Cs Manual (Light)
Cs Manual (Light)
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
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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
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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!
• 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+
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.
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!
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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”.
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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.
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.
- 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.
First select the type of scenario you wish to play: Standard, Modem (Caller or Host), Play-by-E-mail
or (two-player) Hot-Seat.
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.
- 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.
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.
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.
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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.
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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 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).
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.
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 Show Odds to review the current assault odds (assault odds are not available if Fog of War is
in effect).
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.
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).
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.
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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.
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.
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 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.
- 20 -
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 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.
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.
- 21 -
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.
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 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.
Select General Help (F1) to open the General Help file which
provides instant, on-line access for playing the game.
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”.
Toggle between “Move” and “Fire” mode (also possible with Ctrl key)
Have a unit “Dig In” to attempt to create an Improved Position in its hex
Resolve assault
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)
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 hard & soft attack limits (i. e., ranges) of the currently selected unit.
Remove the selected unit from the map (must be in an edge hex).
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.
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.
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
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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.
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.
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 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.
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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).
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).
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.
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
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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.
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.
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GETTING STARTED
Unit has spent APs to fire this turn.
Unit is capable of Double Time Movement (note that this also denotes an artillery type unit that
is capable of movement without transport).
Mine-Clearing (i.e., engineer) Unit capable of reducing Minefields or destroying Blocks and
High Walls
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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.
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 “?”
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.
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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.
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).
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).
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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.
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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.
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.
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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.
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”.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
Engineers Laying Smoke: Engineer infantry have the unique ability to “lay smoke” in their own
hex.
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.
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.
@: 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.
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.
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).
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.
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.
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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).
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.
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.
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.
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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.
BEACH
Beach terrain represents a large expanse of flat, open,
sandy terrain along a coast line suitable for conducting
amphibious operations.
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).
ORCHARD
A cluster of cultivated fruit trees. Orchard terrain can also
be used to represent an area of light woods.
FOREST
This represents a large expanse of virgin timber, providing
good cover and concealment benefits.
MARSH
An inundated, marshy forest area. Vehicular entry of an
unfrozen swamp is prohibited unless via some type of
road.
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.
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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.
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.
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.
LIGHT JUNGLE
Light jungle represents a large expanse of tropical forest
providing good cover and concealment benefits.
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.
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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.
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.
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..
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.
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.
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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.
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.
VINEYARD
Vineyard represents an area devoted to the cultivation
of grape arbors, found commonly in the Mediterranean
regions.
VILLAGE
A rural settlement. In Campaign Series village structures
are considered to be of wooden construction.
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.
RUINS
City, suburb, village and factory terrain (only) can be
rubbled. The terrain, concealment and morale modifiers
remain the same as the original terrain.
* Depends on the previous terrain type; ** Rubble height is 50% less than original terrain type.
INDUSTRIAL
A large industrial complex providing excellent defensive
benefits.
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.
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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
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.
CLIFF
A high, steep face of rock, impassable to all units
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.
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
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DUNES
This represents a ridge of wind-blown sand sufficiently
high enough to block line-of-sight and provide cover
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.
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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.
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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.
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.
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.
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.
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.
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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.
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:
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:
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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.
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.
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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.
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.
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.
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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.
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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).
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.
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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.
If you are starting a new map, you have two basic choices:
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.
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).
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.
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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.
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.
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.
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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.
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).
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).
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.
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.
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.
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.
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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.
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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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 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.
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graphic file with the exact same name as your scenario and a .bmp extension into the Campaign
Series directory.
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.
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.
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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”.
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.
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.
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.
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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.
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.
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.
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 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.
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.
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.
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.
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.
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:
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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
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.
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16.0 OBSERVATIONS OF AN EAST
FRONT II PLAYTESTER
By Eric Larsen
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.
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TIPS AND TACTICS
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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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...
***
***
***
***
***
***
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.
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.
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.
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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.
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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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.
A. For your convenience, the Campaign Series Frequently-asked-Questions is divided into logical
sections:
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.
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.
A. No. This is a game where zones of control do not come into play.
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.
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.
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.
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.
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.
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.
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).
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?
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.
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.
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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CS FAQ
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.
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.
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).
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.
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.
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”.
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.
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.
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.
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.
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.
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
Forum Administration
Paul Vebber, Marc Schwanebeck, Erik Rutins,
David Heath
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MATRIX PUBLISHING, LLC MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED WITH
RESPECT TO THE SOFTWARE PROGRAM RECORDED ON CD OR DISKETTE OR THE GAME
DESCRIBED IN THIS RULE BOOK, THEIR QUALITY, PERFORMANCE, MERCHANTABILITY
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SOLD “AS IS”. THE ENTIRE RISK AS TO THEIR QUALITY AND PERFORMANCE IS WITH
THE BUYER. IN NO EVENT WILL MATRIX PUBLISHING, LLC BE LIABLE FOR DIRECT,
INDIRECT, INCIDENTAL OR CONSEQUENTIAL DAMAGES RESULTING FROM ANY
DEFECT IN THE PROGRAM OR GAME, OR FOR LOST DATA RESULTING IN ANY WAY
FROM USE OF THE PROGRAM OR GAME, IN ALL CASES EVEN IF MATRIX PUBLISHING,
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NOT ALLOW THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY
FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR
EXCLUSION MAY NOT APPLY TO YOU).
© 2007 MATRIX PUBLISHING, LLC. ALL RIGHTS RESERVED. MATRIX PUBLISHING, LLC. AND THE MATRIX PUBLISHING,
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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.