D maps.

Select Smooth Scroll to toggle (off or on) the option that causes the map to scroll incrementally to a
new Hot Spot. When this command has no check mark next to it, the map redraws directly at the new
Hot Spot hex without scrolling through the intervening hexes.

Select Hex Outlines to hide or display the map’s hex outlines. When the hex outlines are visible, this
command has a check mark next to it.

Select Sound Effects to toggle (off or on) the playing of firing/moving sound effects.

Select Background Music to toggle (off or on) background music.

Select Background Sound to toggle (off or on) the playing of “ambient” background battle sounds.

Select Graphical Unit Icons to toggle the display of unit icons between graphical and military-type
schematic versions.

Select Auto Save to have the program save the game automatically at the end of each turn [Exception:
it will not save a phase that was conducted under computer-controlled A/I (with or without Fog of
War)].

Select Auto Save AP’s for Firing to have all of the combat units of the phasing side automatically
save enough AP to always be able to conduct at least one fire-attack after AP are expended for other
purposes.

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GETTING STARTED
Select Details to display a sub-menu that allows you to specify the level of details you wish to see in
the combat reports. See also Damage Report Details.

Select Fast Computer Player to have a computer-controlled side perform its movement at a significantly
increased speed when in any 3D BattleviewTM mode.

Select Fast Human Player to have the 3D icons animate at an increased speed.

Select Ask Before Advancing Turn to have the program confirm that you really want to end a turn after
you have indicated that you have finished your turn. With this enabled, you cannot end your turn by
mistakenly clicking on the “Next Turn” Tool Bar button.

Select Use Special Icons in order for the program to use special 3D icons such as winter or late-war
camouflage. In order for the special icons to appear (if this option is not already in effect), you must
select this option and restart the game.

Select Initial View to define the initial view of the map when the main program is started. The views
may be set to any of the standard views, or to default to the last one used while playing the game.

Select Optional Rules to display a menu of game options that are in effect for the current scenario.
These rules must be set at the start of a scenario and cannot be changed during game play. Optional
Rules for more information.

4.10 HELP MENU


Use this menu to get information about how to use the Campaign Series program.

Select General Help (F1) to open the General Help file which
provides instant, on-line access for playing the game.

Select Unit Handbook (F2) to display additional information


about the currently-selected unit. Such information cannot
be accessed about enemy units if playing with Fog of
War.

Select Parameter Data (F3) to find miscellaneous


information on the data used internally in the game (such
as the various combat tables, the height of obstacles, and
defensive modifiers of the various terrain and fortification
types, etc.).
Select Unit Data (F4) to display miscellaneous data about the units in the game; i.e., strength points,
platoon VP value, Assault Value, Defense Strength, Fire Cost, loading & unloading costs, availability
dates.

Select Weapon Data (F5) to display a list of the units’ effective ranges vs. hard and soft targets, and
their attack strengths at those ranges. The upper line shows the range and attack strength vs. hard
targets, and the lower line shows the range and attack strength vs. soft targets.

Select About Campaign Series to display a dialog containing version number and copyright information
about the game.

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4.11 MAP MAGNIFICATION
To change the view of the battlefield:

Use the magnifying glass icon on the Tool Bar (near the bottom of the screen) to zoom in; if you hold
down the Alt key while clicking on the magnifying glass you will zoom out. You can also use the
keyboard numbers 1, 2, 3, 4 and 5 to quickly change the map view (1 is 3D Normal View, 2 is 3D
Zoom-Out View, 3 is 3D Extreme Zoom-Out View, 4 is 2D Normal View, and 5 is 2D Zoom-Out View).
You can also change the map view by selecting that map view’s name from the Display pop-down
menu.

If you wish the game to always start with a particular view, you can set this option in the Menu Bar,
under Options. Allow a moment or two for the program to “load” the necessary terrain files after
clicking a new “view mode”.

4.12 THE TOOL BAR


The Tool Bar, along the bottom of the screen, provides an easy way to use way to play the game
and maneuver units for combat and movement. Note: For all Tool Bar buttons to appear your screen
resolution must be 800x600 or higher. Using the Tool Bar, you can:

Toggle between “Move” and “Fire” mode (also possible with Ctrl key)

Display the Artillery Dialog

Load/Unload units into/from an eligible transport unit

Have a unit “Dig In” to attempt to create an Improved Position in its hex

Have an eligible unit use Double Time movement.

Save Action Points for Firing

Save Action Points for Unloading units

Resolve assault

Call for an Air Attack in the currently Hot-Spotted hex

Activate or deactivate the A/I

Zoom in on the Map for a closer view of the action (or zoom out by holding the Alt key)

Toggle on/off the bases for the units (3D BattleviewTM only)

Display the Jump Map

Highlights all hexes visible from Hot-Spotted hex

Highlight the Organization for a unit. To highlight the next higher organization, hold down
the Ctrl key while pressing this button.

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GETTING STARTED
Cycle to the next unit.

Display the Command Range of the currently selected HQ or CP.

Display the hard & soft attack limits (i. e., ranges) of the currently selected unit.

Open the Arrived (Reinforcements) dialog.

Remove the selected unit from the map (must be in an edge hex).

Show the locations the selected unit is able to reach.

Advance to the next turn

4.13 THE STATUS BAR


Located beneath the Tool Bar, the Status Bar displays the nationality symbol(s) of the current player,
a “thermometer” graphic for the current turn compared to the total number of turns in the scenario,
an indicator displaying how many “smoke” artillery missions remain for the phasing side, whether the
current turn is Allied or Axis, and the hex coordinates of the hex that is currently selected.

In addition to the Tool Bar, there are numerous Hot Keys that will ease your game play. For a complete
list of the various Hot Keys and their functions, refer to the back cover of this manual, and see the
readme.txt in the game itself.

4.14 VIEWING THE MAP


You can scroll around the map by using the mouse to move the cursor to the edge of the screen. You
can also use the arrow Hot Keys to scroll the map. The map can be viewed in six viewing modes.

3D Normal View. The ultimate map view is the 3D Normal View mode,
which is displayed by pressing the 1 key on your keyboard. This presents
the BattleviewTM—a high-resolution map in 3D-type isometric perspective,
presenting much more detail on the screen. In this view, units are shown as
“miniatures” with individual positions within their hex.

3D Zoom-Out View. The 3D Zoom-Out View displays the BattleviewTM map


at half of its normal size, thus allowing twice as much of it to be seen at a
time. This view can be seen by pressing the 2 key on your keyboard.

3D Extreme Zoom-Out View. The 3D Extreme Zoom-


Out View displays the BattleviewTM map at a fourth of its original size, thus
allowing you to view more of the 3D map at once. This view can be seen by
pressing the 3 key on your keyboard.

2D Normal View. The next scale is called the 2D Normal View, and is
displayed by pressing the 4 key on your keyboard. This presents the terrain

- 25 -
and units in more detail than the 2D Zoom-Out map while showing a larger area than the 3D maps.
You can choose to display units on the 2D Normal View map with either graphical icons or military
symbols.

2D Zoom-Out View. The smallest playable size is the 2D Zoom-Out View


map, which is displayed by pressing the 5 key on your keyboard. Units on
this map cannot be distinguished from each other as easily as on the other
maps, but their positions relative to the opponent’s units are readily apparent
over a wider area.

Jump Map. The sixth map view is the Jump Map. The jump map will give
an overall view of the entire map. It is an easy way to examine your whole
battle situation. On the Jump Map Axis units are shown by blue dots and
Allied units by red dots. You can click on any portion of the jump map and
the main map will automatically scroll to that part of the map. This can be
seen by clicking on the jump map icon on the Tool Bar.

4.15 MAP LABELS


Hold down the SHIFT key to see the labels for the map’s features, a compass rosette, and a label
displaying the distance and direction to the closest major population center.

4.16 SELECTING A UNIT


To give orders to a unit (that is, to have it fire, move or perform any other action), or to access
additional information on it, that unit must first be selected.

To select a unit displayed on a 3D map view, left-click on its 3D unit icon. A selected 3D icon has a
green outline, and the nameplate of its Info Box is brighter than an unselected unit’s nameplate. On
both the 2D and 3D maps, a unit can also be selected by left-clicking once on its unit “Info Box” (i.e.,
the see-through data box that appears in the upper right hand corner of the screen when you click on
a unit on the map). Right-clicking on the Info Box will cycle through the units in the hex, allowing you
to view/select them individually.

To select all the units in a hex, simply double-left-click on that hex.

To display the Info Boxes of all units in the hex, press the U key (see Unit List).

You can also select a unit if its Info Box is displayed by left-clicking once on that unit’s Info Box (a
selected unit’s Info Box will display a brighter nameplate along the top of the box). Note: Left-clicking
once on an already-selected Info Box will deselect the unit.

4.17 3D “ROAM MODE”


Whenever the display features a “3D” map, “Roam Mode” is enabled. In Roam Mode 3D unit icons on
the map are automatically highlighted when your cursor passes over them. A yellow highlight around
a 3D icon indicates a friendly unit; a red highlight indicates an enemy unit. The selected unit is always
shown with a green highlight (whether friendly or enemy). When you “roam” the cursor over a 3D
icon, its Info Box will be displayed. Such info remains displayed as long as your cursor is positioned

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GETTING STARTED
over that 3D icon. As soon as your cursor “roams” off the 3D icon, the Info Box reverts back to
displaying the selected unit (or, if no unit is currently selected, no Info Box is displayed).

4.18 THE INFO BOX


The Info Box is displayed in the upper right-hand corner
when a unit is selected. Note that you can reposition the Info
Box by the “drag and drop” method if its current location is
inconvenient. Normally, the Info Box will display information
about the selected unit. However, if playing on a 3D map,
the Info Box will temporarily display information on any unit
(enemy or friendly) that your on-map cursor “roams” over.
The amount of information displayed will vary, depending on
the current Fog of War option chosen; i.e., no Fog of War,
normal Fog of War, or Extreme Fog of War.
If more than one unit is in the same hex (and the Unit List is
not on; see Unit List), you can cycle through and view the Info
Box of each unit in that hex by right-clicking on the Info Box.
Note that a left-click on the displayed Info Box will select
that unit (note how the nameplate of the unit highlights), or unselect the unit if already selected (the
nameplate will become unhighlighted). If a unit is carrying a passenger (indicated by a large, full-color
helmet icon in the lower-right corner of the Info Box) a right click will display the unit being carried
by that transport unit.

The center section of the Info Box displays the unit’s 3D icon. Other important data is arranged in a
circular fashion around the icon. Starting at “12 o’clock” and proceeding clockwise, the data lists:

Strength (Command): The unit’s current Strength Point (SP) value. Each SP of an infantry-type
platoon represents one “half squad”. Each SP of an MG, mortar or gun type unit represents one
“team” (if MG) or gun (for “tube” weapons such as mortars or artillery). Each SP of a vehicular platoon
represents one vehicle. An SP value shown in yellow indicates that the selected unit is not at full
strength. If the unit is a leader, this is his “Command Rating”, which is added to the Attack Strength of
a unit under his command, with which he is stacked, if that leader possesses at least as many Action
Points (AP) as the Fire Cost of the attacking unit.

Action: The number of Action Points (AP) the unit has remaining (unused). All units start each
“friendly” turn with 100 AP; each action executed during a turn (and each terrain entered) will cost
a given amount of AP. Note that, due to differing movement rates, different unit types will expend
different amounts of AP for entering similar terrain. To see how many AP it costs to enter each terrain
type, select that unit and press the F2 key to access the Unit Handbook. The AP expended to enter a
hex are doubled if the unit is Disrupted (to a maximum of 65 AP; see section 5.3).

Assault: That unit’s basic attack value when it assaults.

Defense: That unit’s basic defensive value when it is being fired on or assaulted. A unit’s Defense
Strength shown in red indicates that it is a “hard” (i.e., armored) target.

Fire Cost: How many AP that unit must expend to shoot.

Morale (Leadership): The unit’s current morale (the number it must roll equal to or less than on a
10-sided die when doing a morale check). In order for a unit to become undisrupted or to regain a

- 27 -
lost morale level, it must also roll equal to or less than this number. A morale level displayed in yellow
indicates the unit is not currently at full (nominal) morale; this can be as a result of combat, or the
unit might have begun the scenario at a reduced morale level. If the unit is a leader, this number is
instead his “Leadership Rating”, which modifies the morale of the unit(s) under his command that he
is stacked with. If his morale is greater than that unit’s, his morale is used for it. If his morale equals
or is less than that unit’s, its morale is raised by one. A unit’s morale appears in red if it’s being
modified by a leader.

A unit’s morale can be affected by the terrain it occupies. “Beneficial” terrain will raise a unit’s morale
so that it will be less likely to fail a morale check and thus less likely to retreat, whereas terrain that
provides no cover (such as Clear and Water) have a detrimental morale modification. A list of these
effects can be found by pressing the F3 key to view the Parameter Data; see also the Terrain Types
section.

Info Box Thermometer: Along the bottom of the Info Box is a thermometer that displays one of three
things (as a ratio of its current amount to its “full” amount):

The unit’s current Action Points (red thermometer bar); the white vertical line marks the lowest point
the thermometer must stay “above” for the unit to have enough AP to fire.

The unit’s current Morale (blue thermometer bar).


The unit’s current Strength Points (green thermometer bar).

A single left-click on the Morale, Strength or Action Points box in


an Info Box will change the Info Box thermometer to display that
variable.

Icons may appear along the left-hand side of the Info Box. Those
at the top reflect unit status (i.e., what the unit is currently doing or
what effects it is subject to); those at the bottom show unit capabilities (i.e., what the unit is capable
of doing).

Disrupted Status.

Fatigued Status.

Fixed Status.

Unit is in LOS of (i.e., spotted by) an enemy combat unit.

The only enemy unit with LOS to unit is a leader/unarmed-transport unit.

Unit is currently Low on Ammo (or unavailable if HQ or artillery).

Unit is currently marked to “Save APs for Firing”.

Unit is currently marked to “Save APs for Unloading”.

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GETTING STARTED
Unit has spent APs to fire this turn.

Unit has spent APs to move this turn.

Vehicle eligible to travel across water (amphibious).

Unit is capable of conducting Anti-Aircraft attacks.

Unit is capable of conducting Indirect Fire.

Unit is capable of carrying infantry.

Unit is capable of towing (or carrying) guns.

Unit is capable of Double Time Movement (note that this also denotes an artillery type unit that
is capable of movement without transport).

Unit is eligible to dig in (or is currently Digging In).

Mine-Clearing (i.e., engineer) Unit capable of reducing Minefields or destroying Blocks and
High Walls

Unit is capable of firing Smoke.

The heaviest type of bridge the unit is not allowed to cross.

4.19 ON-MAP THERMOMETERS


When using any of the 3D map displays, you can toggle the “On-Map Thermometers” for each 3D icon
on or off by pressing the T hot key. Depending on what you prefer, thermometers can be displayed
that graphically depict the Action Points a unit has remaining, or its current number of Strength
Points, or its current Morale. Note: The on-map thermometers are color-coded to the color outline
of the Info Box coinciding to that value; i.e., red for Action Points; green for Strength Points; blue for
Morale. A single left-click on the Morale, Strength or Action Point box in the Info Box will change the
displayed on-map thermometers to the one
measuring that variable. Turning the on-map
thermometers on can also be a convenient
way to locate units on a 3D map display.

4.20 THE UNIT LIST


To display the Unit List along the right side
of your screen, press the U hot key. You can
select and unselect one or more units easily
with the Unit List “on” by left-clicking once
on the desired Info Box(es) in the Unit List.
Additional information regarding play can be
found in the Unit List. If a hex is selected, Info
Boxes for all units in that hex are displayed in
the Unit List, one above the other. You can use

- 29 -
the cursor to “drag” the displayed Info Boxes up or down within the Unit List (this can be necessary if
three or more Info Boxes are displayed in the Unit List). To close the Unit List, press the U key again.

Right-click on a unit displaying a full-color helmet icon to see the Unit Box of the passenger being
transported.

Below the lowest Info Box displayed in the Unit List the following additional game information is
presented:

Terrain: Lists the predominant type of terrain in the hex and the base elevation in meters.

Objective: If the selected hex is an objective hex, its objective value is listed.

Wrecks: The current number of wreck SP in the selected hex.

Concealment: The concealment value of the terrain in the selected hex. The higher the value the
better its concealment.

Visibility: The maximum number of hexes a unit can “see” in the scenario.

Air Power: The total number of Air Attacks remaining per side (Allied #/Axis #).*

Smoke: The number of Smoke missions available to eligible artillery (Allied #/Axis #).*

Ammo: The supply (ammo) level per side (Allied #/Axis #).*

* If Fog of War is in effect, the numbers for the opposing side are shown as a “?”

4.21 THE UNIT HANDBOOK


Additional information about a unit can be accessed by selecting that unit and pressing the F2 key.
This will display useful information about the unit, such as its AP terrain costs, its per-SP victory-point
value, its “organizational tree” in the current scenario, some historical text on the unit type, and a
sample illustration. Note: The terrain costs listed for a unit in the Unit Handbook are the terrain costs
associated for the ground conditions (normal, soft, mud or snow) of the scenario currently open.
Clicking the “R” (“Range Display”) button will bring up a graph illustrating the range of its weaponry
(if applicable); see Range Display, below. Also shown in the Unit Handbook is the “organizational
tree” of the selected unit (providing a listing that unit’s company, battalion, regiment, etc.) To close
the range display, left-click on the graph, or press the Esc or Enter key. Use the same keys to close
the Unit Handbook, or left-click on the X (“Close”) button located in the lower right-hand corner of the
Unit Handbook display.

Range Display: If you click on the “Range Display” (“R”) button in the lower right portion of a selected
unit’s Unit Handbook display, a “Range Dialog” graph is displayed. This Range Dialog illustrates the
“Hard target” Attack Strengths (shown by the red line) and the “Soft target” Attack Strengths (shown
by the blue line) of the unit currently being investigated in the Unit Handbook. The number in the upper
left corner of this dialog (along the “Y” axis) is the unit’s maximum attack factor for whichever Attack
Strength (hard or soft) has the greater value; the number in the lower right corner (along the “X” axis)
is the unit’s maximum range for whichever Attack Strength has the greater range. The Range Dialog
graph in the Unit Handbook can be closed by left-clicking on it, or by pressing the Esc or Enter key.

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GETTING STARTED
4.22 ORGANIZATIONS
Each unit in Campaign Series is part of an organization. The individual units are
platoons. The platoons are part of companies, the companies are part of battalions,
battalions are part of regiments, and regiments are parts of divisions. You can
use the Highlight Organization Tool Bar button to highlight the selected unit’s
organization. Additionally, you can also highlight the “next higher” organization in
that organizational “tree” by holding down the Ctrl key while clicking on this Tool Bar button. Knowing
the other units (especially leaders and HQs) belonging to a unit’s organization is important for being
effective in combat. See 5.9 Organizational Movement, section 6.0 Leaders, and HQ and 8.0 Supply.

The Find Org... item from the Display pop-down menu is a convenient way to find what organization
is present on the map, and its location. Click on organizations listed in this dialog and the units of that
organization are highlighted on the map. You may find it convenient to be in the “2D Zoom-Out View”
mode when doing this.

4.23 SCENARIO INFORMATION


While playing a scenario you can press the I
hot key to display the Scenario Information.
This display lists the scenario’s title and
author, the ground and weather conditions
in effect, and the historical copy. Note:
Use your keyboard’s “Page Up” and “Page
Down” keys to view more of the historical
copy. The ground conditions affect the
number of Action Points a unit must expend
to enter a given terrain type; the weather
affects the visibility conditions.

The historical description for each Campaign


Series scenario may include a recommendation of which side you should play if playing against the
computer A/I. Playing as the other side will result in an unbalanced game.

4.24 TERRAIN INFORMATION


Each game map is composed of a variety of terrain types that affect combat, movement and Line of
Sight (LOS) in differing ways. The terrain type in the “hot spotted” hex is displayed in the Unit List
(press the U hot key to turn the Unit List off and on). To get more detailed information on each terrain
type select “Parameter Data (F3)” from the Help pop-down menu (or press the F3 hot key). In this
display information can be found describing the combat modifier of each terrain type, the effect on
morale that certain terrain types have, and the height (in meters) of each terrain type.

4.25 THE “HOT SPOT”


To “hot spot” a hex simply left-click one time in
that hex. Note: To display a red outline around
the hot-spotted hex when playing on a 3D map,

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uncheck “Hide 3D Hot Spot” in the Options pop-down menu; if playing on a 2D map view, the hot-
spotted hex is always highlighted by a red square.

4.26 THE COMMAND REPORT


At the beginning of each turn the program generates a “Command Report” if any of the following
situations apply:

Arrival of Reinforcements – An announcement is made if any reinforcements have arrived (see


section 5.6).

Release of Fixed Units – An announcement of the release of any organization (or even a single unit)
that had previously been “fixed” (see section 5.9).

Improved Position Construction – An announcement is made of the construction (and hex-location)


of a just-completed Improved Position. Engineer infantry have an improved chance of creating
Improved Positions (see section 5.23).

Clearing of Minefield or Blocked Hex – An announcement is made if engineer units have successfully
cleared any mined or blocked hexes (see section 5.18).

Number of Air Attacks – Lists the total number of Air Attacks available for that side during the
scenario (see section 5.15).

Number of HQs Unable to Provide Supply – Lists the number of HQs unable to provide supply during
the current turn (see section 8.0).

Number of Units Low on Ammo – A list of the number of units currently suffering from low supply
(see section 8.0).

Undisrupted or Recovered Morale – Lists the number of units that became undisrupted and/or
recovered morale (compared to the total that were disrupted or had lost one or more morale levels)
and the units’ location (see section 5.22).

Isolated – Lists the hexes where isolated units are located.

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COMBAT AND MOVEMENT
5.0 COMBAT AND MOVEMENT
Combat and Movement all take place in one turn. Each unit is allocated 100 Action Points at the start
of its turn, displayed in its Info Box. Every hex entered and every shot fired consumes a certain amount
of AP from the selected unit’s current total of APs. Once a unit has expended all of its AP (or, more
commonly, has so few AP remaining that it is unable to perform any action) it will have to wait until its
next turn begins to have its AP returned to 100 (and thus be able to perform more actions). Note that
you do not have to finish the movement (or AP expenditure) of one unit before beginning the movement
of another unit; you can always “come back” to any unit at a later time during your turn to move or
fire it, as long as it has enough AP remaining to perform the desired action.

During each “friendly” turn, a unit can usually both


move and fire. Some units can fire as many as three
times per turn! Each armed (combat) unit has a “Fire
Cost” (the amount of AP it costs that unit to fire). How
you choose to have your units expend their AP, and in
what “combination”, will largely determine how well
you do in a scenario. There are many decisions to make
each time you select one of your “friendly” units during
your turn. For instance, should you expend all of a
unit’s AP in moving? Should it fire once and then move?
Should it move, and then fire? Should it fire once, then be marked to “Save APs for Firing” (so that it
might conduct opportunity fire during your opponent’s turn)? The options are plentiful—and the
situation is fluid. Using your units’ AP to the fullest is an important part of victory.

5.1 MOVE/FIRE MODE


There are two “modes” in the game, “Move” and “Fire”. By default, a turn
begins in Move Mode. To toggle between the two modes press the “Move/Fire
Mode” Tool Bar button (the second button from the left on the Tool Bar). When
in Move Mode this button displays three green arrows and part of a tank
silhouette; when depressed the button is in Fire Mode and displays a bright red “crosshairs” over a
vehicle icon. Additionally, pressing and holding down the Ctrl key toggles the mode from “Fire” to
“Move” or vice-versa. Note that your on-map cursor changes at the same time. You must be in Move
Mode to move or assault with a unit; you must be in Fire Mode to give a unit Direct or Indirect Fire
orders. When in “Fire Mode” your on-map cursor is a circled “plus sign” (similar to the crosshairs of
a gun sight).

5.2 MOVING A UNIT


Each turn starts in the Move mode by default. First, be sure you are in “Move Mode”. The second
button from the left in the Tool Bar along the bottom of the screen is the “mode” button. In “Move
Mode” the button is “undepressed” and shows three green arrows and a partial silhouette of a tank.
(If it’s “depressed” and displays a large red “crosshairs”, you’re in “Fire Mode”.) Next, select the unit
you want to move, then right-click in any hex to move the unit toward that hex. (Note: you can move
units only of the side you control—not enemy units.) Alternatively, you can select the unit, then “drag
and drop” it in the direction you wish it to move. When in “Move Mode” your on-map cursor is a thin
“plus sign” (+).

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Save AP’s for Firing: When moving a unit (especially if expecting to move into “contact” with the
enemy) you might want to reserve enough APs so that the unit can fire at least once (either at the end
of its move or as Opportunity Fire during the next enemy turn). To do this, press the “Save AP’s for
Firing” Tool Bar button before expending many AP for other activities. When a unit has been selected
to Save AP’s for Firing, a small full-color “bullet” icon will appear near the top of the icon bar along the
left side of the Info Box. To cancel this, simply select the unit and toggle this off by pressing the same
Tool Bar button. Note: you can have this feature automatically in effect for al combat units of your side
by selecting “Auto Save AP’s for Firing” from the Options pop-down menu; however, this will not take
effect until a turn begins with this option selected.

Save AP’s for Unloading: When moving a loaded transport unit (especially if getting near the enemy)
you might want to reserve enough APs so that the transport’s passenger can unload at the end of the
move. To do this, press the “Save AP’s for Unloading” Tool Bar button before expending many AP for
other activities. When a unit has been selected to Save AP’s for Unloading, a small full-color “wheel”
icon will appear near the top of the icon bar along the left side of the Info Box. To cancel this, simply
select the carrying unit and toggle this off by pressing the same Tool Bar button.

5.3 ROADS
The maps in Campaign Series feature several different types of “roads”, each of which has a different
movement cost (paid in AP) to enter a hex along that road. The road types are:
Paved: These are well-surfaced (improved) macadam roads, and provide a good surface in all
weather conditions.

Unpaved: Packed-dirt surface. If the terrain is muddy these are best avoided.

Paths: These represent narrow cart and foot paths, too narrow for most wheeled vehicles to benefit
from.

Railroad: These represent railroad tracks, sometimes found elevated above the surrounding terrain.
A very bumpy ride for vehicles.

For more information on roads, see the Terrain Types section.

Road Movement: Two or more (non-leader) units of ≥12 SP stacked in a hex negate any road in that
hex. (For purposes of this, “road” includes each of the four types of “roads” listed above.) In other
words, a unit traveling along a road can enter a hex using the road movement rate as long as its SP
total, when added to the SP total of the units already in the hex, does not exceed 12. Passengers do
not count, but wrecks do. Hence, if you try to move three units whose combined SP is >12
simultaneously (as a “stack”) along a road, they each pay the non-road cost to enter that hex.
Likewise, if two units with a combined SP of 12 already occupy a road hex, the non-road cost will be
charged if you attempt to move any other unit into it.

Bridges: There are three types of hexside


bridges in the game: Light, Medium and Heavy. In
addition to these three hexside bridges, a water
hex can be spanned by a “full hex” bridge, which
is always considered “heavy” for movement
purposes. The bridge icon (with a small red “x”
on it) that appears in the icon bar along the left
side of the Info Box is the “heaviest” type of

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COMBAT AND MOVEMENT
bridge that unit is not allowed to use, whereas the bridge type listed for that unit on its Unit Handbook
page is the lightest type of bridge the unit is allowed to use. For information on the various bridge
types, see section 5.24; for information on destroying bridges, see section 5.17.

5.3 MINIMUM MOVEMENT


Regardless of the AP cost of a hex, a unit can always move one hex during its turn. The most AP cost
of any one hex entered is 65 AP, regardless of the combination of hex-side or in-hex terrain. Thus, as
long as a unit has 65 AP remaining, it can enter an adjacent hex (Exception: if entering a hex (and/or
crossing a hexside) that unit can not enter/cross; e.g., any unit crossing a cliff hexside, or a vehicle
attempting to enter a non-frozen swamp or marsh).

The program might tell you that a unit does not have the required AP to enter a hex (even though that
unit has 100 AP remaining) if that hex entry cost is 65 AP and the unit has been marked to Save AP’s
for Firing (as denoted by a “full color” bullet icon appearing in the upper part of the icon bar along the
left side of its Info Box). This is most common in units which must pay > 35 AP to fire when such a
unit is attempting to enter a hex which costs 65 AP. To move such a unit, select the unit and toggle off
the “Save AP’s for Firing” feature. The unit will then be allowed to expend the necessary AP to move
(as it is now no longer saving enough AP to fire). See also “Auto Save AP’s for Firing”.

5.4 DISRUPTED UNIT MOVEMENT


A disrupted unit pays double the normal AP cost to enter a hex, to a maximum of 65 AP. A non-
passenger disrupted unit cannot enter a hex if, in doing so, it would be lessening the distance to the
closest enemy unit currently known to any unit of the friendly side.

If a disrupted unit begins its turn adjacent to an


enemy unit, it may continue to move adjacent to
that enemy unit (as it is not moving closer to that
“closest” enemy unit).

5.5 TRANSPORTING UNITS


There are several different types of transport units
available in Campaign Series, including wagons,
horses, trucks, artillery tractors, halftracks,
motorcycles, bicycles, landing craft, boats, rafts
and even some types of tanks and assault guns.

Each potential transport unit displays a small icon along the lower left side of its Info Box that
graphically displays a type of unit it is capable of transporting.

Any unit currently carrying a passenger of any type has a large, full-color helmet icon in the lower right
portion of its Info Box. If eligible to carry a passenger but not currently carrying one, the helmet icon
on “standard” (dedicated) transport units (trucks, halftracks, prime-movers, horses, motorcycles,
bicycles, boats, and rafts) is shown as a yellow outline. This yellow helmet outline is not shown on
“non-standard” transport, such as tanks and assault guns.

To see what is being carried by any unit displaying the full-color helmet icon, right-click on its Info
Box. Right-clicking on the Info Box again will redisplay the transport unit or, if there are other units

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in the hex, will display the next unit in the hex (exception: if the Unit List is on). Note that horses,
motorcycles, bicycles, boats and rafts cannot move (or be used for spotting purposes) unless a
passenger is currently loaded on that unit, whereas trucks, halftracks and artillery tractors (because
each is considered to have an “inherent” driver) can move (or be used for spotting purposes) if
not loaded. See section 5.11 for more information on Unknown Units and using Transport units for
spotting.

Loading: To load a unit onto any type of “empty” transport, the transport unit must be in the same
hex as the unit you want to “load up”, and the transport unit must have at least as many SP as its
potential passenger. Both must also have the requisite number of AP to load. Select both units (you
can double-click on the hex if they are the only two units in the hex; otherwise see “Multi-Selecting”
below), then click on the “load/unload” Tool Bar button (depicting a truck with infantry). Boats, ships,
junks, and barges can only load in shallow water hexes.

To find out the Loading Cost for each unit type that can be loaded, check the unit data in the Appendices
of this manual (or press F4 during the game), where the cost to load (or unload) that unit is listed.

Unloading: To unload a currently-loaded transport unit (one displaying a full-color helmet icon in the
lower right corner of the unit’s Info Box), select the unit and click on the “load/unload” button. Note
that it generally costs 25 AP to unload from most transport types, but only 10 AP to unload “riders”
from tanks. To find out the Unloading Cost for each unit type that can be loaded, check the unit data
in the Appendices of this manual (or press F4 during the game), where the cost for a unit to load or
unload is listed, with the exception being unloading riders (see Tank Riders; below) and unloading
from bicycles, motorcycles, boats and rafts, which have their own Unloading Cost that applies instead
of the cost listed for the passenger. Boats, ships, junks, and barges can only unload in shallow water
hexes.

Multi-Selecting: To load a unit onto a transport in a hex that contains more than just those two units,
you will probably find it easiest to select them by first opening the Unit List (press the U hot key) and
then left-clicking on each of their Info Boxes. Alternatively, you can also select them by a careful
combination of right- and left-clicking on the single Info Box. Each right-click will cycle to the next
unit in the hex, and each left-click will select (or unselect) the displayed unit. Note that a selected unit
has the nameplate on its Info Box highlighted.

Tank Riders: Medium and heavy tanks, as well as most assault guns and tank destroyers, have
the ability to carry infantry “riders” but cannot tow guns. Tanks and other armored vehicles that
are allowed to carry “riders” can transport double their amount of SP (e.g., a 3-SP tank platoon can
carry a 6-SP infantry platoon, etc.). Such vehicles are designated by the presence of a “soldier with
submachine gun” icon in the lower-left corner of their Info Box. Note that these types of vehicles
cannot fire while loaded.

Towing: Certain vehicles (e.g., artillery tractors) can tow guns but cannot carry infantry. Such vehicles
are designated by an “anti-tank gun” icon in the lower-left corner of their Info Box.

Reachable Hexes: Press the H hot key after selecting a unit to move to high-light all hexes which
the selected unit can reach during the current movement phase. This display takes into account
the number of APs the selected unit has remaining, and the effects of extra hexes reachable due to
Double Time, and if the unit is marked to “Save APs for Firing” and/or “Save AP’s for Unloading”. The
Reachable Hexes display updates automatically as the unit moves.

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COMBAT AND MOVEMENT
5.6 REINFORCEMENTS
Many scenarios have reinforcements that enter during play. To view the list of scheduled
reinforcements, press the S hot key.

If Fog of War is in effect, the Schedule Dialog will list only friendly reinforcements.

Each reinforcement group is listed on a separate line with the following information: turn of entry;
percentage chance of entry (shown as “??” if the Extreme Fog of War optional rule is in effect); hex
of entry; first unit of that group. Since most reinforcements contain more than one unit, you can
double-left-click on any entry of the Scheduled dialog to display a window listing all units of that
reinforcement group. Furthermore, if you left-click on a reinforcement group in the Schedule Dialog,
the map will scroll to display the entry hex of that group.

EXAMPLE: A line of the Schedule Dialog might display “5 (50%) at 0,20 German SPW
Half-tracks...”. This indicates that on turn 5 a reinforcement group containing German SPW
Half-tracks (and other units, note the “...”) is scheduled to arrive at hex 0,20. However, their
arrival chance is only 50%.

Unless the arrival chance is 1 00%, the program will perform a “percentile” (1-100) die roll, beginning
on the turn listed, and at the beginning of each friendly turn thereafter that the reinforcement group
has still not arrived. A die roll equal to or less than that reinforcement group’s printed entry chance
results in that reinforcement group arriving.

If the optional rule for Extreme Fog of War is


on, the percent chance of arrival is always
hidden.

If a scheduled reinforcement fails to enter on


the designated turn, the roll is repeated at the
same percentage chance on each following
turn until that reinforcement group arrives.

Entering Reinforcements: If the Command


Report mentions that “Reinforcements have
arrived” you should press the “Arrived” tool
bar button (or the A hot key) to display the
“Arrived Dialog”.

Arrived Dialog: Each group of reinforcements arriving on the current turn is listed on a separate line.
Double-left-click on a listed group in order to have those units placed on the map. Once placed you
can then select and move the units.

Temporary Overstacking: The program allows reinforcing units to be placed in their entry hex in
excess of normal stacking limits.

Displacement: If a reinforcement group enters the map on a hex occupied by an enemy unit(s), the
enemy unit(s) will be displaced into an adjacent hex (Exception: air-landed reinforcement group; see
below).

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5.7 PARADROPS & GLIDERS
Units that enter play on parachutes or gliders will arrive as reinforcements and are subject to
“scattering” and taking casualties depending on the terrain they land in or their proximity to enemy
units. The amount of scatter for each glider/paradropped reinforcement group is preset by the
scenario designer. In addition to scatter and terrain-induced casualties, units landing by parachute
(only) always land with 0 AP, are also automatically disrupted, and affected by “low ammo” status to
reflect the additional danger and wider dispersal normally experienced by a paradropped unit.

Paradrop Casualties: A unit paradropping into marsh, swamp or shallow water, or landing adjacent
to one or more enemy units, takes a random SP loss ranging from 1 to the maximum SP of the
affected unit. This loss is halved (fractions rounded down) if the unit drops into rough, forest, village,
suburb, city, factory or special-building terrain.
Note that such losses are not counted as losses
in the scenario victory conditions for victory point
purposes.

Glider Landings Casualties: A glider-borne unit


landing in rough, swamp, orchard, forrest, village,
suburb, city, factory or special-building terrain, or
if it lands adjacent to one or more enemy units,
takes a random SP loss ranging from 1 to the
maximum SP of the affected unit. This loss is
halved (fractions rounded down) if the unit lands in
marsh, vineyard, shallow water or wadi. Note that
such losses are not counted as losses in the sce-
nario victory conditions for victory point purposes.
Units landing by glider land with 100 AP and are only Disrupted if they incurred casualties when
landing.

5.8 AMPHIBIOUS UNITS


Additionally, amphibious units (denoted by the
symbol shown at left) are capable of movement in
water and on land. Units carried aboard amphibious
transport can disembark in shallow water hexes
or on land. The only amphibious units available in Campaign
Series are the Russian T-37 and T-40 tankettes the U.S./British
Sherman DD Tanks, DUKW Trucks, and British Buffaloes.

5.9 ORGANIZATIONAL MOVEMENT


Campaign Series features two types of “Organizational Movement”, whereby you can quickly and
easily move all the as-yet-unmoved units of an organization. Both types of Organizational Movement
require that the “Highlight Organization” Tool Bar button is “on”, thus highlighting all the units that
belong to the same organization as the currently selected unit.

Column Movement: Select a unit, press the “Highlight Organization” Tool Bar button, and then, while
depressing the Alt key, right-click in a hex you wish the unit to move to, all of the units of that unit’s
organization will move toward the selected hex. This type of movement is especially helpful when you

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COMBAT AND MOVEMENT
have a number of units of the same organization in a “road column”; if so, pick the lead unit of the
column to move. You can also “drag and drop” in lieu of right-clicking, if preferred.

Echelon Movement: Select a unit, press the “Highlight Organization” Tool Bar button, and then, while
depressing the Shift key, right-click in a hex you wish the selected unit to move to, all of the units of
that unit’s organization will move in the same general direction and distance (but not toward the same
location) as the selected unit. You can also “drag and drop” in lieu of right-clicking, if preferred.

Double Time Movement and Fatigue: An


infantry, cavalry, or wagon (exception: if
transporting a gun incapable of moving on its
own) unit can use Double Time movement if it is
not currently marked with an “F” (fatigued) icon.
A unit currently capable of using Double Time
movement is also denoted by a “charging soldier”
icon displayed in the icon bar on the left side of its
Info Box (the “charging soldier” icon also denotes
the light gun and mortar units that are capable of
being manhandled; i.e., that can move for short
distances without transport). From the moment
that the unit is commanded to use Double Time,
it pays only three-fourths of the normal AP cost to
enter a hex (or cross a terrain hexside) during that
turn. To conduct Double Time movement, select the unit, press the “Double Time” Tool Bar button,
and move the unit. Once a unit has been flagged to Double Time, it cannot be undone.

A cavalry unit does not have to Double Time on a turn in which it assaults (in fact, it would be better
not to, so that the detrimental effects of Fatigue will not apply to the cavalry unit’s assault).
A unit that begins in the unit’s Info Box) cannot Double Time during that turn. The “F” its friendly
turn Fatigued (an “F” icon is displayed icon is automatically removed at the start of any turn in which
the unit did not Double Time in the previous turn. A Fatigued unit that attacks (Direct Fire or Assault)
has its Attack Strength halved (fractions rounded down, to a minimum of one). A Fatigued unit that
defends in assault has its Defense Strength halved (fractions rounded down, to a minimum of one).

Fixed Units: Some scenarios feature units that (usually for historical purposes) have been “fixed” in
place. A Fixed unit is denoted by a red circular icon displaying a white “F” at the top of the icon bar
of the Info Box. Such a unit is unable to move until it is either attacked or “released” (if released, the
Command Report will report this occurrence).

You can check the “Release Dialog” by selecting “Releases” from the “Reinforce” pop-down menu or
by pressing the F hot key on your keyboard. . The Release Dialog lists each organization or unit that
is scheduled to be released during that scenario (if any).

EXAMPLE: A Release Dialog line might display: “12 (20%) Romanian 3rd Battalion”. This
indicates that the Romanian 3rd Battalion has a 20% chance of being released, starting on
turn 12. To highlight units of the 3rd Battalion on the map, you can left click on its listing in
the Release Dialog.

Unless a release chance is 100%, the program will perform a “percentile” (1-100) die roll, beginning
on the turn listed, and at the beginning of each friendly turn thereafter that the organization is still
not released. A die roll equal to or less than that organization’s printed release chance results in that

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organization being immediately released. Note: If the Optional Rule for Extreme Fog of War is on the
percent chance of release is hidden.

5.10 COMBAT
There are five basic types of combat in John Tiller’s’s Campaign Series: Direct Fire, Indirect Fire,
Assault, Air Attacks and Minefields. Anti-Aircraft Fire is considered part of Direct Fire. Units capable
of Direct Fire cannot attack using Indirect Fire. However, units capable of Indirect Fire can also attack
using Direct Fire.

The basic way to attack an enemy unit (using Direct or Indirect Fire) is to:
Select your attacking unit by clicking on its 3D icon (if playing on a 3D map) or its Unit Box once
(ensure that the game is in Fire Mode, not Move Mode).

Move your cursor over the target you wish to attack. A display showing the soft and hard attack
factors will appear.

Right click on the unit you wish to attack.

There is no limit to how many times an individual unit can be attacked in a turn.

A unit can only attack if it has enough APs to commit to the attack. The number of APs each unit
expends to conduct a Direct or Indirect Fire attack is listed as the Fire Cost in that unit’s Info Box.
Direct and Indirect Fire use a combination of the attacker’s range to the target plus its Strength
to determine the actual effectiveness of the attack. Most units have range modifications to better
reflect their real-life capabilities. Each Disrupted unit has its Attack Factor halved prior to any other
modifications.

A unit that is a passenger cannot attack or be attacked directly. However, when its transport vehicle
is attacked, damage may also apply to the passenger.

Passengers and Riders are extremely susceptible to damage while loaded — especially if their means
of conveyance is a Soft Target type.

5.11 LINE OF SIGHT


Line of Sight (LOS) and terrain also affect
attacks. Direct Fire may not be initiated
against a target that the attacker cannot see.
Line of Sight can be blocked by terrain in a
hex, elevation changes, weather (visibility),
smoke, other units and a hex having six or
more wrecks in it. The various ways LOS can
be affected is discussed below.

Terrain: The predominant terrain in each hex can potentially block LOS, depending on the height of
that terrain. To check the concealment values and the height (in meters) of each terrain type refer to
the Terrain Types section or to the Parameter Data file (press the F3 key when the game is open).

Elevation Changes: The elevation changes depicted by the maps will block LOS in a natural
manner.

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COMBAT AND MOVEMENT
Weather (Visibility): Each scenario has a Weather condition associated with it that limits visibility
anywhere from a minimum of 1 (one) hex (if conditions list “night”) to a maximum of 20 hexes (if
conditions are “clear”). A scenario’s weather and visibility limits can be found by displaying the
Scenario Information screen. Weather will not change during the course of a scenario. See the
following chart for the list of possible weather conditions and the visibility limits associated with
each.

Smoke: Smoke is an obstacle to LOS if it exists between the firer and its intended target. A unit in a
Smoke hex can still fire, or be fired upon, but only at half Attack Strength. Smoke can be fired only by
certain Indirect Fire units, and halves the non-assault attack into or out of its hex.

Units: If a hex contains 13 or more strength points of non-wreck units it is considered to have enough
units therein to sufficiently block LOS through that hex.

Weather Condition Visibility* Weather Condition Visibility*

Clear 20 Heavy Rain† Fog


Overcast Slight Haze Light 18-19 15-17 10- Thick Fog 54321
Rain† Squalls 14 8-9 Very Thick Fog Night
Light Fog 6-7

* In hexes † Snow if Ground Conditions are snow

Wrecks: If a hex contains 6 or more strength points of wrecks it is considered to have enough wrecks
therein to sufficiently block LOS through that hex. Fewer wrecks are required to block LOS than non-
wrecks due to the inherent smoke of wrecks.

Unknown Unit: When Fog of War is in effect, if the only friendly unit(s) that has LOS to an enemy unit
is an unarmed unit such as a truck, wagons, prime mover or artillery tractor and that is not carrying a
passenger, that enemy unit is displayed as an “Unknown Unit”. On a 2D view map an Unknown Unit is
shown by a marker with a “?”; on a 3D view map a 3D icon in the form of a “?” is displayed.

A transport that requires passengers in order to be able to move (such as a bicycle, motorcycle, boat,
raft, or horse) cannot be used for spotting.

Visible Hexes: To highlight the hexes that can be seen from a specific location (i.e., that are in the
LOS of a certain hex), left-click once in that hex (thus “hot spotting” that hex), then press the Tool Bar
button displaying the “binoculars” or the V hot key. All hexes not visible from the hot-spotted hex are
shaded. Press the V hot key again to turn off the “visible hexes” feature. Note: Just because a friendly
unit has LOS to a hex does not mean that any/all enemy units in that hex are automatically visible.

5.12 DIRECT FIRE


The most common type of attack is probably Direct Fire. Direct Fire is performed only by units that
have a LOS to their target.

To initiate a Direct Fire attack, the unit you want to conduct the attack with must be selected, and you
must be in “Fire Mode”. If currently in “Move Mode”, you must either depress the second-from-the-

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left Tool Bar button or hold down the Ctrl key to toggle to “Fire Mode”. In “Fire Mode” this button (and
your on-map cursor) displays a “crosshairs” (a circled “+”). When your on-map “Fire Mode” crosshairs
cursor “roams” over a hex containing a valid target (i.e., an enemy unit within range and in line of
sight of the selected firing unit), a small box with two numbers is displayed over the target hex. This
box lists (left to right) the firing unit’s nominal attack strengths vs. any hard and soft targets in that
hex. Note that these Attack Strengths automatically increase as the range to the target decreases, and
decrease as the range increases, thus simulating “range attenuation”

EXAMPLE: “10/4” might be displayed when an anti-tank platoon targets a hex. “10” is
the attack factor the platoon would use against a “hard” (or armored) unit in that hex, and “4”
is the attack factor the platoon would use against a “soft” (or non-armored) unit in that hex.

On a 3D map, when the Fire Mode cursor roams directly over a valid target and highlights it in red, a
more detailed box appears that lists (from left to right) that Target’s Strength Points, its name, and the
firing unit’s nominal attack strength vs. that target.

EXAMPLE: “5 - BA-20 @ 10” would signify a 5-SP BA-20 (Russian Armored Car) being
targeted by a firing unit with an attack factor of “10”.

To carry out the attack, right click on the unit/hex you wish to attack. If playing on the 3D map you
can right-click directly on the 3D icon. If you do not click directly on the 3D icon and the hex contains
multiple potential targets, a Target Selection Dialog will appear allowing you to select the final target
of the Direct Fire attack.

There is no limit to how many times an individual unit can be attacked in a turn. However, a unit can
only attack if it has enough APs to perform the attack.

Infantry vs. Armor: Most infantry-type units can fire at a hard (armored) target only when it is
adjacent to that target. This represents the fact that most infantry-carried “light anti-tank weapons”
had a very short range (exception: some MG platoons have a two-hex range vs. “hard” targets). Note
that as the war goes on, the lethality of infantry attacks (especially German) vs. armor generally
increases, reflecting the increased effectiveness of such anti-tank weapons (such as panzerfausts
and the bazooka-like panzerschreck).

5.13 OPPORTUNITY FIRE


In Campaign Series, Opportunity Fire (OpFire, that is, friendly fire during the enemy’s turn in reaction
to an enemy action) will occur automatically. OpFire has a chance to occur (and is performed
automatically by the computer) when an enemy unit expends AP in the range and LOS of a friendly
(opposing) unit, providing that friendly unit has enough “saved” AP (equal to or greater than its Fire
Cost).

During your turn you can automatically have a unit save enough APs to conduct OpFire in the following
enemy turn. To do this, select the friendly unit and press the “Save AP’s for Firing” button on the Tool
Bar. Note that you do not have to use the “Save AP’s for Firing” button to use OpFire—it just has to
have enough AP left.

When “Save AP’s for Firing” is in effect for a unit, a small full color “bullet” icon willappear along the
left side of the Info Box of that unit, and the unit will not be allowed to expend all of its AP (in other
words, the program will automatically save enough AP for the selected unit to be able to fire once).

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COMBAT AND MOVEMENT
5.13.1 SETTING OPPORTUNITY FIRE “GLOBALLY”
Using the Opportunity Fire dialog (available by selecting “Assign Opportunity Fire” from the Units pop-
down menu, or by pressing hot-key D), you can set the maximum allowable range for a listed unit
type to conduct OpFire. Ensure that no unit on the map is currently selected. The firing unit types are
listed along the left side of the dialog; the possible target types are listed across the top. Selectable
ranges for a firing unit are listed as Short, Medium and Long, and may be adjusted during play of a
scenario as many times as desired. Basically, a unit’s “short” range is considered to be its maximum
range vs that target type times one-third. Its “medium” range would be its maximum range vs that
target type times two-thirds.

For instance, if a unit has a maximum range of 15 hexes vs a soft target, its medium range for that
target type would be 6 to 10 hexes, and its short range would be 1 to 5 hexes.

If you do not wish a certain type of unit to ever conduct opportunity fire at a certain target type, set
that unit type’s range to “N” in the Opportunity Fire Dialog.

5.13.2 SETTING OPPORTUNITY FIRE FOR INDIVIDUAL UNITS


Opportunity Fire can also be set on a per-unit basis. This is useful when you want a certain unit to
only fire at short range, but most other units of its type to fire at a longer range setting. To set OpFire
for an individual unit, select the unit, then press the D hot key to display the OpFire dialog. The OpFire
dialog that appears applies only to the selected unit(s). Other setting are grayed out. If more than one
unit is selected, the options that are not grayed-out will affect all units selected.

The most restrictive OpFire option set for a unit takes precedence; e.g., a globally-set option for a unit
type to fire at “short” range will take precedence over an individually-set option for an individual unit
of that type to fire at “medium” range.

5.14 INDIRECT FIRE


Most scenarios feature a combination of Direct-
and Indirect-Firing combat units. Artillery,
mortars and rockets can attack using Indirect
Fire, which is used to attack units both in the
firer’s LOS as well as units out of the LOS of the
firing battery. Note that such units can also conduct Direct Fire vs. enemy units that are their LOS
in the normal manner. Indirect Fire attacks however, unlike Direct Fire attacks, potentially affects all
units in the target hex.

Important: Al indirect fire is “pre-plotted” one turn in advance (simulating the time it takes for a
forward observer to establish access to the battery, plot the fire mission, call in spotting rounds,
etc.). Once plotted, an artillery mission cannot be recalled.

Press the “Artillery Dialog” Tool Bar button to display the Artillery Dialog window, which displays
each indirect fire unit for the current side. The best reason for using the Artillery Dialog is because it
displays your “off-map” artillery as well as your on-map artillery. Each entry lists the Strength Points
of the battery, the battery type, and its hex location. An entry listed in black is eligible to be fired that
turn; if the entry is printed in gray that battery is not eligible to fire that turn (this may be due to the
battery being in transit, out of range of all eligible targets, or because it is temporarily out of contact
with its observer). Once the unit has expended all of its shots, it is automatically removed from the

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Artillery Dialog. Double-clicking on the unit in the Artillery Dialog will center the map on that unit, as
will pressing the Locate button.

Units with an asterisk (*) preceding their name in the Artillery Dialog are considered “off-board”
artillery. As such, these units are outside the playable map area, and cannot be moved or attacked
and can only attack using Indirect Fire.

If you plot an attack for an Indirect Fire-capable unit without using the Artillery Dialog (for instance,
by simply selecting the on-map Indirect Fire unit and right-clicking on an intended target), the fire will
automatically be resolved as Direct Fire if that target is in LOS of the firing unit.

Most artillery units with full (i.e., 100) Action Points will be allowed two shots per turn, since the Fire
Cost of most artillery units is 50 or less APs per shot..

Random Armor Disablement: An Indirect fire attack vs. an armored target has a very slight chance of
disabling (i.e., eliminating) a SP from an armored unit. See section 17.0 for information on Indirect
Fire vs. Armor.

To plot an Indirect Fire mission:

1) Highlight the battery in the Artillery dialog. Note: Pressing the


Artillery Dialog’s “Locate” button will display that battery’s Info
Box and hot-spot the hex that battery is in.

2) “Roam” your cursor over the map. Note that enemy units within range of the selected
battery are highlighted in red. As your cursor roams over eligible target locations, small
boxes appear listing that battery’s hard and soft attack numbers (respectively) vs. that
hex.

Right-click on the map (in a location displaying the hard/soft attack numbers) to plot that artillery fire
mission. Most indirect fire units can be plotted to shoot twice per turn. On-Call marker: A map location
that has been targeted for one or more Indirect Fire or Air Strike attacks is marked with a circled
“crosshair” icon as a reminder of the incoming attack.

Indirect Fire Density Modifier: In addition to the normal modifiers (see the Combat Explanation), in
an Indirect Fire attack (only) each target unit’s Strength Points (SPs) are multiplied by the applicable
nominal attack strength and the result is then divided by 6 to find the effective attack strength vs. that
unit. (In other words, effective Attack Strength = [nominal Attack Strength * SP#] / 6)

Example: A 6-SP target will have the nominal Attack Strength applied to it. A target unit of 2 SPs
will have 2/6 (1/3) of the Attack Strength applied to it. The rationale for this calculation is that the
indirect-fire results against a single target unit of, e.g., 4 SPs should be the same as the total indirect-
fire results against two target units of 2 SPs in the same hex. The calculation will apply the indirect
Attack Strength against target units proportional to their SPs, thus resulting in a total combat result
comparable to firing at a single unit of the same total strength.

Indirect Fire by the Map: If the Optional Rule for “Indirect Fire by the Map” is enabled, you can plot
Indirect Fire missions at hexes you don’t have a Line of Sight to. If this Optional Rule is not on, you
are limited to plotting non-Smoke fire missions only into hexes that at least one of your combat units
has a Line of Sight .

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COMBAT AND MOVEMENT
Drift: It is possible that plotted Indirect Fire can “drift” off the intended target hex. This is especially
likely to occur if the targeted hex is out of Line of Sight of all friendly units.
Laying Smoke

Smoke Ammunition: An unit capable of firing Smoke ammunition displays a small “smoke” icon
in the icon bar on the left side of its Info Box. Engineer infantry, as well as many (but not all) units
capable of indirect fire can “lay smoke”. Laying smoke is similar to firing normally, except the Alt key
must be depressed when you right-click on the target hex.

Effects: A unit firing into or out of a hex containing Smoke has its Attack Strength halved (fractions
rounded down, to a minimum of one). Smoke has no effect on assaults. Additionally, line of sight is
blocked through—but not into or out of—a hex containing Smoke.

The total number of smoke missions available in a scenario for each side is listed in the Unit List (hot
key U). The number of smoke missions for the Allied side is listed first, followed by the number of
missions for the Axis side. Additionally, the Status Bar lists the number of smoke missions remaining
for the phasing side. Once the smoke number reaches “0” no more smoke may be laid by that side
for the remainder of the scenario.

5.15 AIR ATTACKS


At the start of each turn you will be informed of how many Air Attacks you have remaining for use
during the entire scenario (which also includes the current turn). If you use all of your listed Air Attacks
in one turn, you will not have any to use in following turns. Due to the importance and strength of Air
Attacks, it is usually wise to be conservative in their usage. Not every scenario will have Air Attacks.

To call for an Air Attack, select (“Hot Spot”) the location you wish to attack by left-clicking on it
once. Then simply press the Air Attack button on the Tool Bar. A crosshairs icon will be placed in the
selected location (the same icon used to denote an “on call” indirect fire attack).

Note that only one Air Attack may be plotted per location. If you want more than one Air Attack to hit
in the same area, simply plot the additional one in a nearby location.

IMPORTANT: Once plotted, an Air Attack cannot be cancelled nor re-plotted, so be sure to have
the proper location selected when you plot the attack.

Each Air Attack has been individually modeled with unique “hard” and “soft” attack values, as well as
an individual defense value. The number of strength points that a given Air Attack represents varies
depending upon that plane type.

A plotted Air Attack has a 65% chance of arrival on each turn (and each turn thereafter until it arrives).
An arriving Air Attack will not always attack the target you pick; it will “search” for a proper target
within about a five hex radius of its plotted hex. The more targets that there are within that radius the
less likely it is that the Air Attack will hit the plotted location. There is even a slight chance that an Air
Attack may make a mistake and attack a “friendly” unit! Therefore, it is advisable not to request an
Air Attack in an area that has a lot of friendly units.

If a side has more than one type of air attack assigned to it, the Air Attack that arrives is randomly
determined from the “pool” of air attacks for that side (as determined by the scenario designer).
The types and number of Air Attack still available to a side in a scenario (if any) can be viewed by

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selecting “Available Air Support” from the Status pop-down menu. This information is not shown for
the opposing side if Fog of War is on.

Anti-Aircraft Attacks: Any unit capable of Anti-Aircraft fire, and that possesses sufficient AP to fire
and is not currently loaded on (in tow by) a vehicle might conduct Opportunity Fire at an enemy Air
Attack if that Air Attack occurs within the soft-attack range of that AA unit.

Anti-Aircraft fire from AA units with guns larger than 40mm have their attack factor reduced by 75% to
simulate their reduced (i.e., non-automatic) rate of fire and slower reaction time. Such batteries were
less capable of reacting to low-flying fast-attack aircraft since they were intended more for defense
against high-altitude aircraft. Such guns were also more likely to be employed in a Direct Fire role vs.
enemy ground targets and thus be less prepared for usage in an AA role.

5.16 ASSAULT
To assault, the attacker(s) must have an Assault Value greater than “0”, must be non-Disrupted and
in “Move” mode and must have enough APs to assault (20 AP plus the AP terrain cost of the hex
being assaulted). Select the units to assault, then right-click on an adjacent enemy-occupied hex. If
the assault is “legal”, the assault icon will appear in the hex and a dialog box will appear announcing
the assault. If desired, you can repeat this method to add more attackers to the assault (up to the
normal stacking limits, regardless of the enemy units in the hex being assaulted). The more units that
participate in an assault, the better the odds that the assault will be successful. More than one assault
can be conducted by a unit in the same turn, depending on the number of AP the unit has remaining.
Because assault combat is assumed to take place in the hex being assaulted, terrain modifiers do not
apply to assaulting non-vehicular units.

Terrain Prohibitions: A unit can participate in an assault only if it would normally be allowed to enter
the hex being assaulted; e.g., no unit can conduct an assault across a cliff hexside, nor across any
other hexside that the unit could not normally cross.

Assault vs Pillbox: A vehicle cannot assault a hex containing a Pillbox (but can Counterassault units
assaulting from a Pillbox hex). This does not apply to Bunkers.

Design Note: Vehicular units (even tanks) are prohibited from assaulting Pillboxes as these represent
fortified concrete structures—impervious to overrun by even fully-tracked units.

Surrender: The target of an assault is more likely to surrender if its hex is attacked from multiple
directions, especially if those directions are diametrically opposed.

To resolve a designated assault, click on the “Resolve Assault” Tool Bar button. To cancel a planned
assault, select “Cancel Assault” from the “Assault” pop-down menu.

Assault Value and Defense Strength modifiers:

Each vehicular unit participating in an assault has its Assault Value modified by the terrain modifier
of the hex being assaulted.

A Disrupted unit defending in an assault has its Defense Strength halved (fractions rounded down, to
a minimum of one); when “counterattacking” (see below), such a Disrupted unit has its Assault Value
halved (fractions rounded down, to a minimum of one).

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COMBAT AND MOVEMENT
The Defense Strength of a fortification (see the Campaign Series Parameter Data file) in the defender’s
hex modifies the assault factor of each attacking unit.

The Assault Value of an attacking unit, or the Defense Strength of a defending unit, is increased by the
presence of a Leader of that unit’s organization.

The Assault Value of a passenger on an armored carrier capable of assaulting (such as an SPW 251/1)
is halved and added to the Assault Value of the assaulting carrier.

The Assault Value of an attacking unit that is Low on Supply is decreased by one-fourth (fractions
rounded down, to a minimum of one).

The Assault Value of a Fatigued attacker is halved (fractions rounded down, to a minimum of one).
The Defense Strength of a Fatigued unit being assaulted is halved (fractions rounded down, to a
minimum of one).

Mounted cavalry can assault (Assault Value of rider x3). However, mounted cavalry cannot assault any
hex containing a Hard Target or vs. a target in “building-type” terrain (i.e., a hex containing a bunker,
pillbox, suburb, village, special building or factory).

Smoke and Assaults: Assaulting into, and/or out of, a hex containing Smoke has no effect on the
Assault Value nor Defense Strength of any involved unit.

Facing Effects: The facing of a unit (the direction from which it is attacked) has no effect, even if the
Optional Rule for Armor Facing Effects is on.

Counter-assault: Each assault also results in a “counter-assault” by the defending units. Normal
assault rules apply to a counter-assault except that a disrupted unit can make a counter-assault.

Assault Odds: Because each assault also results in a “counter-assault” by the defenders, the
“Assault Odds” dialog will list the assaulting units’ attack, as well as how they defend when being
counter-assaulted (Exception: The amount of information displayed depends on the Fog of War
option in effect). The numbers displayed in the assault odds dialog are after all modification due to
the presence of a leader(s), low ammo, disruption and/or the presence of a fortification (or terrain
modifier, if the assaulting unit is vehicular) in the assaulted hex. For each assault, a number of attacks
is carried out depending on the SP of the (counter-assaulting unit(s). The results are then applied to
the proper line of the Combat Results Table.
EXAMPLE: A 3-SP platoon of Pz VIE “Tiger” tank (assault 8; defense 12) is assaulting a
village containing a 2-SP platoon of BA-64 Armored Cars (assault 2; defense 3). The assault
odds are displayed as “Attacking at 5 (x 3) to 3”. This reflects the 8 assault strength of the
Pz V (reduced to 5 due to the village terrain modifier of .65) vs. the 3 defense strength of the
BA-64 armored cars. The “(x 3)” indicates the number of assaults to be performed due to the
SP of the assaulting unit. The counter-assault line lists “Defending at 2 (x2) to 12”, reflecting
the 2 assault strength of the BA-64 when it counter-assaults the 12-defense of the Tigers.
The assault would be resolved on the 3:2 line of the Combat Results Table, which contains
a 10% chance of a 1SP loss, a 20% chance of a disruption, and a 25% chance of a Morale
Check. The program conducts a number of assaults equal to the number of assaulting SP
(three times in this instance), then takes each individual result and determines the net result
vs. the defender.

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If instead the BA-64 platoon occupied a village hex containing an Improved Position, the first line of
the assault odds would list “Attacking at 3 (actual 5) (x 3) to 3”, reflecting that the assaulting unit’s
actual assault factor of 8, reduced to 5 by the village terrain modifier, is reduced even more due to
the defender’s Improved Position. The counter-assault by the BA-64 platoon would be unaffected by
the Improved Position.

Cancelling an Assault: If you decide that you do not wish to assault a hex, or wish to remove a unit
from the assault, you must cancel the entire assault prior to its resolution. To cancel an assault, select
“Cancel Assault” from the “Assault” pop-down menu.

5.17 MINEFIELDS & ENGINEERS


A convenient way of slowing down or diverting an enemy attack is with minefields. Minefields are
pre-set in a scenario and can only be removed by an engineer (referred to by the game program as a
“Mine-Clearing Unit”). Each non-engineer unit that enters a minefield hex automatically triggers a
mine attack vs. that unit, whereas a Mine-Clearing Unit can enter a minefield without being attacked
(see Clearing Minefields and Blocks, below).The strength of a minefield attack is determined by the
“level” of the minefield. A “1” minefield attacks on the 1: 1 row of the Combat Results Table, a “2”
minefield attacks on the 2:1 row, and a “3” minefield attacks on the 3:1 row. To view the strength of
a minefield hex, switch to the “2D Normal View” map (hot key 4), or turn on the Unit List (hot key U)
and click in (hot spot) the minefield hex. The strength of the minefield is displayed in the Unit List
along the right side of the interface.

Engineers Laying Smoke: Engineer infantry have the unique ability to “lay smoke” in their own
hex.

5.18 CLEARING MINEFIELDS AND BLOCKS


An undisrupted engineer unit that begins its turn in a minefield or blocked hex will automatically lower
the level of that minefield by one, or eliminate a “Block” fortification. In Campaign Series the only
Mine-Clearing Units are combat engineers.

To locate Mine-Clearing Units, use the “Highlight” menu item from the “Display” pop-down menu, then
select “Mine-Clearing Units”. All friendly units capable of clearing minefields will be highlighted.

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COMBAT AND MOVEMENT
5.19 BRIDGE & HIGH WALL DEMOLITION
An undisrupted engineer unit that has
not yet expended any AP may attempt to
destroy an adjacent “high wall” hexside or a
hexside bridge using its inherent demolition
capabilities. Select the engineer unit, then
from the “Units” pop-down menu, choose
“Damage Wall or Bridge”. In the dialog box
that appears, select the hexside “direction”
(up, up-right, down-right, etc.) to attack, and press the OK button. An attack is performed, using the
engineer’s attack factor and its SP strength, vs. the inherent strength of the feature. Attempting a
demolition requires 100 AP.

5.20 COMBAT EXPLANATION


When one unit fires at another unit (whether by Direct or Indirect fire) the basic method in which the
attack is calculated is as follows:

(Modified Attack Strength) vs. (Modified Defensive Strength)

This attack vs. defense comparison determines the location (i.e., the “row”) of the Combat Results
Table where the attack will be resolved. Note that attackvs.-defense strengths between those listed
on the Combat Results Table (access Campaign Series’s Parameter Data from the “Help” pop-down
menu) are calculated individually by the program on a pro-rated basis, based on the result probabilities
of the two CRT lines the attack falls between.

EXAMPLE: A net attack strength of 11 vs. a net defense strength of 4 has slightly lower
result probabilities than an attack of 3 vs. a defense of 1, but higher probabilities than an
attack of 2 vs. a defense of 1.

1. The Modified Attack Strength is calculated by:

(Attack Strength@* of attacker + c) x (terrain/fortification modifier of defender’s hex)**

@: The Attack Strength is the Hard- or Soft-Attack Strength listed when the fire-mode cursor is
roamed over the target hex (or if roamed over the actual 3D icon). This number varies depending on
the range to the target.

c: Command Rating of same-hex Leader provided that Leader currently has APs greater than or equal
to the AP Fire Cost of the firing unit and the firing unit is subordinate to that Leader .

*: x .5 if firing unit is Fatigued, Disrupted, firing out-of/into Smoke (per each occurrence; FRD;
minimum of 1).

Terrain/Fortification Modifier of Defender’s Hex. To view these modifiers, see the Campaign Series
parameter data file (from the Help pop-down menu).

**: certain terrain and fortification types will modify (increase or decrease) the Attack Strength of units
that fire at targets in that terrain type.

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2. The Modified Defense Strength is:

(Defense factor of defender) + (fortification bonus*) *: +20 if defender can claim benefit of bunker
or pillbox.

When a unit attacks, the program actually conducts a number of attacks equal to the attacking unit’s
SPs. The number of SP is halved (FRD, to minimum of one) if the attacking unit is Low on Supply.
The number of SP can also be increased if the target hex is richly populated with targets; see Direct
Fire Target Density

Value, below. The program then takes each individual result and determines the net result vs.
the defender. Attack-vs.-defense strengths between those listed in the Combat Results Table are
calculated individually by the program on a prorated basis, based on the result probabilities of the two
Combat Results Table lines the attack falls between.

Direct Fire Target Density Value: If the total SP in the target hex exceeds 12, 12 is then subtracted
from that number to arrive at an Excess Density Value. This value is then multiplied by 8% and by the
SP of the firing unit (fractions rounded up), resulting in a density bonus. This density bonus is added
to the nominal SP of the firing unit.

EXAMPLE: A 3-SP firing unit is firing at a target in a hex that contains a total of 19 SP
(the number of units that are in the hex is irrelevant). Since 1 9 is > 12, 12 is subtracted from
1 9, yielding an Excess Density Value of 7. This number is then multiplied by .08 (8%) and by
the SP of the unit, resulting in 1.68, which is rounded up to 2. Thus, that unit would attack as
if it had 5 SP.

Damage Report Details: By default, the game does not display Damage Reports as attacks are
executed; i.e., “Low Details” are in effect. To change to Medium Details, select “Details” from the
“Options” pop-down menu, then select “Medium Details” from the “Details” pop-out menu.

To change to “High Details”, Medium Details must first be in effect. Then, when a “Damage Report”
box appears during the game, click on the toggle switch in the upper left hand corner of the Damage
Report box (the small toggle switch with the “o”). When clicked on the button toggles to display an
“x”, thus indicating “High Details” are displayed. Whenever High Details are toggled on, you must
manually close the Damage Report box (by clicking on the “X” button in the upper right corner, or by
pressing the Enter key on the keyboard).

Direct Fire: Most combat units attack using Direct Fire, whereby the shooting unit must have the
target unit in “Line of Sight” and within its range. A Direct Fire attack must target a specific unit in the
target hex (unlike Indirect Fire, which can potentially affect all units in the target location). If playing
on the 3D map you can right-click directly on the 3D icon you wish to fire at; if in a 2D map mode, you
will be given a Target Dialog box when you fire at a hex containing more than one target.
The following combat example assumes “High Details” are “on” (see Damage Report Details,
above)...

EXAMPLE: A Russian T-28 Medium tank is selected while in Fire Mode. It has 1 00 AP
(enough to fire twice, since its “Fire Cost” is 45). The fire-mode cursor is put over a German
Rifle Platoon two hexes away in a village hex. A small box displaying “4/11” is superimposed
over the target hex as the fire-mode cursor roams over that hex. However, as the cursor is put
directly over the 3D icon of a German Rifle Platoon, the box changes to “6 - Rifle Platoon @ 1

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COMBAT AND MOVEMENT
1 ”, indicating the target is a 6 SP Rifle Platoon (that has a Defense Strength of 7) which can be
shot at with an Attack Strength of 11. Right-clicking on the 3D icon executes the attack.

The “Damage Report” indicates: “Rifle Platoon; Attack = 11 Defense = 7; Modifier = 70%; Reduced
by 1, Disrupted”. This informs us that 11 attack factors shot at a target that had a Defense Strength of
7. The 70% indicates that only 70% of the attacker’s firepower hit the target due to the village terrain
modification of “.70” (see the Campaign Series Parameter Data, available from the Help pop-down
menu, for a complete listing of the different terrain and fortification modifiers). The result of “Reduced
by 1, Disrupted” indicates the target unit had its strength Reduced by one and is now Disrupted.

5.21 COMBAT RESULTS


No effect: The target unit is unaffected by the attack.

Retreat (Morale Check): A unit that fails a Morale Check result is retreated out of its current hex.
Exception: A gun battery and/or a unit in a Pillbox, Bunker hex is Disrupted instead. Each time a unit
retreats it is subject to morale loss (see Morale Loss, below). A unit that cannot retreat takes an
additional SP loss (which, of course, can still result in the unit’s elimination).

Disrupted: The target unit is Disrupted, meaning that its Attack Strength and Assault Value are
halved, it cannot initiate an assault (but can Counter-assault), it cannot move closer to the nearest
enemy unit, and all AP expended for movement are doubled (to a maximum of 65 AP). An additional
Disrupted result has no further detrimental effect on an already-Disrupted unit.

Reduction of Strength Point: A unit can lose one or more SP due to being attacked; a unit that has
its SP reduced to “0” (zero) is eliminated. Each time a unit loses a SP it is subject to morale loss (see
Morale Loss, below).

Elimination: If an attack results in the loss of all of a unit’s SP that unit is eliminated.

Morale Loss: Besides the above “reported” combat effects, each time a unit suffers a Strength Point
loss due to combat or a Retreat result, there is a 35% chance that its current morale will be reduced
by one.

Note: A unit that has its morale reduced to 0 is eliminated regardless of the number of SP it
has remaining.

5.21 MORALE RECOVERY


A unit that has suffered a morale loss has its morale value printed in yellow in the Info Box. A Disrupted
unit with a reduced morale cannot recover from Disruption until its morale value has been restored to
its “nominal” (i.e., full strength) value. To quickly gauge the morale of your units when playing on a
3D map, turn on the On-Map Thermometers (hot key T), then click once on the Morale display box in a
friendly unit’s Info Box to have the On-Map Thermometers graphically display your units’ morale.

At the beginning of each friendly turn a unit whose morale is currently less than its full morale will
have its morale increased by one if it passes a morale check. The program rolls a 10-sided die for
each such unit; if the die roll is equal to or less than the unit’s current morale the morale check is
“passed”. The presence of a friendly leader in the same hex that “commands” that unit will improve
the odds of that unit regaining morale (see Leaders).

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5.22 DISRUPTION LOSS
At the beginning of each friendly turn a disrupted unit that begins its turn at full morale (i.e., its current
morale rating is at maximum) will become undisrupted if it passes a morale check. The program rolls
a 10-sided die for each such disrupted unit; if the die roll is equal to or less than the unit’s morale
its disruption status is removed. The presence of a friendly leader in the same hex that “commands”
that unit will improve the odds of that unit passing the morale check and becoming undisrupted (see
Leaders).

5.22 NIGHT COMBAT


During WWII night attacks were used with increasing frequency—certainly more than in any other
major conflict prior to it. This is especially true in the Pacific theater, where the Japanese frequently
favored the effects of darkness for masking both infiltration and mass assaults.

A set-piece scenario that takes place at night will be so noted in the introduction to that battle, just
prior to the recommended side (Example: “Tenaru, 7km ESE of Lunga Point, Guadalcanal: NIGHT [Best
played as Axis]”). The “Visibility” window of Scenario Information display (hot key I) also states if Night
rules are in effect and the maximum visibility that a Gun flash can be seen.

Hint: For a small basic introduction to the Night rules, try the Bootcamp4 scenario and refer to
the copy for that scenario in the Bootcamp.doc file.

During Night scenarios the following rules are in effect:

Map: The map is displayed with a darkened landscape. Hexes out of LOS or not reachable (when
using the “Show hexes in LOS” or “Show Reachable hexes” features, respectively) are displayed with
a dark bluish tint overlay.

Movement: Non-foot movement costs are doubled during a Night scenario, even in illuminated areas.
Movement by units using foot-type movement is not affected at Night.

Design Note: Having the doubled movement cost apply only to non-foot-movement units is,
admittedly, a concession to game play. Increasing foot movement costs would force all night
scenarios to be longer in duration without any accompanying benefit to play. Players may wish
to consider a night Game Turn being longer than a normal, 6-minute day Game Turn.

Line of Sight & Illuminated Hexes: The default line of sight during a Night scenario is always one
hex. However, LOS can be “extended” by a Gun flash. and the presence of a Star shell out to the limit
of the scenario’s weather condition (see weather chart). Hexes affected by Star shells, or that contain
six or more wrecks, are defined as “illuminated”.

Combat: An attack into a hex within night visibility range (normally one hex, but also including an
illuminated hex) is performed at full firepower. An attack into a Gun flash hex is performed at halved
firepower (attack strength/2) as the firer is considered to be firing at the Gun flash, not at a specific
target.

5.22.1 GUN FLASHES


When a unit that would be in enemy LOS in a daytime scenario fires from (or suffers a mine attack
in) a non-illuminated hex, that hex is marked with a Gun flash. The presence of the gun flash allows

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COMBAT AND MOVEMENT
the enemy to fire at that hex. (Exception: A Gun flash cannot be spotted or direct-fired on at greater
than the weather’s visibility limit.) Fire at a Gun flash location is resolved at half firepower (fractions
rounded up) if that hex is non-illuminated and is two or more hexes from the firer.

If more than one unit occupies a Gun flash hex, the target unit is chosen randomly (assuming the firer
can fire at that target hex only due to the presence of a gun flash).

Exception: Indirect fire still affects all units in the hex.

Design Note: When a unit fires at a Gun flash it is literally firing at the flashes of light—it is
assumed the firer cannot see the target(s) in the hex—nor even how many targets are actually
in the hex.

The results of an attack vs. a Gun flash hex are always “Unknown effects vs. unknown units”.

A Gun flash is automatically removed at the end of the Player Turn after the Player Turn in which it
appeared.

5.22.2 STAR SHELLS


In a Night scenario both sides will usually be allotted a number of Star shells. The number allotted to
each side, if any, is listed in the Unit List below “Smoke”. The number of Star shells available to the
phasing side is also displayed in the Status Bar (to the right of the number of Smoke rounds available).
If Fog of War is in effect, the number of star shells available for the opposing side is shown as a “?”.

A unit with an attack factor > 0 and at least 20 AP’s can attempt to fire a Star shell during its Player
Turn. Each attempt to fire a star shell costs 20 AP’s, regardless of success. Each attempt to fire a Star
shell has a 40% chance of success (this is decreased to 20% if the unit attempting to fire the Star
shell is disrupted). Additionally, if a Leader is selected with a friendly unit trying to fire a Star shell,
he will improve that unit’s chance of successfully firing a star shell (a number equal to five times the
Leader’s Command Rating is added to the base success rate). If used thusly, the Leader also has 20
AP’s deducted for each Star shell attempt he is used for (whether successful or not). A Leader by
himself cannot fire a star shell; he must be selected with an eligible friendly unit.

A Star shell can be fired by selecting an eligible unit, ensuring that the program is in Fire Mode and,
while depressing the Alt and Shift keys, right-clicking in the target hex.

The range from the firing unit that a Star shell can be fired is two hexes—unless the firing unit is using
indirect fire, in which case it equals half (fractions rounded up) of the unit’s maximum range. Also, a
Star shell fired from an Indirect Fire unit is not delayed a Game Turn (unlike normal fire from such a
unit). Once fired, the Star shell has a 40% chance of landing in the intended target hex; otherwise it
will land in one of the six hexes adjacent to the intended target hex.

A Star shell illuminates its hex and the six adjacent hexes. An illuminated hex is considered to be “in the
LOS” of all units that would have a line of sight to it in a daytime scenario. (Exception: An illuminated
hex cannot be spotted or direct-fired on beyond the scenario’s visibility limit.) Illuminated hexes do
not display the night-darkened pattern. Note that a just-placed Star shell will not automatically reveal
hidden enemy units in its illumination zone. Instead, it sheds enough light such that any unit that
enters a location in its illumination zone is revealed if it is in line of sight of an enemy unit (taking into
consideration the maximum visibility due to current weather conditions set for that scenario).

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A Star shell is removed at the start of the friendly Player Turn following the Game Turn in which it
was placed.

Design Note: The inability to have complete control over the firing of Star shells, and the chance
of “drift” of fired Star shells, is intended to help simulate the uncertainties of night combat.
When a Star shell firing attempt fails, don’t think of it as a flare gun “misfiring”, but instead
simply that the concerned unit did not know to fire. Similarly, when a Star shell lands in an
unintended hex it does not mean that it fired incorrectly, but that the firing unit thought it heard
noises or saw movement in that area. Lastly, each Star shell actually represents several Star
shells fired from hand-held flare pistols (if fired from a “ground” unit) or one or more illumination
rounds (from a gun battery).

5.23 FORTIFICATIONS
There are several different types of
“fortifications”, each with different effects
on play.

Improved Positions: Any unit in a hex


containing an Improved Position gains a
defensive benefit, in that the firepower
of all attacking units is reduced by 25%.
This is the only fortification type that can
be “constructed” during play (see section
5.23).

Trench: The firepower of a unit attacking a target in a trench location is reduced by 44% (or 56%
of the firing unit’s firepower is used). Only non-vehicular units gain a benefit from the protective
modifiers of a trench. Most wheeled units must pay 65 AP to enter a trench location. Other units also
pay an additional AP penalty to enter a trench location (the additional AP depends on the unit type).

Bunker: Units eligible to receive the defensive benefits of a bunker have 10 added (20 in East Front)
to their Defense factor, as well as reducing firepower of all attacking units by 25%. Only non-vehicular
units gain a benefit from the protective modifiers of a bunker.

Pillbox: Similar to Bunker, except that a unit receiving the benefit of a Pillbox can only be attacked
as if it were a hard target (this to simulate a concrete emplacement). Only non-vehicular units gain a
benefit from the protective modifiers of a pillbox. A vehicular unit cannot assault a hex that contains
a Pillbox (see the Design Note in section 5.16).

Minefield: Whenever a non-engineer unit enters a Minefield hex a mine attack is immediately
carried out against it. Minefields come in three strengths: 1, 2 and 3, which represent the strengths
corresponding to the “odds” line of the Combat Results Table that the attack is resolved on; i.e., a “3”
Minefield attack is executed on the 3:1 line. Mines can be removed during play by a non-Disrupted
engineer unit that begins its turn in the Minefield hex. Mined hexes provide no defensive benefit to
any unit occupying such a hex.

Blocked: A “blocked” hex represents an impediment to movement (roadblock, barbed wire, felled
trees). Each unit that enters a Blocked hex must expend 65 APs. Blocked hexes provide no defensive
benefit to any units. “Blocks” can be removed during play by a non-Disrupted Engineer unit that
begins its turn in the hex containing the “block”.

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COMBAT AND MOVEMENT
Digging In: Additional Improved positions can be constructed during play by “Digging In”.
Only a unit displaying a small “shovel” icon near the bottom of the icon bar on the left side
of its Info Box is capable of Digging In (generally, this includes most non-HQ infantry-type
units, but not vehicles or guns).
To have an eligible unit begin Digging In, select an eligible unit, then press the “Digging In” Tool Bar
button.

When a unit is currently engaged in Digging In, the small shovel icon moves toward the top of that
unit’s icon bar of its Info Box. At the beginning of each turn there is a 1 0% chance that a unit will
construct an Improved Position if it begins that friendly player turn.

Digging In (Exception: An engineer unit has a 20% chance). If a unit that is Digging In conducts an
attack, its Attack Strength is halved (fractions rounded down, to a minimum of one).

Cave: The use of this special fortification type, unique to Rising Sun, is limited to Japanese units that
use “foot” type movement. A unit gaining protection from a Cave is immune from the “retreat” combat
result; it will instead lose an additional SP.

Design Note: Rising Sun—with its Bunker, Pillbox and Cave complexes—gives a different
battlefield experience than that of other games in the Campaign Series. Defensive positions
composed of Bunkers and/or Pillboxes are not likely to fall easily. You cannot realistically expect
to dig out the defenders on your first try (i.e., in one six minute Game Turn). A plentiful supply
of guts, bayonets, and patience—with a certain measure of good luck added in—are required
to be successful in “bunker busting”. In game terms, this translates into (1) time to reduce the
strength of the defenders and to disrupt them, (2) multiple assaults (per turn if possible) with
good odds, and finally, (3) a good “die roll”. It is sometimes better to attempt two assaults at
2-to-1 odds on a stubborn position than it is to try one assault at 4-to- 1 odds.

Hint: For a small basic introduction to “bunker busting”, try the Bootcamp3 scenario while
referring to the Bootcamp.doc file.

5.24 TERRAIN TYPES OF CAMPAIGN SERIES


The battles included in Campaign Series cover a large portion of the globe stretching from European
Russia, Eastern and Western Europe, to the vast stretches of the Pacific Ocean and Asian landmass.
Lands as varied as the cultivated fields of Poland and eastern Germany, the swamps and deep
forested hills of central Russian, the tranquil shores of the Mediterranean, the deserts of North Africa,
and the dense jungles of Southeast Asia and New Guinea all were fought over as the armies clashed.
In order to represent such a varied number of areas CS utilizes five basic climate/terrain zones.
These are: Northwest Europe, Desert, Mediterranean, Tropical, and Asian Temperate. The first three
of these climate zones are largely used in West Front, while Rising Sun makes use of Tropical, and

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Asian Temperate zones. East Front uses a special version of the Northwest Europe zone which has
been tailored to represent the unique architectural flavor of Russian and Eastern Europe. And while
the vast majority of the scenarios designed for the different games conform to these limits, the map
editing programs for Rising Sun and West Front allow for the development of maps for all five climate
types in those games.

The following terrain section shows a representative picture of each terrain type, a typical 3D map hex
of that terrain, a brief description of the terrain, as well as the terrain’s combat modifier, concealment
value (range modifier if “hexside” terrain) and other special information. The “TEM” given is the
amount of the otherwise-applicable attack strength that is allowed to ‘hit’ a target occupying such
terrain. If two or more apply, they all have an effect; e.g., a unit attacking a target in a forest hex
behind a hedge would use .72 (.8 x .9) or 72% of its “normal” attack strength.

CLEAR
Clear terrain is open ground that provides little or no cover.
Non-armored units (only) in clear terrain have their morale
reduced by one when fired upon.

TEM: 1.0 Concealment: 0 Morale Mod:-1 Height: 0m

BEACH
Beach terrain represents a large expanse of flat, open,
sandy terrain along a coast line suitable for conducting
amphibious operations.

TEM: 1.0 Concealment: +1 Morale Mod:0 Height: 0m


FIELD
Fields come in three varieties: “in season”, “plowed” or
“out of season”. If in season, a field’s tall crops serve to
block some lines of sight. A “plowed” field provides no cover
(and is thus like open ground) but is a slight impediment to
some units’ movement “Out of Season” fields are identical
to “clear” terrain for all purposes.

TEM: 1.0 Concealment: -1 Morale Mod:0 Height: 2m

SHALLOW WATER
This terrain represents water (most commonly found
along a shore line) that is shallow enough to allow entry
of vehicles and foot traffic. A unit in shallow water will not
retreat (but will instead take an additional casualty) unless
it can retreat into a land hex.
TEM: 1.0 Concealment: +3 Morale Mod:-1 Height: 0m

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COMBAT AND MOVEMENT
WATER
Water represents an expanse of water, such as a lake,
river, canal or sea, deep enough to prohibit entry by normal
ground units without some form of conveyance (such as
rafts, boats or some type of bridge).

TEM: 1.0 Concealment: +3 Morale Mod:-1 Height: 0m

ORCHARD
A cluster of cultivated fruit trees. Orchard terrain can also
be used to represent an area of light woods.

TEM: 0.9 Concealment: -1 Morale Mod: 0 Height: 8m

FOREST
This represents a large expanse of virgin timber, providing
good cover and concealment benefits.

TEM: 0.8 Concealment: -3 Morale Mod: + 1 Height: 25m

MARSH
An inundated, marshy forest area. Vehicular entry of an
unfrozen swamp is prohibited unless via some type of
road.

TEM: 0.9 Concealment: -3 Morale Mod: 0 Height: 25m

SWAMP
An area of low-lying wet land with a small amount of cover.
Vehicular entry into an unfrozen marsh is prohibited unless
via some type of road.

TEM: 0.95 Concealment: -2 Morale Mod: + 1 Height: 3m

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ROUGH
Rough terrain is an area with large, craggy boulders and
small undergrowth, such that most wheeled vehicles
cannot enter the terrain unless via some type of road.

TEM: 0.8 Concealment: -2 Morale Mod: 0 Height: 2m

KUNAI
Kunai represents various varieties of tall tropical grass
(also called “elephant grass”) that could at times grow to
a height of 6 to 10 feet. Kunai is only found in the Tropical
region.

TEM: 0.9 Concealment: –1 Morale Mod: 0 Height: 2m

PALMS
This terrain type represents the thinly-spaced palm trees
frequently found on islands in the SW Pacific, as well as the
mainland. Palms are considered to have a “height” of “0”
only so that they do not block LOS.

TEM: 0.95 Concealment: 0 Morale Mod: 0 Height: 0m

LIGHT JUNGLE
Light jungle represents a large expanse of tropical forest
providing good cover and concealment benefits.

TEM: 0.7 Concealment: –4 Morale Mod: + 1 Height: 25m

DENSE JUNGLE
Dense jungle represents a large expanse of virgin jungle
providing excellent cover and concealment. Only units using
foot movement can enter a dense jungle hex (Exception:
horse/wagon may enter dense jungle along a path; all other
unit types can enter a dense jungle hex only if entering via
road or railroad). No LOS exists between an aircraft and a
unit in dense jungle. AA and indirect fire from dense jungle locations are not allowed.

TEM: 0.6 Concealment: –4 Morale Mod: +2 Height: 25m

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COMBAT AND MOVEMENT
RICE PADDY (DRY)
Clusters of small plots for cultivating rice are quite common
in SE Asia and on the larger Pacific islands. The paddies
would frequently be surrounded by raised embankments
which could be used for access by foot—but are generally
not wide enough for most vehicles.

TEM: 0.9 Concealment: 0 Morale Mod: 0 Height: 0m

FLOODED PADDY
Clusters of small plots for cultivating rice are quite common
in SE Asia and on the larger Pacific islands. The paddies
would frequently be surrounded by raised embankments
which could be used for access by foot—but are generally
not wide enough for most vehicles. This represents an
inundated rice paddy. With the fields being flooded, most
vehicular entry is prohibited.

TEM: 0.9 Concealment: 0 Morale Mod: 0 Height: 0m

HAMADA
An open type of desert terrain that is strewn with vast
quantities of small rocks. While not a severe hindrance
to foot or fully tracked vehicles, this terrain can be quite
treacherous to wheeled vehicles..

TEM: 1.0 Concealment: 0 Morale Mod: -1 Height: 0m

CACTUS PATCH
This represents and area, frequently cultivated, where
cactus thrive. A cactus patch provides a small concealment
benefit but no real cover. Infantry pick their way slowly
through cactus but it has only a small effect on vehicles.

TEM: 1.0 Concealment: -2 Morale Mod: 0 Height: 2m

SCRUB
This desert terrain has a liberal amount of small “scrub”
bushes. While scrub does not provide any cover benefit it
does provide a small concealment value.

TEM: 1.0 Concealment: -1 Morale Mod: 0


Height: 0m

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WADI
This desert terrain represents a dried river bed or wash that
provides a slight depression such that units can gain some
cover from it.

TEM: 0.8 Concealment: -2 Morale Mod: 0 Height: 0m

SOFT SAND
This otherwise open stretch of desert represents an area of
unpacked soft sand. Moving through soft sand is of course
slower than moving through clear desert.

TEM: 0.9 Concealment: 0 Morale Mod: -1 Height: 0m

VINEYARD
Vineyard represents an area devoted to the cultivation
of grape arbors, found commonly in the Mediterranean
regions.

TEM: 1.0 Concealment: -1 Morale Mod: 0 Height: 2m

VILLAGE
A rural settlement. In Campaign Series village structures
are considered to be of wooden construction.

TEM:0.7 Concealment: -3 Morale Mod: +2 Height: 10m

SUBURB
This type of terrain represents a residential community of
tightly spaced dwellings such as workers settlements for
factories, usually on the outskirts of a large city. A road is
considered to enter a suburb from all hexsides, otherwise a
suburb is identical to a village.
TEM:0.7 Concealment: -3 Morale Mod: +2 Height: 10m

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COMBAT AND MOVEMENT
CITY
City terrain represents an urban area of large, brick and
concrete buildings providing very good defensive benefits.
A road is considered to enter a city from all hexsides.

TEM:0.6 Concealment: -3 Morale Mod: +3 Height: 25m

RUINS
City, suburb, village and factory terrain (only) can be
rubbled. The terrain, concealment and morale modifiers
remain the same as the original terrain.

TEM: * Concealment: * Morale Mod: * Height: 50%**

* Depends on the previous terrain type; ** Rubble height is 50% less than original terrain type.

INDUSTRIAL
A large industrial complex providing excellent defensive
benefits.

TEM:0.5 Concealment: -3 Morale Mod: +4 Height: 20m

SPECIAL BUILDING
This represents a specific large building and provides very
good cover for non-vehicular units. While vehicles can enter
a Special Building hex, they are considered to be outside
the structure and thus gain no defensive benefits from it.

TEM:0.6 Concealment: -3 Morale Mod: +3 Height: 15m

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HEXSIDE TERRAIN FEATURES IN CAMPAIGN SERIES INCLUDE...
GULLY
A small, dry ravine that acts as an impediment to
movement.

TEM:– Concealment: 0

MINOR RIVER
Minor river hexsides represent bodies of water that are
deep, or have steep enough embankments, to prohibit
movement over them unless via a bridge. Note that the
map art for minor rivers is a darker blue than the map art
for streams.

TEM:– Concealment: 0

STREAM
A stream represents a small body of running water that
hinders movement of most units, but is not deep or wide
enough to prohibit movement over it without a bridge. Note
that the map art for streams is a lighter blue than the
corresponding art for minor rivers.
TEM:– Concealment: 0

PAVED ROAD
This represents a road with an improved (paved) surface—
the best way for most units to travel fast.

TEM:– Concealment: 0

UNPAVED ROAD
This represents a “secondary” road with an unimproved
(usually dirt) surface. In the muddy season these are
usually best avoided.

TEM:– Concealment: 0

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COMBAT AND MOVEMENT
PATH
This represents a cart path or wide foot path. An ideal way
for infantry to move through wooded terrain. The muddy
season can also play havoc with these features.

TEM:– Concealment: 0

RAILROAD
While traveling along a railroad can be quicker than blazing
a new trail through woods, it can still be a slow and bumpy
ride for vehicles.

TEM:– Concealment: 0

HIGH (FORTIFIED) WALL


This represents a very thick wall (usually poured concrete).
High Wall hexsides cannot be crossed by any unit unless
that high wall hexside has been breached by Engineers

TEM:– Concealment: 0 Special: Units cannot cross

LOW STONE WALL


This represents a low stone wall—sufficient to give
cover but not high enough to have an effect on line of
sight. Wheeled units cannot cross low walls (Exception:
motorized leaders).

TEM:0.8 Concealment: +2

HEDGE
This represents a low hedge—sufficient to give cover but
not sufficiently high or thick enough to have any effect on
line of sight.

TEM:0.9 Concealment: +2

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EMBANKMENT
An abrupt rise in the ground, sufficient to provide good
cover. While all units can cross an embankment, there is
an additional cost due to the steep slope.

TEM:0.8 Concealment: +2

ESCARPMENT
Similar to a cliff, but with less-steep and very eroded
slopes. Vehicles may not cross an escarpment hexside
unless moving along a road.

TEM : – Concealment: 0 Special: Vehicles cannot cross

CLIFF
A high, steep face of rock, impassable to all units

TEM:– Concealment: 0 Special: No units may cross

REEF
In the tropical waters of the SW Pacific many of the smaller
islands are partially or wholly surrounded by coral reefs
that come up almost to water level. Landing craft (and
other units that use boat-type movement) cannot cross
a reef hexside, though fully-tracked amphibians and DD-
tanks can.

TEM:– Concealment: 0 Special: Boats/LC may not cross

HEAVY BRIDGE
This full hex or hexside feature represents a bridge that is
sturdy enough to carry all types of traffic, including heavy
tanks. A full-hex bridge has a stacking limit of 12 SP.

TEM:– Concealment: 0

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COMBAT AND MOVEMENT
MEDIUM BRIDGE
This hexside-only bridge is strong enough for trucks and
light tanks, but not sturdy enough for medium or heavy
tanks to safely cross

TEM:– Concealment: 0

LIGHT BRIDGE
This hexside-only bridge represents a small bridge that
only the lightest vehicles can cross.

TEM:– Concealment: 0

PONTOON BRIDGE
A pontoon bridge can be light, medium or heavy, depending
on the strength set for it in the scenario editor. The capacity
of a “heavy pontoon bridge” is the same as the capacity of
a “heavy (non-pontoon) bridge”, etc. A pontoon bridge has
a stacking limit of 12 SP

TEM:– Concealment: 0

FORD
A shallow place in a minor river or stream.

TEM:– Concealment: 0

BOCAGE
This hexside-only bridge is strong enough for trucks and
light tanks, but not sturdy enough for medium or heavy
tanks to safely cross

TEM: 0.65 Concealment: +4 Special: Blocks line of sight

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DUNES
This represents a ridge of wind-blown sand sufficiently
high enough to block line-of-sight and provide cover

TEM: 0.8 Concealment: +2 Special: Blocks line of sight

5.25 CONCEALMENT VALUES & FOG OF WAR


If “Fog of War” is on, enemy units are not automatically revealed when one or more of “your” friendly
units has a line of sight to that enemy unit’s location. Each unit in the game has a “Concealment value”
(“UC#” in the formula below), and each full-hex terrain type has a “Concealment value (“TC#”), that
the program utilizes when determining whether or not that unit has been “spotted” by the enemy. The
program uses the following calculation (in the formula, “FRD” means “fractions rounded down”):

(UC# + SP of unit [halved, FRD if non-vehicular] + TC#) – (modified range/2 [FRD])

The “modified range” is based on the hexside terrain (if any) being viewed “through” (i.e., if the line
of sight from the viewing unit crosses a hexside terrain type as it enters the hex of the unit being
viewed). The hexside “range modifier” is added to the range (in effect increasing the range). The
number determined by the formula is then “bounded” by 0 and 8 (in other words, it cannot be lower
than “0” or greater than “8”). The program then generates a random number from 0 to 9 (inclusive);
if that random number is ≤the final number from the formula the affected unit becomes spotted (i.e.,
visible on the game map).

When a unit moves or fires it is always revealed. In order to become unspotted, a unit must regain its
concealment status by beginning its turn out of the line of sight of all enemy unit.

6.0 LEADERS
A Leader can perform several crucial
functions. Not all organizations will
have a leader present on the map;
consider any leader that is present to
be a “special” personality. To locate
the units subordinate to a leader (i.e.,
under his command), select that leader
and press the “Highlight Organization” Tool
Bar button; all units subordinate to him will
be highlighted.

The higher the Command and Leadership


Ratings of a leader, the more valuable that
leader is. These values are displayed in the
leader’s Info Box when he is selected.

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SPECIAL RULES
A leader in the same hex as a firing unit that is subordinate to him will automatically modify the Attack
Strength of that attacking unit equal to his Command Rating (listed in the Leader’s Info Box), provided
the leader has AP greater than or equal to the Fire Cost of the firing unit. A Leader used thusly to
“direct” fire automatically expends AP equal to the AP spent by the firing unit. Only the Leader with the
highest command rating participating in an assault modifies his side by his Command Rating.

A Leader will modify the morale of each unit under his command (i.e., subordinate to him) that
occupies his hex. This will be noted by the unit’s morale being red in the Info Box. The morale of the
unit will be equal to the morale of the Leader if the Leader’s morale is higher than the unit’s. If the
Leader’s morale value is less than or equal to the unit’s, the unit’s morale is increased by one. Since
a Leader modifies the morale of each unit under his command in his hex, the chance of such a unit
regaining morale or losing Disruption is increased, as these are based on passing morale checks.
A Leader cannot be singled out as the target of an attack unless he is the only occupant of a hex.
Therefore, it is advisable to keep your Leaders stacked with friendly unit(s) of his command. Each time
a hex containing a Leader is attacked there is a 2% chance he will become a casualty.

Motorized Leader Exception: Even though a motorized leader uses “wheeled” movement type, the
program allows this unit (unlike other wheeled units) to enter rubble hexes. In this way, a motorized
leader can “keep up” with half- and fully-tracked units better.

7.0 JAPANESE SPECIAL RULES


Japanese units have several special capabilities
in the Rising Sun game system, not least among
them the ability to utilize caves and to conduct a
Banzai Attack. The following special rules apply
only to Japanese units.

7.1 LEADER VULNERABILITY


The raw courage and blind obedience of the
Japanese soldier is seldom debated; the typical
Japanese officer was, if anything, even braver,
and was rarely one to “lead from the rear”. Like the samurai warrior of old, each Japanese officer
was equipped with a sword, frequently a family heirloom, and brandishing this blade he would direct
his troops. Allied soldiers were quick to pick up on this, and Japanese officers with their swords soon
became marked men. For this reason, a Japanese leader is twice as likely to become a casualty
than a leader of another nationality (thus, 4% chance if stacked with a friendly unit, or 20% chance
if alone in a hex).

7.2 BICYCLE CAPABLE


Unlike most nationalities which had specialized bicycle infantry units, al Japanese rifle, engineer, MG
and ATR units are capable of riding bicycles.

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7.3 CAVES
A cave is a fortification—not a terrain—type. A Cave fortification can be occupied
and entered during play only by Japanese units that use foot movement; i.e., a non-
Japanese unit, or a Japanese unit that does not use foot movement, can enter a
location containing a cave, but it will not gain any benefit from the Cave, since such a
unit is never considered to be in the Cave.

A Japanese unit in a Cave receives a substantial reduction in incoming enemy firepower. Indirect fire
vs. a Cave hex has no effect on the Cave’s occupants (Exception: smoke effects). A unit in a Cave is
immune to “retreat” combat results; it instead takes an additional SP loss.

Caves that are set up within three hexes of each other can be used for hidden movement. A Japanese
unit in a Cave can be moved instantly to another Cave within three hexes of the Cave it starts in at a
cost of 100 APs (thus, a unit must have 100 AP in order to use a Cave’s hidden movement benefit).
To move a unit in a Cave to another Cave within three hexes, select the eligible unit and right-click on
the destination Cave hex while the program is in Move mode. The unit remains hidden from the Allied
side when it moves, as do the Caves entered/exited.

A Cave remains hidden from the Allied (but never from Axis) side until an Allied unit enters the Cave
hex or a Japanese unit in the Cave fires while in the line of sight of an enemy unit.

7.4 BANZAI ATTACK


Mention warfare in the South Pacific during WWII, and the first thing that comes to mind may well be
a throng of wildly charging Japanese soldiers led by a sword-waving leader, all shouting “Banzai!”.
In Rising Sun, Japanese infantry units (and any Japanese leader type) are allowed, under certain
circumstances, to conduct a Banzai Attack.

To Initiate a Banzai Attack: Select a Japanese leader and press the B hot key. The selected leader
immediately performs a Banzai Attack morale check. Other Japanese units that are allowed to Banzai
Attack with that leader automatically become highlighted (to toggle off the units highlighted for Banzai
Attack, simply highlight another unit type by selecting Highlight from the Display pop-down menu).
The Banzai Attack bonuses and penalties last for the duration of the current Axis Player Turn in which
the Banzai attack is initiated and during the following Allied Player Turn (Exception: all units that used
Banzai Attack remain fatigued for the duration of the current Game Turn and all of the next Game
Turn).

Banzai Attack Morale Check: To be able to initiate a Banzai Attack, the Japanese leader must be
non-fatigued and currently have at least 20 AP. He must then pass “morale check” (which occurs
automatically when you press the B key). A maximum of one Banzai Attack morale check may be
attempted per leader per turn. If successful, all eligible units belonging to that leader’s organization
within a radius equal to his command rating will become highlighted, and thus available to conduct
a Banzai Attack. (see below for eligible & ineligible units). You can then move, attack and assault
with the units normally (i.e., there is no need to press or hold down the Alt or any other key as this
is not an “organizational” move). If a Banzai Attack morale check is successful, a message stating
“BANZAI! Morale check successful!” is displayed; if unsuccessful, a message in the Status Bar will
report “Leader fails morale check”.

Eligible Units: The following units are eligible to conduct a Banzai Attack:
Must be Japanese

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SPECIAL RULES
Must be capable of using “foot” type movement
Must have an Assault Value > 0 (Exception: leader)
Any leader type (i.e., foot or motorized)

Ineligible Units: The following units are ineligible to conduct a Banzai Attack:
Disrupted
Fatigued
Any unit currently with less than 20 AP
Any unit that is currently a rider or passenger
Fixed units
Any unit capable of conducting an Indirect Fire attack

Special Effects & Penalties of a Banzai Attack: The following special conditions apply to units
conducting a Banzai Attack:

Assault Value Increase: The Assault Value of a unit conducting a Banzai Attack is tripled (Note: After
being halved for fatigue the Assault Value is then tripled for Banzai Attack).

Terrain Cost of Assaulted hex Nullified: The AP cost to enter the defender’s terrain in order to
assault is 0 (but the 20 AP to assault is still assessed.

Automatic Fatigue: Each unit conducting a Banzai Attack is automatically fatigued (it is considered
to be using “double time” movement).

Retreat Results Ignored: A “retreat” result against a unit conducting a Banzai Attack is ignored; the
unit instead takes an additional SP loss.

Terrain Morale Effects Nullified: Terrain effects on morale (both negative and positive) are not
applicable vs. units conducting a Banzai Attack.

Terrain Effects Modifier (TEM) Change: A unit conducting a Banzai Attack has the TEM of the
hex it occupies increased by “. 1” when attacked; e.g., a “.8” modifier would become .9, and a .9
TEM would become 1.0 (this in effect lessens the protection of the location to simulate the fact that
the attacking units are not using the cover of the terrain). This lessened TEM is in effect during the
Japanese Player Turn in which Banzai Attacking unit is moving as well as the following Allied Player
Turn).

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8.0 HQ AND SUPPLY
At the start of each friendly turn, a supply check is made
for each friendly unit that fired in the preceding turn.
This check is made to maintain supply if the unit is not
currently low on supply. If the unit is currently low on
supply this check is an attempt to regain supply.

Maintaining Supply: A unit attempting to


maintain supply does so through its “parent”
HQ. If a platoon’s “parent” (e.g., battalion) HQ
is not on the map, the program will search
the map for other HQ commanding that unit; e.g., the unit’s regimental or divisional HQ.
The program measures the range that the unit is from its parent HQ, and uses this range to
determine a base probability. It then makes a percentile die roll and supply is maintained if that die
roll is less than or equal to that base probability. Basically, the closer the unit is to its HQ the better
its chance of maintaining supply. (If in the same hex as its HQ—and that HQ is “in supply”—supply
will be maintained automatically.) If the unit’s “parent” HQ is not currently on the map, it uses that
HQ’s “parent” HQ instead.

To check the supply range of an HQ, select it and press the W hot key. Any unit in a shaded hex has
less than 50% chance of maintaining supply through the selected HQ. As a unit’s range from its HQ
increases, the chance of it maintaining supply decreases, but never drops to zero due to range alone.
At the ranges listed below, a unit has a 50% chance of maintaining supply via its HQ.

HQ Type Range in Hexes


Army unlimited
Corps HQ: 90
Division HQ: 30
Brigade HQ: 15
Regiment HQ: 15
Battalion HQ: 8

If a unit fails to maintain supply via its HQ, the program then checks for supply again, but this time
using the friendly side’s base ammo level (turn on the Unit List to display the base ammo level; hot
key U). When checking to maintain supply using the base ammo level, a “percentile” (0-99) die roll is
made and compared to that side’s ammo level. A die roll equal to or less than this ammo level means
that the unit maintains supply. If the die roll is greater than the ammo level, that unit will be Low on
Supply for the current turn.

HQs: An HQ can only provide supply to units under its command “umbrella”. In addition, an HQ is
never able to provide supply on any turn following a turn in which it changed its location (this simulates
the HQ having to set up and re-establish communications). Besides that, each HQ (exception: Army)
must also make a supply check at the beginning of each turn. Like a normal combat unit, the HQ first
checks supply based on the distance from its “parent” HQ, however, if that supply check fails it then
checks using the base ammo level listed for its side.

Indirect Fire units: Maintaining supply differs for Indirect Fire units (whether off-board or not) in that
they check supply only against their side’s base ammo level (as described above). If the battery fails
to maintain supply it will be unable to fire during the current turn.

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VICTORY
Regaining Supply: At the start of each friendly turn, a supply check is made for each non-Isolated
friendly unit that is currently Low on Supply. The procedure is the same as for maintaining supply,
except that the base ammo level is not used (i.e., supply can be regained only via a friendly HQ as
described above). There is only one exception: Indirect Fire units check to regain supply only using
their side’s base ammo level. If there is no “higher level” HQ on the map for a unit it will be unable
to regain supply.

Effects of being Low on Supply: A combat unit that attacks using Direct Fire will only attack a
number of times equal to its Strength Points divided by two, fractions rounded up (keep in mind that
such a unit normally is allowed a number of attacks equal to the number of Strength Points it has).
A Low-on-Supply artillery (indirect fire) unit cannot attack (this actually represents that battery not
receiving proper fire orders, or a breakdown in communications or it being used to support other units
in a nearby battle). A Low-on-Supply HQ is unable to provide supply to other units under its command.
Note that units are never out of supply, a unit that is Low on Supply can still attack, albeit at reduced
effectiveness (exception: Indirect Fire units and HQ reported as “unavailable”). Any Low-on-Supply
unit that assaults does so at 3/4 effectiveness.

A unit that is Low on Supply is indicated by a “hollow” bullet icon near the top of the icon bar along the
left side of the Info List. To highlight all friendly units that are Low on Supply, from the “Display” pop-
down menu select “Highlight” then “Units/HQ Low on Supply”. All affected units will be highlighted.
Depending on the map size, you may want to zoom out to locate all the affected units.

Design Note: A unit that is “Low on Supply” actually represents a unit that is having to conserve
its ammo—sometimes because communications have broken down and the unit is unsure of
its current status or even its own whereabouts. Perhaps the unit is simply confused due to the
stress of battle, has received confused or conflicting orders (or maybe no orders), or actually is
hard-pressed and the order has been issued to “make every bullet” count.

9.0 HOW TO WIN


Victory in a standard (i.e., non-campaign) scenario is
determined by the number of Victory Points (VP) your
side has amassed at the end of the scenario. Victory
Points are scored in three basic ways:

1) Control of Objectives: Certain hexes on the map


are deemed important enough that the side that
controls them at scenario end gains extra Victory Points or denies those Victory Points to his opponent.
Only the player designated as being the “First Side” (generally, but not always, the attacking side)
gains Victory Points by controlling an objective—and only at the end of the scenario. The “Second
Side” (also the side moving second in a Game Turn) simply gains a benefit of controlling objectives by
denying those VP to his opponent.

Each on-map objective hex is designated by a special marker (this varies, depending on map view).
On the 3D map views objectives are marked by rectangular “plaques”; on the 2D map views objective
hexes are marked by oval or circular symbols. Regardless of the map view the objectives are always
color-coded to the current controlling side (e.g., blue for German, tan for United Kingdom, green for

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U.S., etc.). Furthermore, on all views but the 2D zoom-out the objective markers also list the Victory
Point value of that objective.

Note that objective markers are “on” by default. To toggle them off or on, press the O hot key. To
quickly review the objective hexes in a scenario, select “Objectives...” from the “Status” pop-down
menu (you might find it beneficial to first switch to the 2D normal or 2D zoom-out map mode before
doing this). Clicking on an objective listed in the dialog will scroll the map to that objective.

At the start of a scenario each non-exit objective is controlled by one side or the other (most objectives
are usually controlled by the defending side). Control of an objective (Exception: “exit objectives” can
never be “controlled”) is awarded to the last side to occupy that hex with a combat unit (one capable
of direct or indirect fire, even if such a unit is currently a passenger or rider). Leaders and unloaded
transport units cannot claim control of an objective.

2) Elimination of enemy strength points: Victory Points are scored for each strength point of an
enemy unit eliminated (depending on the VP value of that SP). To view the current number of VPs
scored due to elimination of enemy strength points, select “Victory...” from the “Status” pop-down
menu. The number in the “Total [side] Point Loss” window is the number of VPs scored in this
manner. For a more precise breakdown of the exact type of losses inflicted, and their point value,
select “Strength...” from the “Status” pop-down menu. The windows on the right side of this dialog
list the number and type of each strength point eliminated (and, in parentheses, the VP value of each
such SP).

EXAMPLE: The right window of the Strength Dialog might contain “5 [3VP]PzKpfw IIIF”,
which would indicate that five strength points of PzKpfw IIIF tanks have been eliminated, each
worth 3 VP, for a total VP gain for the Allies of 15 VP.

To find the VP value of the SP of a unit, select that unit and press the F2 key to access the Unit
Handbook (keep in mind that this VP value is per strength point, not the total VP value of the unit).

3) Exit Objectives: An objective initially listing a value of “0” is an “exit objective” for
the side corresponding to the color of the objective. Each unit of that side exited from
such an objective is worth VPs to that side. To exit a unit from the map (whether from
an objective hex or not) move the unit into the map edge hex, and press the “Remove
Units” button (or select the unit, then select Remove From Map from the “Units” pop-
down menu). As units are exited off an exit objective the current number of VPs exited from that
objective are immediately tallied and reflected by the new number shown on that objective.

Note: If a unit is removed from the map edge hex that is not an exit objective no VPs are awarded, but
neither does the exiting side lose VPs for such a removed unit; this is a way to deny VPs to your enemy
if the unit has no recourse but to exit. A removed unit cannot be reentered during that scenario.

10.0 VICTORY CONDITIONS


The objectives’ values, when added to the casualties
inflicted in the scenario, determine the level of victory for
each army. (Exception: Victory in a Dynamic Campaign
Game scenario is determined differently.)

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OPTIONAL RULES
The overall victory conditions apply only to the First Side; i.e., the side that moves first in each turn.
The First Side has its objective points added to enemy point losses (i.e., casualty VP) then subtracts
the point loss for friendly casualty VP, to determine the total number of VPs. To check the current level
of victory in a non-campaign game scenario, select “Victory” from the Status pop-down menu.

A scenario does not end when one side achieves a Major Victory (or Major Defeat); the level of victory
may change during the course of play as casualties occur and Objectives change hands. Only the level
that exists at the end of the scenario applies for determining the winner.

Any of five levels of “victory” are possible for the First Side:

A Major Defeat – is declared if the point total is less than or equal to the total listed for “Major Defeat”
in the Victory Dialog.

A Minor Defeat – is declared if the point total is greater than the total listed for “Major Defeat,” but
is less than or equal to the total listed for “Minor Defeat” in the Victory Dialog.

A Draw – is declared if the point total is greater than the total listed for “Minor Defeat”, but is also
less than the total listed for “Minor Victory” in the Victory Dialog.

A Minor Victory – is declared if the point total is greater than or equal to the total listed for
“Minor Victory”, but is less than the total listed for “Major Victory” in the Victory Dialog.

A Major Victory – is declared if the point total is greater than or equal to the total listed for “Major
Victory” in the Victory Dialog.

11.0 OPTIONAL RULES


Some Optional Rules are available to add variety to game play. Once the game begins, the player can
select the rules at the A/I selection screen. Once a scenario has begun the Optional Rules in effect for
that scenario can not be changed.

Indirect Fire by the Map: allows you to target


Indirect Fire on hexes that are not in the Line of
Sight of units on your side. Such fire is likely to
drift into another hex. Drifting can be up to two
hexes from the originally plotted hex.

Extreme Fog Of War: further modifies the Fog of


War effects. Names of enemy units are hidden. The unit’s Strength is also hidden, unless the unit is
in “clear” terrain. Furthermore, assault odds will be unavailable.

Command Control: Under this rule, the HQ supply “ranges” are varied depending on the year and the
nationality. Each nationality has a built in modifier that modifies the base “50% range” of each HQ.
For example: In 1942 each German HQ has a 120% (1.20) modifier that is applied to modify the base
range of each HQ (as seen in Campaign Series’ Pdata.hlp file). Thus, a battalion HQ, that normally has
a 50% range of “8”, has that multiplied by 1.20, thus resulting in a new “50% range” value of “10”.

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In addition to the above modifier (depending on year and nationality), any HQ that is stacked in the
same hex with the leader associated with that HQ, has its base “50% range” increased by that
leader’s Leadership#. For instance, a divisional-level leader only increases the range of his division’s
HQ, not the regimental and/or battalion HQ of his division.

Command Post: If the Optional Rule for “Command Control” is enabled, a company-level “Command
Post” (CP) is deemed to be inherently present with the first platoon of each company. If the first
platoon is eliminated, the benefits of the CP are lost (it would be unrealistic to have the CP duties
passed on in the time frame of a typical scenario). A CP unit is denoted by a radio icon displayed in
the icon area along the left side of the Info Box. In addition, all friendly CP units are highlighted when
you select Highlight HQ.

Units that operate beyond their company CP range (or if their CP is not present on the map) are subject
to the following penalties:

Less chance of Morale recovery (– 1)


Less chance of Disruption recovery (–1)

A CP has an effective range (radius) which is about half the range of that side’s battalion HQ. A CP’s
range is highlighted if it’s selected when the W hot key is pressed. Note: The radius highlighted by
the W hot key is the limit of company CP control while for battalions it is the 50% chance of resupply.
This in effect means that units slightly beyond the battalion HQ radius can still be re-supplied, but at
a rate slightly less than 50%. However, units outside the Company CP radius suffer the penalty as
described above.

Armor Facing Effects: only applies to Direct Fire vs. armored (i.e., “Hard”) targets. When this
Optional Rule is in effect, the Defense Strength used when resolving Direct Fire is based on the facing
of the defender relative to the firing unit (the basic Defense Strength is still used when resolving
assaults). These values can be found in the Unit Data charts in the Appendix of this Players Guide,
or by pressing the F4 hot key during the game (displays the Miscellaneous (Platoon) Data File). See
the diagram below; note that “shot angles” with shaded labels lie directly along a hex “spine” of the
targeted hex.

Design Note: The standard (i.e. non-optional) defense value of an armored unit represents an
overall rating based on the vehicles’ size (height in particular), armor thickness, close-defense
weaponry, and the assumption that not all of the vehicles may be facing in the same direction,
especially in a defensive stance.

The Campaign Series optional rule for Armor Facing Effects introduces individual front, side and rear
defense values for each armored unit. These values are based on the standard defense values and
hard attack factors, weighted by the actual armor thicknesses of the vehicles themselves. Hence they
do not represent armor thicknesses per se, but rather the influence of individual armor thicknesses in
conjunction with the game’s existing values.

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CAMPAIGNS
12.0 CAMPAIGN GAMES
Campaign Series features two types of campaign
games: the Dynamic Campaign Game and
the exciting new Linked Campaign Game.
All Campaign Games are listed in the “New
Campaign” screen. The Linked Campaign Games
are listed following all of the Dynamic Campaign
Game. Note that the introduction (historical) copy
about each campaign game identifies whether it
is a Linked or Dynamic Campaign Game.

The Dynamic Campaign Game (DCG) features a series of linked, albeit randomly-generated, scenarios
(aka Missions) that follow an historical path. In a DCG you are freer to choose the side you want to
play, as well as the organization type and command level. Too, “you” are represented on the map
as an individual leader; if that leader is eliminated the DCG will end somewhat “prematurely”. Take
care of yourself!

In a Linked Campaign Game (LCG) the side you play and the organization you control is predetermined.
You command that organization, and all of its inherent units, through a series of exciting, historically
linked pre-designed scenarios. Your level of victory in each scenario will determine the scenario you
play next in that LCG. Your success in the LCG will determine how many scenarios you play, as well
as what scenarios you play.

As you play either type of campaign game, your “progress” (current position) is reported to you before
each scenario as a red dot on the overall campaign map displayed on the “Mission” screen (see
section 12.4).

There are a variety of each type of campaign games to choose from, each of different length and at
differing periods of time during World War II. To start a new (or to resume an existing) campaign game
of either type, select Play Campaign from the Main Menu screen.

The following chart helps to explain some of the other differences between a “Linked” and a
“Dynamic” campaign game:

FEATURE DCG LCG


Do I have a “Personal” leader? Yes No
If “my” leader is killed, is the CG over? Yes No
Do I have a choice of side I play in the a CG? Yes No; preset
Do I have a choice of Org in a CG? Yes No; preset
Do I have a choice of command level? Yes No; preset
Are the scenarios historically accurate? No; random Usually
Is the map historically accurate? No; random Yes
Does my level of victory in a CG scenario
have an effect on the next scenario
played? No Yes
Does my “core” unit take causalities? Yes Yes
Do my units get replacement SPs? Yes Yes
Does my “core” units get upgraded? Yes, usually Not, usually

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12.1 THE CAMPAIGN COMMANDERS SCREEN
At the Campaign Commanders Screen you can choose
to start a new campaign of either type, resume a
current campaign, or delete an old campaign game
that you no longer wish to use.

If you wish to start a new campaign, press the Begin


New button and you will be taken to the New Campaign
screen.

12.2 THE NEW CAMPAIGN SCREEN


At the New Campaign Screen you will have several
choices to make, depending on the type of campaign
game being played:

Nationality (DCG only): Depends on the nationalities


involved in the selected campaign. Note that in an LCG
the nationality you play is predetermined.

Command Level (DCG only): This determines the


command level (and to a lesser degree the complexity
level) that your character will begin the campaign at.
For instance, a battalion commander has less units
to command than a regimental commander, which
has less than a divisional commander, etc. During
the campaign, as your commander gains Experience
Points, he may be offered the command of the next-
higher organization type. You can choose to accept or
decline this offer. Note that in an LCG your command level is predetermined (usually a battalion).

Campaign Game: Displayed in the Campaign List are the various campaign games of each type
(DCG & LCG) that you can play. As a different campaign game is highlighted (use the up/down scroll
arrows to the right of the list) the features of the highlighted game are listed in the various windows:
the campaign’s historical background, the nationalities involved, the date span of the game, and
the sector. The end date of an LCG is not listed, as it can vary greatly depending on how well you
progress.

Press the OK button once you are satisfied with your selections.

If playing a DCG (only) you next see a dialog box that allows you to select:

Portrait: Use the left & right facing buttons to find an appropriate portrait for your character.

Name: You can use the default name that appears, or type in one of your choice.

Organization Type: Choose whether you wish to be an “Infantry” or “Tank” commander.

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CAMPAIGNS
A/I Level: Select the level of difficulty for this game. As the difficulty increases the enemy side
will receive more units. At the two hardest difficulty levels the enemy side also receives beneficial
modifiers for combat and resupply.

Press the OK button once you are satisfied with your selections.

When first beginning a DCG, you will be


presented with a number of windows that are
used to define the precise organization you will
command in the upcoming campaign. Highlight
the desired organization type and press the
OK button. Continue this procedure until the
program no longer prompts you for a selection.
If a certain organization type did not historically
exist in your chosen side’s army at the current
date, you will see a message stating “No Lower
Level Org Available”, in which case you should
select a different organization type.

When a DCG’s organization selection process is


complete, the program will take a few moments to generate your character’s “core” OOB (organization
of battle). As soon as this is complete, you will be presented with your character’s Character Screen.

12.3 THE CHARACTER SCREEN


The Character Screen provides information about
the currently selected saved campaign game.
The information displayed on this screen varies,
depending on the type of campaign game. In a
DCG, your character’s portrait, his name, and
his current rank, organization, and experience
points, and the current date are displayed. In
an LCG, the portrait is replaced by a military
patch/symbol of the higher organization (usually
division) of your “core” organization, and the
saved file name appears in the “Name” slot.
Medals received due to the performance of your
organization are displayed in the “Decorations”
box. The number and type of medals won have
no effect on overall victory in the campaign game
and are for “aesthetic” purposes only.

From the Character screen you can:

Begin Next Mission: This button launches the next campaign mission (unless the campaign is over or
if you are currently involved in an ongoing campaign mission, in which case you must first complete
the unfinished mission; see “Resume Mission”, below).

Resume Mission: This button is only available if you are currently involved in an ongoing (i.e., saved)
campaign mission.

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Restore Character: This button can be used to “restore” (bring “back to life”) a Dynamic Campaign
Game character that was eliminated in a previous scenario. Review Command: Press this button to
display your current Order of Battle (OOB), including the current strength of each unit, as well as its
accumulated Experience Points.

Campaign History: Once you have at least one campaign mission “under your belt”, this display
lists a brief summary of each completed mission, including the mission’s date and location, and your
victory level.

12.4 THE MISSION SCREEN


Before each new campaign mission begins,
you will see the Mission screen displaying a
map and a mission statement outlining the
general purpose of your next scenario. The
location of the encounter is pin-pointed by a
red and yellow dot on the map.

12.5 DYNAMIC CAMPAIGN GAME


SETUP MODE (DCG ONLY)
At the start of each mission of a “Dynamic
Campaign Game” (DCG - only) you are given
the opportunity to adjust the initial setup of all friendly units (only) that begin the game set up on the
map.
When a new DCG mission begins, the Player Turn appears indicating turn one. This is followed by a
“New Scenario Message” dialog, stating: “Entering Campaign Setup Mode. Select friendly units and
right click to move them. Click Next Turn to exit.”

To adjust the initial placement of a friendly unit, select that unit, then right-click in the location you
wish to move it to and the unit will be repositioned. There are some areas on the map where the unit
cannot be placed. If you attempt to place the unit “out-of-bounds” you will see the message on the
status bar: “Unit Placement is out of bounds”. When you are finished adjusting your units’ setup press
the Next Turn Tool Bar button and the first turn will begin.

Note: You cannot “save” the game in the Campaign Setup Mode. If you exit the game during
Campaign Setup Mode and then re-enter later, the game will begin the first turn.

To adjust the initial placement of a Block, Improved Position, Trench, Bunker or Pillbox fortification,
left-click in the hex with the fortification, hold the Ctrl key down and right-click in the location you
want to move it to. Minefields cannot be adjusted.

If you move a fortification to a location that none of your units currently have a line of sight to, it will
be placed there but will not be visible until a friendly unit has a line of sight to it.

12.6 THE CAMPAIGN MISSION


Experience Points: During a campaign game mission your units gain “Experience Points” based
on “kills” of enemy units and your character’s overall performance in the mission. If a combat unit

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CAMPAIGNS
accumulates enough Experience Points its morale will increase. When this morale increase occurs,
the unit’s accumulated Experience Points are reduced by the amount of Experience Points necessary
to reach its current level.

Character Promotion (DCG only): As your DCG character gains experience points he might receive
a rank promotion. Experience also affects if and when your DCG character is offered the command
of a larger organization—an “organization promotion”— which can be declined if you wish to have
your character continue at his current “command level”. Note that electing to decline an “organization
promotion” will not have effect on victory or your character’s progression in the DCG. Normally an
“org promotion” will award your character the next higher command level; e.g., if he’s currently a
battalion commander, he’ll move up to regimental command. However, in some rare instances there
will not be a regimental formation for him to assume command of, and he will instead be awarded
the command of a division. For instance, since there historically was not an SS panzer regiment in
1941, the commander of an SS panzer battalion will assume divisional command when awarded an
“org promotion”.

Winning: Victory in a DCG mission is based largely upon a ratio of enemy kills to friendly casualties, as
well as objectives controlled and units exited (as applicable), but there are other factors that enter into
the calculation as well, whereas victory in an LCG mission is determined in much the same manner
as victory in a regular, “set piece” scenario.

Aside from a different method in which victory is calculated for a DCG mission, playing any type of
campaign scenario is identical to playing a regular “set piece” scenario.
Exception: The “Save As” function is disabled when playing a campaign game and the game saves
automatically whenever you exit. You do not need to save.

12.7 REPLACEMENTS
Your command will occasionally receive
“replacements” in the form of Strength Points. In
a DCG replacements will arrive, at most, once per
week; in an LCG you might can potentially receive
replacements before each CG scenario. Replacement
SP can be assigned to any platoon of your “core”
OOB which is currently not at full strength. Note that
as replacements are added to a platoon the “morale”
of the platoon may decrease. This simulates the
absorption of “new”, less-experienced troops by
your more-veteran core units. In a DCG, the number of replacement points you receive, and when they
are received, is based on the size of the “core” organization, the sector you are playing in (different
sectors receive replacements at different rates), and the current date.

12.8 EQUIPMENT UPGRADES (DCG ONLY)


At certain points in some DCG your character’s OOB may be subject to being “upgraded” with new
equipment. For instance, obsolete tanks may be replaced by newer models that have just arrived at
the front, or a mortar platoon may “trade in” its 81mm mortars for 120mm versions. Sometimes the
upgrade may be relatively “hidden”, such as when the “hard attack” factors of your infantry platoons
increase to simulate their receiving new and better types of light anti-tank weapons. Occasionally,
the upgrading process may even “downsize” your command (for instance, if your character is a
regimental commander you may find he now commands two battalions instead of three). Note that

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you will not always (and probably only rarely) get upgraded with new equipment at the very first date
it is available. It may be a few months before the new stuff works its way down the supply pipeline
to your front-line unit.

The upgrading process happens automatically; you will only see a message mentioning that upgrading
has occurred. To inspect the new units/equipment, open your character’s OOB (by pressing the
Review Command button in the Character Screen or, if playing a mission, by accessing Find Org...
from the Display pop-down menu).

13.0 THE EDITORS


There are four basic steps to designing a successful scenario for Campaign Series:
Laying out your Map (creates a “map” file)
Laying out your Order of Battle (creates an “org” file)
Laying out your Scenario (creates a “scn” file)

13.1 TESTING YOUR SCENARIO


Note 1: Each scenario requires a “map” file, an “org”
(i.e., organization) file, and an “scn” (i.e., scenario)
file. Even though more than one scenario can use the
same “map” or “org” file, each scenario will have
a separate “scn” file. Most of the “set piece” (non-
campaign) scenarios that come with the game use a
naming convention whereby a major geographic reference appearing on the map is used as the file
name for each respective file.
EXAMPLE: The scenario entitled “Death Dressed in White” uses the Belgorod.scn,
Belgorod.map, and Belgorod.org files (as well as Belgorod.bmp for its picture). In this way, the
files conveniently appear together in the Campaign Series directory when it is opened in the
Explorer and organized according to “Name”.

Note 2: You can even use (import) any of the pre-existing map or org files in scenarios you create.
However, it is imperative that you do not edit any of these files (nor any of the scn files), as doing so
may result in any scenario using such an altered file not opening properly or an upgrade not installing
properly. If you do want to make changes to one of the pre-existing scenario files, be sure to first
rename that file using the “Save As” command from the “File” pop-down menu.

In each editor the Menu Bar will be displayed across the top of the screen. Many functions for each
editor can be accessed from the Menu Bar. For details on each menu and its function refer to the
General Help file in the Help pop-down menu of the Menu Bar.

13.2 THE MAP EDITOR


At the Main Menu Screen, press the Edit Map button. You will then be prompted to select a “Region”
for the map. If you are in West Front, the regions are Desert, Mediterranean, or Northwest Europe. If
you are in Rising Sun the regions are Tropical or Temperate. In the East Front map editor there is no
region select. Note that each region has a different mix of terrain types available.

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GAME EDITORS
About the Regions of Rising Sun: As a general
“rule of thumb”, the Temperate region should be
used for most scenarios set in Okinawa, Japan,
China, the Aleutian Islands, Manchuria or even
Australia. The Tropical region should be used for
battles taking place in Burma, India, New Guinea,
Malaya (SE Asia, basically), and, of course, the
various tropical islands of the South Pacific.

After you have selected a “region”, the Map


Editor screen will appear. At this screen you can
choose to use the various controls and slider bars
(see illustration above) to create a new, random
map, or you can press the “Edit Existing Map”
button to bring up a dialog box listing all .map files contained in the Rising Sun directory.

If you are starting a new map, you have two basic choices:

Use the various controls (slider bars, toggle


switches and up/down arrows) of the Map Editor
screen to set basic parameters for the map.
These parameters include the map dimensions,
base level of the terrain, whether or not you want
the map to have a coastline, lake or a major river.
Also provided are “slider bars” for each terrain
type. The higher the value of the slider bar, the
more prevalent that terrain type will be on the
map (or the wider the river). When you have
adjusted these levels to your satisfaction, press the “Make Map” button and the program will create a
random map based on your settings. You can then edit this map in the map editor program.

If you instead wish for your map to start with a “clean slate” so that you can define all of the terrain,
simply adjust the map dimensions to the desired size (leaving all “slider bar” settings at the default
“0”) and press the Make Map button. The program will generate a blank map and open it in the map
editor program.

13.3 EDITING YOUR MAP


Once you have pressed the Make Map button (or have elected to edit an existing map), the map editor
program will open.

By default, the map editor starts in the 2D Normal view. You will probably find it is easier to create
maps in this mode. However, you can change the view at any time to whatever map view you find
easiest to work in.

The entire map can be “rotated” 180º (thus allowing you to view it with its “top edge” at the “bottom”).
It is a good idea to plan the layout of your map so that the opposing forces will end up being situated
roughly along the top and bottom edges. Thus, a player can always view “his” units along the “nearer”
bottom edge, facing the enemy along the “further away” top edge.

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13.4 MAP DIMENSIONS
You may have decided that the original dimensions you selected for your map were not large enough,
or too large, depending on the overall scenario you wish to create. To change the size of your map
select Resize from the “Extent” pop-down menu. Type in the desired width and height of your map,
in hexes.

There is a restriction that confines each map to having an even number of hex columns; i.e., you can’t
have an “odd” number for a map’s width.

TIP #1 - SCALE: Keep in mind that each hex in the game represents an area approximately 250m
from side to side or top to bottom (thus, one km would be 4 hexes).

13.5 MAP ELEVATION


You can also change the base elevation and adjust the elevation change delta. To change these
values, select Elevations from the “Values” pop-down menu. To define the height (in meters) of the
lowest elevation on the map, input a number for the “Base” value. To set the difference (in meters)
between elevation levels, input a number for the “Delta” value.

You can raise (or lower) the entire map’s “base” terrain by selecting Extent in the Menu Bar, then
selecting Raise (or Lower).

Next you may wish to adjust your map’s elevations (hills, gullies, etc.). To change a hex’s elevation
select the appropriate number from the Elevation pop-down menu. You can then left-click in a hex
to change the base level of that terrain to the selected level. See also “Cluster Fill” and “Rectangular
Fill” in section 13.6.

Note: A vehicle (only) is not allowed to cross a hexside if the elevation “delta” of that hexside
is >50m (regardless of the number of elevation level changes along that hexside). This applies
regardless of the presence of roads.

Important: It is important that al elevation “breaks” (the elevation changes between adjacent
hexes) be limited to a maximum of three (though most breaks should still only be a height of
one), as the 3D map hexside graphics do not support elevation changes of four or more.

TIP #2 - BASE ELEVATION & DELTA: The map editor’s default values for these are “0” (sea level!) and
“25” respectively. Most likely you will need to change these.

13.6 THE MAP EDITOR’S TOOL BAR


The various buttons of the map editor’s Tool Bar provide an easy means to quickly switch from one
map editing tool to another. The terrain buttons available will differ, depending on the region (Tropical
or Temperate) of the currently open map. A description of each button is provided when you roam
your cursor over the button. For even more information on what each Tool Bar button is for, as well

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GAME EDITORS
as descriptions of all of the items of each pop-down menu, press the F1 key, or select Contents from
the “Help” pop-down menu.

In order to click on hexes of the map without changing the data, use the “None” tool on the Tool Bar.
This allows you to examine an individual hex without making any changes. If you accidentally change
a hex you can always use the “Undo” button to return the hex to its original state.

Each terrain type and hexside type have a corresponding button on the Tool Bar. Select the terrain you
wish to place, then left-click once in the hex that you wish to have that terrain. For hexsides, select the
hexside type you wish, then click on (or near) the hexside you wish to have it on.

You can remove a terrain (hex or hexside) type you have placed by right-clicking on the hex. This will
return that hex to a clear terrain.

Map Labels: You can also use the Tool Bar to name or label certain areas or features of your map.
Press the Tool Bar button displaying T±. Then left-click on the hex you wish to add a label. A dialog
box will appear allowing you to input a name. You can also adjust the size of the copy, and the color
(“Plain” for a black label, “Water” for a blue label, and “Forest” for a green label). The “Justification”
allows you to center the map title, or have it “flush” left or right. Warning: If the “T±” (map labeling)
button is “on” (i.e., depressed), a right-click on the map will delete the nearest map label to the area
right-clicked on.

To toggle map labels on (or off), press the T Tool Bar button.

Fill: To quickly fill in large areas of your map with one particular terrain type or elevation there are two
“fill” features that you can use.

Cluster Fill: Hold down the SHIFT key when left-clicking a “full hex” terrain type on the map to fill in
the clicked-on hex, as well as the six adjacent hexes. This does a 7-hex “cluster” fill.

Rectangular Fill: Hold down the Ctrl key after selecting the upper/left corner, then, while continuing
to depress the Ctrl key, click on the lower/right hex to have the selected terrain type fill in.

After using either “fill” feature, you may want to “touch” them up so they do not look like they are
placed on the map in a pattern. Adding or removing some terrain hexes to the outer edges will make
the terrain “fill” look more natural.

Bridges: If you wish to create a bridge across one or more full hexes of water, simply create a road
(paved, unpaved, RR or path) in a “straight line” (i.e., without curving) across that water hex and the
program will automatically create a “full hex” heavy bridge. Roads placed across water should not
“turn” or the program will not place a bridge.

Full-hex bridges can be damaged, and pontoon bridges can be placed, in the Scenario Editor.

13.7 SAVING THE MAP FILE


From the “File” pop-down menu, select Save. When the Save As window appears, type in a name for
your map. Your map file will be saved in the Rising Sun directory with the extension .map.

Once you have completed and saved your map you can leave the map editor by selecting Exit from
the File pop-down menu.

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It is a good idea for you to save your map file, your order of battle file, and, eventually, your scenario
file, al with the same name. The computer will automatically add the proper extension. For example,
if you are creating a Tulagi scenario, save your map as Tulagi.map, your order of battle as Tulagiorg
and your scenario file as Tulagiscn.

13.8 ACCESSING ALL TERRAIN TYPES FOR


RISING SUN AND WEST FRONT
Once you are in the map editor, you can use go the File on the Tool Bar and click New. You will be
prompted once more to select a region, but this time, you will have access to all five of the region
types. Once you make you decision, proceed as if you were editing a blank map. Note: This feature
is not available in East Front.

13.9 THE ORDER OF BATTLE (OOB) EDITOR


Besides needing a map, each scenario also requires an “org” (short for “organization”) file. It is this
file that the various and sundry company, battalion, division and corps organizations are “written”
to—organizations that contain the actual combat units that move around and fight on the map. The
Campaign Series Order of Battle (OOB) Editor allows you to pick from a very wide variety of historically
accurate military organizations.

From the Main Menu, press the Edit Order of Battle button to launch the OOB editor. It is a good idea
for you to have some familiarity with the organizations that you wish to include in your scenario. Once
you locate them in the OOB editor, you can create an OOB using those “org” (organization) types.

The first step in setting up your OOB is to set the date. Usually, this date should be the same as your
scenario’s date. Set the date (month and year) with the pop-down boxes on the OOB editor’s Tool
Bar.

For accuracy in your scenarios, the date is very important. Setting the proper date ensures that only
units that were available at that period of the war are available in your scenario.

13.10 OOB EDITOR TOOL BAR


The OOB Editor’s Tool Bar is located near the top of the OOB Editor’s Interface (see illustration below),
and provides tools useful in moving selected “orgs” and units from one place to another. If you
position the cursor over a Tool Bar button a brief description of that button’s function will be displayed
after a moment. For more information on these buttons consult the OOB Editor’s on-line Help file, and
see section 13.12.

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GAME EDITORS
13.11 LOCATE YOUR ORGANIZATIONS
The list displayed in the left-hand “Available Units and Organizations”
column lists the different organizations available, from Platoons to
Corps. You will most likely want to be selecting battalions, regiments,
brigades, and/or divisions, depending on your scenario’s size. Each
nationality’s organizations are grouped together by organization
type.

To see all the units in each organization type for a nationality, click
on the box with the “+” to the left of the organization. The “folder”
for that organization type will open, displaying all the available different types of organizations, for the
selected nationality, of that command level. Allow a few moments for the program to organize all the
organizations and units in a nationality’s folder after clicking on that folder to open it.

It is very important that each platoon added to your OOB is within some type of organizational structure
(usually within a company or battalion “folder”) in order for the game’s A/I to know how to “use” the
unit progeny. That is, you should not simply bring over “loose” (i.e., “independent”) platoon units;
they need to be “grouped” under a battalion (or higher-level org’s) “roof”. Therefore, it is highly
recommended that you build an organization with a battalion as the minimum organization. If you
still wish to customize it by adding a special platoon to it, be sure to put that platoon “inside” that
organization using the “Lower Unit/Org” Tool Bar button; see “Customizing Your Organization”.

TIP #3 - MINIMUM ORG SIZE: It probably cannot be emphasized enough that the minimum organi-
zation in your scenario’s Order of Battle should be a battalion (as this is the lowest-level unit that
contains an “inherent” HQ). If you “import” lone platoons or companies into a side’s OOB, be sure
you then put them “inside” a battalion or higher-level org that has an HQ. In other words, don’t simply
import a lot of platoons or companies without adding them “into” (i.e., putting them inside an org i
folder” that has....) an org with an HQ.

EXAMPLE: Determine the “size” of the encounter you want to depict, and find the battalion
or higher-level orgs (from within the list of organizations) that best match the type of units
involved. As necessary, supplement that org with specialized platoons and/or companies, but
be sure to put those companies “inside” that org.

13.12 ADDING UNITS TO YOUR OOB


Once you have located the organization you wish to add to your OOB, highlight (select) the org’s name
by a single left-clicking on it.

Left-click once on the Add Unit/Org (Auto) Tool Bar button to place the org highlighted in the “Created
Units and Organizations” column (where all units of your scenarios org will be listed). This will
automatically assign a random organizational number(s) to that org if it is battalion-level or higher.

Left-click once on the Add Unit/Org (User)Tool Bar button to place the org highlighted in the “Created
Units and Organizations” column, which will allow you to assign a specific organizational number to
that org (as well as to many of its sub-organizations, if applicable); i.e., use this method of adding an
org if you know that you want the 352nd Infanterie Division dded to your org, not just any rifle division.
You will also have to select all the units otherwise randomly chosen by the computer.

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Warning: Using the Add Unit/Org (User) Tool Bar button for a division or higher org requires
that you input a lot of names for the lower orgs of that organization (e.g., the regiments of a
division).

13.13 PLACING LEADERS IN YOUR OOB


You can manually add a leader (leader) to any org from company on up. To do so, open that nationality’s
“platoon” list on the left side of the screen and scroll down to the bottom of the platoon list until you
see the various “leaders”.

Note: A “5” Leader is better than a “1” (one) Leader ; also, if the org you wish to add the Leader
to is “motorized”, be sure that you add a “mot.” (motorized) Leader type. What Leader type do I
use? Motorized (“mot.” type) Leaders should be used unless the organization he is being added
into is a non-motorized formation. If your Org file features ski units, ensure that any leader you
add to such an org is a ski-type leader.

To add the leader to the unit you desire, highlight the leader in the “Available Units and Organizations”
column.

Then left-click once on the Add Unit/Org (Auto) Tool Bar button to add the leader to the
“Created Units and Organizations” (right-hand) column. Then left-click on the Move Unit/
Org U p Tool Bar button as necessary to move the highlighted leader until he is displayed
directly beneath the org you wish to incorporate the leader into.

Then, with the leader still highlighted, left-click once on the Lower Unit/Org Tool
Bar button. This will “lower” the leader into the org directly above him.

TIP #4 - DON’T FORGET LEADERS: It is your responsibility to add leaders to your OOB; the org editor
will not do this for you. Adding more (and better) leaders to one side or the other is a good way to help
balance a scenario, and also to help simulate a side’s “resourcefulness”.

For example, in a German vs. Russian scenario, the Germans should usually have more and better
Leaders in the early part of the war (1941-42); the Russians should still have some, but usually not
as good, and never as many (man for man) as the German ones. However, if your scenario is a “late
war” (e.g., 1944-45) scenario, the Russian Leaders should usually be as good and plentiful as the
German Leaders (by then the German cadre of seasoned veterans had been severely diminished, and
the Soviet experience level was rising by leaps and bounds).

13.14 CUSTOMIZING YOUR ORGANIZATION


If you wish to make your own custom orgs by say, adding in a certain battalion type into a regiment,
you can do this similar to adding a leader. To add the unit or org to the org you desire, highlight the
unit/org in the “Available Units and Organizations.”

Then left-click once on the Add Unit/Org (Auto) Tool Bar button to add the unit/org to the “Created
Units and Organizations” (right-hand) column.

Then left-click on the Move Unit/Org Up Tool Bar button as necessary to move the highlighted unit/org
up until it is displayed directly beneath the org you wish to incorporate it into.

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GAME EDITORS
Then, with the unit/org still highlighted, left-click once on the Lower Unit/Org Tool Bar button. This will
“lower” the highlighted unit/org into the org directly above him.

13.15 OTHER OOB EDITOR TOOL BAR TIPS


To quickly move the selected unit/org all the way to the top of the org it is in, highlight the unit/org and
left-click once on the Unit/Org to Top Tool Bar button.

To delete the selected unit/org from the “Created Units and Organizations” side, highlight the unit/org
and left-click once on the Delete Tool Bar button.

To quickly adjust the morale level of al units in an org, highlight that org’s name on the “Created Units
and Organizations” side, and left-click once on the Adjust Morale Tool Bar button. A dialog box will
appear. Left-click on the desired number to set the morale of al units in the highlighted (selected)
org to that level.

13.16 FINISHING YOUR ORDER OF BATTLE AND SAVING IT


Continue adding orgs (for both sides) until the “Created Units and Organizations” column on the right
side of the screen contains all of the units/orgs you will need in your scenario.

If you later discover that you did not include a unit or org that you needed for your scenario, you can
reopen your org file in this editor and add the unit.

Not all units appearing in an OOB need to be placed in the scenario.

To save the OOB file select Save from the File pop-down menu. When the Save As window appears,
type in the name you would like to use for your OOB.

Your OOB file will be saved in the Campaign Series directory with the extension .org.

Once you have completed and saved your OOB you can leave the OOB editor by selecting Exit from the
File pop-down menu.

13.17 THE SCENARIO EDITOR


Once you have finished the .map and .org files for
your scenario, you can begin to lay out the pieces on
the map and define the “parameters” of the contest.

Upon starting the Campaign Series Scenario Editor you


will be prompted to open one of the preset scenarios
already in the game, from the Open dialog. Unless you
have a scenario already in progress that you wish to
continue editing, cancel this command immediately.

WARNING! Although you can edit the pre-set


scenarios that come with the game, it is highly
recommended that you do not tamper with any
pre-set scenarios, as this may not only alter how the scenario functions, but it may become

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unusable, an may also prevent an upgrade from properly working if any of the files of such
a “tampered” scenario are being updated by that upgrade. If you do edit a preset scenario
(without renaming it through the “Save As” routine), you may need to reinstall the game to have
it (or an upgrade) work properly.

Once the Open dialog is closed select New from the File pop-down menu to start a new scenario. You
will then be prompted to insert the names of the map file and the org file that you wish to use with the
scenario you are creating. In the dialogs that appear, locate the file and click on the OK button.

Once the map and org files for the new scenario have been
selected the following Header Dialog will appear.

In the scenario’s Header Dialog you define the following:

The Title of the scenario is what will be displayed in the


Scenarios screen where the scenario to be played is selected.

The Visibility value determines the maximum distance in hexes


that can be seen during the scenario. The default value is 20.

The Length value is the number of turns you want the scenario to run. The default turn length is
“10”.

The First Side (generally, the attacker) determines which side moves first in each turn.

The Ammo value is used to determine the percent chance that a unit will be resupplied if not otherwise
resupplied by its HQ. The default value for ammo is 80.

The Smoke value determines the number of times smoke can be fired by a side.

The values for Major Defeat, Minor Defeat, Minor Victory, and Major Victory determine the victory
levels of the scenario. The main program calculates Victory Points (VP) for a battle based on objectives
controlled and losses incurred by both sides. If the VPs for the First Side fall below the Major Defeat
value, then the First Side receives a Major Defeat for that battle. If the VPs fall between Major Defeat
and Minor Defeat, then the First Side receives a Minor Defeat. If the VPs fall between Minor Defeat and
Minor Victory, then that battle results in a draw. If the VPs fall between Minor Victory and Major
Victory, then the First Side receives a Minor Victory. If the VPs are greater than Major Victory, then the
First Side receives a Major Victory for that battle.

The A/I values determine the aggressiveness of a side when it is played under the control of the
computer. These values range from 100 (most aggressive) to 0 (least aggressive). It is recommended
that the army you wish to “attack” be set from about 60 to 100 (100 would be an “all out” attack). The
side you want to defend should have a lower A/I setting, perhaps 10 to 40. To find the best A/I level
for your scenario you will probably have to experiment with different settings.

The Mission Type dialog can be used to select a “type” of scenario. This will only affect how the A/I
will perform if one side or the other is A/I-controlled.

The Air value displays the number of Air Attacks available to a side during the scenario. This section
is “grayed out” as Air Attacks are now set by selecting “Airplanes...” from the “Scenario” pop-down
menu. The dialog that appears lists all Air Attacks available, grouped according to nationality.

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GAME EDITORS
TIP #5 - AMMO: Don’t forget to consider the ammo levels. In general, you will probably want a value
between 70 and 85 (anything less than 70 should probably only be used for a side if it is disorganized,
cut-off and/or short on supplies; anything higher than 85 should be used only to represent a side that
is especially well-supplied).

TIP #6 - VICTORY LEVELS: Don’t forget to put in four different values in each the victory levels boxes
of the “Header Dialog” (the default values of “0” just won’t do!). Obviously, you will have to weigh the
amount and value of the objectives that your scenario has and which objectives you expect the First
Side (usually the “attacker”) to capture in order to achieve a minor and major victory. You also need
to consider acceptable casualty levels for the attacker, as well as if you intend for your scenario to
always be played as the human controlling a certain side vs. the computer (as opposed to balancing
it solely for “two player” play). Getting good victory levels will be important for your scenario to be
properly balanced, and is easily one of the hardest things to get “just right”.

TIP #7 - A/I VALUES: Easily the most commonly overlooked dialog, and quite important for proper
A/I behavior. These values are set in the scenario “Header Dialog”. The “A/I” value for the “attacking”
side should be set from about 60 to 90, in general. The higher the value, the more aggressive and “all
out” the attack will be. If a scenario has a clear-cut defending side its A/I value should probably be set
from about 0 to 40. A “0” would represent a “die where you stand” defense. Experiment with different
values and watch how the units move and react.

The Conditions Dialog: The Conditions Dialog will


then appear so you can establish the environmental
conditions for the current scenario.

The Ground selections are Normal, Soft, Mud, and


Snow. Ground conditions affect movement during the
battle. When snow Ground Conditions are in effect,
marsh is treated as open terrain and swamp becomes
forest.

The Water selections are Normal and Frozen. When the water is Frozen, all water hexes are treated
as open hexes, and streams and minor rivers become gullies.

The Tree selections are Normal, Brown, Barren, and Snow. These selections are pure-
ly graphical and have no affect on play.

The Field selections are Normal, Plowed, and None. Normal fields affect line-of-sight and movement,
while Plowed fields present no line-of-sight obstacle and only affect movement.

TIP #8 - CONDITIONS: Be sure to set the environmental


“Conditions” (available from the “Scenario” pop-down
menu) to conditions that are “logical”. For instance,
fields should not normally be in effect in January, you
should not have frozen water and/or snow in July, etc.

If you want your scenario to have a unique picture (one


that will be displayed whenever your scenario’s title is
selected in the Scenarios screen) you can insert a

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graphic file with the exact same name as your scenario and a .bmp extension into the Campaign
Series directory.

EXAMPLE: If your scenario’s file name is


Lvov.scn, the title of the graphic should be Lvov.
bmp. The dimensions of the picture you select
should be 256 pixels wide by 125 pixels high,
and the graphic should be saved as a Black and
White or 256-color bmp-type file, in order for it
to display properly.

13.18 PICKING OUT AIR ATTACKS


Air Attacks are set by selecting Airplanes... from
the “Scenario” pop-down menu. The dialog that appears lists all Air Attacks available, grouped
according to nationality. Most nationalities have several Air Attack types to choose from. To add an
Air Attack, select the desired type then press the Add button to add one Air Attack of that type for
that nationality.
Forces Dialog: The Forces Dialog is used to place units on the map or to add them in the form of
reinforcements.

The Forces Dialog lists the units of the “org” file that was selected for the scenario, and contains all
available units for a scenario. As units are placed on the map they are removed from the units dis-
played in the Forces Dialog. If a unit that has been placed on the map is deleted, it

is automatically added back into the list of available units in the Forces Dialog.

If the Forces Dialog is closed, you can reopen it by selecting Forces Dialog from the Units pop-down
menu.

13.19 PLACING UNITS ON THE MAP


To start placing the units for your scenario on the map, find the unit you want in the Forces Dialog.
With the specific unit highlighted in the Forces Dialog (i.e., not an organization, but the actual platoon-
unit), right click on the hex you wish to place it in. Once that unit is placed, the next unit in the Forces
Dialog will be highlighted and automatically selected. Continue to place units until you are satisfied
with the units on the map. Not all the units in the Forces Dialog need to be placed in the scenario.

You can use the “Turn (counter)clockwise” Tool Bar buttons to adjust the facing of the unit. Once
the facing is set for one unit, all subsequently placed units will have that facing, until the facing is
changed again. To see a unit’s facing, you will need to view the 3D icon, either on one of the 3D map
displays, or by checking the icon shown in its Info Box.

13.20 PLACING OFF-BOARD ARTILLERY


Occasionally you may wish to place an artillery unit off-map to represent a battery far removed from
the field of battle.

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GAME EDITORS
To place an artillery unit “off-board”, you must first locate and select the unit in the Force Dialog. (Do
not place the unit on the map.) Once you have the artillery unit thusly highlighted, from the “Settings”
pop-down dialog select Add Off-Board Artillery.... A dialog box will appear.

There are two ways that you can define the location of an off-board artillery unit:
Left-click in any “blank” area surrounding the miniature map displayed in this dialog box. Note that as
you click, the “x, y” coordinates displayed in the small windows in the lower left will change.

You can also type in the desired “x, y” in the “Hex Coordinates” boxes. Note that you can get long-
range artillery (such as naval guns) much farther away using this latter method.

When you are satisfied with the selected location, press the OK button.

Campaign Series artillery units include the guns of “off-shore” ships. Naval guns should be placed
only as off-board artillery; i.e., they should never be placed “on-map”.

13.21 PLACING REINFORCEMENTS


If you wish to have some units enter as reinforcements during the scenario, you must place them in
the hex you wish them to enter (which should be along the edge of the map). Once the units are
placed, select the unit(s) by double clicking on it, then select Add Reinforcements from the “Settings”
pop-down menu. The Reinforcement Dialog will then appear in which you can set the turn number of
the unit’s arrival and the percent chance that the unit will arrive at that time.

Air-Landed Reinforcements: If you want a


reinforcement group to enter via Paradrop or
Gliders, put a check mark in the appropriate
box of the Reinforcement Dialog. You can set
the amount of “scatter” for an air-landing
reinforcement group by inputting a number in
the “Scatter” window. There are currently no
restrictions on which units can land via parachute
or glider; it is up to you, as the scenario designer,
to make logical decisions here.

If unit facing is important to you, you will also want to have the reinforcing units facing the proper way
before you remove them from the map via the reinforcement process.

When selecting transports to arrive with their passengers as reinforcements, you should ensure that
the passengers are loaded on their respective transport before you remove them from the map via
the reinforcement process.

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13.22 THE SCENARIO EDITOR TOOL BAR
The scenario editor’s Tool Bar allows you to set different types of hex fortifications, place pontoon
bridges, set your Objective hexes, and adjust the status (Fixed, Fatigued, reduced-SP, etc.) of units.

Holding your cursor over a Tool Bar button will display a brief description of that button.

13.23 ADJUSTING YOUR PLACED UNITS


After you have placed your units on the map (or while you are placing the units) you can use the
Tool Bar to alter various conditions of the selected unit. You can set up a unit as fixed, fatigued or
disrupted, and adjust its starting Action Points, Morale or Strength. You can also rotate or remove
units using different Tool Bar buttons.

To adjust the values or the status of a unit you must select the unit by double clicking on it. You can
then use the proper Tool Bar button to adjust the desired value or status. Note: Though you can adjust
Action Points, Morale and Strength they can never go above the nominal level set in the .org file.

If you want to have one or more of the organizations in your scenario begin “Fixed” (so that units of
it cannot move until fired on or released), you may want to set when that org will be released during
the scenario. To set up the release time of an org, select Add Release from the “Settings” pop-down
menu. This will open the Add Release dialog. Using this dialog, you can select the individual unit or
organization, and set the turn of its release. Highlight the unit or org you want to release in the Add
Release Dialog, then input which turn it will be released, as well as the percent probability that it will
be released at that time. You can check or delete a release you have set using View/Delete Releases
from the Settings pop-down menu.

13.24 SETTING OBJECTIVE HEXES


Each scenario must have objectives for the opposing units to try and capture or defend and/or to exit
from. To set up an objective hex, left click on the hex that you wish to give an objective value to. Click
on the Objective Tool Bar button to bring up the Objective Dialog. Select which side currently controls
the hex and set the point value for the hex. Selecting a point value of zero, or setting the controlling
side to “None”, will cancel the objective hex.

To create an Exit Objective Hex select a hex on the map edge and assign it to the side you wish to
have exit from that point. Then define the point value for the objective as -1. Each unit of the side
corresponding to the color of the objective that exits from that hex during the scenario will add its
VP value to that side’s Objective Points for the scenario. Note that the value of a unit of the “Second
Side” exited from an Exit Objective Hex for its side has its VP value subtracted from the First Side’s
Objective Point total.

13.25 SAVING THE SCENARIO


When you have completed your scenario save it by selecting Save from the File pop-down menu.
When the Save As window appears, type in the name you would like to use for your scenario.

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It is a good idea to save your map file, your order of battle file, and your scenario file, al with the same
name. The computer will automatically add the proper extension. For example, if you are creating a
Lvov scenario, save your map as Lvov.map, your order of battle as Lvov.org and your scenario file
as Lvov.scn.

Your scenario file will be saved in the Campaign Series


directory with the extension .scn.

Once you have completed and saved your scenario


you can leave the scenario editor by selecting Exit
from the “File” pop-down menu and open the file in
the game. In the Scenarios screen, look for the title
you input in the Header dialog.

14.0 MULTI-PLAYER MODES


Campaign Series has a variety of multi-player modes that can be used for “head to head” contests
with other Campaign Series aficionados. All multi-player game modes require that both players have
the Campaign Series CD in the drive for each computer.

14.1 MODEM CONNECTIONS


Internet, Modem and Serial (Null Modem) connections are all started as Modem games. You can either
begin the game as the Modem Host or the Modem Caller.

14.2 INTERNET TCP/IP PLAY


Prior to beginning an Internet game of John Tiller’s’s Campaign Series, the Host Player should ensure
that he has a valid TCP/IP connection established on his computer. Typically this is a service of your
Internet Service Provider.

Multi-player Campaign Series: Campaign Series supports internet or network games of up to 16


players! The quality of play will depend several things, including how heavy inter-net traffic is at the
time, the quality of each participant’s service provider, and the speed of each player’s computer.
You may want to experiment with letting different players “host” the game to find the best quality
of play.

Once connected, you will need to run winipcfg.exe from your Windows® directory to find out your
current Internet address. The easiest way to do this is at the Run command in the Windows 95/98®
Start Menu. Type C:\windows\winipcfg.exe.

You will be looking for the IP address. Note: Typically, this address is changed by your Internet
Service Provider each time an Internet Connection is established.

The Modem Host player should then provide the Modem Caller player(s) with the IP address prior to
launching Campaign Series. This can be done by calling the Caller on a separate line, by sending the
address through E-Mail, or by using an Internet “Chat” program.

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Select Play a Scenario from the Main Menu screen.

Select the Modem option from the Scenario Type Screen.

The Modem Host should select a new scenario or resume a previously saved game.

The Host, when prompted for the type of Direct Play connection, should choose Internet Connection.

The Caller(s) should connect and provide the appropriate IP address when prompted.

At this point, both players will have a Communication Dialog and play will start or continue similar to
a standard game.

14.3 CONNECTING TO AN INTERNET SESSION OF CAMPAIGN SERIES


Once you have the host’s “IP” address launch Campaign Series. From the Main Menu screen select
“Play Scenario”. When the Scenario Type screen appears select “Modem Caller” the select “Start
New Game”. When the Scenarios screen appears select any scenario (we suggest a low-complexity
one) and press the OK button. The actual scenario selected does not matter, as the host loads the
scenario. The host should also inform you if he wants you to enter the game on his side, or on the
other (non-host) side.

When the “Player Dialog” appears type in your name or nickname. Here is also where you choose to
play on the same side as the host or not.

Next you’ll see the “Connection Dialog”. Select “Internet TCP/IP Connection for Direct Play”, then
press OK.

Next the “Locate Session” dialog appears. This is where you type in the IP address of the host. Then
press OK and the program will try to connect to that IP address. This usually happens flawlessly, but,
if not, keep trying a few times. If you get a “no valid sessions” message, perhaps the host got knocked
off-line and had to establish a new IP address by re-logging on. Perhaps check your e-mail or Internet
chat again for a new IP address.

If you’re playing a multi-player game, you will want to open the “Multi-player dialog” from the
“Special” pop-down menu. Once the game is up, you can chat with the other players in the “Comm
Dialog”. If playing a multi-player game check the “Send to my side only” before sending the if you
want only players of your side to see the message.

Multi-player Comm Dialog: When playing a multi-player game you can prevent the messages that
you type in the Comm Dialog from being seen by players on the other side by checking the “Send to
my side only” box located at the bottom of the Comm Dialog (check this before you press the Enter
key to send the message).

To send a “global” message to all players in the game, simply uncheck this box before pressing the
Enter key.

Multi-player Timed Game: The Host player in a live multi-player game has the option to use Set
Network Play Timer from the Special pop-down menu to input a time, in minutes, that will be used by
the program to automatically end each turn. This time can be reset at any time, but only by the Host. If
the time is reset, a message is displayed to all other players of the new time that has been set.

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Timer Warning Light: When playing a multi-player game using the timed play option (see above),
a colored “light” appears in the lower right-hand corner of the status bar (just to the left of the hex
coordinate numbers). When a green light appears here it’s your side’s turn. When the green light
changes to yellow it is a warning that your side now has less than one minute until the turn ends.
When this light is red it is the other side’s turn. When the red light turns orange, it is simply warning
you that the enemy now has less than one minute remaining to finish their turn.

The Multi-Player Dialog: This dialog can be accessed


from the “Special” pop-down menu, and is only useful in
games with more than two players. The dialog is divided
into a top half (listing all Allied players) and bottom half
(listing all Axis players). Note that the “Captain” of each
side is always listed in bold at the top of the player list
for that side. The “host” is always the Captain of his
side.

Along the bottom of this dialog are four buttons. Each of


these buttons is used by selecting (clicking on) a player’s
name and then clicking the button. The functions of
these buttons, and who can use them, follows:

The Assign button is used to assign an organization to the selected player. Only the Captain of a side
may use the Assign button.

The Deassign button is used to take the command of an organization away from the selected player.
Only the captain of a side may use the Deassign button.

The Promote button is used to assign a new “Captain” to a side. Only the “host” may use the Promote
button.

The Switch button is used to change the nationality (side) of a player. Only the “host” may use the
Promote button.

Scroll to View Enemy Action has also been added to the “Special” menu. This is “off” by default in
order to speed up game play. With this enabled, during a multi-player game (only) the computer will
scroll the map to display visible enemy actions.

14.4 MODEM AND SERIAL CONNECTION PLAY


You can use this connection to play over a modem or by a direct serial connection (also known as a
null modem).

The Modem Host will begin a game and choose the scenario to be played. He will be prompted for
which type of connection will be used during play. Choose the appropriate connection and enter the
necessary settings.

The Modem Caller will start the game and choose Modem Caller. When prompted he will also select
the type of connection you have and enter the appropriate settings or phone numbers.

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14.5 NETWORK IPX PLAY
You can use this connection to play over a Local Area Network (LAN).

The Modem Host will begin a game and choose the scenario to be played. When prompted he will be
asked which type of connection will be used, choose IPX play.

The Modem Caller will start the game and choose Modem Caller. When prompted he will also select
IPX play and when prompted select the Campaign Series game.

Note that all multi-player features discussed above in the “Internet TCP/IP Play” section (i.e., multi-
player Comm Dialog and Timed Game) are also available during a multi-player “LAN” game.

14.6 TWO-PLAYER HOT-SEAT


If you have a local opponent who doesn’t have a computer or you want to play on the same computer,
you can use the Two-Player Hot-Seat option. Note that Fog of War is automatically in effect for both
sides.

To begin a Hot-Seat game follow the same procedure as beginning a regular scenario, except when
you are in the Scenario Type screen choose Two-Player Hot-Seat.

Once the scenario begins, the person playing the First Side will be prompted to begin his turn. When
that player has completed his turn, click the Next Turn button. The map will clear, and the other
player will be prompted to begin his turn. Continue in this manner until the game is completed, or
you need to break and save the game. Note: Two-Player Hot-Seat saved game files are saved with
the extension .btt.

14.7 PLAY BY E-MAIL


TO START A PBEM GAME...
1. Select the Play Scenario option from the Main Menu Screen.

2. When the Scenario Type screen appears, ensure that the Play-by-E-Mail option is selected, then
click on the Start a New Game button.

3. The Scenario Screen will then appear. Choose the scenario to be played.

4. When the map appears, choose the local side (i.e., the side you will play) and whether or not Fog
of War will be used. You can also set the Advantage and Optional Rules at this point (note that once
a PBEM game has begun, the Optional Rules & FoW settings cannot be altered). Then select OK, and
proceed with play.

5. When finished with your turn be sure to press the End Turn Tool Bar button (or select Next from
the “Turn” pop-down menu). You will then see a message that local control is over. You will be
prompted to save the game (note that it must retain a “.bte” extension) and E-mail the saved-game
file to your opponent (veteran PBEM gamers usually “zip up” the file to protect the data.). You will

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then be prompted to enter an “Encryption Key” (i.e., a password). If you elect to input a password be
sure to remember it, as it will be necessary to input this before you can start your next turn. Keep the
password simple; it is wise to use the same password for all on-going PBEM files.

Be sure to end your turn! Not ending your turn, and then sending that file to your opponent, is the
most common PBEM error.

TO RESUME A PBEM GAME...


To resume a Play By E-mail game, you must download the file into the Campaign Series directory.

Then launch Campaign Series.

1. Select the Play Scenario option from the Main Menu Screen.

2. When the Scenario Type screen appears, ensure that the Play-by-E-Mail option is selected, then
click on the Resume Saved Game button.

3. When the Scenarios screen appears, select the file you wish to resume and click OK.

4. After the map and scenario are loaded and you have input your password, you will be given an
option to see a “Replay” of your opponent’s most recent moves/attacks. After the Replay is finished
(or if you choose not to view it), the next phase begins and play resumes. At the end of local control,
a prompt to E-mail the file will appear.

The same procedure is followed to play the remainder of the game, with each player alternately
playing and E-mailing his turns to his opponent.

15.0 HAVING FUN WITH PLAY-BY-E-MAIL!


By Glenn Saunders

PBEM and pitting your skills against another human is one of the more
challenging aspect that Campaign Series has to offer. I’ll never forget my very
first PBEM game. My heart was literally pounding as I saw the units move
across the map, but this time not under computer control. There was another
human at different terminal trying to defeat me. This was getting personal!

But for someone new to this aspect of wargaming, it can sometimes lead to
frustrating experiences where files just don’t seem to cooperate. The purpose
of this section is to point out some “tried and true” techniques that have
proven themselves over time to reduce, if not completely eliminate, most PBEM difficulties.

First of all, you can not keep your game files in a separate folder (or directory). As much as it may seem
like you can, this Windows95/98® file management ability does not work with Campaign Series. In
order to work properly, all saved game files must be kept in, and opened from, your Campaign Series
directory, that by default is usually:

C:\Program Files\John Tiller’s\Campaign Series

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Secondly, when playing the game, always, always, ALWAYS, ALWAYS keep the same game file name.
Here is a couple of tips on this:

Consider starting your PBEM game file name with 00 as these files will alphabetically appear at the
top of your directory list in Windows® Explorer.

Use your initials and your opponent’s initials separated by a dash. Therefore if I, Glenn Saunders were
playing a game with John Brown, our game file might be:

00gs-jb.bte.
It may seem complex, but it really works.

Avoid trying to send files back and forth that include the turn number. If you wish to use the File | Save
As... function to save the game at every turn, then that is your own business. But if you try sending
these variable file names you will inevitably make a mistake and save the file with the wrong name
resulting in lost time and relaying turns or exchanging email while you sort out the mess with your
opponent.

Passwords can be used with PBEM games. The whole purpose of the password protection in
Campaign Series is not to prevent cheating per se, but to prevent your opponent from accidentally
opening your game file in the wrong phase and thus spoiling the Fog-ofWar effect by seeing the
position of your hidden units. Passwords are for honest players and are not meant to stop cheating.
There are some people out there who are going to cheat, but by and large, I’ve found that the vast
majority of wargamers are honest.

Keep your password simple. This is not your bank account or your company secrets that are being
guarded here. Use common words that are before your eyes or so easy to spell as to be difficult
to forget. Avoid complex names using special characters and shifts in case from capital letters to
lowercase. Here are some examples of my favorites: as I look around my office I see the words
“monitor” and “laserjet”. I see “pocket” and “oxford”. I drive a “van”. Use your dog or cat’s name,
perhaps. Anything you won’t easily forget.

Use a compression utility and always “zip” (compress) your files, even if they are not big. Compressing
the file adds a little time to the PBEM process, but it saves tons of lost time. Compression utilities
can be found as shareware on many sites around the Internet. You will certainly find something at:
www.winzip.com

Compressing (i.e., “zipping”) the game file has two purposes:

It reduces file corruption when the file is being sent across the many miles that typically separate you
from your opponent. I will not go into the technical details, but it is like “rolling up a map before you
step out into the wind” – there is much less chance the map will be ripped away by the wind if it’s
properly rolled up.

When sending and receiving files by email using many different types of email programs, ZIP files are
usually handled in a consistent manner that can be handled by the person receiving the file.

For example, I have been sent files that were not zipped and they are sometimes appended to the
end of the email message. In these cases, it is possible but difficult to copy the entire message into
an editor and remove the unwanted parts – but you have to be very careful and know what data’s

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important and what’s “excess”. Miss a single character and the file will not work properly. “Error
opening file” is not a message you want to see!

Any email message that includes a game file should have the word “GAME FILE” in the subject line of
the email. Some people like to chat and exchange email messages, either game comments or other
news with their opponents. Sometimes they attach the file. But sometimes they think they attached
the file, and never mention the game in the message. The result can easily be several lost days while
the person who “thought” he sent the file (and didn’t) waits for the person who doesn’t have the file
to return it.

If you are chatting with the person you are playing, be careful to remove the “GAME FILE” word from
the subject line if your message does not contain the file. When in doubt ask! It only takes a second
and might avoid days in lost gaming.

Make yourself a backup copy of your game before you press the “END PHASE” button and get the file
ready to send. What I recommend is that you do a FILE | SAVE AS... view.bte – then “SAVE AS” again
– back to the GAME FILE name. This does two things:

1) It allows you to look at and ponder the situation while you wait for your opponent to
respond (it could be days and you may wish to look at the situation map), and...

2) It gives you a backup. If the file does become corrupted during the transfer and your
opponent can’t open it at his end for whatever reason, you merely open that file, then
SAVE AS - Game file - END PHASE - ZIP and resend it to him. You’d be surprised how
many games have been saved that way.

Finally, always press the “END PHASE” button before you send the file. Sounds simple but you’d be
surprised how often it is forgotten. Simply by rushing to send out the file and get on with the game
you are more likely to cause delays. And that is a fact proven over many matches.

In the event that you do have a problem with a PBEM game, reading a file or getting an error, here is
what is recommended. 1) Try checking your password 2) Completely shutting down your PC and “cold
start” it (that has opened 3 or 4 file that would co-operate) 3) if #1 & #2 fail, then ask your opponent
to check and make sure he remembered to END PHASE. These three simple things correct 98% of
the PBEM problems.

If problems continue, come up to John Tiller’s’s “Campaign Series” discussion page and see if one of
the helpful contributors can help you out.

Good Luck and Good Gaming!

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16.0 OBSERVATIONS OF AN EAST
FRONT II PLAYTESTER
By Eric Larsen

The following hints come from extensive playtesting of the scenarios of


John Tiller’s’s East Front and its subsequent expansion, Campaign CD
1, and should provide some useful clues to help better your score and
enjoyment of the game system. Since I always play with “Fog of War” and
all Optional Rules “on”, the following hints are based on these settings,
which, in my opinion, create the proper tension that is part of commanding
in warfare and helps to keep the game from deteriorating into a “play by
the numbers” contest.

First and foremost is think of a plan for winning the scenario. Be careful
to be realistic about what you want to do to win certain victory levels and try to stick to your basic
game plan. Of course be flexible to making changes as your opponent unveils his plan. You normally
don’t need to take or keep all the victory-point (VP) hexes to win a major victory. Be aware of the point
differential between each side’s casualty Victory Points and try not to give your opponent easy VP.

The dominant weapon system in World War II was the tank and this game system models it well, but
beware of thinking that they are invulnerable against other unit types. The best way to employ them,
in attack or defense, is en masse with infantry supported by artillery.

When attacking with tanks make sure to take advantage of roads when moving to contact and if using
roads move them singly rather than in large stacks. One other maxim that works well is concentration
of force. Concentrate your tank units on a small area and overwhelm the defense. Don’t waste your
tank forces spread out as infantry support. Don’t be in a hurry to use their last Action Points (AP)
getting into the defender’s view. Hide out of view until the next turn when you can have a better
chance of moving and firing. Try to take advantage of covering terrain like villages and forests with
the initial units moving into view that will draw opportunity fire (OpFire) from the defenders. Also, try
to get them to fire at your units at longer ranges initially and with other unit types like infantry. Then
move up with other tanks and try to get off one to two shots per vehicle on targets that most threaten
your tanks. Anti-Tank (AT) guns tend to be easier units to kill than machine-gun (MG) or infantry as
soft targets go and pose the greatest threat to vehicles so try getting them reduced and disrupted first.

German tanks, especially the heavier models


later in the war, tend to have longer effective
killing ranges so using them in long-range
duels with Russian tanks is the best way to go.
Russian tanks, except the heavier models and
the ones equipped with larger than 76mm guns,
usually need to close the gap with their German
opponents to get effective shots off. This is where
concentration of force is critical as the Russian
really has to exhaust the German tanks’ OpFire and be willing to take some punishment when closing
to an effective range. With the Optional Rule for Armor Facing Effects “on”, getting flank and rear

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shots makes killing tanks easier. Work on getting tanks to retreat while still in view and then hit the
retreated tanks in the rear where their armor is thinnest. Once you’ve disrupted a unit it’s time to start
working on trying to disrupt other units. Once tanks have been disrupted they are more vulnerable
to assault by units with good assault values such as infantry. Try to surround them before assaulting
by having units on opposite sides of the unit cutting off its retreat route. Don’t be surprised if they do
retreat anyway, and they will frequently if they aren’t disrupted. Sometimes it’s best to surround a
target completely to so that it has no retreat route available.

Another good use for tanks is in assaulting units with low Defense Strengths but high VP values like
headquarters (HQ) and artillery. Be careful of how you use them when assaulting villages and other
rough terrain, as they aren’t as effective and are more prone to losses and disruptions.

Infantry units aren’t as weak as they may appear if handled properly. When attacking, their
most effective ability tends to be assault combat. Know what types of units have what types of
characteristics and use them accordingly. Try to use covering terrain to advance and don’t be in a
hurry with them trying to get to the defensive position before the defenders are at least disrupted.
It’s better to move and fire each turn in advancing and keeping units spread out without too much
stacking if the defender has artillery available. Unless you can get about 6- 8 attack factors on a
soft target you should keep moving until you can. If the defenders are in improved positions (IP) in
village/forest hexes then you need a bit more. Therefore it really pays to have units use the digging-in
function to improve their defensive chances. Just be sure to turn them off when the enemy is in close
proximity as they are less effective in firing.

When attacking a bunker, unless you can get a quick coup de grace on a weak defender like an HQ,
it is best to surround the hex first on all sides to prevent reinforcement and to cut off its supply. It’s
best to clear a few hexes in every direction on a well-defended bunker first so the attackers aren’t
susceptible to fire from nearby hexes. If the defender has more than 13 strength points in the hex
then you should be able to keep firing away with units with high soft-target Attack Strengths to get
disruptions on all units. Leaders with good Command Ratings stacked with a machine gun or a tank
with a good Soft-Target Attack Strength can attain Disruptions and reductions. Try to damage AT,
MG, and Mine-Clearing Units first, as they usually pose the highest threat, and then work on the
infantry types (like rifle and Russian sub-machine gun units) that have higher Defense Strengths
against assault. Bunkers don’t benefit vehicular targets so they are easier to take on than the non-
vehicular targets. Artillery is rather ineffective against non-vehicular Soft Targets in bunkers, so you
may want to move up 105mm and 150mm guns to 2-3 hex range to get in the upper 20’s in Indirect
Fire points to register Disruptions. Rocket artillery that can exert over 30 attack factors on a bunker
hex is very helpful. Once all or most of the defenders are Disrupted, and most likely Low on Ammo,
then the bunker is easier to assault successfully. Be sure to use a leader with plenty of units with
good Assault Values like engineers, but avoid using Low-on-Ammo units. If the bunker isn’t in clear/
orchard/field terrain then try not to use tanks, but if you do, use ones with really high Assault Values
and, if available, flamethrower tanks or halftracks. Just be careful in bringing up those lightly-armored
flamethrower halftracks so they don’t take OpFire and get disrupted. Usually bring them in at the very
last just before assaulting.

When using infantry against tanks most infantry can’t do much with Direct Fire attacks. Only German
engineers and late-war German infantry types have high Hard-Target Attack Strengths that will readily
reduce or disrupt heavier tanks through fire combat. The best way for infantry to kill tanks is to assault
Disrupted tanks that are surrounded and flanked.

Infantry can also attract OpFire while advancing, and the best way to attract OpFire is to move a unit
more than one hex at a time while in an enemy LOS. This also works for vehicle units.

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When defending it is best to stack an infantry unit with an MG or AT unit and to make some kind of
defensive line that takes advantage of as much good defensive terrain as possible, and that doesn’t
allow the enemy easy ways to isolate and surround parts of it. Try to also get good fields of fire over
likely enemy avenues of approach, but don’t waste too many units trying to make a screen. Also, try to
defend in depth so that you can switch Disrupted/non-Disrupted units back and forth. On the defense,
Leaders can come in handy helping Disrupted units become undisrupted so keep them back out of
sight for that purpose. Keep reserves handy, if possible, so that penetrations can be pushed back to
maintain your lines and to keep your units from being surrounded. Don’t be afraid to pull some units
back from the line if they do become nearly surrounded. This is easier to do defending a good size
city or forest area.

Artillery units can provide good support for the


attack if used properly. Try to move your attacking
artillery up close to the battle lines so that you get
better indirect fire strengths. Make sure to keep
them out of sight though, and preferably in good
defensive terrain.

Avoid stacking them so that a lucky Indirect Fire hit


doesn’t do too much damage. Smaller mortar units
(82mm and smaller) can move on their own, albeit
slowly, so once transported to the battle area it’s
better to move them on their own so that they are ready to fire each turn and are not as vulnerable
as when loaded on a transport. The same goes for smaller gun types of 75mm or less that can move
on their own. Bigger artillery need their transport handy to move up but only when they are ready to
move so it’s usually a good idea to unstack and move the transports back to safe hexes but within
easy movement range of their respective guns. This keeps the transports safe in case of Indirect Fire
attacks and keeps the stacking points down in case of a lucky hit. To have any effect against IP’s in
village/forest hexes you really need to get your artillery close, as Indirect Fire tends to be ineffective
vs. fortified positions at less than 15 points of attack strength. If the defender has large stacks then go
for them heavily. Don’t be afraid to hit hexes several times with different calibers of artillery working
from the smaller calibers on up. Go for HQ, AT, MG and Leader units first as they tend to be more
vulnerable to Indirect Fire. Don’t waste much Indirect Fire as Direct Fire because if your artillery is
visible it’s vulnerable!

Artillery in the defense can break or weaken an infantry attack if used properly. With larger caliber
guns, 105’s and up, you can even do some damage to an armor attack when you can get 4 or more
hard-attack points on a hex. Very small tanks and halftracks can be susceptible to less. Don’t expect
too much though as the best you can do to stop an armored attack is to get the Leaders eliminated
by your artillery thereby cutting down that advantage. When faced with an attack it’s best to try and
bombard in depth in front of the enemy trying to get them after their next move. Know how far your
opponent’s infantry units can move in a turn and then you start with the smaller caliber artillery
bombarding the most likely forward hexes that can be reached and bombarding in a line and then
walk it back. If done well you can catch units that retreated in earlier bombardments a second or
third time! Save the largest caliber artillery for the most likely hexes where stacks of units may be
and hexes where you don’t want the enemy to stay after their next move. If your opponent leaves
units stationary for a few turns and it’s likely he will continue then bombard those hexes if they
contain worthwhile targets. In the beginning turns of a scenario you may want to move some artillery
forward to get higher attack strengths, or to get to better defensive positions. Small artillery capable
of moving by themselves that are in the front lines should be moved back if possible as they are
easy targets and are better at providing support rather than Direct Fire combat. Depending on the

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TIPS AND TACTICS
situation, either move them on their own or transport them back to a better defensive position. If you
can figure out where and when your opponent will be moving while loaded on transports, then try
an area bombardment, even if out of your sight. If you catch loaded transports (especially soft ones!)
with Indirect Fire you can cause some serious carnage. If the enemy shows his artillery then bombard
it at the first opportunity.

Smoke Indirect Fire can be a real help if not squandered. There usually is never
enough Smoke so use it for really important things. One of my favorite uses
is to plot Smoke in a Minefield hex in an enemy OpFire zone the turn before a
Mine-Clearing (engineer) Unit is scheduled to enter the hex. That way it falls
just before your engineer moves into the Minefield, thus reducing any enemy
OpFire, and lasts through the enemy’s next turn. You can use Smoke to suppress
enemy fire in bunker hexes when first approaching it, but remember that firing
into a Smoked bunker hex is usually a futile waste of AP. Using Smoke for the
defense is tricky. It can be used to block fire from units, encouraging them to
move, but if you Smoke their hex make sure you want to minimize their fire
effects (and not waste ammo having your units firing at them), as they will gain a defensive benefit
from your Smoke. You can also lay Smoke on threatened friendly units to protect them, but remember
that it will also reduce all fire out of that hex, too.

Leaders are one of my favorite unit types as they have some wonderful capabilities and add some
personality to the game. Make sure to use the Display Organization function to know what units each
Leader commands. Leaders with high Leadership Ratings are very useful for helping units that have
suffered a morale loss to recover. This is essential if the units are disrupted as they will not undisrupt
until they have recovered their base morale. If possible, keep your higher morale-level Leaders back
for that purpose. Leaders that have good Command Ratings can increase attack strengths, hopefully
making ineffective shots effective. They also help in assaults, so include them in assaults where you
really need to overcome defensive advantages of terrain, especially bunkers. A Leader with a good
Command Rating can increase an MG unit dramatically. Take care of your Leaders by keeping them
in good defensive terrain and don’t waste them early. Keep them stacked with units at the end of each
move so that they can’t be easily assaulted or fired at. Leaders don’t benefit HQ’s for supply purposes,
and are wasted if kept stacked with them. Get them into action or near areas where you need a little
extra help in overcoming the enemy. Concentrate on units that have Leaders stacked with them when
plotting bombardments and Direct Fire attacks. You never know when you get that lucky result that
eliminates an enemy Leader and gives you some good VP’s.

Headquarters are units best not seen by the enemy. Check the HQ ranges for the various HQ types
and know how far back to keep them. Battalion HQ’s need to be closer; I find it better to keep them
back about six hexes, out of Line of Sight, and in good defensive terrain. I’d rather move a low-ammo
unit back toward its HQ to resupply than to bring an HQ up into an enemy fire zone. Find a good spot
for your HQ, but avoid stacking them, and then don’t move them until you’re ready to move up or back
a good ways. Don’t move them a little every turn or they will never provide supply. Move them long
distances every once and a while when the supply line becomes too long. If you have several levels
of HQ’s then move one level while leaving another in position so that one level will at least be able to
provide supply. Then you can alternate moving various levels of HQ’s in turn and maintain contact and
still provide supply when advancing. If your opponent reveals his HQ be sure to make them a priority
target as they yield high VP’s and, if eliminated, deny your opponent supply.

Recon units, though weak, can be very useful units if you remember what they are for. They should
be used for spotting, and (sometimes) to draw fire (i.e., OpFire “fodder”). If kept back initially they may
come in useful near the end of the scenario by flanking and hunting weak enemy units like trucks and

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HQ’s. Some of the German armored cars are quite good but should still be used carefully. They can be
fairly effective against infantry from two hexes away if there aren’t any enemy tanks or AT guns
around.

FlaK units can be used for many purposes but if the


enemy has Air Attacks then you want to make sure
you use them to protect valuable tanks or Soft
Targets until the Air Attacks are expended. The
lighter FlaK units mounted on trucks have good
Attack Strengths against Soft Targets, but they are
themselves a vulnerable Soft Target so use them
wisely. Keeping them, as well as the other FlaK
units that aren’t mounted on vehicles, in good
defensive terrain is the best rule. FlaK units mounted on halftracks are good for protecting tanks in an
advance since they are better able to keep pace with them. Heavy FlaK units, like the German “88”,
are best kept back in good defensive terrain with nice wide fields of fire. They should be used to
ensure any roaming enemy tanks in your rear will have a nasty surprise. They don’t have many shots
per phase so they will not stop a large tank attack alone. Make sure they have some support and can
come to their aid quickly if they become threatened.

Trucks and transports are another unit type that needs


to be used wisely. First and foremost they are vulnerable
(since most are Soft Targets) and have no attack capability
(exception: armed and armored halftracks, such as the
German 251/1). The sole function of your “soft” transport
is to carry units to the front—then get them the heck back
to safety, as they are easy to kill and provide quick easy
VP’s. Although I’ve seen some players use “kamikaze
scout” trucks as bait, this is a desperate practice that will
yield easy VP’s to you. Don’t use your transport for fire fodder or scouting as they really don’t do either
role well. When you find them stacked in your front lines when you’re defending move them back
if they aren’t necessary. There’s nothing like giving your opponent a 13 strength-point plus stack
to shoot at because you left your transports in the front lines instead of evacuating them. There are
times when a transport unit can help you “screen” something more valuable, like an HQ, but this is
a desperate measure and should not be relied upon regularly. If you do this try to keep them in good
defensive terrain so that the enemy may not have enough movement left to assault. Transports are
very vulnerable to assault by any unit with an Assault Value. It’s better to assault them rather than use
Direct Fire, as they are sure kills when assaulted but not when shot at.

Air Attacks are handy for tank-busting, especially the heavier tanks that may be difficult for your
ground units to damage or destroy. Don’t be in a rush to use your Air Attacks early as the mere threat
of them can keep your opponent worried for a longer period of time. Watch for stationary tanks in
clear hexes if possible as Air Attacks against units in good defensive terrain aren’t as effective. Don’t
be afraid to use them against larger-caliber AT guns and artillery, especially when they are out of your
artillery’s range. Also be wary of enemy FlaK as they can damage an Air Attack. When you are subject
to enemy Air Attacks remember that movement is the best defense. Not being where you’re expected
to be (in case an opponent is presumptive in placing Air Attacks) may save you losses.

One function that I use with regularity, if pressed by a good opponent in my rear areas, is the “Remove
Unit from Map” function. It’s better to remove units and deny your opponent easy VP’s than to try to
run them around the edge of the map. One of my favorite point-getters is chasing down enemy trucks

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TIPS AND TACTICS
with half-tracks, tanks or armored cars and assaulting stacks of them, hex after hex like dominoes,
because some opponent didn’t move his trucks back to safety and I crashed the party. Same goes for
HQ’s, especially since they don’t provide supply when moving and yield high VP’s. Any unit that can’t
really defend itself when near the edge may better off being removed so that the enemy can’t get easy
VP’s. This is mainly something the defender should consider, since he frequently won’t have enough
troops to keep the enemy from running around rear areas.

Terrain is another aspect that cannot be overlooked. I can’t emphasize enough the importance of
good defensive terrain like villages, suburbs, city, special buildings, forests, or rough hexes. They
provide a good defensive help against all attacks. When IP’s, trenches, or bunkers are in those hexes
the combined effects really help the defense in all attacks. When entering forest or rough hexes be
sure to try and use roads or paths to help reserve some APs for firing as they cost 65 AP’s to enter
and not all units have a 35 point (or less) Fire Cost. Sometimes it’s better to take an extra turn getting
units into good defensive terrain to protect them for firing the next. Populated areas are good as they
require less AP’s to enter thereby allowing for more shots to possibly be fired. The player that takes
best advantage of terrain will have an improved chance of winning.

Hills are another good position to be in, especially for tanks. With the height advantage tanks are
harder to hit and have an increased chance of damaging targets at lower levels. This is one instance
when being in open terrain isn’t so bad. Having the height advantage also allows for better field of
view of the enemy for spotting Indirect Fire.

The art of appearing out of nowhere and crossing open ground takes some practice. It is always best
to use covering terrain until you absolutely have to break out into the open. Try to ensure that when
you do break out into the open you’re using that unit’s first AP’s—not its last. Be careful of when to
rush in, and when to take your time and fire while
moving. Keep your infantry assets spread out to minimize
Indirect Fire casualties, and concentrate them when
you’re ready to assault. Remember to keep valuable
“soft” units like HQ’s, artillery, and loaded transports out
of your opponent’s sight.

In order to win remember that nothing substitutes for


proper planning. Think out what you want to do as either
attacker or defender. Look the scenario over from both
sides and know what each side has and basically where it is. Check the Reinforcement and Release
schedules to get an idea of when and where reinforcements come from. Look over the terrain: note
the road system and spot blocking terrain types so that you can plan where you want to go and how
to get there fastest. Check where the Objective hexes are and how you plan to take or keep them.
Remember you don’t have to take or keep all the Objective hexes to win. The difference will usually be
in the disparity of casualty VP one side has over the other, so concentrate on killing the enemy force
more than taking specific hexes. With two evenly-matched opponents, Objective hex control will be
important so take care to plan well on which ones to end up with.

When attacking, being there “firstest with the mostest” is very important. If your Order of Battle
is blessed with lots of tanks, concentration of this asset can prove deadly to an opponent who is
spread out. The “armored fist” approach works well when you can concentrate early on a point in the
enemy’s line to break through and then fan out into his rear area. Just be careful that your attack does-
n’t bog down so that you are not able to take enough Objective hexes to win. Flanking maneuvers are
effective if your opponent isn’t expecting them if you can overrun his rear areas where his artillery and
HQ usually are. But beware: split forces can be overwhelmed by a good opponent who recognizes the

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split early and has the force to concentrate. Split forces also may not have enough force to overwhelm
an enemy or be able to take a good defensive position. When attacking have patience while being in
a hurry. Sometimes it’s better to spend a few turns getting some units up to spot for artillery to soften
up the defense before bringing in your attacking force. On the defense don’t keep all your units up
front. Try to defend in depth and defend rear Objective hexes if the enemy may be able to get to them,
even if you have to leave units there the entire game. You don’t want to give up some quick and easy
VP’s at the end of the game because you moved everything out early and didn’t keep something back
to defend. Spread out a bit so you don’t overstack, or allow units to be easily flanked and surrounded.
When defending remember to keep reserves capable of counterattacking and sealing off possible
enemy penetrations both in the short term and the long term.

Above all else, there’s also no substitute for volume of fire, so remember to shoot as often as possible
and take good shots. Try to bring as much fire to bear as possible, and make sure to shoot at targets
in a manner that will cause reductions, Disruptions, and retreats. Once a unit is Disrupted move onto
another non-Disrupted target.

Opportunity Fire (OpFire) is also important in keeping an enemy from running his units at you without
fear of losses on the way in. Adjusting OpFire ranges with the “Assign Opportunity Fire” function is an
important and ongoing process. Don’t let an opponent figure out what your OpFire ranges are set at,
otherwise he will be able to take advantage of this knowledge. Vary them from time to time, and don’t
allow empty trucks to draw OpFire, thus draining your antitank OpFire capability before the enemy
armor closes. Also keep the ranges realistic as far as what types of firing units are being used against
the various target types. As the settings are universal to unit types, you’ll find situations where you’ll
need to pick carefully as some areas may need different settings from other areas.

A few hints on playing the A/I (artificial intelligence) that I’ve noticed will help you avoid regrettable
situations when thusly engaged. The A/I will sometimes stack up in Objective and fortification hexes
to the exclusion of maintaining a good line around it, so first clear the area and surround such a hex.
When the A/I is defending it will tend to counterattack Objective hexes you control. In this way you
can influence the A/I into attacking certain areas you want it to. Then you can “play defense on the
offense” and catch enemy units in open terrain rather than in good defensive positions where they
were. The A/I will frequently expend Smoke and Air Attacks early in a scenario, so be prepared to
take advantage of that tendency. It has been known to move HQ’s too far forward, so take out the
A/I’s HQ’s early when they move into firing range. Don’t push your luck too far with the A/I, though,
as it will at times come up with good combinations of fire combat and assaults. It will assault at times
you’ll least like.

Although these games are visually stunning in 3D modes, it’s not always easy to differentiate the
terrain elevations on the 3D maps, so don’t entirely disregard the 2D view mode. In 3D view mode,
you might want to turn on “Hex Contours” and use the “Rotate Map” function to see how a hill may
go up and down, as it can be hard to tell how the hill slopes away on its “far side”. The 2D mode also
allows for a far larger view of the battlefield, and allows you to see hexside terrain like embankments
far easier. You can also see all the units in a hex better in 2D mode when there are more than four
or five therein, as they sometimes get hidden in 3D mode. When in 2D mode, using the “Reachable
Hexes” function makes it easier to make long moves in one move. You can see the limits of a unit’s
movement better, and if you want it to move its maximum select the farthest highlighted hex you
want to move to and it will get there. Be careful of making interim smaller moves, as the movement
algorithm may decide on a straighter, less-efficient path. You can use the “Save AP’s for Unloading”
and/or the “Save AP’s for Firing” functions with the “Reachable Hexes” function to show the limits of
movement with either (or both) of those features set. You can see just how far your unit can go and
still be able to unload or shoot. You can also use 2D mode as a faster method of playing, with the

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TIPS AND TACTICS
sound effects turned off, for really large scenarios. I also find that it takes far less time to watch the
replays when in 2D mode with the sound effects off. When playing the largest scenarios remember to
have patience while it loads the saved game.

Above all, Campaign Series is a fun and playable game system for humans to play each other, so my
best advice may be to find some PBEM or on-line opponents. Nothing beats pitting your wits against
another gamer, and you never know when you’ll learn new tricks in defeat that will help you win later
and enjoy the game even more.

Have fun and enjoy John Tiller’s’s Campaign Series!


Eric Larsen

17.0 BATTLEFIELD TACTICS


By John Underwood
Most of this information was derived from the Department of the Army Field
Manual [FM] 100-5 Operations, 1993. I do not want to dazzle or confuse
you. What I intend to do is to give you a straight forward look at Modern
Battlefield Doctrine which is applicable to any day or era.

THE PRINCIPLES OF WAR


Objective: The Ultimate military purpose of war is the destruction of
the enemy’s armed forces and will to fight. Of course the application of
firepower against the will to fight may be difficult in a game....unless of
course you send your opponent a computer virus.

Direct every military operation toward a clearly defined and attainable objective.

It is not necessary to take every hex, only take what you can hold and live to fight another day. Games
with Exit Objectives may only require you to exit your forces, taking the other static Objective hexes
may only expend combat power and not be necessary to attain the victory. Remember Security.

Offensive: Offensive action is the most effective and decisive way to attain a clearly defined common
objective.

Seize, retain and exploit the initiative.


Enough said. Decide what must be done to win and do it. Save tactical reinforcements to pursue and
finish off the enemy. Remember Security.

Mass: Synchronizing all elements of combat power where they will have decisive effect on an enemy
force in a short period of time is to achieve mass.

Mass the effect of overwhelming combat power at the decisive place and time.

“Piece-mealing” your units, once the decision has been made to attack, only allows the enemy to fight
smaller units—exactly what he was hoping for. Remember Security.

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Economy of Force: ...is the judicious employment and distribution of forces. Employ all combat
power available in the most effective way possible; allocate minimum essential combat power to
secondary efforts.

Use enough force to outnumber your enemy at the point of attack, and try to always keep a reserve
available to exploit the gains or to hold the objective from counterattack. Remember Security.

Maneuver: ...is the movement of forces in relation to the enemy in order to gain positional
advantage.

Place the enemy in a position of disadvantage through the flexible application of combat power.

Fight the enemy on your terms; make him move to engage you, at a time and place of your choosing.
Keep an eye on the game length and do not be too anxious when time is on your side. Remember
Security.

Unity of Command: ...means that all the forces are under one responsible commander.
For every objective, seek unity of command and unity of effort.

The new multi-player mode poses special challenges here!

Security: Risk is inherent in war; however, commanders must not be overly cautious. To be
successful, commanders must take necessary, calculated risks to preserve the force and defeat the
enemy. Protecting the force increases friendly combat power.

Never permit the enemy to acquire unexpected advantage.

Always protect your flanks. Especially when attacking, protect your flanks from a counter-attack.
Send reconnaissance out in front and to both flanks so to help you find where the enemy is. Do not
get caught napping. Remember Security!

Surprise: ...can decisively shift the balance of combat power. By seeking surprise, forces can achieve
success well out of proportion to the effort expended. Strike the enemy at a time and place or in a
manner for which he is unprepared.

Surprise is what happens to the enemy when proper security precautions were not taken. We will
always have security.

Simplicity: Everything in war is very simple, but the simple thing is difficult. Prepare clear,
uncomplicated plans and concise orders to ensure thorough understanding.

THE TENETS OF ARMY OPERATIONS


Initiative: sets or changes the terms of battle by action and implies an offensive spirit in the conduct
of all operations.

In the attack, initiative implies never allowing the enemy to recover from the initial shock of the
attack.

In the defense, initiative implies quickly turning the tables on the attacker. Defending commanders act
rapidly to negate the attacker’s initial advantage.

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TIPS AND TACTICS
Agility: is the ability of friendly forces to react faster than the enemy and is a prerequisite for seizing
and holding the initiative.

Depth: is the extension of operations in time,


space, resources, and purpose.
To think in depth is to forecast and to anticipate so
that the enemy can be attacked simultaneously
throughout the depth of the battlefield.

Depth allows commanders to sustain momentum


and take advantage of all available resources
to press the fight, attacking enemy forces and
capabilities simultaneously throughout the
battlefield.

Synchronization: is arranging activities in time and space to mass at the decisive point.
Versatility: is the ability of units to meet diverse mission requirements.

MYTH VS. FACT: REALITY IN WORLD WAR II AND IN CAMPAIGN SERIES


Myth: The German Army had a technological advantage over their enemies.

Fact: Most French Tanks in 1939/40 were better armed and armored; many British tanks in the Desert
were better than their German counterparts; the Russian T-34 and KV tanks, in 1941 and well into
1942, were better than anything the Germans could field.

What the Germans did have was a combat doctrine that utilized their tanks to their fullest potential,
and tank crews that were by far the best trained in the world—until attrition and years of combat
depleted their ranks and training time available.

Not until the Panther and Tiger tanks did the Germans have a technological advantage, but by then
many of the experienced tank crews were gone.

This is a game with a time frame for completion. Do not get in too big of a hurry if you do not know
what you are facing. Recon the area, make a feint against the objective and see what you stir up, but
always: remember security.

Unlike war you do not always have to kill the enemy to win. Sometimes simply avoiding the enemy
and exiting your units off an Exit Objective may give you the necessary points for a win.

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18.0 EAST FRONT II TUTORIAL
LIMA JULIET VICTOR... LIMA JULIET VICTOR...

***
This is TANGO CHARLIE KILO...

...do you hear me Hauptmann Neitzel?

***

Your signal is very weak Herr Hauptmann...

***

Neitzel! Get those Panzers rolling; I want you out


front with your Scout Cars. Move forward man! I
need to locate that Russian Tank Division!

***

I don’t care if you don’t know where the Russian positions


are! MOVE forward now and I am certain you will find
them. Find them and eliminate them. Now MOVE or I will
find someone who will! Is that clear Hauptmann!?!

***

Take the hill overlooking the town of Tornoff


– and then secure the town.

***

And one more thing Hauptmann: We’re a little short on


ammo. Use your fire missions very carefully.

***
Now MOVE OUT!

You’re the cutting edge Herr Hauptmann. Now — for the Fatherland — get those Panzers moving!

The following tutorial has been put together as a training exercise to introduce you to some of the
moves and techniques that may help you in playing Campaign Series. While no tutorial can completely
explain all issues, it’s hoped that you will find the information in this document useful.

In order for the tutorial to work, it is necessary for you to load and run EFII Campaign Series. Once the
Main Menu screen has opened press the “Play Scenario” button to start. Once you press the Play
Scenario button you will be taken to a new menu where you can pick the type of scenario you want to
play. For the tutorial, you need to pick “Start a New Game” and have the “Standard” box checked on.
You will now find yourself at the scenario selection screen. From here you can choose one of many

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TUTORIAL
scenarios to play. Scroll down the list using the arrow button located on the right side of the scenario
selection dialog; the buttons with the “double arrows” will move up or down the list a “screen” at a
time. Locate “Tutorial: Reconnaissance”, make sure it’s highlighted, and then click the OK button near
the bottom of the screen. This will now launch the game.

Be certain to set the Allied as to be played as


“Computer with Fog of War” when you load the
scenario. For now, you should leave off the Optional
Rule for Extreme Fog of War as well as the Optional
Rule for Armor Facing Effects. You may decide to use
these rules later. Note that Optional Rules can only
be defined at the beginning of a scenario.

In Campaign Series, there are often many different


ways to perform the same task. These options are
based on your personal style of play. This document
will attempt to introduce you to a few and illustrate
how you can find others. Use this just to get started.

TOUR DE FORCE
You should now be viewing a screen that has a map of the battlefield on it. To get started – push the M
Key. This hot key toggles ON/OFF the menu bar located at the top of the screen. You’ll need to access
the menu items here from time to time. We’ll discuss some of these options later. See the list of Hot
Keys on the back cover of this manual.

Next, before we get the game started, push the number 1, 2, 3, 4, & 5 keys near the top of your
keyboard. This will load each map view into memory and gives you the overall lay of the land for your
scenario. Be sure and allow enough time for the computer to load each map view before pressing the
next number. The first time you load each map, expect a short delay as your computer accesses the
information for the first time. Once the various map views have been loaded, the next time you select
a different map view the display will change faster.

When you cycle through the maps at various views you may notice the objectives (which are all
enemy-controlled at start) are marked with a red star on a brown background. If you do not see them,
click on the menu item “Display”, then click on Objectives (or press the O hot key).

Put your map in 3D Normal View by selecting this option from the “Display” pop-down menu.
Alternatively, you can press the 1 key on the top of the keyboard. In the center of your map you can
see your units. Move your mouse to the right side of the map – all the way over – and notice how the
display “auto scrolls”. You can scroll in any direction using this “auto scroll” technique.

At this time we need to use some of the buttons located in the Tool Bar at the bottom of your screen.
Move your mouse cursor over the buttons and a brief description will appear above each. The fourth
button from the right is the “Jump Map”. This feature gives an overview of the entire battlefield and
can be especially useful on large maps. You can also use it to move around the battlefield by “Left
Clicking” anywhere on the Jump Map that you wish to view. The German units are shown on the Jump
Map as small blue squares. Now Left Click on the map where your units are located.

Next, click on the “Toggle Display of Bases” button, so you don’t overlook any of your units or to
see if some of the Russians might be visible at start. (In this scenario there are no enemies visible at

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start.) With this feature enabled, each icon will have a colored base, blue for the Germans and brown
for the Russians.

Click on the empty area of the hex containing your lead units – the two Pz 38(t)’s and leader in hex
9,10. Note the hex co-ordinates are in the lower right corner of the screen. Later instructions will refer
to these hex co-ordinates.

Move your cursor over your units. Notice as the cross hairs pass over a unit, the Icon is highlighted
in yellow and the unit’s Info Box is displayed superimposed over the map. The info box changes as a
new unit is highlighted. In basic terms, the Info Box contains a sketch of the Unit, the name of the unit
in a label at the top of the box and several game information factors. If the Info Box is not conveniently
positioned on your map, you can left click and drag it to a new position.

Now, place your cursor over the lead Pz 38(t) in hex 9,10 and left click once on the icon. Notice the
base turns a brighter color and the label of the unit’s Info Box also turns a brighter grey. The Unit is
now Selected so be careful, you don’t want to move it just yet.

Put your cursor over the Info Box and right click. Notice that the bright grey goes away. You have not
unselected the unit, you have just switched to the other Pz 3 8(t) in the same hex. Right click once
more on the Info Box and now you see the leader in that hex. As you right click on the Info Box you
cycle through each unit in a hex, one at a time.

With a Pz 38(t) selected press the F2 key. The “Unit Handbook”, which provides extended information
about each unit, is displayed in the center of the map.
NOTE: There is no overall movement cost chart in John Tiller’s’s Campaign Series’ Parameter Data.
That is because, with the game’s system of APs, each unit has its own movement chart for each
particular ground condition. Basically, the “faster” a unit is, the less AP it will have to spend to move.
The movement cost for this unit, considering the current scenario’s ground condition, is listed on the
left side of the Unit Handbook in green numbers.

On the right side of the Unit Handbook is a short historical review of the unit. As many of these
historical notes scroll off the bottom of the box, you may need to use the arrows to the left of the
copy or the Page Down (PgDn) key to read all the info. Unit weight and weapons are listed at the end
of these notes.

At the bottom/center of the Unit Handbook you can see the Weapon Range vs. Hard and Soft Targets.
Beside this info is the word “Range Display” with a small button (with an “R” on it) just to the right of
it. Press the “R” button now.

A small graph is shown with range on the X-axis and Fire Factors on the Y-axis. There are two bar
curves; the red line graphically shows the unit’s Attack Strength vs. Hard (i.e., armored) targets, and
the blue line shows its Attack Strength vs. Soft (i.e., unarmored) targets. Press Esc or Enter to make
the Graph disappear and a second time to make the Unit Handbook disappear. You are now looking at
your units in the center of the map.

With your Pz 3 8(t) in hex 9,10 selected, click on the button depicting a pair of binoculars. With the
“Binoculars Button” depressed, you can see how much, or in this case, how little, of the map you can
actually view from the hex the unit occupies. The selected unit can not see the area of the map that is
shaded. In John Tiller’s’s Campaign Series, you do not need a unit to occupy a hex to check visibility.
Clicking on any vacant hex in this mode will show which hexes can be seen.

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TUTORIAL
Select the lead Pz 38(t) and now press the H Key. With the H key toggled on, the hexes that are not
shaded are within movement range of this unit.

Next Select one of the trucks near the back of the column. Notice this transport unit depicts a helmet
in the lower right of the Info Box. This means that this unit is currently transporting something. Right
click on the truck’s Info Box and you will see the Info Box of the unit being transported by the truck. A
passenger unit is not displayed as an icon on the map until it is unloaded.

Note: When you unload a transported unit from a truck, the helmet on the truck’s Info Box will change
to a yellow outline. When unloaded, the truck is still a functional unit in the game and can move
independent of the unit that it transported. Motorcycles, bicycles, horses and boats however are
transport units that cannot move unless the unit is carrying a passenger.

TURN 1
As you have been ordered, select Captain Neitzel (the leader that represents your Battalion leader)
from his position near the rear of the German recon force (in hex 8,10) and right click on the hex
containing the two Armored Cars (hex 10,10). The leader unit moves and has expended 18 APs. He
now has 82 APs remaining in the AP section of the Info Box. Right click on the leader’s Info Box and
one of the PSW 231 Armored Cars appears. Now left click on the PSW 231’s Info Box and the Armored
Car platoon will also be selected.

Note: Both the leader and a single Armored Car are selected, but one unit is not selected. Both
selected units have darker bases and the 3D Icons are outlined in green. Also, if you now cycle
through the units by right clicking in the Info Box, the selected units have brighter nameplates.

Right click on the road hex two hexes to the right of your selected units (hex 12,10). The leader
represented by the “Kubelwagen” along with an Armored Car platoon move down the road.

Press the 2 key to zoom the map out one level. Alternatively you can hold down the ALT key and click
on the zoom button which looks like a magnifying glass. The zoom button zooms in a level if pressed
by itself, and zooms out a level if pressed while the ALT key is held down.

At this new view, more of the map is visible. Right click on the road hex two more hexes east (to your
right, hex 14,10). Both units respond again to your movement orders and there is no enemy action.
Press the Binocular Button (or V Key) now and you will see that more hexes are visible. Press the
SPACE BAR to center your units on the screen. You can observe the Objective hex on the hill now from
this position. Still no enemy!

It is important to note however, that even though you can see more terrain, there may be enemy units
that are now in your LOS (line of sight) that are not shown. Enemy units tend to hide in whatever cover
is available. A hex in John Tiller’s’s Campaign Series represents terrain that is approximately 250
meters across, and even in open country there is deemed enough cover to hide, at least for a short
while. Exercise caution!

The enemy units are revealed during your turn only if they open fire on one of your units or if your
unit(s) try to enter an enemy-occupied hex. Otherwise, they will remain hidden until the beginning of
your next turn. Press the V key again to turn off the visible hexes.

Before you move again, click on the “Save APs for Firing” Button. Notice that when you toggle this
option on, a small full-color bullet appears in the top left corner of the unit’s Info Box. Now your unit

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will move as far as possible while still retaining enough AP’s to fire. With the two units still selected,
continue right-clicking on the road and advance your units as far as they can go. There is always the
chance that the Russians may open fire as you move. If they do, remember your orders and keep
moving forward. Your progress should halt in hex 18,10.

When your Armored Car platoon and leader have reached their destination, click on the Display
Menu. Choose the On-Map Thermometer item. You will notice a small bar graph with the red portion
representing the “Unused” APs. Notice that some of the units that have not moved or fired so far
have

a completely red bar graph. The leader and Armored Car platoon that just moved shows a graph with
only some red in the On-Map Thermometer. This On-Map Thermometer option is a very fast way to
display units that may still move and/or fire. Note that the On-Map Thermometers can only be viewed
in the 3D Modes.

If your On-Map Thermometers are not red, click on the red “Action Value” in the Info Box to set the
On-Map Thermometers to display APs. Similarly, clicking on the green “Strength Value” turns the
graphs green and shows units at full strength. Clicking on the blue “Morale Value” will highlight units
at less than their at-start Morale levels.

At this point it is possible but not certain that Russian forces have engaged you and your Armored Car
platoon may have suffered Damage and/or Disruption.

Disruption is not a nice thing in that it causes your units to lose their ability to move closer to the
nearest enemy unit. It also reduces their attack strength to half its normal value and the AP expended
to enter terrain is increased. Disruption is removed at the beginning of the next turn if the disrupted
unit passes a “Morale Check”. The Morale check in statistical terms is a 10-sided die roll that is modi-
fied by the presence of any friendly leader in the hex and the terrain of the hex occupied (the better
the defensive modifier of the hex, the better the chance the unit will undisrupt). Any unit taking a
morale check that is stacked with a leader of that unit’s organization uses that leader’s Morale rating
if it is greater than the unit Morale rating. If the leader’s Rating is equal to or less than the unit’s
current morale, the disrupted unit will get a +1 to its normal Morale rating.

Notice the Morale value on your Armored Car platoon in the Info Box. It is a red number which
indicates the leader present is from that formation and is providing a positive modifier. A leader can
only assist units from the same organization. Captain Neitzel is the Battalion leader and he will modify
all German units in this scenario. The other leaders, will only modify forces of their own organization.
To determine which units are in the same organization, select a unit and click on the “Highlight the
Organization” button.

Moving the leader up with the advancing unit may have exposed him to enemy fire. However, should
the unit suffer disruption, the leader will improve the chance of disruption recovery when the next
turn begins, allowing the unit to move and attack normally. Note that John Tiller’s’s Campaign Series
does not try to represent every officer and non-commissioned officer (NCO) in the army. Only the
exceptional leaders are represented by their own game piece.

As a further note, the leader icon of a motorized German unit is depicted as a small car known as a
Kubelwagen. Leaders on foot such as non-motorized infantry are depicted as a single soldier. In either
case, a representational photo of the leader is always shown in the Info Box.

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TUTORIAL
By now, you may have been fired on, struck a Minefield, or both. In this scenario, there is nothing you
can do about removing Minefields, as that is a function of Mine-Clearing units, and you unfortunately
do not have any. However, there are several methods that can be used to explore the types of units
you have at your command and confirm that this is the case.

To explore the force under your command, click on the “Status” menu item and select “Strength”.
The dialog that appears contains the list of your units by type, number of platoons, and VP (per SP).
Your losses thus far, as well as the enemy’s losses, are also shown in this display. When playing with
FOW on, the enemy strength window is blank. As you scroll through the list of your units you can see
that there are no Mine-Clearing Units available.

Next, click on the “Display” menu and select the “Find Org... ” This dialog lists units, but groups the
units by combat formation and commands. A plus (+) sign indicates an expandable branch of that
command tree. Scroll through this information now to see how your Recon Battalion is organized.
This menu item is very useful in larger scenarios to sort out units from different commands. If the
“Highlight Organization” button is “on” when the Organization Dialog is opened, the formation you
click on in the Org Dialog’s organization list will be highlighted on the map.

Finally, again under the “Display” menu, select “Highlight” and a separate list of unit types and unit
status is shown. In this example you would select “Mine-clearing units”, but you could also use this
option to find any of the items listed here.

When units are highlighted using either of the last two methods, it is often useful to zoom out to review
your selection over a wider area. Click the “Highlight Organization” button off when you have finished
your investigation. Consult the Help menu—“General Help” (or press F1) for a full description of the
menu items. The information above is intended only to give you the feel of “How?” and “Why?” to use
some of the options that are available to you.

Now let’s continue with the rest of the German Move...

First, so we must “unclog” the road in hex 10,10. Select the Armored Car in that hex and move it
“backwards” into the hex containing the motorcycles (8,9). We will move this unit again later. Now
that the road in 10,10 is clear, double click in the hex containing the two Pz 38(t) platoons (9,10).
Double-clicking in a hex selects all units, so both tank platoons and the leader are selected and
highlighted. Right click on the road five hexes to the east (right) of the tanks. The panzers will move
in column up the road to hex 14,10. Since we moved the Armored Car out of the woods road hex
(10,10), all units moving now receive the benefit of the road movement rate. Normally, only two units
receive the road movement bonus, but the leader doesn’t count against this limit. If a third non-leader
unit had been selected with these two panzers, it would have moved at the non road movement rate.

Click on the Binocular button (or press the V key) and


note what you can see from this position (14,10).
Remember that you are not looking for the enemy in this
step, only evaluating what you can see when your next
turn begins. Notice the two hexes behind the trees south
of the road (14,12 & 15,13) are shaded and unseen. It
might be worthwhile if they were visible.

Unselect one of the two tank platoons and the leader by


left-clicking on the Info Boxes and right click on the next

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hex further along the road (15,11). Now your panzer platoons can see over a wider area. Turn off the
Visible hexes using either the Binocular button or the V Key.

At this point we have mostly moved units only on the road and you have seen that it is not necessary
to right click on each hex. The same principle holds true for “non-road” movement, but rather
than simply clicking on the desired destination hex and letting the computer select the route, it is
recommended to plot a course a few hexes at a time.

For this example we will move the armored car (now in hex 8,9) “cross-country”, north of the road, to
take up a position to the German left flank. To do this we want to select the unit, but before we move,
click on the “Save APs for Firing” Button.

Right click one hex north (8,8 - up the map) on the clear terrain hex. Continue right-clicking on clear
terrain hexes between the forest hexes (such as 10,7 and then 12,7) toward the northeast until the
unit can move no further and the status line on the bottom of the screen says you have “Insufficient
Action Points”. Your Armored Car will probably be stopped in hex 10,7 with 47 Action Points remain-
ing, and you can see from the Info Box that the Fire Cost for this unit is 40 APs. From hex 10,7 its
position is not very good to either observe the enemy.

Toggle off the “Save APs for Firing” and continue moving on the clear hexes to a point that will cover
your left flank. By now you may have found some enemy unit (depending on if the computer opponent
has elected to fire).

To support your advance you should also move your motorcycle troops and trucks up the road. First
select a position for them on the road but covered from suspected enemy LOS by trees. The enemy
loves to fire on loaded transport as they are very vulnerable. It is better to keep your infantry loaded
and unseen until the enemy positions have been clearly determined. For now, leave the HQ unit where
it begins, in hex 7,11.

Use the V key (or the Binoculars button) to toggle on Visible hexes and click around the map to choose
your destination hex. It is always better to know what hexes can see your vulnerable units before you
actually move to that location. When you are ready, select your trucks and motorcycles and right click
on the location you have chosen.

When the Btln HQ unit is the only unit still unmoved, select it and press the W key, useful to display
units that may be straying beyond the optimal range of their HQ. Units in hexes that are shaded will
have a less than 50% chance of resupply from that HQ should such a unit become Low on Supply. You
might want to press the 2 key to zoom out to the 2D map. Finally, advance your motorized Battalion
HQ up the road positioning it one hex behind your infantry. The purpose of the HQs is to provide
supply and “command control”. Each turn a unit fires there is a chance that it will run low on ammo.
Note: Units never run out of ammo in the game. When a unit is low on ammo, its fire effectiveness
is halved.

Supply effects are discussed elsewhere in this manual. For our purposes we will attempt to keep the
Battalion HQ within eight to ten hexes of our advancing force to maximize re-supply of units that run
low on ammo.

Note however, an HQ can never provide supply during the turn after it moves, so only adjust your HQ
position when it is required to keep up with advancing troops. With your Battalion HQ positioned on
the road in the vicinity of hex 11,11, it should be safe from observation and thus any enemy indirect
fire, and can provide support for your units until your forces advance beyond the hill. It’s a good rule of

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TUTORIAL
thumb to move an HQ as little as possible but when you do, maximize its movement so that as many
units as possible will in re-supply range.

A quick look around the map with the On-Map Thermometer toggled ON (set to display the red AP-
remaining graph) will show that all German units have moved. To be certain that nothing has been
missed, press the “Cycle to Next Unit” button.

The message appears saying “All units have been considered”.

Your move is now complete. Before you Click on the “Advance to Next Phase” button press the 2 key
to change the map to 3D Zoom-Out view or select whatever view that you find most appropriate to
watch the opponent’s phase. You may also wish to save your game by selecting the Save option from
the File pop-down menu before proceeding.

Now press the “Advance to Next Phase” and left click once on the “Russian Player” box that displays
in the center of your screen (if you right click on the turn box, it will only display a few seconds without
need of clicking it each turn). Sit back and see what the Russians do and how your troops respond.

TURN 2
At the start of your second turn, a German “Command Report” is displayed. It tells you that one HQ is
unable to provide supply, but we accepted that when we moved the Battalion HQ forward. Information
is also given about how many units have become Undisrupted or regained a lost level of morale out
of the total number of units suffering from such effects. Click on the X in the top right corner of the
dialog box to close the report (or press the ENTER key). Then click on the turn indicator dialog to start
your turn. You will note on the bottom left of your screen a game progress bar graph showing you that
you are on turn 2 of 14.

As much as “planning, planning and more planning” is the way of the military, there is a saying
among all Old Soldiers, that “all battle plans go out the window after the first shot is fired”. At the start
of your second turn, the battle has begun. Some units may be disrupted or may have suffered losses
and some of your units may have even retreated. It is also possible that some of your units even fired
back. All this has happened completely out of your control.
Because of possible disruption and losses, it is now difficult to provide exact instruction for the battle
from here on out. You should now have observed and perhaps exchanged fire with a Russian BA-10
Armored Car on the hill top objective. Capt. Neitzel and his Armored Car Platoon will probably have
seen several Russian T-26 Light Tanks. It looks like you’ve found what your commander wanted you
to locate!

Click on the “Indirect Fire Button” located in the bottom Tool Bar and the “Artillery Dialog” box appears.
You can see that you have three batteries of 105s available. Note the * beside the battery name. This
indicates that the battery is “Off Map”, but available to you on call. If your artillery is on the map, the
Locate button in the dialog would center the map on the artillery unit selected from the list.

With the Artillery Dialog open, the cursor has changed from a cross, to cross hairs in a circle, and the
game has automatically toggled from Move to Fire mode. Select a unit in the “Artillery Dialog” and
pass your cursor over the map. You will see two values separated by a slash (/).

These two numbers represent the selected battery’s Hard and Soft Attack Strengths (respectively)
against any target in the hex the cursor is “roaming” over. This is per gun in the battery. Notice the

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Hard Target value is “1” on any hex at this range, and the Soft Target value is “13” in the area of the
hilltop objective, but “12” further back behind the hill where the Russian tanks are located.

When the game was started, the “Indirect Fire by the Map” option was on, so you can target “empty”
hexes that you think might contain Russian units if you wish. With the Hard Target fire factor of 1 for
the Russian tanks, no soft targets visible, and artillery ammo in short supply, it is best to instead close
the indirect fire dialog box and wait for better targets.

Closing the Artillery Dialog will return the game to Move Mode, so press the Move/Fire Mode button to
put the game in Fire Mode. The cursor changes to a cross in a circle. Select one of your Pz 38(t)s and
pass the cursor over the Russian BA-10 Armored Car on the Objective. The unit’s Info Box changes to
display the Russian, but no Fire values appear on the map! Right click and nothing happens! Note the
message on the status bar at the bottom of the screen: “Range of the Weapon Exceeded by 1 hex”.

With the Pz 3 8(t) selected, press the Z hot key. Colored lines are displayed on the map that indicate
the limit of the selected unit’s hard (shown by the red lines) and soft (blue) attack factors. You can
also get range information by pressing the F2 key and consult the “Unit Handbook”. Note the range vs.
Hard targets for a Pz 3 8(t) is three hexes and your panzers are four hexes from the BA-10.

Select the Pz 38(t) without the leader and move it to hex 15,9. The Russian will likely fire at you, but
this is the best unit you have for the task at hand and you have to get within range to shoot. Also,
the Russian can’t shoot too many times and you have several units. Move the Pz 3 8(t) now and see
what happens.

Now, with your Pz 3 8(t) two hexes from the BA-10, press the Fire/Move button and pass your cursor
over the hex containing the target. Move the cursor around the Russian unit. You should be able to
bring up one box showing the basic Hard/Soft Fire Factors (actually 5/4).

Now, if you happen to position the cursor directly over the 3Dicon representing the target, another,
larger attack information box is displayed which tells you the target is 5 BA-10 @ 5 (where the “@
5” represents your tank’s 5 “Hard Attack” factors - five per tank in your panzer platoon) — or, if the
target is still not positively identified, the box might say “Unknown” (as shown above).Zoom right in
close now: press the 1 Key and the map zooms in to 3D Normal view, centered on the selected unit.
Now right click on the Russian to fire! Hopefully you will do some damage.

Your Pz 3 8(t) has 34 APs left, not enough for another shot, but you can move it further if you wish.
No need to worry about that yet, you can always come back to a unit with APs remaining, even after
you have moved and fired. However, if your Pz 38(t) is disrupted, it can advance no closer to enemy
units.

Press the Fire/Move button and double click on the hex containing the unmoved Pz 38(t) with the
leader (in order to select all units in the hex). Right click on hex 16,8, just below the hilltop objective.
You are going to assault the BA-10 on the objective. If you attempt to assault from hex 17,9 on the
same elevation as the BA-10, you risk possible Russian fire and disruption from the Soviet T-26 tanks.
If this Russian fire causes your Pz 3 8(t) to disrupt, your assault will not be permitted, as disrupted
units are not permitted to assault.

With your Pz 3 8(t) and the leader selected in hex 16,8, and with the game in Move mode, right click
on the Russian BA-10. Red assault-indicator arrows display on the target hex and the Assault Status
Dialog appears showing the odds for your attack. Leaders cannot assault on their own, thus they have

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CS FAQ
a zero Assault Value in the Info Box. The leader in this case will provide a positive modifier to the
assaulting Pz 3 8(t) — but only if assaulting with a unit of his organization.

If your other Armored Car platoon (the one that moved out on the German left flank) is undisrupted,
you can add it to the assault also. Select it and move it to a hex adjacent to the target. Then, making
sure that you are still in Move mode, right click on the unit to be assaulted.

If you wish to cancel the assault after viewing the odds, click on the “Assault” menu item (on the top
of the screen) and select the “Cancel Assault” option. Click anywhere on the map to cancel the menu
and return to play. If you accept the assault odds and have no further units to add, press the “Resolve
Current Assault” Tool Bar button. With any luck you have captured your first objective and are well on
the way to enjoying many fine hours of gaming with John Tiller’s’s Campaign Series.

19.0 CAMPAIGN SERIES FAQ


How can I find anything in this FAQ?

A. For your convenience, the Campaign Series Frequently-asked-Questions is divided into logical
sections:

General Game Parameter


Game Mechanic Combat
HQs, Supply & Leaders
Tactics
Air and Artillery Campaign Game The Editors
Miscellaneous
Hardware & Operating System
General Game Parameters

What am I supposed to do in a scenario?

A. First, the scenario description at the start, and also available from the Status menu provides some
indication of the forces involved, where it took place and what is expected of your side. But it is
often only a hint however. Look at the map. The 2D Zoom-out View is useful for this. The size of the
map (length and width) can provide an indication of how fluid the scenario might be, but can also
be misleading. Most importantly, note the objective hexes. Their location indicates where you are
expected to drive your forces (or what features it is important to defend). The victory point assignment
of each objective also provides information on relative importance of various objectives. The final
piece of information is the victory point levels. Compare them against the total points of the objective
hexes. Victory is determined by destroying as many enemy forces as possible while preserving your
forces, while capturing as many of the objectives within the time frame allowed.

What is the game scale?

A. The game scale is six minutes per turn and 250 meters per hex. Each strength point (SP) of an
infantry platoon represents a half squad (thus, 6 SP represents a platoon of three squads). Each SP of
a Machine Gun platoon represents one MG “team” (and, thus, one MG); each SP of a gun (i.e., gun,
mortar, or howitzer) battery represents one gun and its attendant crew; each SP of a vehicular platoon

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(regardless of type) represents one vehicle and its crew. Crews and guns are considered the same
units for game play purposes.

Does the game have any “Zones of Control”?

A. No. This is a game where zones of control do not come into play.

Does it matter which way my units are facing?

A. By default there is no unit facing effect in the game. In the Optional Rules you can select Armor
Facing Effects if you desire, in which case the facing of armored units (only) becomes a concern.
Facing never plays any effect for non-armored units. The Armor Facing Effects optional rule is best
suited for Human vs. Human games.

How can I tell what the terrain type of a hex is?

A. If you press the U hot key (on the keyboard) it will bring up the Unit List on the left side of the screen.
This displays many pieces of game information with the name of the terrain type and the elevation
at the top. Consult the on-line Parameter Data by pressing F2 for more information on the effects of
terrain on combat and morale. See also the section on terrain in this Players Guide.

I can see the “full hex” terrain listed in the Unit List, and in the Parameter data I see hexside
terrain features. How do I find locate these hexside features on the game map?

A. Info on identifying the hexside terrain features are not shown in the Unit list or other places. View
the map in “3D Normal View” for your best look at these features. Then consult the Terrain Types
section of this Players Guide. Compare the image on your screen to the image in the manual. There
is also a photo and a description of the hexside feature. It won’t be long before you will be able to see
the difference between a mere low stone wall and a high wall.

What is the complexity of a scenario?

A. The complexity of a scenario is based on the number of units in the scenario (counting units that
start on the map and all units potentially available as reinforcements). You might also want to take into
account the length of a scenario, since longer scenarios take longer to play.
GAME MECHANICS
How can I make my foot soldiers move faster? Can I order my men to run?

A. All non-motorized units can take advantage of “Double Time”. Select the unit and press the “Double
Time” button (or, with the unit selected, select “Double Time” from the Unit pop-down menu). The
unit’s move will be extended as it will pay only 3/4ths of the normal AP cost to enter a hex. Many
gamers will toggle on the “Reachable Hexes” (the H hot key) to see the extra distance gained by
double-timing.

What are the effects of fatigued units and how do they recover from fatigue?

A. Marking a unit to use “double time” automatically causes the unit to become fatigued. A unit that
begins its turn “fatigued” can not use double time (essentially, a unit can double time only once every
two turns). A Fatigued unit has its Attack Strength halved. There are no ill effects against a fatigued

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CS FAQ
unit that is fired upon. A unit automatically recovers from fatigue at the start of a turn in which that
unit did not use double time during the previous turn.

How do I load and unload units?

A. You can select the unit and the carrier and then use the Load\Unload Units Tool Bar button. You
must have enough Action Points to perform this action. The AP cost will vary depending upon the
passenger unit. Infantry units normally cost 25 AP to Load or Unload (Engineers cost 50 to load/
unload), while Artillery units usually cost 50 AR

I cannot load my units, even though both the transport unit (e.g., truck, wagon or other) and my
passenger (infantry or artillery unit) have plenty of AP’s. Why?

A. There could be several causes. The message on the status bar (bottom of the screen) will indicate
the reason why the loading isn’t executed. Here are some possibilities:

Both the carrier and passenger units need sufficient AP’s to execute the loading. The loading costs
vary by unit type, and the Unit Data lists (press the F4 key) will indicate loading/unloading costs of
the carriers & passengers.

If the carrying unit has fewer strength points than the passenger it will be unable to load that unit.
Basically, you’re short on transport.

There might be a problem with what you’re trying to load onto. For instance, you can’t pull guns with
a tank. Too, infantry can’t ride on most “light tanks” or “tankettes”.

Some larger artillery batteries are not allowed to be pulled by wagons. Consult the list of information
icons concerning item listed above for more detailed information on transporting units.

I want to use the “Extreme FOW” Optional Rule, but when I do, I cannot see what the enemy
units’ names are. I want to know exactly what I’m fighting without knowing the units’ values.
What can I do?

A. In this case, there is no middle ground that allows you to see the names (types) of the enemy unit
but not their SP and assault odds. The best option is to play using Extreme FOW, but before you shoot
carefully examine the list of killed enemy units (choose “Strength” from the “Display” pop-down
menu). Then shoot; if you kill a SP, examine the “Strength” list again to see what has changed. Before
too long you will get an idea of what 3D icon represents what unit. Just like a veteran commander,
as you gain more experience on the battlefield you will be able to correctly identify more enemy unit
types.

How do engineers clear minefields or “block” hexes?

A. Move the engineer unit into the minefield/block hex during its turn. Each turn an engineer unit
begins its turn undisrupted and in a minefield/block hex, it will automatically lower the strength of the
minefield by one, or remove the block obstacle.

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How can I have units move boats or rafts to the water?

A. First get the unit into the same hex as the boat/raft. Then select both units and use the Load\Unload
button to have them “carry” the boat. The boat/raft must have SP at least as great as the SP of the
unit. Move the unit toward, and into, the water.

Can morale be recovered?

A. At the start of each turn each non-disrupted unit with a morale level lower than its “at start”
(nominal) morale will make a Morale Check. If it passes this check, it recovers morale.

Hint: Placing a leader that commands a unit in the same hex with that unit will boost its morale,
hence making it more likely to pass its morale check and thus recover morale. A unit with its
morale being “boosted” by a “same-organization” leader has its morale value displayed in
red.

What does the range graph obtainable when unit data is accessed via F2 actually represent?

A. This graphically represents the unit’s hard (red) and soft (blue) attack factors at various ranges. The
number shown along the “y” (vertical) axis

How can I view the names of the villages and other points of interests during a scenario?

A. Press and hold the SHIFT key in any map view mode. This will turn on the map labels. However not
all the villages have place name labels.

How is smoke utilized in the game and how do I deploy smoke? Can smoke be utilized from
historically smoke capable tanks and other AFVs or units like engineers?

A. Smoke can only be fired by smoke capable units. This includes some artillery units and engineers,
as seen by the smoke icon on the unit info box. However, a unit not only has to be smoke capable,
the side must have available smoke ammo, as indicated on the status bar (bottom of the screen) or
in the Unit Window.
COMBAT
When I combine units for Direct Fire, do the units combine their attack strengths for improved
odds?

A. No. All units fire individually, with a number of attack dice rolls equal to the SP of the units (halved
if low-supply, etc.).

Sometimes, when combining units to fire, not all units seem to expend their AP’s when the
firing is concluded. Why?

A. If the target unit retreats or is eliminated due to ire from the first unit(s) to attack, still-unfired
unit(s) don’t expend AP’s shooting at a target that no longer exists (or has relocated). In a group of
firing units, the units’ fire order is determined by their (2D-map) stacking order, with highest units
firing first.

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CS FAQ
I see two sets of odds when performing an assault. What do they mean?

A. The first set is the odds of the attacker vs. the defender. The second set is the counterattack of
the defender vs. the attacker. The higher the assault odds, the greater chance the attack will be
successful.

Why does it seem that my disrupted units never become undisrupted?

A. A unit is not eligible to lose its disrupted status until it begins its turn at full morale. Thus, a unit has
to first recover any lost morale (frequently caused by being forced to retreat or even as an adverse
combat result). Once a disrupted unit starts its turn at full morale it is eligible to lose disruption (by
simply making a “10-sided” die roll equal to or less than its morale level).

Can you specifically target the passengers or riders on a transport unit, such as the riders on
a platoon of tanks?

A. No. Your fire is at the carrying unit. However; if the carrying unit is damaged, the passengers will
also frequently incur damage. There is an exception: you can fire at riders on a platoon of tanks with
a unit not normally capable of firing at a hard target (i.e., with infantry-type weapons) at greater than
one hex range. If so, the tank riders are the only target that can be affected. Riders on tanks are very
vulnerable to fire and do not receive protection from the tanks.

When the Optional Rule for “Armor Facing Effects” is “on”, which defense factor is used by an
armored (“hard”) unit defending in (counter) assaults?

A. The “armor facing” defense values apply only to direct fire; the standard defense value (as shown
in the unit info box) is always used when defending in (counter) assaults.
HQS, SUPPLY AND LEADERS
How does supply and ammo work and affect my units?

A. A Low-Ammo combat unit that attacks using Direct Fire will only attack a number of times equal
to its SP divided by two, fractions rounded up (keep in mind that such a unit normally is allowed a
number of attacks equal to the number of SP it has). A Low-Ammo Indirect Fire unit cannot attack (this
represents that battery not receiving proper fire orders, a breakdown in communications, or perhaps
its being used to support other units in a nearby battle). A Low-Ammo HQ is unable to provide supply
to other units under its command (HQ or normal combat units). Note that normal units are never out
of supply; a unit affected “Low Ammo” can still attack, albeit at reduced effectiveness (exception:
Indirect Fire units).

How do Headquarters (HQ’s) provide supply?

A. At the start of each friendly turn, a “supply check” is made for each friendly unit that fired in the
preceding turn. This first supply check is made using the unit’s “parent” HQ. If that check fails,
another check is made against the base supply level. The closer the unit is to its “parent” HQ, the
greater the chance that the first supply check will be successful – from 100% if the unit is stacked
with its HQ, to 50% out at the “range” shown by pressing the W hot key while the HQ is highlighted.
Beyond the 50% range the chance of resupply continues drops off. If this “percentile” die roll fails,
then a second percentile die roll is made using that side’s “Ammo” level (seen on the Unit List, press

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the U hot key display this value); if this second die roll is equal to or less than the friendly Ammo level
the unit does not run low on supply for that turn.

An HQ is automatically “low on supply” on any turn after it has moved (representing it being out of
communications for a period). Furthermore, each HQ also does a supply check at the start of its turn,
failure of which will result in it being “Low on Supply”

When I have a leader unit in a hex with several units under his command, and all units perform
direct fire, do all firing units automatically benefit from his command rating?

A. The leader will automatically expend AP’s to support the “first” unit conducting direct fire; the
“first” unit is the unit “highest” up in the stack (on the 2D map; also the “highest” one depicted in
the Unit List) of the firing units. The AP expenditure of the leader will be equal to the AP Fire Cost of
the firing unit.

If you do not want an eligible leader to support the direct fire attack when a unit under his command
in his location fires, you will have to move the leader out of the hex prior to the attack.

TACTICS
What are the morale implications of fortifications and terrain?

A. The morale of units in an Improved Position (IP) is improved by 1; if in a trench it is increased 2; a


unit in a bunkers or pillbox location has its morale increased by 4. Morale is also modified by terrain.
This affects a unit’s chance of retreat (a positive modifier increases the morale of a unit, thus reducing
the chance of retreat due to morale check failure). Note that the morale modifier of a fortification is
cumulative with the morale modifier of the terrain in that same hex. Furthermore, a unit in a bunker or
pillbox never retreats; it is disrupted instead; if already disrupted there is no further effect.

Sometimes, during an assault, I see the message “Units Captured”. Is there a victory point
bonus for capturing a unit instead of killing it?

A. No. The only “bonus” is that there are no “survivors” that have retreated out of the assaulted hex
that have “lived to fight again another day”. The “captured” result occurs most frequently when the
assaulting units are attacked from “surrounding” directions.

Do engineers improve combat odds in firing or assaults?

A. No. However, engineers have a higher assault value and a higher anti-tank attack factor than
normal “rifle platoons” of the same nationality, representing their close-range flamethrowers and
demolition charges. Engineers also have an increased chance of constructing Improved Positions.
For this same reason, engineer infantry move slower (pay a higher AP cost to enter terrain) than
non-engineer infantry.

How can I set up an ambush?

A. Campaign Series and its predecessor, West Front, introduced single-unit (i.e., individual) settings
for Opportunity Fire (OpFire). With this game enhancement, when you set
OpFire and have a unit or stack selected, only the selected unit(s) is affected. Note: The most
restrictive OpFire option set for a unit takes precedence; e.g., a globally-set option for a unit type to

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fire at “short” range will take precedence over an individually-set option for an individual unit of that
type to fire at “medium” range.

If I use the “Save AP’s for Opportunity Fire” button do I receive a benefit?

A. No. Whether you use this button (during your unit’s move to ensure you save enough AP to allow
it to fire) or whether you save APs without using the button makes no difference. Having this “on” for
a unit as it moves simply ensures that the moving unit will still have enough AP remaining at the end
of its move to fire once – whether in your “friendly” turn, or during the enemy’s turn as opportunity
fire.

Will I have a better chance at a shot or a first shot if I save double the Action Points for
Opportunity Fire?

A. Your odds will be the same; however, your unit might get to fire twice, thus increasing its potential
effectiveness.

Most infantry units can only fire at hard targets at a range of one hex. At the same range the
units can assault. What are the advantages and disadvantages of each?

A. You have to examine the characteristics of your infantry units to see which is better – the assault
value or the 1-hex direct fire hard attack factor. Each can vary markedly from one type to another, and
also vary due to date (generally, the 1-hex hard attack factor increases as the war goes on). You will
find that engineer infantry always have a good antitank capability regardless of date, reflecting satchel
charges and similar weapons that they carried. Other units, such as a submachine gun platoon, also
have adequate anti-armor capabilities – as well as a high assault value. Some units, such as Soviet
anti-tank rifle sections have no assault value, and thus can only direct fire. Later in the war, units such
as Panzer Grenadiers become quite powerful in their assault and anti-tank capabilities, reflecting new
weapons such as Panzerfausts and Panzerschrecks (the German counterpart to the Bazooka), and
increased firepower from new machine-guns and sub-machineguns. Whether you should assault or
direct fire can also depend on the tactical situation. Assault may cause more damage, particularly if
units assault from different directions. But there is even a possibility that the assaulters can become
disrupted or incur casualties – even on an otherwise successful assault! Also, a successful assault
will end up with the assaulting unit(s) occupying the assaulted hex; if they had been in good terrain
(e.g., factory, trenches, and bunker) before, this could increase their risk. Direct fire carries less risk.
AIR & ARTILLERY
Does indirect fire have to be plotted at the start of a turn (since it takes effect at the start of
the next turn)?

A. No. Indirect fire can be plotted at any time during your turn. In fact, it is probably best to wait until
the end of your turn (after you have moved and fired most of your units) to plot indirect fire. By plotting
indirect fire at the end of your turn you reduce the risk of “friendly fire” since you will be less likely to
plot artillery into a hex now occupied by a friendly unit.

Why don’t air attacks always arrive next turn or attack the intended target?

A. Tactical air support doesn’t always arrive immediately. Planes may not have been in the vicinity
to respond to the request, or they might be delayed (even temporarily). They might also have been

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bounced by an enemy air patrol. So having air support arrive later, or even not at all, reflects a more
fluid battlefield situation. Even if air support does arrive, it might not attack the intended target.

CAMPAIGN GAME
What are the differences between a Dynamic Campaign Game (DCG) and the new Linked
Campaign Game (LCG)?

A. A Dynamic Campaign Game (DCG) is the basic type of Campaign Game we have seen in John
Tiller’s’s Campaign Series, formerly referred to as a “Campaign Game” or “Random Campaign
Game”. It is a series of linked, randomly generated, scenarios following an historical path. A Linked
Campaign Game (LCG) is a new type of campaign, where individual historical (and some hypothetical)
scenarios have been designed and “linked” together to be played in a predetermined order. In both
types of campaign games, the “core” unit that you command is in all the battles (in part or in whole)
and carries over casualties from one battle to the next. Also, in both types of campaign games you
receive replacements at the beginning of some scenarios.

What are the differences between leaders in LCGs and DCGs?

A. There are leaders in both types of Campaigns, but in an LCG your fate does not hinge on the fate of
a specific leader surviving from one battle to the next, whereas in a DCG if “your” leader is eliminated
the campaign is over (or you can press the “Restore Character” button.

How many battles are in DCG and LCGs?

A. The number of scenarios that you might have in a DCG depend on the length of that particular
campaign game (some last weeks, some last years!), as well as the battle frequency number. Each
week of the DCG has its own percentage chance of a scenario occurring on each day during that week
(the game engine checks on a daily basis). In an LCG all battles are all individually designed scenarios.
Even though the total number of scenarios in an LCG might be as many as 30, you will not play all of
them in the course of one campaign. This is because the “path” (or “tree”) from scenario to scenario
varies depending on your victory level in the previous scenario. A completed LCG can range from as
few as 4 or 5 scenarios (if you did poorly) to as many as 15 (or more – depending on the actual “path”
you take and that LCG).

Why can’t I save a campaign game file?

A. The campaign games stress a different aspect of warfare, namely force management over the
long run. Soldiers at all levels want to “live and fight another day”. But that doesn’t always happen.
The campaign game attempts to simulate the long term struggle that forces faced – it rewards good
tactics, and is unforgiving for poor tactics. Equally, luck (both good and bad) can play a key role in
the outcomes of scenarios and games. You must virtually “live or die” as those soldiers did in real life
nearly fifty years ago. At least you get a chance to restart the scenario.

A concession has been made, in that there is a “Restore Character” feature in West Front and
Campaign Series, which allows you to continue the campaign if your “player” – a leader on the map
– is killed (after all, battles and campaigns didn’t stop because of the death of one man). Our advice
is to practice on various scenarios to learn the tactics and the capabilities of the various weapons
and unit types. And realize that when you progress to campaigns, that you are attempting a balance,
between taking the objectives today, while surviving to fight another day. The better your tactics, the

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CS FAQ
greater your chance of achieving both the short-run and long-run objectives. But again, nothing is
certain.

Can you play an LCG scenario head to head?

A. No – at least not within the campaign format. You can open up an LCG scenario outside oh the
campaign system by making a duplicate copy of an SCL file (an LCG’s scenario file), then changing
the “extension” type from “SCL” to “SCN”; e.g., make a copy of “3-116LCG_1.SCL” and rename it as
“3-116LCG_1.SCN”. However, doing this will probably “spoil” some of the fun of playing an LCG (but
may also be the only way you will see some of the specially-crafted LCG scenarios.

My DCG leader has amassed quite a number of experience points. When and how can I spend
these points, and on what?

A. In the John Tiller’s Campaign Game system, experience points cannot be used to buy or upgrade
units. The computer will automatically use amassed experience points to increase the morale of your
platoons, and the “leadership” of your leader. At certain points in a DCG you might be awarded a
promotion, or offered command of a larger formation (an “Org Promotion”) – also due to accumulation
of Experience Points. You can choose to accept or decline an “Org Promotion”, but be forewarned – a
larger organization will dramatically increase the number of units you command and thus the size and
complexity of further scenarios in the campaign.

How do I upgrade my equipment once a Dynamic Campaign Game is in progress?

A. You can’t upgrade your organization’s equipment. At the proper time the computer will automatically
upgrade units and organizations for you. When this occurs, you will see a notice at the beginning of a
DCG scenario announcing that “Upgrades have arrived”.

How do I start an LCG?

A. The same way you start a DCG. Both are still listed together in the list of campaigns in “New
Campaign” screen. Note that LCG are listed at bottom of list. The type of campaign game is stated in
the beginning of the historical copy for each game.

Will my command get “upgrades” during an LCG?

A. No. Most LCG are generally shorter than an even a short DCG. For instance, most LCG will only
be for a short campaign – maybe 2 or 3 weeks, perhaps several months. Upgrades usually won’t
be necessary; if they are, the designer has taken care of this and adjusted the “core” OOB to reflect
upgrades.
THE EDITORS
I open up the Organization Editor, and then open the “Poland” folder in the “Available Units and
Organizations” (left) side, but I don’t see any organizations for the Poles. Where are they and
why are they missing?

A. Actually they are there – the problem is that you don’t have the date set to the proper time for the
Poles to be available. The units and organizations for Poland are only available in September 1939
– the only time they historically fought. When you open the OrgEditor the default date is June 1941. To
see Polish units you must set the month to “September” and the year to “1939”. Note that this same

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principle applies to other nationalities as well: the units & orgs for each nationality are only available
during their historic time periods.

How can I create a small cluster of buildings – like a farm? A “Special Building” is too big and
a suburb or village looks too large and out of place.

A. Place a village hex to represent the farm or whatever cluster of buildings you wish to represent
and run a path into it. A path in clear does not affect vehicular traffic, and let’s face it; any cluster
of buildings would have something running into it. View the map in 3D mode and press the “Cycle
Terrain” button. This adjusts the appearance of the structures in the hex and can make the map nicer
to look at. This trick can be used to vary any city, village, factory, special building or forest where the
same terrain tiles are sometimes used repetitively in a small area. Simply select the hex and press
the “Cycle Terrain” button.

How do I assign artillery to off board locations in the scenario editor?

A. Highlight the appropriate artillery unit in the Forces Dialog box, then chooses “Add Off-board
Artillery” from the Settings pop-down menu. Then left-click on the desired location, or manually type
it into the locations box.

In the scenario editor how can I place off board artillery outside of the screen shown?

A. You can type any number (up to 99,999!) directly into the input boxes if the desired location is
outside the pointer’s range.

I know how to fix a unit in the scenario editor, but how do you get a fixed unit to release at a
particular time?

A. “Fixing” a unit is the easy part! First, if you’re not viewing the map in 2D Normal View do so. To set
a “release” for a unit or organization, you must select “Add Release” from the “Settings” pop-down
menu. To ensure that you release the proper unit (or organization) you must first find the (unit’s)
organization among the organizations listed in the “Add Release” dialog. Note that the “Add Release”
dialog only displays organizations & units that have been placed on the map (unlike the display for
“Show Org...” from the “Display” menu which always shows the scenario’s entire OOB). As you click
on orgs in the “Add Release” dialog, the selected orgs/units will become highlighted on the map.
Continue to click on listed organizations/units in the “Add Release” dialog until just that organiza-
tion/unit that you wish to release is highlighted. That done, before closing the dialog you must input
the turn number which you want that organization/unit to become released on (or to begin “rolling”
to become released). If desired, you can adjust the chance of its being released in the “Percent
Probability” box. Please refer to Fixed units and release probabilities for more information.
MISCELLANEOUS
How can I take a snapshot of the battlefield like I can in the “Battleground” series of games?

A. Pressing the “Print Scrn” key (along the top row of most keyboards) captures the current screen
image to your computer’s memory. Then, open PAINT from Window’s “Accessories” menu (or
whatever graphics program you prefer), and from the “Edit” menu, select “Paste”. This will put a
copy of the image captured in the first step onto the screen of this application where it can be printed.
You’ll probably want to turn off the Unit List (hot key U) and the Menu bar (hot key M) for the biggest
possible image area.

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CS FAQ
How can I delete old saved-game files? I cannot find a “delete old game” button anywhere.

A. There is not a button to delete an old, non-Campaign Game saved-game file. There are two not-
too-difficult ways of doing deleting saved game files, however...

Method 1 (from “inside” the game): With a scenario open, select “Save As” from the “File” pop-down
menu. The “Save As” dialog that is displayed will list all currently-saved files of that type – depending
on what type of scenario you currently have open; e.g., if you have a PBEM-type scenario open, only
*.bte files are shown; if you have a non-specialmode scenario open, standard *.btl files are shown,
etc. You can delete any file displayed in the “Save As” dialog by right-clicking on that file name and
selecting “Delete”. Then press the “Save” or “Cancel” button to exit this dialog.

Method 2 (from Windows Explorer): Open Windows Explorer and locate and open your “Campaign
Series” directory (by default, the path is C:\Program Files\John Tiller’s). Change the “Views” button of
Windows Explorer to show “Details”. You can then organize the files shown by clicking on the various
buttons (such as “Name” to order files alphabetically, “Type” to order then by file-type, or even
“Modified” to organize them by their ‘date stamp’). If you know the name of a certain file you wish
to delete you might want to choose the “Name” button, and then just search in the alphabetically-
organized list for that name, whereas if you organize by “Type” you will find that all “btl” (normal
saved game) files will be grouped together. Use whatever method is most convenient. Then select
the file(s) you wish to delete and press Explorer’s “Cut” button or right-click on the file and select
“Delete”.

Is there a way to print the info listed in the “Unit Handbook” (i.e., the information you can read
in the F2 extended unit info screen)?

A. The information you would like to print is actually contained in a file UNITTEXT.TXT you can open
this file in a WordPad and print it from there – but it is a long file! Make sure you check the number
of pages you’re going to print!

Can I play Campaign Series via email\internet with an owner of the original East Front v1.08?

A. No. Campaign Series is not compatible with the original East Front. Different game - different file
formats.

Is it possible to play a scenario of Campaign Series via PBEM / Internet Connection, when two
players have games in different languages, for example German, UK and US versions of the
game?

A. Yes, but ensure that all players have the same version number of the game.

Can I upgrade my East Front v1.08 PBEM games in progress to Campaign Series?

A) No, this is not recommended. The saved “btl” files have different file formats.

Can I play the Campaign Game (either DCG or LCG) by email?

A. No. The campaign games of this series were designed specifically to be played against the
computer A/I.

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Can I play a randomly created using the Battle Generator via PBEM?

A. Yes. However, both players will need the newly-generated “scn”, “map” and “org” files in their
Campaign Series directory. One player must generate the scenario (and edit it as desired and save),
and send all the three scn/map/org files to his opponent, as well as his first turn. Once the game has
begun (and both players have the necessary scn/map/org files, you need only send the saved-game
btl file.

I posted a question on the John Tiller’s Campaign Series Discussion Board (http://www.John
Tiller’s.com/discussion.html) and when I went back to look for an answer, my POST was gone.
What happened?

A. Anyone who participates in a discussion on the board MUST use both his or her real first and last
name (and actual email account) or the post will be deleted. This is the policy you agreed to when you
got your password and signed up.

I posted a message on the John Tiller’s Campaign Series Discussion Board with an “Optional
Link URL” and when I looked at the post the message is there but the link is not. What did I
do wrong?

A. You can post a URL link by filling in the first line below the “Comments” section, but you must also
input a title in the “Link Title” dialog box below the “Optional Link URL”.

I’ve seen some people post pictures into their message on the Discussion Board. How is that
done?

A. Posting a picture into a Discussion Board post is a two-step process and John Tiller’s can only
help you with Step #2. The first step involves creating the image (see FAQ Miscellaneous question #1
about taking a screen image). Then you must get this image on the web. To do that you must either
have your own webpage or know someone with a web-page who can post the image for you. Once
you get to this step, you need only copy the URL for the image to the box below the Discussion board
“Comments” section Optional URL Image. The picture always appears at the top of the post, before
any “body copy” text is displayed.

Do Campaign Series scenario designers and play testers have lives?

Yes, we have each chosen the life of a particular WWII general, such as Montgomery, Rommel, and
Bradley. I believe that Doug Bevard is Manstein, Germany’s tactical genius.

Yes, if life is defined as a high-speed Internet connection, all the latest hardware, a carafe of Starbucks
daily blend, a dozen Tim Horton doughnuts, and a BETA CD fresh from the John Tiller’s CD burner.
HARDWARE & OPERATING SYSTEM
Campaign Series plays really slow on my computer. Is there some way to improve its
performance?

Method #1: Check to see if you have enough free space for a fair sized swap file (more properly known
as “Virtual Memory”). Campaign Series needs at least a 100 Megs of free space on your hard drive to
run well. If you have the space, 200 Megs is even better. What’s normally recommended in PC circles
is to have free space equal to 2.5 times your system RAM. Normally though, 256 Megs is more than

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CS FAQ
enough. To check your “swap file” settings: from the “START” menu select “Settings”, then “Control
Panel” and then open the “System” icon. Click on the “Performance” tab and then (in the “Advanced
Settings” area) select the “Virtual Memory” button. Click on the ‘dot’ for “Let me specify my Virtual
Memory settings” and input the desired amount in the “Minimum” window (suggest minimum of
100).

Method #2: Ensure that your monitor’s display settings are set to “High Color (16 bit)”. To check this,
from the “START” menu select “Setting”, then “Control Panel” and then open the “Display” icon. Click
on the “Settings” tab and ensure that the “Color palette” dialog is set to “High Color (16 bit)”.

Method #3: Check the “Performance” settings of your computer. To do this, from the “START” menu
select “Setting”, then “Control Panel” and then open the “System” icon. Click on the “Performance”
tab and then (in the “Advanced Settings” area) select the “File System” button. Set the option “Typical
role for this computer” from “Desktop Computer” to “Network Server”. This should improve the
performance of your computer as it changes the way Windows allocates resources, and thus frees up
memory for important applications – like Campaign Series!

Method #4: It could be that the game files have become severely “fragmented”. Over a period of time
files on your computer’s Hard Drive become “fragmented”; the more fragmented the files are (i.e.,
the more different places the information for each file is stored at) the longer it takes the computer
to access that information. Performance of the game (or any program, for that matter) can usually be
improved if all the files of the games are contiguously placed on your computer. To do this you need
to “defrag” your computer on a periodic basis – almost akin to giving your car an oil change. The
Windows operating system has the Defrag utility (from the “START” menu, select “Programs”, then
“Accessories”, then “System Utilities” then “Disk Defragmenter”). There are also “third party” utilities
available. Be warned, if your hard disk is highly fragmented, defragging it can take as long as playing
a medium complexity scenario! For optimal performance (and especially if you add and delete a lot of
files), you should “defrag” your computer once a week; at minimum once a month.

The 3D animations during game play are very slow and/or I get what appear to be corrupted graphics
or black squares drawn on the game map in 3D mode. Method #1: This problem is often a Graphics
Hardware Acceleration problem and is usually easy to correct. One item to adjust to improve the
game graphics speed is the Advanced Graphics Setting on your system. You find this by going to the
Settings, Control Panel (see “Method #2”, in question directly above). Then open the System icon and
go to the Performance tab on that. Select the Graphics button on the Performance tab and you’ll find
a slider to change your Hardware Acceleration from None to Full. By default you’ll more than likely
find the slider all the way to the right (on Full). Play with this, moving it one notch to the left and then
trying the game. Note that you’ll have to restart your computer to have the setting take effect. Try the
game out and if you still have problems, repeat this process until the game works or you can’t turn
acceleration down any further.

Method #2: You could also check in the Display Properties. To do this, from the “START” menu select
“Settings”, then “Control Panel” and then open the “Display” icon. Then click on the “Settings” tab,
then select the “Advanced Properties” button, and click on the “Adapter” tab. At the bottom of this
display is a setting for “Refresh rate”. Try changing it to “Adapter default” or “Optimal” and then
restart your computer and launch a game scenario to check and see if that helps.

Method #3: Some systems use NVIDIA chipsets on their video cards (for example, Diamond Viper
550, STB Velocity 4400, etc.). On the initial release of DirectX6 by Microsoft, many drivers supplied
by manufacturers for NVIDIA chipset video cards were not compatible with that software. Visiting the

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website for NVIDIA directly (http://www.nvidia.com) and downloading the reference drivers for the
card will usually correct this problem.

I installed Windows 98 and now I cannot resume a saved game. Why?

A. For some reason Windows98, by default, changes the path for saved games to the “My Documents”
folder on your system. This is a simple, one time fix. Just open any scenario and immediately save the
game. Make sure that the game is saved to the Campaign Series directory – not the “My Documents
(or any other) directory on your system. Then exit the scenario and resume the saved game; all your
previous saved games should be listed in the game list.

When I start a Linked campaign game, the screen becomes all garbled with buttons and
icons.

A. This is similar to the resume saved games problem directly above, and is also caused by the
tendency of Window98 to save a game to your “My Documents” folder. Each time you first start a
campaign, you are asked to name it and save it. When saving it, make sure that it is being saved to
the Campaign Series directory on your system. Once you have saved a campaign once into the game
directory, subsequent ones usually save into the game directory properly.

When I start the game, I get an error loading dplay.dll or some other “DirectX” error.

A. Try reinstalling DirectX 6 from the game CD. Inside the Campaign Series folder on the CD is a
DirectX folder, in there is dxsetup.exe. Run this to begin the reinstallation of DirectX.

B. Check to see if you have enough free space for a fair sized swap file (more properly known as
“Virtual Memory”). Campaign Series needs at least a 100 Megs of free space on your hard drive to
run well. See Method 1 of Question #1 of this FAQ section

When I attempt to start a new scenario, any scenario, the game crashes with an “Invalid Page
Fault in module ef.exe”. What is the matter?

A. Make sure that you have no programs running in the background, specifically FIRST AID, or
GUARD DOG, or other similar programs. Second, make sure you have properly installed the latest
update for the game. Third, try lowering the hardware acceleration on your video card. If the problem
persists, please, contact our tech support department with the make and model of your system, what
operating system you have, and the make and model of your CD-Rom drive. Also, be sure to disable all
background programs and have the latest update (if any) installed. With this information, we can work
with our engineers to determine the problem and have it corrected as soon as possible.

When I install the game, I get a move data error -113. What is causing this problem in the
installation?

A. This problem seems to be occurring on systems that are running drives on an MS-DOS compatibility
mode. From the “START” menu select “Settings”, then “Control Panel” and then open the “System”
icon, then click on the “Performance” tab. In the “Performance Status” area, look for the line listing
“File System”. If your file system is not currently 32- bit that is the problem.

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INDEX
20.0 INDEX D
Damage Report 18
DCG. See Dynamic Campaign Game
Defense Strength 19, 23, 35,
Symbols 42, 43, 45, 46, 70
2D Normal 19, 21, 44, 77, 123 Demolition 44, 45, 119
2D normal 67 Digging In 25
2D Zoom-Out 19, 21 Direct Fire 35, 36
2D Zoom-out 114 Disrupted 23, 24, 34, 36, 42,
3D Extreme Zoom-Out 19, 21 45, 46, 47, 64, 97, 101
3D Normal 19, 21, 113, 115 Disruption Loss 47
3D Zoom-Out 19, 21 Double Time 20, 25, 34, 35, 115
Dunes 61
A Dynamic Campaign Game 68,
70, 73, 74, 121, 122
A/I (artificial intelligence) 101
Action Point 25 E
Advantage 92
Air Attack 20 Echelon Movement 34
Amphibious 24, 34 Engineers 44, 116, 117, 119, 127
Anti-Aircraft Fire 35 Equipment Upgrades 75
Armor Facing Effects 43, 70, 115, 118 Excess Density Value 46
Artillery Dialog 20 Exit Objectives 67
Assaults 23, 35, 43, 48, 70, 101, 118, 119 Experience Points 71, 73, 74, 122
Assault Value 19, 42, 43, 47, 64, 65, 114 Extreme Fog of War 22, 35
Attack Strength 19, 45, 97
Auto Save AP’s for Firing 18 F
Fatigue 34, 35, 65
B Fatigued 34, 64, 65, 115
Barges, Boats, Junks, Ships 31 Fill 79
Blocked (as in LOS, SP’s and wrecks) 36 Find Org 75
Blocked (as in the counter) 44 Fire Cost 19, 23, 35, 45, 46, 62, 119
Bunkers 42 Fire Mode 35, 46
First Side 68, 84, 91
C Fixed 24, 35, 64, 123
Fog of War 11, 18, 19, 22, 43, 62, 69, 91, 92
Campaign (game) 68, 70, 71, 72, Forest 79
73, 74, 75, 121, 122, 127 Fortifications 119
Campaign Commanders Screen 71 FOW. See Fog of War; See Fog of War; See
Campaign Setup Mode 74 Fog of War; See Fog of War; See Fog of War
Cavalry 34, 35, 43 FRD
Character Screen 72, 73, 75 Fractions Rounded Down 45, 62
Column Movement 34
Combat Explanation 45 G
Combat Results 43
Command Control 69 Gliders 33
Command Post 69
Command Rating 23, 45, 62 H
Command Report 33, 35 Hard (attack values/factor) 19, 20, 23, 35, 70,
complexity rating 9, 10 75, 97, 102, 117, 118, 120, 125, 126, 127
Concealment 56, 61, 62

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Headquarters 118 P
Hex Contours 102
High Wall 44, 115 Paradrops 33
Hot Keys 21 Parameter Data 19, 23, 36, 42, 45, 46, 115
Hot Spot 18 Passengers 36
PBEM 92, 102, 124, 125
I Pillbox 42, 47, 74
Improved Position (IP) 20, 43, 74, 119 R
Indirect Fire 24, 35, 36, 46, 64,
69, 97, 98, 100, 118 Range 19, 35, 45, 46, 62, 65, 69, 84, 97,
Info Box Thermometer 24 101, 117, 118, 119, 120, 121, 123
Internet TCP/IP 91 Reachable Hexes 102, 115
Reinforcements 10, 33, 100, 103, 115
J Releases 35
Remove Units 68
Jump Map 20, 21 Replacements 75
Retreats 47, 101, 117, 119
L Riders 118
River 77
Laying Smoke 44 Roam Mode 22
Leaders 47, 62, 63, 67, 97, 109, 113, 114 Rotate Map 102
Line-of-sight 61, 85 Rubble. See Ruins
Linked Campaign Game 70, 121
Load/Unload 20
Low on Ammo 24 S
Save APs for Firing 24
M Save APs for Unloading 24
Scale 21, 114
Map Editor 76, 77, 78 Scenario Editor 123
Map Labels 22, 79 Scenario Information 36, 48
Medals 73 Selected hex 34
Minefields 25, 35, 44, 74, 109 Selected unit 19, 20, 22, 23, 34, 113, 119
Mission 73, 74, 75 shallow water 31, 33, 34
Mission Type 84 Smoke 21, 36, 44, 63, 117
Morale 23, 24, 25, 43, 47, 56, Soft Attack 20
64, 65, 69, 109, 117, 119 Soft Target 19, 20, 35, 98, 100, 117
Morale Check 23, 47, 64, 109, 117, 119 Special Building 43, 123
Motorized Leader Exception 63 Special Icons 18
Multi-player Mode 9 Spotted 20
Status Bar 21, 64
N Strength Dialog 67
Network IPX Play 91 Strength Point 23, 47
Suburb 33, 43, 123
O Supply 65, 66, 69, 75, 117, 118, 119
Swamp 33, 85
Objective 67, 68, 102, 103, 113, 114
On-Map Thermometers 25, 47 T
Opportunity Fire 101, 119, 120
Optional Rules 19, 69, 92, 115 Terrain 19, 21, 23, 33, 34, 36, 42, 43, 45,
Organization 20, 34, 35, 42, 64, 70, 72, 73, 46, 62, 63, 65, 69, 76, 77, 78, 79, 85, 97,
74, 75, 76, 90, 109, 114, 117, 122, 123 100, 101, 102, 109, 115, 119, 120, 123
Organizational Movement 34 Thermometers 47

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INDEX
Timer 90
Tool Bar 18, 19, 20, 21, 22, 31, 34,
42, 62, 74, 78, 79, 92, 114, 116
Towing 24
Transporting 34, 116
Trench 119
Two-Player Hot-Seat 91

U
Unit Handbook 19, 23, 68, 124
Unit List 22, 23, 44, 66, 115, 118, 119, 123
Upgrades 122

V
Victory Conditions 33, 34, 68
Victory Points 67
Village 33, 43, 46, 56, 97, 123
Vineyard 33
Visibility 36, 48
VP 19, 67, 68, 101, 110

W
Walls 25
Water 23, 79, 85
Weapon Data 19
Weather 36

Z
Zoom in 19
Zoom out 19, 20

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21.0 CREDITS
MATRIX GAMES

Executive Producer Quality Assurance Lead


David Heath Erik Rutins

Associate Producer Very Special Thanks


Erik Rutins Ron Tedesco, Debra Pugh, Renee Schoenfelder,
Marti Nagy, Bob Lippman, Thomas Heath,
Box and Logo Design Yvonne Heath, Kelly Eckenfels.
Marc Schwanebeck
Matrix NexGen
Manual Editing and Content Alexander Rutins, David Vebber, Megan Vebber,
Michael Eckenfels Andrew Heath, Nicholas Heath, Shane Heath,
Austin Stoltz, Noah Stoltz, Cameron Eckenfels,
Manual Design and Layout Hannah Eckenfels, and Erik Conkling.
Marc Schwanebeck
Our Strength
Public Relations & Marketing We thank God for giving us the ability and
Sean Drummy, Brant Guillory strength to complete this project and follow our
dream.
Production Assistant
Gregory Wilcox We also like to thank our families and friends for
giving us their non-stop love and support during
Administration this project.
Liz Stoltz

Distributor Sales Manager


Ross Jepson

Business Development Manager


Karlis Rutins, Lance Stoltz

Customer Support Staff


Marc Schwanebeck, Mike Vahan, Daniel Heath,
Alex Fiedler

Forum Administration
Paul Vebber, Marc Schwanebeck, Erik Rutins,
David Heath

Web-Database Design & Development


Alex Fiedler

Network and System Administrator


Mike Vahan

Network & PC Support


Ron Duquesnel

- 136 -
- 137 -
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USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT AND LIMITED WARRANTY
• Incorporates an updated anti-armor combat model, Norm Koger’s farewell gift to the TOAW engine, which allows
for hits to be made against weaker side armor.
• Enhanced play by email (PBEM) security, removing exploits of previous versions of TOAW.
• Enhanced PO functionality. Substantial improvements made to make the PO, when properly set-up by a scenario
designer, play much smarter.
• Support added for scenario and era specific graphics, sounds, and music. Ships with several sets of default files,
but is “mod-friendly” for those who wish to customize these items in their game.
• More Hotkey support, as well as several new UI enhancements.
• More advanced game options, affecting supply and fog of war.
• Turn logging enabled, both graphical and in text, to assist in the creation of “After Action Reports” by players eager
to show the community their greatest victories or most embarrassing defeats!
• Memory management issues with previous versions of TOAW under Windows XP have been solved.
• Several improvements on the combat system, so that low movement rate scenarios play better.
• Over three dozen additional fixes to bugs remaining from previous TOAW versions!
• Two terrain tile sets included, the original set and a high contrast version, with easy switch installers to change
between the two.
• French and German language support.
• All of the Classic TOAW scenarios from Century of Warfare are included, along with 130 of the best scenario designs
of the last 5 years.

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