STRATEGY AND TACTICS WORLD WAR II FAQ/WALKTHROUGH by Brian Pendell (brian.pendell@gmail.com) Revision History v 1.0 (13 JUL 2013) initial FAQ, no walkthrough as yet. v 1.1 (21 Jul 2013) Added walkthrough for campaign 1, added shortcut search codes, corrected errors and spelling. V 1.2 (24 JUL 2013) Added walkthrough for campaign 2. V 1.3 (28 JUL 2013) Added walkthrough for campaign 3. Added additional question and corrected mistakes. V 1.4 (3 Aug 2013). Added walkthrough for campaign 4. V 1.5 (8 Aug 2013). Added walkthrough for campaign 5. V 1.51 (18 Dec 2013) Corrected error for scenario 11.2.2. This marks the completion of the walkthrough. Table of Contents 1. Overview [#OV1] 1.1) How do I win? [#OV1Q1] 1.2) Are there different levels of victory? [#OV1Q2] 1.3) Are these points important? [#OV1Q3] 1.4) Hey! I'm having memory problems! [#OV1Q4] 2. Gameplay basics. [#GB2] 2.1 How do I select troops and move? [#GB2Q1] 2.2) Can I undo a move once made? [#GB2Q2] 2.3) How do I fight ground combats ? [#GB2Q3] 2.4) What about the provinces marked with a pentagon? [#GB2Q4] 2.5) How do I move across the ocean? [#GB2Q5] 2.6) How do I select air units? [#GB2Q6] 2.7) What orders do I issue to air units? [#GB2Q7] 2.8) What else can I do on a turn? [#GB2Q8] 2.9) How do reinforcements work? [#GB2Q9] 2.9.4) Hey! I bought reinforcments but now I can't buy them again! [#GB2Q10] 2.9.5) What about airborne reinforcments? [#GB2Q11] 2.10) What happens if I do nothing on a turn? [#GB2Q12] 2.11) How do I end a turn? [#GB2Q13] 3. Unit Types [#UT1] 3.1) Ground units.[#UT1G1] 3.1.1) What stats do ground units have? [#UT1G1Q1] 3.1.2) What are the different ground units? [#UT1G1Q2] 3.2 Air Units [#UT2A1] 3.2.1) What stats do air units have? [#UT2A2Q1] 3.2.2 What are the different types of air units? [#UT2A2Q2] 4. Reinforcements[#RE1] 4.1) Conventional reinforcements [#RE1Q1] 4.2) Airborne reinforcements [#RE1Q2] 5. Upgrades [#UP1] 5.1) How do I acquire upgrades? [#UP1Q1] 5.2) Is it necessary to buy upgrades from Herocraft to complete the game? [#UP1Q2] 5.3) What upgrades are there, and what upgrades are worth getting? [#UP1Q3] 5.3.1) Military upgrades [#UP1Q4] 5.3.2) Economic upgrades [#UP1Q5] 6. Combat Theory, Tips, and Tricks [#CT1] 6.1) Combat resolution [#CT1Q1] 6.2) Combat Principles, tips and tricks [#CT1Q2] 6.2.1) Are there any useful glitches? [#CT1Q3] 7. Campaign Walkthrough: The Birth of Tragedy (German) [#GR01] 7.1 Characters [#GR01H] 7.2 Scenarios [#GRO1SC] 7.2.1 Case Weiss ("Case White") [#GR01CW] 7.2.2 Operation Weserubung ("Weser Crossing") [#GR01WE] 7.2.3 Operation Gelb ("Operation Yellow") [#GR01OY] 7.2.4 Operation Punishment [#GR01OP] 7.2.5 Operation Marita [#GR01OM] 7.2.6 Rommel's Invasion [#GR01RI] 8. Campaign Walkthrough: Eastern Front (Russian) [#RU01] 8.1 Characters [#RU01H] 8.2 Scenarios [#RUO1SC] 8.2.1 Barbarossa: Northern Assault [#RUO1BNA] 8.2.2 Barbarossa: Central Assault [#RUO1BCA] 8.2.3 Barbarossa: Southern Assault [#RUO1BSA] 8.2.4 The Battle for Moscow [#RU01MOS] 8.2.5 Rzhev-Vyasma Operation [#RUO1RVO] 9. Campaign Walkthrough: Roads of Freedom (American) [#US01] 9.1 Characters [#US01H] 9.2 Scenarios [#USO1SC] 9.2.1 Operation Crusader [#USO1OC] 9.2.2 Operation Lightfoot [#US01OL] 9.2.3 Tunisia Campaign [#US01TC] 9.2.4 Italian Campaign [#US01IC] 9.2.5 Operation Overlord [#USO1OVER] 9.2.6 Breaching the Siegfried Line [#USO1SIEG] 10. Campaign Walkthrough: Victory Day (Russian) [#RU02] 10.1 Characters [#RU02H] 10.2 Scenarios [#RUO2SC] 10.2.1 Stalingrad [#RUO2STN] 10.2.2 Breaking the Blockade of Leningrad [#RUO2LNG] 10.2.3 Kiev [#RUO2KEV] 10.2.4 Liberation of Sevastopol [#RUO2SEV] 10.2.5 Operation Bagration [#RUO2BAG] 10.2.6 Liberation of the Balkans [#RUO2BALK] 10.2.7 Berlin Operation [#RUO2END] 11. Campaign Walkthrough: Twilight of the Gods (German) [#GR02] 11.1 Characters [#RU02H] 11.2 Scenarios [#RUO2SC] 11.2.1 Stalingrad [#GR02STN] 11.2.2 Leningrad [#GR02LNG] 11.2.3 Operation Citadel [#GR02CIT] 11.2.4 The Panther-Wotan Line [#GR02PWOE] 11.2.5 Operation Bagration [#GR02BAG] 11.2.55 IMPORTANT INFLECTION POINT [#GRO2INF] 11.2.6 Balkan Operations [#GR02BALK] 11.2.7 The Battle for Berlin [#GR02BERL] 11.2.8 Alternate: The Battle for Berlin [#GR02FREE] 12. Credits 1) Overview [#OV1] Strategy and tactics is a campaign-level simulation of World War II combat. The objective is to take the role of a general officer and personally lead the armies of your nation to victory. The viewpoint character shifts between German, Russian, and American combatants. There are both single scenarios and campaigns of related scenarios. The game is designed for iPad but also runs on other phones and tablets such as Android. Up to 4 'players' may participate in a single scenario. This walkthrough covers all 5 of the multi-scenario campaigns. It does not cover the single scenarios. 1.1) How do I win? [#OV1Q1] All scenarios can be won by destroying all enemy troops. The scenario will automatically end in victory at that point regardless of whether the enemy still controls territory, and regardless of whether the enemy could have fielded reinforcements next turn. This is a shortcut and will prove invaluable during battles when the time to complete other goals is limited. However, there is also a trap in this: Some scenarios have an additional goal of 'collect a certain number of resources'. If you destroy all troops before these resources are collected, you will not be able to finish this goal. So it may be worth your time to spare the enemy for a turn or two to complete the additional objective. Likewise, just as all scenarios can be won by destroying all enemy troops, so all scenarios can be lost by losing all your own. This is true regardless of other factors. This is important in defensive scenarios where the objective is to hold a particular region for a given amount of time. Lives must often be sacrificed to buy time, but you cannot sacrifice all your troops. In addition, almost all scenarios will have victory conditions allowing you to win in some other way than destroying all enemy troops, which is sometimes completely impossible. Some common victory conditions are: 1.1.1) Capture a particular province and hold it for a number of turns. To fulfill this condition, move at least 1 ground unit into this province, changing it to your color, and ensure that the province is not taken back for the requisite number of turns. Sometimes no turns are specified, in which case all you have to do is move troops onto it and you will automatically win if all other primary conditions are fulfilled. Critical provinces are usually marked with a red cross-hair. 1.1.2) Hold a particular province for a number of turns. This is a defensive goal which simply requires you to keep the province under your own control. The province will be lost when enemy ground troops of any strength enter the province, at which point the number of turns you held it will be assessed. If you held it for long enough you will win regardless of other factors. In some scenarios it is a question of WHEN, not IF, you will lose the province in question. Critical provinces are usually marked with a red cross-hair. 1.1.3) Destroy a certain number of enemy units. Air units may be destroyed either by air fighters or by moving ground troops into the province in which they are based. Ground units can be destroyed either by subjecting them to overwhelming force, or by forcing them to retreat when they have nowhere to retreat to. This last feat will be discussed in greater detail under 'gameplay basics'. The smallest unit on the field of battle is the 'division', and this is true both for ground and air forces. HISTORICAL NOTE: "Destroying a unit" in the military sense does not mean 'to kill every last man in the unit'. "Destruction" means only that the unit is no longer able to function as an organized military force and cannot be reconstituted. During World War II it was not uncommon for 50% of the members of such destroyed units to survive as prisoners or as small, isolated groups of survivors who were capable only of survival and returning to friendly lines. These groups would then be re-incorporated into new or existing formations. 1.1.4) Store a certain number of resources. Normally, without upgrades, one province will produce 1 resource every turn. These resources may be spent to purchase reinforcements. So in this circumstance one must retain a certain number of provinces for enough turns to collect necessary resources and not spend more than the absolute minimum necessary on reinforcements. Finally, except in a defensive scenario which contains a condition such as 1.1.2) above, there is a hidden condition in all scenarios which may cause defeat: Allowing the game to drag on too long in terms of turns. All scenarios are expected to be completed quickly and there is a limited number of turns in which to win. If this number of turns is exceeded you will lose regardless of any other advantages you have. The operational art of World War II is the art of 'blitzkrieg' -- lightning war -- and the enemy is to be crushed speedily in a rapid campaign. A drawn-out shoving match , in which armies fight over the same ground again and again, costs lives, money and time and gains nothing. So complete your objectives quickly! The sole exception is in the case of a defensive scenario where the objective is to disrupt the attacker's momentum and force him into the long drawn out shoving match described above. 1.2) Are there different levels of victory? [#OV1Q2] Yes. Each scenario has three different levels of victory: 1.2.1) Gold badge. This is awarded for the highest level of skill, which typically manifests in winning in the fewest number of turns. Alternatively, when on the defense, it is awarded for keeping the enemy out of critical provinces for the maximum number of turns. This is typically worth a large number of points. 1.2.2) Red medal. This is given for demonstrated skill, but not to the level of the gold badge. This typically involves completing the victory objectives in 4 or 5 turns longer than that awarded for the gold badge. This is typically worth a fewer, but still significant, number of points. 1.2.3) Stripes. This is the lowest level of victory and is awarded for a victory which is marginal, just barely one step above defeat. But it's still a win, although it is worth only a trivial number of points. Finally, there are often additional scenario objectives such as 'destroy all enemy air divisions' or 'lose less than a certain number of divisions'. These objectives are always worth an additional fixed number of points if they are completed. regardless of the level of victory. 1.3) Are these points important? [#OV1Q3] Points are important for two reasons: 1.3.1) In the campaigns, points may be spent to purchase upgrades. So the more points you receive in earlier battles, the better prepared your troops are for combat in the later ones. Upgrades may also be purchased with real cash from Herocraft, but this is not necessary to win any scenario. 1.3.2) Points contribute to your rating. This allows your profile to receive higher ranks and to be ranked on Herocraft's server. Currently the author is a lieutenant general and is ranked 7 on the board with 270,000 or so points. 1.4) Hey! I'm having memory problems! [#OV1Q4] Sometimes during the course of the game, especially during the enemy turn, the game will start to run very slowly. The most common occurrences for this are in Campaign 1 scenario 2 (Norway) and Campaign 3 scenario 6 (Siegfried line). When this happens, I recommend you exit the game, restart , and this time tap the screen on the enemy turn to skip the turn. All the enemy forces will be moved but the moves will not be displayed. This seems to prevent the memory issue although it is somewhat inconvenient not to see the actual moves but only the position on the board afterwards. 2. Gameplay basics. [#GB2] 2.1 How do I select troops and move? [#GB2Q1] You will see you a map of the campaign area. The campaign area is divided into a number of 'provinces'. Provinces marked in your color are under your control (Red = Russian, Light Blue = German, Dark Blue = Italian, Green = American/British). Some of these provinces will have troop icons in them, and these troops will have a flag next to them denoting their allegiance. HISTORICAL NOTE: The red, white, and black flag used by the Germans in this scenario is NOT the flag used by the Germans historically during this period. The red, white, and black flag is instead the flag of the German Empire used from 1871 to 1918, and again from 1933 to 1935. The flag actually used by the German forces was the Nazi flag with the swastika. I assume the substitution was made in order to make the game marketable in Germany, where the use of those symbols is outlawed today. At any rate, tap on a province with your troops to select it. If you change your mind, tap the same province again to un-select it. When troops are selected, a sidebar will open on the right. You will see the exact unit types of each division, as well as a small vertical bar next to each icon indicating the health of the unit, which the game refers to as the 'operational index'. You may select enemy troops and view their unit types, but you cannot view their health or issue them orders. To move troops from one place to another, tap once on a province containing troops. Then tap a second time on a neighboring province. A dialog box will pop up which will enable you to determine exactly how many troops you wish to move, and of what types. Move the slider bars to denote the number of troops you wish to move, then press the check button. The move is now programmed. You can now execute the move by pressing the '!' button in the lower right hand corner. If you do not want to execute the move after all but you have not pressed the '!' button yet, click on the troops you have programmed. The '!' button changes to an 'X' button. Press the 'X' and the move will be cancelled. A province may have no more than 12 ground units of any type. You can program many troops to move all at the same time. To do this , select a province with troops and give them a move order. Then select another province and give those troops a move order. You can move all your troops at once if you wish, but troops can still be moved in the same turn even if you do not issue them simultaneous orders. Once you have issued all the orders you wish to at this time, press the '!' button at the lower right hand corner, and the selected troops will carry out the order you have issued. Note that it is possible to move troops one after the other even in the same turn. A turn does not end until the '!' box shows a clock icon. Pressing the clock icon ends the turn. SO suppose you want to do two different things in a turn, one after the other . This is how it would be done: 1) Select troops in province A. Issue them a move order, press '!'. The troops in province A move. 2) Select troops in province B. Issue them a move order, press '!'. The troops in province B move, but it's still the same turn. 3) Now press the clock icon. NOW the turn ends. Some units have only 1 move, while others have two. IMPORTANT NOTE: A ground unit will ALWAYS lose all move if it enters an enemy province. Thus, if you want to move fast troops (such as motorized troops) into a province, you must first use slow troops to capture the province, then move the fast troops through the now-friendly province, and then finally move them to their destination. 2.2) Can I undo a move once made? [#GB2Q2] Yes. You can undo the last move by exploiting the fact that the game always saves up to the last move you made. So if you make a move and it is an error, exit to the main menu , then re-enter the scenario. The scenario will reload at the point just before you executed your last move. You may now cancel the move and issue new orders. 2.3) How do I fight ground combats ? [#GB2Q3] To attack enemy troops, move friendly troops into a province occupied by enemy troops. It is often optimal to use the troops of multiple adjoining provinces to attack a single enemy province. There are two attack options: 1) Attack. The troops attempt to move into the enemy province. No more than 12 units may participate in an attack at any time. 2) Support. The troops add their firepower to an attack but do not attempt to move into the province themselves. This allows forces in excess of 12 units to participate in the battle. So, if you have three adjoining provinces with 36 units, you can launch an attack of up to 12 units supported by up to 24 units. At least one division must be used to conduct the attack, but an unlimited number of units may support the attack. So in the example above, with 36 available units, the attack may be conducted with 1 unit supported by 35 other units, rather than 12 supported by 24. After the attack is made , all units involved in combat will suffer damage. If a unit's health is reduced to zero, the unit is 'destroyed' and will be removed permanently from the game. In addition to combat losses, there is an overall 'winner' and 'loser' of the battle. If the attacker loses, they remain in their original provinces and do not move into the province they were attacking. If the defender loses, the defender must 'retreat' to an adjoining sector if possible. A unit which cannot retreat will be destroyed. In order for a province to be retreated to, the province must be A) unoccupied or occupied by less than 12 friendly troops B) must be either friendly or enemy. It may NOT be neutral. This is important because , due to a game error, troops may not retreat into an 'allied' province. Say, for example, you are playing a western european scenario as the Germans and attack a Dutch unit in Holland. You have taken all the other Dutch provinces, so the only open territory is neighboring Belgium. The Dutch unit cannot retreat into Belgian territory even if it is unoccupied, and so the Dutch unit will be eliminated. Ironically, if you had first occupied the Belgian territory with German troops then withdrew them, the Dutch unit could retreat to that province because it is now considered 'German' territory! So in the above example, the Dutch unit can retreat to Dutch or to German territory that is unoccupied, but CANNOT retreat to Belgian or French territory regardless of any other status. A unit may not retreat into a province in which even one enemy division is present. So a common tactic is 'encirclement' -- when facing a large concentration of enemy forces, to move 1 division into each adjoining province to cut off their retreat, then launch the main attack. The enemy will be unable to retreat and consequently destroyed. Finally, there may never be more than 12 units in a province. So if a force of 12 units is forced to retreat into a province where there are already 4 units, 8 of the 12 retreating units will retreat, bringing the new strength of the province retreated into to the maximum of 12, and the remaining 4 units will be destroyed. Defense is easy. When it is the enemy turn, the enemy may choose to attack any province occupied by your troops. The troops in the attacked province will fight a defensive battle automatically. 2.4) What about the provinces marked with a pentagon? [#GB2Q4] The pentagon indicates that the province in question is considered fortified and thus defending troops in this province will receive a bonus. The exact amount of the bonus is unknown, but in the author's experience is rarely decisive. They have been observed to, when garrisoned by many armored units, make any attack on them considerably more costly than they would otherwise be, or even repel the attack altogether. Even so, the same has not been observed to be true of any other unit, so fortifications are still not very useful. If you have a force of tanks large enough to successfully defend a fortification, you should be using them offensively! HISTORICAL NOTE: "Fortified" in terms of World War II means that entrenchments have been dug, fields of fire have been cleared and pre-registered for artillery, minefields have been laid, pillboxes and anti-tank obstacles have been constructed. 2.5) How do I move across the ocean? [#GB2Q5] Certain provinces are marked with an anchor and have a line connecting them to another province across the water. This indicates that ground troops may be moved from this province to the other just as if they were adjoined by land. This movement is available to troops of any nationality. So, for example, in a 1944 scenario it is perfectly possible for German troops defending against the Normandy invasion to counterattack by landing in England and capturing London, despite the fact that the lack of landing craft and overwhelming Allied naval superiority made this impossible historically. Note that this movement is only available to ground units. Air units have no special rules for relocating , as air relocation works the same way across both land and sea. 2.6) How do I select air units? [#GB2Q6] An air unit by itself is selected by simply tapping on it, the same as with a ground unit. As with a ground unit, selecting a group of air units will open up a side bar showing the exact air units in the province and their health. If an air unit and a ground unit share a province, the province will have an airplane symbol as well as an icon for the ground units. Tap on the province once to select the ground units in it. Tap on it a second time to select the air units in it. Tap a third time to de-select the province. You will know that air units are selected because a dark circle will appear around the province indicating the range of the selected air units. If there are air units with different ranges, the air unit with the shorter range will have the dark, inner circle while the longer range will be a lighter, larger circle. 2.7) What orders do I issue to air units? [#GB2Q7] After you have selected an air unit, you may then click again on any province that is at least half within the range circle. You may then execute the following actions; For a friendly province, a unit may either RELOCATE to it or it may PATROL it. For an enemy province, a unit may either STRIKE it or PATROL it. In RELOCATION, a unit moves by air to the new province and will be ready to perform operations there next turn. Relocation may occur over land and sea. Note that in some scenarios it is not possible to move an air unit between two provinces separated by ocean when it is possible to move a ground unit! PATROL of both friendly and enemy provinces functions the same way. It does nothing on a friendly turn, but on the enemy turn any enemy air attacks through this or adjoining provinces may be intercepted by your aircraft on patrol , and this will inflict additional casualties on the attackers. Note that, because PATROL takes place on the enemy turn, any air unit instructed to PATROL may be redirected to STRIKE or RELOCATE before the end of the turn, although the units thus redirected will no longer be able to carry out the patrol task. Of the two air unit types, only fighters may conduct patrols. WARNING: If a unit is instructed to PATROL and receives no other orders, it will continue to PATROL until ordered otherwise. Because of this it is quite possible to lose aircraft divisions that are weak because they have not had their PATROL instruction countermanded! This can be best done by either ordering a STRIKE or a RELoCATION, after which they will do nothing and can refit. STRIKE operations permit the air units to attack enemy ground units. When an air strike occurs, both the attacking air unit and the defending ground unit will suffer damage to their health. While aircraft typically cause much more damage to ground targets than the reverse, it is still possible to lose air divisions if they are continually thrown in small groups against large , well-defended targets. Ground units will not retreat as a result of suffering air attack, but they may be destroyed. This normally happens when large quantities of aircraft are used against small, isolated targets, or the ground units are at critically low health. STRIKE may occur in conjunction with ground attacks. To perform this operations, select an air unit, then order it to STRIKE an enemy province. Select a friendly ground unit and order it to ATTACK that same province. Add SUPPORT from other ground units as appropriate. Then press the "!" key to initiate the attack. With clockwork precision the air attack will occur, reducing the enemy's health. The ground units will then conduct a synchronized attack with support against the now-weakened enemy. This is the most appropriate way to use STRIKE against large groups of ground units. 2.8) What else can I do on a turn? [#GB2Q8] You may purchase reinforcements by clicking the parachute box in the upper left corner. 2.9) How do reinforcements work? [#GB2Q9] When you click the reinforcement icon, you can now spend resources to bring in new troops at designated areas on your side. Resources, as mentioned, are typically collected at the rate of 1 resource per province per turn. To purchase reinforcements, simply view the list of available troop types, and click on the appropriate icon. After you have selected the unit to purchase, you will see one of two screens: 2.9.1) You will return to the original map and various provinces will blink. This indicates you have enough resources to purchase the unit and must now deploy it to one of the blinking provinces. Click on such a province and your purchased units will arrive their next turn. 2.9.2) Instead of being taken directly to the map, you are taken to a window marked 'purchase of resources' with the options 200 /500/1000. This indicates you do not have enough resources to deploy the requested units, but Herocraft will be willing to sell you resources over and above what you have gathered for a cost in real money. The author strongly recommends you do not do this. Simply select the 'x' to cancel out of this. But if you feel you must, select one of the options and Herocraft will assist you with processing the purchase of the additional resources and the new units will be available as usual next turn. The author wishes to emphasize that he has won all scenarios without purchasing a single resource point, so purchases are not necessary to win the game. The resources gathered per province may be improved with upgrades, see below. 2.9.3) How do I know where the reinforcements may be deployed? Reinforcements (with the exception of airborne reinforcements, see below) must be deployed to a strategic province, which are denoted by an icon resembling a building with two smokestacks. Only friendly strategic provinces may be used. For example, if you are playing as the Russians in a late-war scenario and capture a strategic German province in Lublin, occupied Poland, you may not then send reinforcements here in the same scenario. If all strategic provinces are captured, reinforcements may still be deployed to any friendly province, but the province to which they are deployed will be randomly chosen. 2.9.4) Hey! I bought reinforcments but now I can't buy them again! [#GB2Q10] All reinforcments are subject to a 'cooldown' period of about 6 turns , after which they may be purchased again. So if I buy 6 units of basic infantry in block, on the next turn I could buy 4 motorized units or 1 tank unit but it would be another 6 turns before I could again buy the exact same block of 6 basic infantry. This cooldown period may be improved by the purchase of upgrades. 2.9.5) What about airborne reinforcments? [#GB2Q11] The author played for months before discovering this feature! After clicking on the reinforcement button , you will see a dialog panel with potential normal reinforcments, but there are also three other icons here: -- the cancel icon in the lower right hand corner. -- A panel with boxes and a 'plus' mark. This allows Herocraft to sell you additional resource points. However, as previously emphasized, this is not necessary to win the game. -- a parachute with a box panel in the lower left corner. Pressing on this brings up the AIRBORNE REINFORCEMENT panel. Airborne reinforcements are different from normal reinforcements in that they can be deployed instantly to enemy provinces, vacant or occupied, almost at will. The specific provinces into which airborne reinforcements can be deployed are scenario-dependent, and range from a very few provinces near home base to almost anywhere on the map. As mentioned above, it is possible to deploy airborne forces into provinces that are currently held by enemy troops! If airborne troops are dropped onto enemies, combat will ensue. If airborne troops lose they will retreat into the nearest eligible province. If the enemy loses the enemy will retreat as normal. It appears airborne forces can almost always be deployed to any province your own troops are adjacent to. So if you need to travel 3 provinces away, motorized troops can get you 2 provinces and then an airdrop to get to the last one. Airborne reinforcements are typically much more expensive than normal troops, but may make the difference in a critical situation where the player is flush with resources but not with time. They also allow the player to bring 2-8 divisions into play instantly, in many scenarios almost anywhere on the map. This is especially useful when attacking a fortified area and ground forces alone are inadequate for the purpose. 2.10) What happens if I do nothing on a turn? [#GB2Q12] A unit which receives no orders during a turn will conduct replenishment and refit, thus increasing its health. Most units start at 50% health, so even new units can benefit from a few turns of rest to increase their health bars to maximum, although there will typically not be time to do this on any large scale. 2.11) How do I end a turn? [#GB2Q13] A turn ends when you press the action button and have issued no additional orders. In this circumstance the action button shows a clock icon. All other participating players will then take their turns. 3) Unit Types [#UT1] 3.1) Ground units.[#UT1G1] 3.1.1) What stats do ground units have? [#UT1G1Q1] All ground units have the following attributes: -- Mobility (MOB): How many provinces they can move to in a single turn. Note that moving into an enemy province, even an unoccupied one, results in the loss of all move. -- Attack factor versus tanks (AFT): The unit's strength when attacking a tank unit. -- Attack factor versus infantry (AFI): The unit's strength when attacking anything else. -- Defense (DEF): The unit's strength on defense against ANY attacker, air or ground. -- Attack against Aircraft (AAFT) : The unit's capability of inflicting damage on an attacking aircraft unit. -- Defense against aircraft (DAFT): The unit's ability to resist damage from an attacking aircraft. -- Health: The operational index of the unit. A measure of how much more damage it can sustain before being destroyed. Health changes during the game and is not listed below, but is included here for the sake of completeness. 3.1.2) What are the different ground units? [#UT1G1Q2] -- Basic Infantry MOB: 1 AFT: 5 AFI: 6 DEF: 2 AAFT: 1 DAFT: 2 Les Enfants. The footsloggers. The grunts. 17-year-old kids with rifles who go to the battle and fight on foot. This is the cheapest and most common form of unit, and so can be thought of as the pillar, or base, of the army. Other units may improve or assist this unit, but this unit is the one that is going to be doing most of the marching, fighting, and dying. HISTORICAL NOTE: How can an infantry division attack a tank division with any hope of success? The answer is that you must not think of the unit as if it is comprised only of men on foot carrying rifles. A 'division' is a combined arms unit consisting, at this time period, of artillery, scouts and vehicles as well as soldiers. So an infantry division is not JUST soldiers on foot. Instead , it is primarily composed of soldiers but supported by other branches, such as an antitank unit specializing in high-velocity, accurate artillery specifically designed to destroy tanks. Likewise, a tank division is not just tanks but is primarily tanks supported by a smaller number of infantry and artillery. In the time period under discussion, direct attack of a tank by foot soldiers was a heroic last-ditch action attempted only by the suicidal, so when an infantry division attacked an armored division, the destruction of tanks would be conducted primarily by the attached artillery and NOT by the foot soldiers. -- Elite Infantry MOB: 1 AFT: 6 AFI: 9 DEF: 3 AAFT: 2 DAFT: 1 Improved infantry distinguished from basic infantry by a higher standard of training and the greater use of rapid-fire weapons such as submachine guns or assault rifles, as opposed to the bolt-action rifle commonly used by basic infantry. Only marginally more effective against tanks, these units excel against basic infantry and are therefore best used as the spearhead of an attack on an infantry-only defense. They can also be used in any other role infantry can be used in. -- Motorized Infantry MOB: 2 AFT: 8 AFI: 6 DEF: 3 AAFT: 1 DAFT: 2 Infantry who ride into battle on trucks but fight on foot once brought to battle. They are distinguished from 'mechanized' infantry (who do not appear in the game) in that mechanized infantry is supported by Infantry Fighting Vehicles such as the BMP or Bradley. Mechanized infantry both ride to battle in IFVs but fight alongside them as well. By contrast, motorized vehicles are 'soft-skinned', unfit for combat. So the infantry rides to the battle but must dismount and fight on foot without support, the same as their basic infantry cousins. The overwhelming advantage of motorized infantry is in its mobility, allowing it to conduct deep raids into enemy territory or encirclement of enemy troops. Use these divisions for high-risk operations, as motorized infantry has the advantage not only of speed but of being much, much easier to replace than tanks. -- Tanks MOB: 2 AFT: 12 AFI: 18(!!) DEF: 5 AAFT: 2 DAFT: 1 The 'armored fist' which makes 'lightning war' possible. Tanks are fast and have overwhelming power on the attack against all enemies, but are relatively weak defensively. They have the additional disadvantage of being expensive and difficult to replace (see reinforcements below) , so once the tank divisions are used up they aren't going to be coming back for the duration of the scenario. So use them for the decisive breakthrough but if at all possible coddle and protect them outside of these occurrences as they cannot be replaced. Be that as it may, they must sometimes be expended in order to achieve operational goals. Of course, killing enemy tanks should be a very high priority in any scenario for this reason. -- Artillery MOB: 1 AFT: 12 AFI: 9 DEF: 1 AAFT: 0 DAFT: 1 Large caliber guns, both howitzer and direct fire, supported by a security detachment of infantry. These units have the worst defense in the game and consequently should never be left by themselves but stacked with other units. They are best used to give infantry stacks additional punch against tanks. Since they travel at the same speed of infantry they should therefore almost never be separated from infantry, giving infantry the added firepower necessary to overcome obstacles, in addition to the infantry division's own organic artillary. 3.2 Air Units [#UT2A1] 3.2.1) What stats do air units have? [#UT2A2Q1] Air units can be characterized as follows: Range (RGE): How far a unit can operate from its base. Attack against Ground (ATG): A unit's effectiveness when attacking a ground unit. Defense against Ground (DFG): A unit's survivability against a ground unit's anti-air defenses. Attack against air (ATA): A unit's ability to inflict damage on an air unit it is in combat with. Defense against air (DFA): A unit's ability to resist damage from an air unit it is in combat with. 3.2.2 What are the different types of air units? [#UT2A2Q2] -- Fighters RGE: Short ATG: 6 DFG: 6 ATA: 10 DFA: 6 Fighters are all purpose units which can be used in a fighter-bomber role against ground targets or in an interceptor role against aircraft. They are capable of performing STRIKE and PATROL missions. Since they are highly effective against aircraft, they are best kept on patrol to defend against enemy aircraft so long as they are a significant threat. The fighters' short range means they must constantly relocate to provide an air umbrella for the battle lines. -- Bombers: RGE: Long ATG: 10 DFG: 2 ATA: 2 DFA: 2 Bombers are extremely long ranged and can hit almost anything on the map in most scenarios. Their firepower when concentrated is shocking, but as with tanks they are extremely expensive and difficult to replace. Consequently they need to be carefully watched and protected. Bombers cannot PATROL, and thus will only participate in air combat if they are attacked by patrolling fighters while conducting a STRIKE mission. 4) Reinforcements [#RE1] For an overview of the reinforcement mechanism see sections 2.8 and 2.9 above. This section is intended to review the specific kinds of reinforcements available. 4.1) Conventional reinforcements [#RE1Q1] -- 2 basic infantry units Resource cost: 10 This is something you will rarely use but in some scenarios can provide a critical punch at the beginning, as they are typically the only reinforcements you can afford at scenario start. An additional 2 divisions at the beginning can mean the difference between a quick success and a drawn out battle. Outside of this exceptional occurrence your resource points are usually better saved for other options, unless you are in an emergency situation where you must have those 2 divisions immediately and can't afford anything better. -- 1 motorized infantry unit Resource cost: 15 The same as for the 2 basic infantry, except even less frequently used because it costs nearly 50% more while having half the combat power. If you happen to have 50 resource points, this purchase can bring a 4 unit purchase of motorized infantry up to 5 units, and that is a very powerful group of combat units to have. But aside from that you won't be using this much. -- 6 basic infantry units Resource cost: 25 This is a purchase you will not be able to get enough of. A great bargain whose only flaw is the low speed of the units. It may be worthwhile spending upgrade points to improve your cooldown rate just so you can have more of these faster. Nonetheless, it is less useful in the later parts of the game due to the slow speed at which they will march all the way across the map. Best purchased early. -- 4 motorized infantry units Resource cost: 35 The single best buy, in the author's opinion, in the game. It combines a sizeable amount of combat power with something that is otherwise nearly impossible to buy in any quantity: Mobility. 4 motorized divisions moving at 2 spaces per turn is a lightning force, and stacks well with the 1 motorized unit purchase already mentioned. The only drawback is that it is marginally more expensive than the 6 basic infantry units, but they are perfect for envelopment and encirclement. However many you have, you haven't got enough. Even better than the 6 unit infantry buy because, thanks to mobility, it remains useful in all parts of the game, especially towards the end. -- 3 air fighter units Resource cost: 40 Only rarely useful, if you have resource points to burn and everything else is cooling down. Normally if you can afford this you're better off buying a ground unit. As a rule when the enemy has aircraft and you don't, you'll have more success destroying the aircraft on the ground as opposed to spending time and money deploying enough fighters to make a difference. -- 1 tank unit Resource cost: 35 A wonderful purchase limited by the fact you can only get one of them. A single tank division by itself isn't terribly useful, and will be used in much the same way as a motorized infantry division. Worth the purchase, especially if you really need mobility NOW, but absent that situation there are more cost-effective choices. -- 3 artillery units Resource cost: 40 Very expensive for something as slow as infantry. The problem with a slow unit such as artillery is they are best purchased at the beginning of the scenario, as their slow speed means they will probably not be used towards the end. So at the beginning of a game you have other things to purchase with the resources, and towards the end of the game you can't use them. Still better than nothing if you've got the points to burn. -- 12 basic infantry units Resource cost: 80 This is an excellent purchase which can be a game-changer in the early Russian campaign, as 12 infantry divisions suddenly appearing can turn the tide of any battle. Marginally less useful than it might be due to the fact that, while only twice the divisions of the 6-division buy, it is more than three times the cost. Still an excellent thing to bring onto the field of battle if they can get there in time. -- 8 artillery units Resource cost: 80 The author has never purchased this. I prefer airborne units which can be deployed to the scene of battle much more quickly by the stage of the scenario where this purchase could be viable. -- 10 elite infantry units Resource cost: 120 The author never purchases this because 12 basic infantry units is better than 10 elite infantry units for 2/3rds the cost. If I've saved enough for this buy I'm better off either spending it on something cheaper or waiting for something better. -- 7 bomber air units Resource cost: 200 The author has never purchased this. As a rule, if you've saved up 200 resource units in a scenario it's taking too long anyway, and there are other things you can purchase with this amount. Such as the next, and final option. -- 6 tank units Resource cost: 200 YES. 6 tanks units give you everything you want on the battlefield, mobility and firepower and a lot of it all at once. The only downside is the immense cost. There are only a few scenarios in which you will be able to husband these many resources, and in most of them, it means the scenario is taking too long and you've already lost. Still, if you happen to have 200 extra resource points THIS is what to spend it on. 4.2) Airborne reinforcements [#RE1Q2] -- 2 elite infantry units Resource cost: 50 -- 5 elite infantry units Resource cost: 80 -- 8 elite infantry units Resource cost: 120 Earlier versions of this walkthrough downplayed their significance, but the author has since had a change of heart. Airborne troops are an excellent buy in scenarios when conventional reinforcements must be marched long distances before being useful. However, they are very expensive compared to normal units and thus are rarely a good idea if you can bring up friendly troops within a turn or two on the ground. Their great advantage is that they can be deployed very deep into enemy territory instantly in most scenarios, so if you are near the end of a scenario which requires you to enter a target province but not hold it, then you can instantly win by dropping these troops right on the objective. Because the groups are small it is highly advisable under normal circumstances to deploy airborne troops in conjunction with regular troops, or they will be isolated and destroyed. Still, it takes time and effort to destroy 8 infantry divisions, so it may be a useful distraction from somewhere else on the map. Airborne divisions can also be used to quickly reinforce a threatened area, as they can be deployed immediately to an enemy-occupied province near a critical sector in many scenarios. This is sometimes the only plausible way to reinforce a sector on a map where the strategic provinces are 10 or 12 provinces away from the line of battle. Airborne forces can almost always be deployed to an enemy province adjacent to friendly troops. So they can also be useful in a deep raid. A motorized unit can penetrate 2 provinces into enemy territory, enabling an airborne drop 3 provinces away. This can make otherwise impossible encirclements feasible and render seemingly safe aircraft groups vulnerable. The CPU enemy never uses airborne troops. 5) Upgrades [#UP1] Upgrades are available between scenarios during the campaigns. Upgrades are not available in single scenarios such as 'Operation Exporter'. Some upgrades are given at the start of a campaign. So to see the effect of combat upgrades, start the German campaign 'Twilight of the Gods'. The German player starts with infantry upgraded to level 4 , tanks upgraded to level 4, jet fighters and jet bombers. In all situations, upgrades have more impact when they are cumulative in the same tree. So purchasing many artillery upgrades will have more of an impact than having two or three upgrades in all disciplines. 5.1) How do I acquire upgrades? [#UP1Q1] As discussed in 1.3, upgrades may be given at the start of a campaign, or purchased with points. Points may be either won by completing scenarios or by purchasing from Herocraft with real money. 5.2) Is it necessary to buy upgrades from Herocraft to complete the game? [#UP1Q2] No. All scenarios may be completed without purchasing additional upgrades. The author has completed every available scenario and has never spent a single dollar on upgrades. In point of fact, the author suspects that every scenario can be won without any upgrades at all, whether "won" or purchased, but this has not been proven. 5.3) What upgrades are there, and what upgrades are worth getting? [#UP1Q3] Upgrades come in two types: Military and economic. Each of these is subdivided into three types. 5.3.1) Military upgrades [#UP1Q4] -- Artillery upgrades. For a minimum of 100 points and a max of 300 , improve the effectiveness of artillery against a variety of targets and the defense as well. The author has never purchased these. There are many other things to buy for the cost. -- Infantry upgrades. For a minimum of 100 points and a max of 300, improve the effectiveness of elite, basic, and motorized infantry. I purchase these frequently, concentrating on improvements to basic and motorized infantry while ignoring elite infantry. This is because basic and motorized infantry are the units I most commonly use or buy, and so upgrade points spent here have the greatest effect. Economic upgrades should take priority over this, however. -- Armor and aircraft upgrades. I hardly ever purchase these. Aircraft upgrades are meaningless in the early scenarios because there aren't enough to matter. Only the first armor upgrade is worthwhile, after which additional improvements are simply too far down the pipeline to be useful. For the time spent in upgrading tanks you could have upgraded infantry or economics. 5.3.2) Economic upgrades [#UP1Q5] -- Research upgrades. For a minimum of 100 and a maximum of 100 points, decrease the cost of upgrades by a minimum of 5 and a maximum of 50% I do not purchase these. It simply takes too long to pay off, and by that time the campaign is over. Only the first one or two options might be feasible. -- Production upgrades. For a minimum of 100 points and a maximum of 300 points,
	increase the production points gathered from provinces 
	per turn by up to 50%. 

	YES.  This is THE upgrade tree.   Experience demonstrates 
	intuitively that a level 5 tank is 
	not much better than a level 1 tank,  but 2 extra infantry 
	divisions is better than 1 
	upgraded division.    So put all the points in here you can.
	Quantity defeats quality in this game, and production upgrades 
	dramatically increase the quantity 
	of troops you can bring to the battle.  It can also make the 
	difference between bringing in a 
	critical set of reinforcements and being 3 points short. 

	-- Cooldown upgrades. For a minimum of 100 and a maximum of 180,
	decrease the reinforcement
	cooldown period by 1 turn.  So instead of having to wait 6 turns 
	to buy another set of 
	4 motorized divisions, with 2 upgrades you need only wait 
	4 turns.

	The first two upgrades are well worth the purchase price, 
	especially in longer scenarios.
	However, beyond this point they begin to get very expensive 
	compared to what you 
	could otherwise buy. After all, there's no point in having a 
	2-turn cooldown if you
	can't afford anything in two turns anyway. 



6) Combat Theory, Tips and Tricks. [#CT1]

	6.1) Combat resolution [#CT1Q1]

	Combat is resolved thus: 

	6.1.1) Sum up all the attack factors of the attacking 
	troops into one large number.

	6.1.2) From this number, subrract the total defense 
	of the defenders. 
	
	6.1.3) The remaining number is the total damage 
	inflicted.  This number is apportioned
	among the defending units to determine how each 
	one is damage. Half the damage is 
	evenly passed out among all defending units.  The remaining 
	damage is randomly
	divided between defending units. So while all defending units 
	will receive some damage,
	it is possible for some units to be wiped out while others 
	are almost untouched. 

	6.1.4) Sum up all the health of all the defending units 
	to find the total health of the defending group. 

	6.1.5) Now, using the numbers from before the battle, sum up
	all the attack factors of the defending troops. 

	6.1.6) Subtract the sum of the attackers defense.  The 
	remainder is the total damage inflicted on the group.

	6.1.7) Half the damage is inflicted evenly across all 
	attackers.
	The remainder is randomly apportioned out among the 
	attackers.

	6.1.8) Sum up all the health of the attacking units 
	to find the 
	overall health of the attacking group. 

	6.1.9) At the end of this calculation, the group with 
	the highest
	health wins.  This is unimportant in air to air or air 
	to ground combat, but is important in ground to ground combat. 
	If the attacker won, 
	the defender must retreat. If the defender won, the attacker
	stays where it was.


	Note that this theory is not complete: It is possible for a 
	single unit attacking a group of 12 to still win, 
	even if the single unit is destroyed in the process,
	provided that single unit is heavily supported by other
	units in the attack.  Why this is so is unknown. 

	6.2) Combat Principles, tips and tricks [#CT1Q2]

	-- Offense is all-important; Defense is meaningless.  

	This is nowhere so obvious as in the early Russian campaign, 
	when it seems that no number of stacked troops, even in a fortified 
	hex, will stop an oncoming attacker. As a rule of thumb, an attack 
	will succeed if the attack contains 1 more 
	unit than there is on the defense.  

	Consequently, there is no value to simply occupying a fortified 
	position and allowing the enemy to attack. The enemy will win.   
	The way to "defend" is instead to attack: 
	If at all possible, to lure the enemy into placing his forces in 
	an untenable position, so 
	that you may then encircle and destroy the exposed attacking 
	forces. Even the most courageous attacker
	will be forced back when you've destroyed some 30 or so of 
	his units.  


	-- Quantity is more important than quality. 

	The author has seen two half strength infantry divisions 
	attack and defeat a 
	full strength tank division. The lesson is obvious: While 
	it is wise to rest 
	and recover your forces' health when possible there is 
	nothing so important
	as having more troops than the enemy at the point of 
	conflict. To paraphrase
	Nathan Bedford Forrest (Lieutenant General, CSA) , 
	"He who gets there first with the 
	most wins".  

	This means constantly moving troops into combat, even when 
	they are so weak that they
	may very well be destroyed by the action. However, since 
	offense is so much more powerful
	than defense, it is important that these units be properly 
	covered so they are not destroyed on the enemy's turn. 

	-- Speed is important. 

	As a rule, the longer a scenario runs the more production 
	points the enemy will
	gain, the more troops they field, the more trouble you are 
	in.    This is especially
	true when you are on the offense and have an initial 
	preponderance of troops but
	very few provinces. In such a case, it is vital to overrun 
	as much enemy territory
	as possible before the enemy gains enough production points 
	to bring in reinforcements
	and turn the tide.  

	This is less true in defensive operations when time is 
	ostensibly on your side. However,
	even here , speed is important because, as discussed above, 
	most "defense" relies on luring enemy
	forces into a trap, then encircling and destroying them.  
	This is much easier with armored or motorized
	forces than with slow infantry.   Also, most defensive 
	operations can be won with a 
	gold badge by the simple expedient of destroying 
	all attacking 
	forces. This is actually 
	possible in many of the scenarios,and the sooner 
	this is done 
	the better. So act to
	get things done as speedily as possible!

	This means that fast troops are invaluable, and 
	motorized troops are the most valuable, because 
	you can get them cheaply and in quantity.  There 
	is almost nothing 
	more important than speed, as it 
	allows you to rapidly concentrate force anywhere 
	on the battlefield! 
	As Napolean is supposed to have said,
	"Go sir, gallop, and don't forget that the world 
	was made in six days.
	 You can ask me for anything you like, 
	except time."

	-- Use small units as bait for the enemy AI.

	This is similar to the "pawn sacrifice" in chess. 
	As a rule if the AI adjoins a weaker
	force, it will attack it regardless of 
	whether such an action makes sense in the larger
	operational picture.   Thus the enemy may completely 
	ignore an unoccupied province, but attack that same
	province with maximum force from every applicable 
	location if that 
	province has even one division in it.  

	This can be exploited. By focusing a large number 
	of forces near an 
	area, advance a single infantry division .
	The enemy will attack this division with all 
	strength, destroying it. 
	You then encircle the enemy force and destroy it,
	trading 1 friendly division for 12 enemy divisions.  

	This can also be exploited on the defense -- the enemy 
	will often attack a 
	weak force while ignoring
	an unoccupied province, even if that province is 
	critical to the scenario. 
	So it is possible, if all else
	has failed, to "lure" an enemy force away from a 
	capital by placing a small 
	number of divisions in front of the enemy. Then
	leaving a trail of divisions behind like bird seed 
	and lead the enemy away 
	from the critical province until the 
	scenario ends or you are able to field fresh troops.  

	-- Exploit the one division attack.

	As a rule,  a single division attacking, if supported 
	by 12 or more 
	divisions , will defeat 12 enemy divisions and 
	drive them off.  This can be exploited in conjunction 
	with the pawn 
	sacrifice above.  Send a single division forward with support to 
	drive a wedge into the enemy line.  The enemy will 
	counterattack the division with all force, erasing the 
	wedge. You can then
	encircle the forces, or repeat the 1 division supported 
	by many more attack that you did last turn . In this way,
	in exchange for losing a division per turn, you can lure 
	the enemy into a series of lopsided battles in which you repeatedly
	bring overwhelming force to bear and inflict much heavier 
	casualties.  While this is going on, you can bring up
	additional reinforcements and eventually encircle and 
	destroy the enemy. 

	-- Exploit overlapping provinces. 

	If you can , try to lure the enemy into a situation where 
	his one province borders two or more of yours.
	You can then pour forces into your two provinces and hit 
	the enemy with overwhelming force. If you cannot
	encircle and destroy the enemy, make him fight as 
	lopsided a battle as possible. 

	 
	-- Never allow the enemy  a line of retreat. 

	This is the opposite of Sun Tzu's dictum. Sun Tzu, 
	the famous Chinese general, advised his readers
	to always allow the enemy a path of retreat so they 
	would run away rather than fight 
	like cornered rats.   This doesn't work at all in Strategy 
	and Tactics, as you will never be able to 
	establish a cordon tight enough to prevent individual 
	soldiers from deserting. So the important thing is to make
	sure no unit escapes as an organized force.   If you must 
	win a battle, try to ensure that the enemy is forced to
	retreat into a province that already has 12 units, or is 
	otherwise impossible.  If you can't destroy ALL The units
	then at least try to force him to retreat to an occupied 
	province and therefore lose SOME of his units.  

	Try to make every battle count. Which means it is not enough 
	merely to force an enemy out of a province -- one must
	also force him into a situation where he must lose 
	troops, or into an otherwise untenable situation.  It is sometimes
	more worthwhile to LOSE a battle than it is to win one, if 
	the "lost" battle puts the enemy in a position where he can 
	be easily encircled and destroyed. This is a common trick: 
	When facing an enemy, withdraw all forces into adjacent 
	provinces save one 
	division. The enemy falls on the single division, but is 
	now surrounded on three sides by the troops you evacuated. 
	Use motorized troops to
	'close the door' on his one avenue of retreat and destroy him.  

	-- Use aircraft to destroy isolated and weak units. 

	Air attacks are often wasted on large units, as the damage 
	will be spread across many units.
	By contrast, massing overwhelming force against 1 or 2 units 
	can destroy them, and that is far more valuable. 
	Even weak units can join together in to a powerful force, but 
	a destroyed unit is permanently out of play. 

	So use your air force like scavenging vultures to hunt down 
	fleeing, damaged, and isolated units.   This is
	helped by the fact the AI will frequently pull badly damaged 
	units out of the battle line and put them off by themselves
	to rest.  They might as well have 'bomb me' signs on them. 
	Not only are they easily susceptible to destruction,
	they cause less damage to attacking air units. 

	-- Prioritize tank units for air attack. 

	As mentioned before, tank units are expensive and difficult 
	to replace. So priority should be given 
	to single tank units. If there are no other single or badly 
	damaged targets on the field, find the nearest collection
	of tanks and bomb them.  Any decrease in their health will 
	make your future battles easier. 

	-- Use bombers to attack ground forces and fighters to patrol 
	until enemy bombers are 
	a minimal threat. 

	Enemy bombers can inflict heavy damage, especially if they 
	repeatedly attack the same target. So keep fighters on patrol.
	Enemy bombers cannot be stopped from executing a strike 
	unless they are very weak, but they can be so badly 
	damaged that the
	enemy will allow them to rest and refit rather than 
	conducting a mission.   Alternatively, on rare occasions 
	the enemy
	will press on with critically weakened bombers and 
	lose them all. 

	When the enemy has overwhelming numbers of fighter aircraft, don't bother 
	trying to fight them. You'll just lose your fighters. Use them instead to 
	augment your STRIKE missions. 

	-- Protect your bombers.  

	Your bombers are expensive and hard to replace, so if their 
	health falls into the red give them rest until they are at 
	least back into the yellow, unless the situation is so critical 
	they must be used up to save the battle. 



	-- Concentrate your air attacks. 

	The engine ensures that small groups of bombers attacking large 
	targets will do minimal damage while suffering greatly themselves.
	So don't do that.  Instead, focus large groups of bombers on 
	small, isolated targets in order to achieve their complete
	destruction. Alternatively, when executing a critical attack 
	focus every single fighter and bomber on the map on the attack
	in the hopes of giving the ground forces the crucial edge 
	they need to turn repulse into victory. 

	-- Allow yourself a line of retreat. 

	It's a bad idea to stack multiple 12 groups in terms of 
	depth, because if the enemy attacks one group and pushes it
	back the entire group will be lost, as it has nowhere to
	retreat to. Solve this by keeping your troop groups
	at the same depth and , if your force is adjoining 
	an enemy who has the potential to push you back,
	make sure there is a province adjoining the friendly
	group with enough room for your group to retreat into. 
	Further, make sure this province cannot be easily
	entered by the enemy on its turn, or it may first
	take that province, cutting your line of retreat,
	then destroy your now encircled forces. 

	-- Be unfair! 

	"Fair" is something for football fields or pingpong 
	tournaments. When you are facing off with more than a hundred
	divisions, each of whom is determined to kill you, steal your 
	family's home, and send them to the gas chamber,
	being "fair" to the enemy should be the furthest thing from 
	your mind.  Take every advantage you can get to maximize
	their casualty rates while minimizing your own.  The more 
	unfair you are, the fewer of your people will die, 
	the sooner the war ends, the better for everyone, 
	even the enemy. 

	6.2.1) Are there any useful glitches? [#CT1Q3]

	As a matter of fact, there are two:

	As mentioned earlier, it is possible to undo your 
	last move by exiting to the main menu then reloading
	the scenario. You will be taken back to just before
	the last move and you can try something else. The 
	random numbers are also regenerated, so if you
	launch a combat and it is close, if you lose you
	can do this trick to refight the combat. You
	may have more success on the second try. If
	the enemy had the last move, this trick will
	cause the enemy to redo the entire last enemy
	move, possibly with different results. 

	A second trick occurs during an attack. Normally,
	when an attack is carried out all attackers and supporting
	units lose their move.  However, this does not 
	happen all the time. IF THE ATTACKERS ARE ALL DESTROYED,
	THE SUPPORTING UNITS RETAIN THEIR MOVE. This is another
	reason to use the "pawn sacrifice" strategy above. If the
	attacking unit is destroyed, your supporting units can
	be redirected to perform a second attack, or 
	to withdraw, or to otherwise maneuver. Free moves
	never hurt anyone. 

7) Campaign Walkthrough: The Birth of Tragedy (German) [#GR01]

This campaign follows the early years of the war up to the 
invasion of Russia. It is a fairly simple tutorial campaign 
with few difficulties, as most enemies are handicapped by 
inadequate troops, poor doctrine, or both.  

NOTE: The movement of the enemy troops is not fully predictable,
and so it cannot be guaranteed that this exact sequence of moves
will work every time.  Nonetheless, it should at least be close
enough to give the intelligent player enough of a head start 
to improvise as necessary. 

	7.1) Characters [#GR01H]

	August Eichorn
	Rank: Generaloberst (this is inferred -- he has the 
	crossed batons of a field marshal but Richthofen is
	a Field Marshal, obviously outranks him and speaks 
	as if August is NOT one). 

	The viewpoint character, August first fought in 
	World War 1 as a young man. These experiences left 
	him with a cynical view of the world and a sardonic
	sense of humor.  A married man who is devoted to his
	country, his devotion to Nazi ideals is determined
	by the player. 

	Richthofen (his first name is never given)
	Rank: Field Marshal

	Eichorn's superior officer.  The very model of a 
	Prussian staff officer, he has a passion for hunting
	and no sense of humor at all. He demands flawless
	execution of orders.  A fanatical Party member,
	as the war progresses his orders seem to be 
	almost verbatim parroting of radio propaganda. 

	Hans Wiedeman
	Rank: Major General.
	
	August's aide-de-camp.  An accomplished fencer with
	what may be a Heidelberg scar, he also enjoys
	mythology. A man without great political conviction, 
	he initially views the war as a kind of armed
	vacation but his experiences on the Russian front
	soon disillusion him with the war -- and with his 
	superiors. 

	7.2) Scenarios. [#GR01SC]

	7.2.1) Case Weiss ("Case White") [#GR01CW]
	The German invasion of Poland.

	Overview

	World War II began on September 1, 1939, as 1.5 
	million German forces entered Poland to enforce 
	Hitler's demand after his"last territorial 
	demand in Europe".

	This is an easy introductory scenario with only
	infantry on both sides. The Polish forces are 
	nearly as strong as the German attackers, but 
	will follow an extremely passive strategy. Left
	to themselves, they will concentrate all their
	forces in Warsaw and do nothing else. 
	Consequently, victory in this scenario comes 
	by seizing the initiative and conducting
	a lightning-fast offense.     

	Objectives

		Primary Objectives 
		* Conquer Warsaw

		Gold Badge: Complete in 3 turns
		Red Badge: Complete in 7 turns
		Stripes: Win in any amount of time. 	
		Supplementary Objectives
		* Destroy 5 divisions of any type. 

		Defeat Conditions
		* Lose all your troops	

	
 	Participating Sides 

	Germany, Poland 

	Order of Battle 

	Germany:	
		18 basic infantry units
	Poland:
		13 basic infantry divisions

	Walkthrough (Gold badge) 

	The Polish forces are spread evenly over the 
	country and thus cannot muster strong
	resistance at any point. They will attempt
	to concentrate on Warsaw and it is your job
	to let them, then bag the lot with
	overwhelming force. 
 
	Turn 1

	Troops in Stettin and Konigsberg to attack Danzig. 
	Troops in Oppeln and Kustrin to attack Poznan.
	Troops in Zilina to attack Cracow. 


	Turn 2 
	
	Troops in Danzig to attack Torun

	Troops in Poznan to attack Lodz.
	
	Troops in Cracow to occupy Kielos. 


	Turn 3

	Move 1 division into Lublin to complete the 
	encirclement of Warsaw. All other troops
	adjoining Warsaw are to attack or support
	the attack.   You should have overwhelming force
	which should easily secure victory both
	in the province and in the scenario. Further, 
	there should be enough divisions in Warsaw when
	it falls to give you the additional objective
	as well. 


	Historical Outcome

	The Germans accomplished in weeks what prewar
	forecasts expected only after months.  This
	was accomplished by stripping the French border
	almost entirely bare of any troops, such that 
	a serious invasion by the Allies would have 
	been almost unopposed.  Hitler had gambled
	the fate of his country and won this throw of 
	the dice. 

	7.2.2) Operation Weserubung 
		("Weser Crossing") [#GR01WE]

	
	Overview

	On 14 Feb 1940 the German freighter Altmark
	was boarded and captured by British naval 
	forces in Norwegian territorial waters.
	Believing that the Norwegians would be
	unable to protect their neutrality, 
	and further desiring the iron ore 
	resources of the country, Germany invaded
	the peaceful nations of Denmark and Norway
	on 9 April 1940.  

	This is a slightly more complex introductory
	scenario. We introduce motorized troops,
	aircraft, naval operations, and 
	reinforcements. Thankfully Danish and 
	Norwegian resistance remains minimal. 


	Objectives
		Primary Objectives
		* Conquer all provinces.
		
		Gold Badge: Complete primary in
		15 turns.

		Red Medal: Complete primary in 
		20 turns. 

		Stripes: Win in any number of
		turns.  

		Supplementary Objectives
		Don't lose any divisions, ground or air. 


		Defeat Conditions
		Lose all your troops 

	Participating Sides
		Germany
		Denmark, Norway (Allied) 

	Order of Battle 

	Germany: 
		7 basic infantry divisions
		1 elite infantry
		2 motorized infantry 
		2 fighters			
		2 bombers

	Denmark:
		2 basic infantry divisions

	Norway:
		6 basic infantry divisions
		
		Note that this is only Norway's 
		strength at the start of 
		the scenario.  You will not be 
		able to even attack Norway
		on the ground until turn 4, during 
		which time Norway will
		harvest 10 resources per turn.   
		Thus it is certain additional
		reinforcements will be purchased 
		before the battle starts, most
		likely 1 motorized division 
		and 6 basic infantry divisions.


	Walkthrough (Gold badge)

	The Danish forces will be destroyed within 3 turns at the 
	beginning of the scenario and have no chance to offer 
	anything more than token opposition. The Norwegians are a 
	different story. The first few turns the Germans will be 
	confronted with forces from as many as 4 different 
	directions at once.  Thus there are many opportunities 
	for a player to suffer severe casualties in traps, 
	though the ultimate outcome of the campaign is almost
	beyond doubt. 

	Turn 1

	Launch a combined air and ground attack with all forces 
	on the nearby Danes in Kolding.  

	Turn 2

	If the Danes survived at all, attack them again with air power.
	This should be enough to take them out altogether.  Regardless, 
	afterwards advance with infantry only into Arhus.  Send the 
	motorized infantry into Aarhus behind them, then use their 
	second move to secure the offshore islands. Even if the 
	Danish forces have survived they are unlikely to be able to
	resist even one motorized division after two
	turns of punishment from air and ground. 

	Turn 3

	Move all ground troops into Aalberg, and fly in aircraft as well.
	There should be enough resource points to purchase 6 basic infantry
	units. Do so. 

	Turn 4-6

	It is impossible to give detailed instructions because the 
	forces opposing you and their dispositions are unpredictable. 

	The initial landing will of course be made in either Oslo 
	or Kristiansand. If both are occupied, leave 1 or 2 basic 
	infantry behind to protect your aircraft.  Keep the rest
	together and strike a hammer blow at the weakest link. 
	Kristiansand is best, as while there are forces all around it
	none of them are strong enough to overwhelm your concentrated 
	forces.  

	Use your troops as a hammer while bringing up the reinforcements.
	As they become available, purchase first 1 motorized unit, then
	a group of 4.  Move them up to the battlefield also. 

	In this scenario, you have a great deal of time but lives are 
	at a premium. Consequently, don't try any reckless encirclements.
	Don't send troops out unless they will not be threatened by 
	adjacent forces or you can send a large enough group out that 
	they cannot be easily destroyed.  As a rule, a group cannot 
	be easily destroyed if it is at least half as strong as its
	opponent. So if a province is threatened by 8 divisions, 
	do not send out a group to that province with less than 4. 

	Even so, this scenario doesn't require encirclement at all. 
	Keep your troops together in as large a block as you can, 
	and strike the nearest weak enemy with a hammer blow, taking
	care that the province you occupy is not then threatened by
	more troops than you have in your group.  

	As you strike the enemy, weakened troops will be withdrawn
	towards the north of the country.  Wait for your reinforcements 
	to join you, and follow the enemy up. 

	Use your aircraft to strike the targets you are about to 
	attack with a hammer blow, then strike targets of opportunity,
	choosing always the weakest units in order to keep the 
	damage as concentrated as possible. 

	If any units fall into red health, pull them out of your 
	large stacks and replace them with fresh ones. This will 
	greatly increase your chances of getting the bonus 
	objective. 

	If you bypass Stavenger, ignore it. Follow up waves of 
	reinforcements can occupy it at leisure. 


	Turns 6-9
	At this point you should have a foothold in Bergen and 
	Hamar. Continue as before.  Wait for your 6 infantry
	reinforcements to arrive, then push the enemy back towards
	Trondheim. Try to avoid being in a position where you
	are in one province facing two overlapping ones with superior
	forces. Be prepared to retreat and hit THEM with overlapping
	forces instead!  Move your air forces up as needed, and
	be prepared to move them away if an enemy moves adjacent to
	them. 

	Turns 10-end
	By this time the enemy has probably retreated to Trondheim
	with a 12 unit group. Follow with a 12-unit group with all 
	forces in at least the yellow. Try to leave one province empty 
	behind this 12 group, as if you are forced back you will lose
	units for which there is not room.   Continue bombing the enemy
	and give him no respite.  
	
	The enemy will retreat first to Noi Rahms, then to Narvik. 
	Finally bring up a 12 group and attack Narvik, supported 
	by bombers from Trondheim. If your troops are at least 
	in the yellow you should overwhelm the Norwegian forces
	without loss, achieving both the gold badge and 
	the additional objective of losing no units. 

	Historical Outcome 

	The Germans conquered Denmark with minimal trouble, but
	the assault on Norway faltered as a British counterattack
	at Narvik recaptured the port and inflicted terrible losses 
	on the German Navy.  The allies built a defensible position
	in the extreme north of the country, but subsequent 
	German action in France forced their evacuation and allowed
	the Germans to finally secure Norway, which they would
	hold for the duration of the war. 

	7.2.3) Operation Gelb 
		("Operation Yellow") [#GR01OY]

	Overview 

	Hitler's overtures of peace being firmly rebuffed, the
	Germans decided at last to end the "phoney war" in  
	Europe with an all-out assault on France.  The initial
	advance mimicked the World War 1 "Schlieffen plan",
	in which the Germans were expected to bypass the French
	Maginot line by advancing through the neutral
	northern countries of Belgium, Holland, and Luxembourg.  
	But this was a feint;  the Germans intended to trick the 
	allies into advancing into those countries, then cut
	them off with a lightning thrust through the 
	"impassable" Ardennes forest, ending the war in a single
	blow. 

	At last things start to get serious. For the first
	time there is a time limit to the scenario and
	a short window to get the gold badge. The enemy has forces
	on par with your own, as well as air support, an armored
	fist of tanks, and heavy fortifications.  Fortunately
	they are still handicapped by a defensive mindset, with 
	the result that most of these forces will be wasted.  They
	will neglect opportunities to counterattack your forces
	in exchange for pulling back to the "impregnable" bastion
	around Paris.  The plan they should have followed in 1914, 
	it is  wholly inadequate in 1940. 


	Objectives

		Primary Objectives
		* Conquer all Dutch and Belgian provinces. 
		* Conquer Paris and hold it for three turns.
		
		Gold Badge: Complete primary in
		7 turns.

		Red Medal: Complete primary in 
		12 turns. 

		Stripes: Complete primary in 
		20 turns 

		Supplementary Objectives
		Conquer Strasbourg and Mulhouse (the Maginot line) 

		Defeat Conditions
		Lose any seven initial provinces OR
		Fail to complete the primary objectives
		before turn 21 OR
		Lose all your troops. 

	Participating Sides
		Germany
		Belgium, Holland, France (Allied) 

	Order of Battle 

	Germany:
		23 basic infantry divisions
		7 artillery
		5 motorized 
		5 tank
		2 fighter
		3 bomber 	
	Holland: 
		3 basic infantry divisions
	Belgium: 
		6 basic infantry divisions
		2 motorized infantry 
	France:
		16 basic infantry divisions
		3 elite infantry
		2 artillery
		2 motorized
		2 tank 
		3 bomber

	
	Walkthrough (Gold Badge) 

	Holland and Belgium are quite weak but
	they should still be eliminated quickly. The first
	time I played this game, I attempted to rewrite
	history and attack France only, bypassing the
	neutral countries. This doesn't work because the 
	neutrals will attack you anyway if you leave them 
	alone. This results in enemy troops marching through
	Germany while you hold Paris.  They will not get far
	but the defeat conditions make losing a serious risk
	at this point, and it will certainly cost you any
	bonus objectives. Besides, taking Belgium and 
	Holland is in the primary objectives. 

	France will fight a passive, defensive
	campaign and pull its troops back into "hedgehogs" 
	surrounding Paris.  As a result, a rapid assault
	with overwhelming force should allow you to
	take the country quickly enough to get the gold badge.
	If you can destroy all enemy troops before turn 8,
	you will still get the gold badge anyway regardless
	of how long you have held Paris. 

	
	Turn 1

	There are two prongs: North into the low countries and 
	south into france proper. 

	North:  Wipe out Holland in a day. 
	
	Move the troops in Kessel into Munster. 

	Move two armored divisions first to Munster, then 1 into 
	wilhelmshaven to block the Dutch retreat, the second to 
	directly attack Groningen. 
	
	Move 4 infantry divisions from Dortmund into Amsterdam,
	and the remainder to attack the final Dutch holdouts in
	Arnhem. 

	South: Invade France. 

	Notice that the provinces of Saarsbrucken and Stuttgart 
	overlap Strasbourg . Attack from Stuttgart and support
	with all troops in Strasbourg. Normally this would 
	expose you to a devastating counterattack from 
	multiple angles, but the enemy is too passive for 
	that in this scenario.  

		
	Use all your aircraft to strike the tank concentration.
	Don't bother with patrols, as the enemy air will be too busy 
	retreating deeper into France to do anything else. 

		 
	Turn 2

	North: Concentrate.
	
	I was pushed out of Amsterdam by a Belgian counterattack. Take 
	this  opportunity to regroup the scattered forces into a 12 
	group in Arnhem. The second group in Saarsbrucken advances 
	to Liege. 

	Use the bombers to strike the weakest Belgian infantry group. 

	South: continue the advance. 

	Advance 1 infantry from Strasbourg into Mulhouse. This clears the way 
	for a full advance from all motorized troops from Freiburg to attack 
	the troops in Chaumont.  Have the remaining
	troops in Strasbourg join this attack to the maximum group of 12 and 
	have all other units in Strasbourg support.

	You should now be able to purchase 6 basic infantry as reinforcements. 
	Do so. 

	Order your fighters to patrol over Mulhouse or Strasbourg. 

	Turn 3

	North:  Slow advance into Belgium. 

	At this point in my game the Belgians retreated to concentrate 
	into Ghent.  Follow with the 2 twelve groups in Arnhem and 
	Liege to Mons and Amsterdam, preparatory to delivering the 
	killing blow next turn. 

	South: Continue the advance.

	Send the reinforcments to Saarsbrucken.

	Relocate the aircraft to Strasbourg.  

	Advance 1 infantry from Mullhouse to Besancon, then follow 
	up with a 12-group strike from Chaumont to Vichy.  This will 
	put us in position to eliminate the air forces in Chateroux 
	next turn. 


	Turn 4

	North: Eliminate Belgian resistance.

	Peel off 1 infantry division from Amsterdam and Momns to
	occupy Dortmund and Liege to block the enemy retreat. 

	Use 2 armored divisions from Mons to drive the enemy from
	Brussels into Ghent.  

	Follow up with a full attack from all forces in Amsterdam,
	eliminating the Belgians. 

	Advance all remaining forces in Mons into Compiegne. 

	Move the troops in Saarsbrucke to join those forces still
	in Strasbourg. 

	South:  Complete the southern advance. 


	Send 4 infantry divisions from to Chatueroux and destroy the 
	aircraft there. While 1 division is enough to do the job,
	This action will invite a counterattack. 1 division would 
	certainly be destroyed but a 4 division force should survive. 

	Move from Besancon to Lyon.

	Purchase 4 motorized units. 


	Turn 5 
	 
	During the preceding turn, the French counterattacked Chateroux
	and Compeigne. So at this point there are three french groups on
	the map: In Chateroux, Compeigne, and Paris itself. 

	The troops in Paris will never move, though they will support 
	the attacks of other units. 

	We will now eliminate those other groups, isolating the French 
	in Paris. 

	At this point, the fronts are united, and North and south
	act in concert. 

	Detach 2 infantry units from Vichy to occupy Clermont-Ferrand 
	and Bourges, respectively. Detach one motorized unit to occupy
	Troyes.  

	The remaining forces in Vichy will now attack the now encircled
	forces in Chateroux, destroying them. 


	The troops in Lyon will occupy St. Etienne. 

	The troops in Liege will occupy Rheims. 

	A single infantry division from Ghent will occupy Dunkerque. 

	A single tank division will now move through now-friendly
	Dunkerque and occupy Dieppe. 

	All remaining tank units in Ghent and anywhere else within two
	spaces of Compeigne will mass in Dunkerque or in Mons, then 
	join all remaining forces in Mons in a massive attack on Compeigne.
	Since Paris is fully occupied, the forces there have nowhere
	to retreat to and will be destroyed. 

	The remaining troops in Ghent will advance to Dunkerque.

	Move the remaining forces in Strasbourg into Rheims. Move all 
	aircraft into Troyes. 

	Move reinforcements and other troops to Liege. 

	Turn 6 

	The calm before the storm. There is only one French force left
	on the map, in Paris. It is at full strength.  

	Concentrate your forces for the final attack. 

	Move the forces from Dunkerque into Dieppe. 

	Move the forces from Chateroux into Bourges. 	

	Move the forces in Rheim into Troyes. 

	Air strike with all aircraft on Paris. 

	Motorized troops in Liege to travel to Troyes and 
	Compeigne, respectively, to bring both groups up to
	12 groups. 

	The remaining infantry division from Liege into Rheims. 

	Turn 7: The disaster is complete. 

	Launch an all-out attack on Paris with all land and air forces.
	You may also go to the reinforcement page and purchase 2 
	airborne division to join the attack.  Up to 12 division 
	may attack,and the rest should support. With more than 40 
	divisions attacking 12 French divisions, the outcome should 
	not be in doubt. 

	Despite the fact that this is turn 7, we will still 
	get the gold badge because all troops have been eliminated 
	even though we have only just occupied Paris.  


	Historical Outcome

	The German invasion was completely successful. With their 
	supply lines cut due to the Ardennes offensive, the encircled
	allied troops retreated to Dunkerque. While the soldiers were 
	subsequently evacuated to Great Britain, all the heavy equipment
	was left behind or destroyed.  France was unable to resist the 
	subsequent German invasion and soon asked for an armistice, 
	which was signed in the very rail car that the 1918 armistice
	had been signed in, 22 years ago.  The Germans subsequently
	launched an air offensive preparatory to invading Great Britain,
	but they were never able to achieve sufficient air and naval 
	control of the English Channel to bring it off.  So they
	turned their attention instead to the prize which had been
	Hitler's goal all along -- Russia. 

	7.2.4) Operation Punishment  [#GR01OP]

	Overview

	On 25 March 1941, Yugoslavia signed a treaty of alliance with
	Germany. This turn of affairs was viewed with scorn by the 
	Yugoslavian army, who deposed the ruler of Yugoslavia 
	two days later.   Hitler instructed that the new 
	government should be treated as a foe, regardless
	of any protestations of loyalty, and therefore should
	be destroyed as quickly as possible. 

	This is a difficult scenario.  The operation was thrown
	together hastily, and it shows.  You will have weak forces
	at first and be significantly outnumbered. 
	Therefore you must make maximum use of the fact that
	you are able to attack the country from two directions -- 
	from Austria in the North, and Vraca, Bulgaria, in the east. 
	Reinforcements are also critical to winning this battle. 

	Objectives

		Primary Objectives
		* Conquer the province of Belgrade 
		and hold it for 2 turns. 

		Gold Badge:
		
		Complete the primary objectives in 6 turns.

		Red Medal: 

		Complete the primary objective in 9 turns. 

		Stripes: 

		Complete the primary objective.

		Additional Objectives 
		* Don't lose any divisions, ground or air.
			
		Defeat Conditions 
		Lose all your troops OR 
		Lose the province of Vienna

	Participating Sides
		Germany
		Yugoslavia 

	Order of Battle 
	
	Germany:
		7 basic infantry divisions
		3 motorized infantry
		4 tank 

	Yugoslavia: 
		18 basic infantry divisions
		3 artillery 

	Walkthrough 

	The enemy will again concentrate his forces to defend Sarajevo. 
	This is a problem as Sarajevo is the key to a gold badge and 
	a quick conquest. Since the enemy will have more provinces,
	they will reinforce more often than you will
	and therefore this scenario
	is best ended quickly. 

	Turn 1 

	Purchase a motorized infantry unit to arrive in Salzburg. 
	Move the existing troops in Vienna and Salzburg into Graz,
	from which you will attack the single division in Bjelovar.
	It should be eliminated immediately. There is nothing you can
	do to prevent the Yugoslavian troops from concentrating on
	Belgrade, so end the turn. 

	The 8 enemy troops in Zagreb relocate to Banja Luka, while 
	all the forces concentrate into a 12 group in Belgrade. 

	Turn 2 
	
	Move the motorized troops in Salzburg to join the main group
	in Bjelovar. 

	Now that the provinces in front of Vraca have been abandoned, 
	send 2 infantry to occupy Nis. Then  move the remaining
	motorized and tank troops through the now-friendly Nis to Novi
	Pazar. 

	Turn 3

	THe enemy 12-group in Belgrade rests, while the group in 
	Banja Luka relocates to Sarajevo so as to enable joint
	attacks with the Belgrade group. 

	Send 1 single infantry unit from Bjelovar into Osijek and Banja Luka,
	respectively. Once this is done, detach a motorized unit from the 
	Bjelovar group and use it to occupy Split. 

	Move a single motorized division from Novi Pazar into Uzice.
	Once Uzice is friendly, move the two armord divisions in
	Novi Pazar into Udice also.   

	Move one of these two tank divisions into Mostar. 

	Combine the remaining unit in an attack with all the remaining
	units in Bjelovar on the 8-group in Sarajevo. Although it 
	is 8 divisions vs. 8, almost half of your units are armored
	while almost all of theirs are 'crunchies' basic infantry. 
	Surrounded on all sides except Belgrade, which already has 
	max units, the group in Sarajevo should be destroyed. 

	Move a single infantry unit from Nis, into Novi Sad.

	Move a second infantry division from Nis to Novi Pazar. 

	Purchase a group of 6 basic infantry reinforcements and
	place them in Vraca. 

	Turn 4

	The enemy does nothing. 

	Send the division in Banja Luka into Zagreb, so that the 
	only territory under enemy control is Belgrade itself. 

	Relocate the forces in Split and MOstar into Sarajevo. 

	Bring the troops in Vraca into Nis to complete the encirclement.

	If you could not afford the basic reinforcements,  you should
	still be able to completely encircle Belgrade with the troops 
	you have on hand and do the next turn without change anyway. 
	The additional reinforcements simply makes victory more certain. 

	Turn 5

	The enemy does nothing 

	Launch an attack with all forces surrounding Belgrade, up to 
	12 units attacking and the rest supporting.   The enemy should
	not be able to withstand the assault, ending the battle and 
	giving you the bonus objective of not losing any units. 


	Historical Outcome 

	The Germans started the invasion with an overwhelming (but 
	not modeled) bombing of Belgrade, which destroyed 50%
	of the housing in the city. However, it also paralyzed
	communications between the Yugoslav headquarters and the 
	forces in the field, so that they could not react to the 
	German moves. Confused and without orders,  Yugoslav
	resistance rapidly collapsed. This secured the Ploesti
	oil fields in Rumania (the source of approximately 
	35% of Germany's petroleum) and paved the way for
	an intervention in Greece, where Germany's ally
	Italy was in dire straits. Yugoslavia itself 
	effectively ceased to exist for the duration of 
	WWII, and a puppet state was created by the Germans
	and Italians in Croatia. The bitterness of civil war
	incurred during this period would have far-reaching
	consequences long after the end of World War II. 

	It has been argued that the invasion of Yugoslavia 
	delayed the German invasion of Russia for several
	weeks, resulting in a failure to accomplish 
	objectives before winter set in. However, other
	historians dispute this claim, as Russian roads
	of the time became a bottomless sea of mud in
	spring during the thaw, and the spring of 1941
	was unusually bad. It is plausible that 
	Operation Barbarossa could not have been
	launched much before it actually was in any case. 



	7.2.5) Operation Marita  [#GR01OM]

	Overview

	On 28 October 1940 Italy invaded Greece in pursuit
	of dreams of previous martial valor. However, the
	Italian army underperformed and was nearly defeated
	by the Greeks, who allied with the British.  A 
	British force in the Balkans would threaten the 
	Rumanian oil fields on which the German war effort
	depended, and so plans were launched to save the 
	Italians and secure the southern flank of the 
	Russian invasion. 

	This is a much easier scenario than the previous
	one. Again the sins of the previous enemies 
	continue to bedevil the current ones, and the
	foes will fight a defensive battle with 
	inadequate tank and air support.  If you've
	been able to complete the previous scenarios,
	you should have little problems with this one.
	With one exception.  You will instantly lose 
	if the province of Sofia is captured, and it is
	uncomfortably close to the front at the start
	of the scenario. So keep it protected until all
	enemies are driven away. Keep practicing what 
	you learned in France and this battle should
	end before you know it. 

	Objectives
		Primary Objectives
		* Conquer Athens and hold it for 3 turns.

		Gold Badge: 

		Complete the primary objectives before turn
		8. 


		Red Medal: Complete the primary objectives
		before turn 11. 

	
		Stripes: Win in any number of turns. 

		Supplementary Objectives
		* Destroy all enemy air units (this
		objective will also be accomplished if
		the enemy manages to create none). 

	Participating Sides 
		Germany , Italy (Allied)
		Yugoslavia, Greece (Allied) 


	Order of Battle

	Germany: 
		
		11 basic infantry divisions
		3 artillery
		8 motorized
		7 tank
		6 fighters
		3 bombers	

	Italy: 

		2 basic infantry divisions 

	Yugoslavia:

		5 basic infantry divisions

	Greece:

		18 basic infantry divisions
		4 artillery


	Walkthrough 

	Looking at the order of battle, you probably thought
	"this shouldn't take long", and you'd be right. The
	only complicating factors are your Italian allies and
	the need to protect Sofia and Belgrade. You cannot
	enter or capture Italian territory, so make sure 
	that you do not permit them to capture too many provinces
	or they will obstruct your own advance. Since you cannot
	attack them directly, the solution is to get to the 
	provinces before they do! Not that there is much danger
	of this.  The Italians are usually wiped out quickly.

	Turn 1 

	All air units to attack the Yugoslav unit in Mostar and 
	destroy it. 

	From the troops in Novi Mazar, move 1 infantry into Uzice 
	and 1 armor into now unoccupied Mostar, to prevent enemy 
	escape. Move 1 additional infantry from Novi Mazar into Nis. 

	Use 2 basic infantry divisions to attack Podgerica, driving 
	the enemy into Pristina.  

	Now use the remaining forces in Novi Mazar to attack Pristina. 

	Move the troops from Plovdiv into Gorna Dehumaya to prevent 
	enemy escape. 

	Move the troops in Plevan into Plovdiv. 

	Now move the troops from Vraca into Sophia, then use the 
	new 12 group to attack Skopje. The Yugoslav side will be
	eliminated from the scenario. 

	Turn 2 

	By this time the Greek forces in Ionnina will have attacked
	and destroyed the Italian army in Tiranna.  The Greeks have 
	begun their retreat but have concentrated a force in Zonika, 
	the fortifications to the northeast of the country known 
	as the Metaxas Line. 

	The first step is to isolate and destroy the Greek force which
	took out the Italians.  

	Move 1 infantry division from Skopje into Ionnina. 

	With the enemy retreat thus cut off, use all forces in Mostar,
	Podgorica and Pristina to attack the Greek force in Tirana. 
	It will be destroyed. 	

	Move the troops in Uzice to Novi Pazar. 

	Relocate all aircraft to Skopje. 

	Move the troops in Nis to Sofia.  

	Purchase 6 basic infantry units and order them to arrive 
	in Nis. 

	
	Now we begin the assault on the Metaxas Line. Move 1 infantry
	unit from Gorna Dehumaha to Kavala.  Move 3 infantry and 1 
	artillery from Skopje to Edessa. 

	Move the motorized units in Skopje to Edessa.  Move the armor 
	in Plovdiv to Gorna Dehumaha.  Now use all units in Gorna 
	Dehumaya to attack the Greek concentration in Zonika, 
	supported by the motorized units in Edessa. 
	The survivors will be driven to Larina.  

	Turn 3 

	The Greeks continue their orderly withdrawal to Athens. A 
	single division counterattacks Ioninna, forcing the German 
	unit north west into Tiranna. 

	Move the infantry in Sofia to Skopje in order to prevent the
	enemy retreating there and destroying the aircraft based 
	in that province. 

	Move troops from Novi Pazar to Pristina, and from Nis into
	Skopje. 

	All troops in Tiranna to attack Ioninna. An 8-1 advantage should
	be adequate to destroy the Greek defense. 

	4 motorized troops in Edessa to travel to Agrinio via Ionnina. 
	the rest to enter Larina. Reinforce with the 5 tank divisions in 
	Zonika. The remaining forces in Zonika can stay where they are
	for the present. Have the troops in Kavala join them. 

	All aircraft to strike Athens. 

	Turn 4

	The Greeks do nothing, but bring 6 basic infantry reinforcements
	into Corinthe. 

	Move 1 infantry from Larina into Cyclades.  Bring up 2 tank 
	divisions from Ioninna into Agrinio. Both will remain poised 
	to attack. 

	Send 1 motorized division from Agrinio to occupy Kefalonia. 

	Move 1 motorized infantry from Zanaka into Larina. 

	Now attack Athens with the 12 divisions (including 5 tank 
	division) in Larina, supported by the 5 divisions in Agrinio
	and a strike by all aircraft. With 5 tank divisions you 
	should be easily successful. 6 of the enemy divisions will
	retreat to Corinthe while the rest are destroyed. 

	Move all other forces closer to the battle, but leave Larina
	empty in case you have to retreat into it. 

	Turn 5 

	The Greeks in Corinthe, now 12 strong, will attempt to attack
	Athens. They should fail. 

	Make good any losses with motorized troops in Agrinio. 

	Now launch an attack with your 12 divisions in Athens, 
	a parachute assault of 5 divisions (purchased from the 
	reinforcement menu), and an attack by all aircraft on
	the last Greek forces in Corinthe. They should be destroyed
	and so the scenario will end, having achieved both gold
	badge and bonus objectives. 

	Historical Outcome 

	While the initial assault on the Metaxas Line cost the 
	Germans heavy casualties, the outcome of an undeveloped
	country facing the might of the most powerful 
	industrial nation in Europe could not long be in doubt.
	Nonetheless the Greeks defended their country with great
	gallantry, and Hitler himself said in a speech before
	the Reichstag: 

	"For the sake of historical truth I must verify that only 
	the Greeks, of all the adversaries who confronted us, 
	fought with bold courage and highest disregard of death"

	The British forces sent to assist in the defense of Greece
	were evacuated to Crete, which was subsequently captured
	by parachute assault, just as in the final stage of our 
	scenario.  While the attack was successful losses were so
	high that the Germans never again mounted a parachute assault
	during the war, using their paratroops as expensive elite 
	infantry. 

	Despite constant allied feints threatening to recapture Greece
	and thus threaten Rumania,  Greece would remain under German
	control until the Russian onslaught forced their evacuation.
	A small British force subsequently landed and liberated the 
	country in October 1944. 

	7.2.6) Rommel's Invasion [#GR01RI]

	Overview

	On 9 September 1940 the Italians invaded British-controlled
	Egypt from their colony in Libya with the intent of taking
	the Suez canal, capturing the Arabian oil fields, and linking
	up with their forces in Ethiopia.   They were catastrophically
	and utterly defeated by their British opponents. The Germans
	were once again called on to intervene and prevent total
	defeat in this theater. 
	This is the final scenario of the first campaign. As such, 
	it is the most challenging.  If you've saved any points for
	upgrades, spend it all now!   Your forces are initially equal
	but you hold only one province.  However, your forces are united
	while the British are scattered across the map. So a quick thrust
	with all your forces will be necessary in order to level the playing
	field before the weight of British resource collection makes 
	victory impossible. 

	Objectives 

		Primary Objectives
		* Conquer 12 provinces, of which 2 must be 
		Tobruk and Agedabia.  

		Gold Badge: 
		
		Complete the main objective within 7 turns.

		Red Medal: 

		Complete the main objective within 10 turns. 

		Stripes: 

		Win in 16 turns . 

		Supplementary objectives: 
		
		Conquer all provinces. 

		Defeat conditions

		Fail to win by turn 17. 

	Participating Sides
		Germany
		United Kingdom 
	
	Order of Battle 

	Germany: 
		2 basic infantry divisions.
		1 artillery.
		3 tank.

	UK:
		2 elite infantry divisions
		2 motorized infantry	
		2 tank


	Walkthrough 

	This walkthrough ignores badges or additional objectives
	in exchange for just winning.  There is no particular
	value beyond bragging rights on the Herocraft scoreboard,
	since you will lose all upgrades at the end of this 
	scenario anyway.    

	You have no provinces and no superiority of numbers. But the 
	enemy is scattered over the maps in one and two division groups.
	So we're going to use our six division fist as a gigantic hammer
	to smash them, one at a time. 

	Turn 1 

	Order 2 basic infantry divisions, all the reinforcements you 
	can afford. Order all forces to attack the single tank division 
	in Benghazi. 

	Turn 2 

	Move new reinforcements into Aujila. There should still be an enemy tank
	division nearby. Attack it with your 6 group. In my game, the 
	attack was from Benghazi to Maus.

	Turn 3

	On my turn the British counterattacked Aujila from Al Jaghbub, opening
	themselves up to encirclement and destruction. Move the 1
	infantry from Maus to Al Jughbub,  then attack
	the group in Aujila with the 2 divisions in Agedabia supported by 
	the remaining units in Maus. 


	Turn 4
	
	The British bring in reinforcements and attack Al Jaghbub.  
	
	Encircle this group by putting 1 infantry in Forte Maddalena, then
	one tank through that area to Siwa.  

	Destroy the group by attacking from Aujila supported by the 
	remaining forces in Maus. 

	Turn 5 

	Concentrate all forces in Forte Maddalena

	Turn 6

	All forces attack from Forte Maddalena to Forte Capuzzo. 

	Turn 7 

	Purchase 4 motorized infantry.  All troops to attack Baida, 
	the province just east of Tobruk. 

	Turn 8 

	Motorized reinforcements to travel to Bengazi and attack Barca.  
	infantry and artillery from 8-group to occupy Tobruk. 
	Armor to pass through Tobruk and attack the retreated motorized
	divisions at Mechili. 

	Turn 9

	1 infantry to occupy Derna from Tobruk. 

	Motorized and armored units to attack fleeing motorized unit at 
	Al Jaghbub.  The scenario is won at this point. 

	To get the 'conquer all provinces goal', conquer everything else first
	and take Tobruk at the end. Alternatively, destroy all enemy units to
	get "conquer all provinces". 



	Historical Outcome 

	Rommel soundly defeated his British adversaries and drove them
	back to Libya. However, the Russian invasion coupled with British
	naval superiority in the Mediterranean ensured that he never received
	anything like adequate supply and reinforcement.  Thus,  he was
	unable to conquer Egypt or take the Suez Canal. Ultimately, the 
	vaunted Afrika Korps was able to accomplish little more than to
	delay the outcome of the North African campaign by two years. 


8) Campaign Walkthrough: Eastern Front (Russian) [#RU01]

This campaign follows the initial German onslaught on Russia
from 1941 to early 1942.  The campaign, seen from the Russian
viewpoint, is a significant step up in terms of difficulty 
from the previous scenario.  Now you are facing an enemy who
knows all the tricks, has a proper offensive attitude, 
fast tank units concentrated into armored fists, and powerful
air support coordinated with the attacks.   Almost all of 
these battles will be fought defensively with inadequate 
supplies and equipment. Nonetheless, victory is possible.
The computer soldiers have the courage if you only have
the skill to command them properly. 


NOTE: As noted in the previous campaign, enemy moves are not 
fully predictable and therefore these guides are not guaranteed
to work every time. Some improvisiation will be necessary. 

	8.1 Characters [#RU01H]

	Alexey Konkin

	Rank: Army General 

	The viewpoint character for the Russians, Alexey has
	fought in four wars before this one, including action
	against Wrangel in the Russian Civil War.  A hard-driving
	officer unforgiving of his own mistakes, he is highly 
	motivated to drive the Germans out of Russia but is 
	reluctant to carry the war beyond the original border. 
	"Home is where we draw strength", he says.  

	Krukov

	Rank: Marshal of the Soviet Union

	Konkin's superior officer, he reports directly to 
	Generalissimo Stalin.  As one would expect of someone
	who survived the army purges to reach high rank, he
	is both highly capable and highly ruthless. It is implied
	that he and Konkin have known each other for decades, and
	it is Krukov's protection that has allowed Alexey to 
	achieve his current rank without being purged.  Enjoys 
	playing the accordion for relaxation. 
	His first name is never used. 

	Petr Arsenyev

	Rank : Lieutenant General

	Konkin's assistant, his family was wiped out by the Whites
	during the Russian Civil War.  He joined the Red Army to 
	avenge them , met Konkin, and they have served together ever
	since.  A passionate devotee of the 19th century Russian
	hero Victor Suvorov, whose maxims he can quote to suit
	any occasion. 

	8.2 Scenarios  [#RUO1SC]

	8.2.1 Barbarossa: Northern Assault  [#RUO1BNA]


	Overview

	On 22 June 1941, 3.5 million German troops in more than
	a hundred divisions struck the Soviet Union. Their plan
	was to force the collapse of the Russian regime, occupy
	all territory west of a line drawn from Archangelsk to
	Astrakhan, drive out all the inhabitants and repopulate
	it with German colonists.   The attack was divided into
	three army groups: North, Center, and South. This scenario
	follows the defense against Army Group North as it presses
	through the Baltics to capture Leningrad (modern day 
	St. Petersburg). 

	Objectives 


		Primary Objectives

		* Accumulate 150 resources

		Gold Badge: 

		Accomplish the primary in 15 turns. 		

		Red Medal: 

		Accomplish the primary in 17 turns.		
	
		Stripes: 

		Accomplish the primary in 20 turns. 

		Supplementary objectives: 

		Destroy 6 tank divisions. 		

		Defeat conditions
		
		Lose the province of Leningaad.

		Fail to accumulate 150 resources by the start of 
		turn 21. 

	Participating Sides
		Russia
		Germany 
	
	Order of Battle 

	Russia:

		13 basic infantry divisions
		3 artillery 
		1 motorized
		2 tanks

	Germany:

		9 infantry divisions
		1 elite infantry 
		3 artillery
		4 motorized  
		6 tank 		
		5 bomber
		5 fighter 

		Note that the german infantry and 
		motorized units are upgraded, and therefore
		are qualitatively superior to their 
		Russian counterparts. 

	Walkthrough 

	This scenario places you on the defensive. On the one hand,
	you have a very simple goal: Survive.  In point of fact, 
	you don't have to fight a single battle to win this scenario.
	However, you will not be able to get the bonus objective if
	you do so.  The German armor is concentrated and unstoppable
	by any defense.  The one advantage is that you have a great deal
	of territory to harvest resources in, so you may trade space for
	time and lives.  If you cannot defeat the air power, try to move 
	the action northwest of Jekapils, the maximum range of the German
	fighters. This will halve the amount of damage you will suffer 
	due to air strikes. It may also be possible to eliminate the
	enemy air at the beginning of the scenario, as detailed below. 
  
	If you want to get the bonus objective, you will have to spend 
	resources for reinforcements.  The best choice is a 12-group of  
	infantry for 80 resources, or an 8-group of airborne infantry for 
	120. This is handy because it saves having to outflank the enemy
	or move the troops to the battle, and if used in conjunction with
	overwhelming ground forces has an excellent chance of destroying
	the German tank concentration if it is encircled. You must also
	preserve your motorized and tank forces if you want to achieve
	this goal. Remember that the more resources you spend, the longer
	it will take to win and the less likely you will get the gold badge. 
	
	Turn 1 

	Move the troops in Tallinn to Riga. Move the troops in Demyansk to
	Novgorod. Concentrate all other forces in Jekapils. You cannot 
	prevent aircraft from striking your position, but making a large
	stack ensures the damage will be spread out, thus maximizing the
	survival of all units. Leaving a tank unit in a stack of less than
	about 3 will result in its destruction if it is struck by all
	10 enemy air divisions at once. 


	Turn 2 

	If you are fortunate, the German advance has left the air 
	units in Konigsberg unprotected by any ground force. 	
	Take your single unit of motorized infantry and send it 
	on a lightning raid through Alytus to Konigsberg, 
	destroying the entire German air force in this scenario! 

	Move the troops in Novgorod into Leningrad.  Let everyone 
	else rest. 

	NOTE: If the Germans do not leave the  province 
	unprotected, prepare to fall back out of the range of 
	the fighters and keep the armor in a 12 group unless
	absolutely necessary for the sake of an encirclement. 
	The scenario is winnable even with intact german air power. 

	Turn 3 

	The Germans have of course turned back and destroyed your
	lone motorized division. However, this has cost them time 
	and divided their forces. The heroic sacrifice will not 
	be forgotten. 

	In my game there are now 6 enemy infantry in Jelkava and 
	7 divisions, including the tank concentration, to the 
	south. Attack the infantry in Jelkava with a single 
	infantry division supported by everyone else.  The
	Germans will be forced back. Move the troops in Leningrad
	into Pskov. 

	Turn 4

	The troops in Jekapils fall back to Riga to 
	join the infantry divison  there, except the two tank
	troops which move to Dagaupulis. The troops in
	Pskov move into Voru. 

	
	Turn 5

	The Germans push into Riga with their 12 group. Behind 
	them in Jelkava is a single infantry division. Move
	the two tanks in Daguapolis into Jekapils, then
	continue through with only 1 to attack the
	motorized division in Jelkava, forcing it out.
	MOve a single infantry from Voru into Dagaupulis to
	complete the encirclement. Now, launch a 5 division 
	airborne assault on Riga (all I can afford) supported 
	by every available unit. This will destroy the entire
	concentration, completing the bonus objective. 

	If during the attack the Germans retreat into 
	a province which contains only a single unit, use
	the "exit to main menu" trick to roll back to your 
	last move.  Cancel that unit's attack. You should still
	have enough to destroy the concentration, and the 
	Germans will not be able to retreat into that 
	province. 

	If any troops have move left, stack them on top of 
	each other. 

	That was the hard part. Without air or armor, 
	the German advance from this point should degenerate 
	into a shoving match, which will end when you 
	acquire the resources you need. 


	Turn 6

	Purchase 4 motorized infantry units.  Retreat all units
	save 1 to Tallin and Voru. Move the unit from Dagaupulis 
	into Voru as well. 

	Turn 7

	Move the motorized reinforcments to Leningrad. Retreat
	all but 1 unit from Tallin into Leningrad and Voru, making
	sure there is a 12 group in Voru. 


	Turn 8

	The Germans have fallen into the trap, following the bait
	of 1 division into Riga, and then the bait of another 
	division into Tallinn. Though it required the sacrifice
	of 2 divisions, The German 12 group is now in Tallin facing a
	12 group in Voru and a 10 group in Leningrad.

	It's time to close the trap. 

	Move 4 infantry divisions into Riga.  Attack from Leningrad
	into Tallin supported by the group in voru.  The 12 group
	is destroyed. 

	At this point in the scenario in my game, there are only 
	4 german units left on the entire map. Let's see if we can
	end them before we collect 150 resources and win anyway! 

	Move the forces in Riga into Jelkava. Move the forces in
	Tallinn into Riga, and the motorized forces into Jelkava. 
	4 German infantry now face off with 8 Russian divisions.
	Move the troops in Voru into Riga until max capacity, and
	the rest into Dagaupulis. 

	Turn 9.

	The Germans retreat and purchase 4 motorized divisions as
	well as 3 artillery divisions. So it is now unlikely
	we will win the scenario by completely destroying all enemies. 

	Move 6 units from Jelkava into Mazirbe, leaving 2 infantry
	behind in Jelkava as bait for a trap. Move the 12 group in
	Riga into Jekapils. Move the unit in Dagaupulis into Riga. 

	Turn 10

	The Germans retreat their 4 group to Konigsberg, while
	their 7 group moves into Memel. 

	Move the 12 group into Siauliau. MOve the unit in Riga
	into Jelkava. 

	
	Turn 11

	Their Germans push into Jelkava. Not having any motorized
	troops in the 12 group, I cannot encircle them. I settle
	instead for hitting them with the 9 divisions in Mazirbe
	supported by the 12 divisions in Siauliau. 


	After the Germans finish their move, I have collected 150
	resources and ended the battle. 	

	Historical Outcome 

	The German blitzkrieg was initially as successful as all 
	their previous ones, but the Russian genius for 
	total mobilization soon gave the Germans a rude shock.
	New armies seemed to spring from the earth even as
	the old ones were destroyed.  Far from collapsing,
	Russian resistance grew ever more ferocious as the 
	Germans pressed closer to Leningrad. The courageous
	and costly sacrifices of the Russians coupled with
	tanks such as the KV-1 and T-34, which were all but
	invulnerable to German antitank fire, soon caused the 
	offensive to bog down. When the Germans finally arrived
	at Leningrad it was too heavily fortified and defended
	to fall to a quick assault. They encircled it, 
	intending to starve out the defenders in a matter of weeks.
	In fact, the city endured for two and a half years. It 
	was never captured. 



	8.2.2) Barbarossa: Central Assault  [#RUO1BCA]

	Overview

	This action occurs concurrently with the Northern Assault
	described in 8.2.1. See that for more details. The Central
	Assault through Byelorussia is accomplished by Army Group
	Center.  Their objective is to take Moscow, acquiring not
	only the capital of Russia but a central transportation hub and
	a great deal of industry. While it would not be completely
	impossible for Russia to win the war if Moscow is taken, it
	will make it much, much more difficult.  

	Again, another defensive scenario. You have better equipment 
	and airpower this time but your objective is correspondingly
	more difficult.  you must destroy 10 enemy divisions while
	keeping the enemy from occupying Minsk for more than 2 turns. 
	Fortunately, it takes far less time to do this than it does
	to accumulate provisions points so the scenario can be 
	won very quickly indeed. 

	Objectives 


		Primary Objectives

		Destroy 10 enemy divisions.

		Gold Badge: 

		Accomplish the primary in 5 turns. 		

		Red Medal: 

		Accomplish the primary in 7 turns.		
	
		Stripes: 

		Accomplish the primary in 20 turns. 

		Supplementary objectives: 

		Lose 10 or less divisions.  		

		Defeat conditions
		
		Lose control of Minsk for 3 turns
		Fail to complete the primary by turn 21. 
		Lose all your troops. 

	Participating Sides
		Russia
		Germany 
	
	Order of Battle 

	Russia:

		19 basic infantry divisions
		1 elite infantry 
		5 artillery
		4 motorized
		3 tank 
		6 fighters

	Germany:

		16 basic infantry
		4 elite infantry
		3 artillery 
		6 motorized divisions 
		7 tanks
		5 fighters
		7 bombers


		Note that the German infantry,
		motorized units, tanks and
		aircraft are upgraded, and therefore
		are qualitatively superior to their 
		Russian counterparts. 

	Walkthrough 

	You have a decent combination of forces. The great threat 
	is that overwhelming force of 7 (!) tanks  in the northwest, 
	together with 5 motorized infantry. It is unlikely you will 
	be able to defeat this force. If you must try, do it with 
	overwhelming force, at least 20 divisions. 

	The goal here is to retreat, concentrate your forces, bait 
	the enemy into making a mistake, then encircle and destroy
	him at once.  The enemy is quite powerful so try to do this
	as early in the scenario as possible, when the enemy has
	less room to maneuver. 

	NOTE: This is an illustrative scenario and the enemy cannot
	always be guaranteed to respond with exactly this sequence
	of moves. However, it does so often. If the enemy does something
	different, watch for an opportunity to trap him just as 
	we do here. 

	Turn 1 
	Move 4 aircraft to Bobrainsk, 2 to Baranowisce. 

	Move troops in Buwalki and Minsk to Grono 

	Move troops in Vitebsk to Orsha 

	Move troops in Bielsk and Pinsk to Baranowicze 

	Move troops in Gobel to Zhlobin

	Move troops in Chernigov to Vyahgorod. 


	Turn 2 

	On the German turn, they sent a 12-group into Buwalki, and 
	another 12 group in the south to Pinsk. However,
	there is only one division behind the group in Pinsk, stationed
	in Lublin.

	We'll exploit that. 

	Move the troops in Grono to Wilno. Move the troops in Orsha 
	to Minsk.

	Move 1 infantry division from Baranowicze to Rowne, in the 
	hopes of tempting the 12 group in Pinsk to attack it. 

	Move the tank and motorized troops from Baranowicze into 
	Bobrainsk. 
	Move the rest of the infantry from Barakowisce into Mozyr. 
	Movve the troops in Zhlobin into Mozyr, and the troops in 
	Velgorod into  Korosten, just east of Rowne. 

	Order aircraft in Bobrainsk to patrol over Wilno.  Evacuate
	the aircraft in BaranoWizce to Bobrainsk. 

	Turn 3

	The Germans take the bait, attacking Rowne and destroying 
 	the division there. However, their other troops launch a 
	combined attack on the empty province of Bielz. We now have
	an isolated 12-group in Rowne facing off with 16 Red 
	Army divisions.
	
	It is time to exploit that. 

	Move the 1 tank and 2 motorized divisions from Bobrainsk 
	back into Baranowicze. Order 1 motorized division to continue on
	into Pinsk, completely encircling the enemy 12 group.  

	Now attack with the group in Rowne with all 15 available units
	and throw in every last aircraft you possess.  Since 
	the only units in this 12 group are soft, squishy infantry
	and artillery,  The 12 group will be destroyed, ending the 
	battle and giving you both the gold badge and the bonus objective! 

	Historical Outcome 

	The Germans overran Belorussia, and in the process of capturing
	Smolensk encircled and destroyed 3 Russian armies.  Nonetheless,
	these victories came at a steep price of 74,000 casualties.  Their
	tank divisions were operating at an average strength of 45%. 

	Thus, it was a weakened Army Group Center that prepared for the 
	final assault on Moscow. They had also lost valuable time, which
	had not been helped by the need to divert troops to assist 
	other army groups in the capture of Kiev and the 
	assault on Leningrad. The Russians made use of this time
	to strengthen their defenses. But that is a 
	story for another scenario ... 


	8.2.3) Barbarossa: Southern Assault  [#RUO1BSA]

	Overview

	This operation takes concurrently with the central 
	assault and the northern assault describe above.
	As before, the Germans invade Russia with the intent
	of colonizing it and driving out or exterminating
	the people living there.  This southern prong was
	the responsibility of Army Group South, and its
	ultimate objective was the conquest of the Ukraine,
	Sevastapol, and the Caucausus oil fields.  The Germans
	evidently believed this to be the easiest task, and so
	Army Group South contained a significant component of
	Italian, Czech, Hungarian, and Romanian military 
	forces.  These troops, while dangerous, were not up
	to the standards of the Wehrmacht, and this would
	be exploited in the upcoming battles. 

	Once again we are on the defensive and are required to hold
	out for a certain amount of time.  Further, we are required
	to hold two widely separate objectives -- Kiev and Sevastopol.
	While this complicates our job it also makes things difficult
	for the Germans. At times it will give the AI fits, as it 
	shuffles troops back and forth between the objectives with
	no clear idea which one it wants to attack. This combined
	with your resource advantage and the lack of German air
	may make this one of the easier scenarios to win. 

	Objectives

		Primary Objectives

		* Hold the province of Kiev for 
		a minimum of 3 and a maximum of 10 turns

		* Never lose the province of Sevastapol.

		Gold Badge: 

		Hold Kiev at the start of turn 11. The 
		scenario will automatically end at this point. 

		Red Medal: 

		Lose Kiev on or after turn 8.

		Stripes: 

		Lose Kiev on or after turn 4. 

		Supplementary Objectives

		Accumulate 150 provisions points. 

		Defeat Conditions

		Lose Sevastopol at any time.
		Lose Kiev before turn 4.
	
	Participating Sides
		Russia
		Germany

	Order of Battle

	Russia: 

		7 basic infantry divisions
		1 elite infantry
		3 artillery 
		6 motorized infantry
		4 tank

	Germany:

		16 basic infantry divisions 
		4 elite infantry
		2 artillery 
		1 motorized infantry
		6 tank 

		Note: The German infantry and motorized infantry
		is upgraded.

	Walkthrough

	This walkthrough assumes you have bought 15% production
	bonus using the points won in previous scenarios. If you
	have not done so, take the illustrative scenario below and
	spend more points on reinforcements earlier in the game. 
	This will probably cost you your bonus objective, but
	the scenario should still be winnable. 


	The first thing to note is the lack of German aircraft. 
	That's very helpful.  The second thing to note is you have
	much more territory than the Germans do. The third thing
	to note is that you have a great deal of tank and motorized
	strength which is unfortunately spread all over the map.  
	These are the keys to your victory. If you can concentrate
	your tanks and use your resource advantage to buy 
	reinforcements to make up your initial disadvantage, this may
	be the first Russian scenario you win by utterly annihilating 
	the enemy!

	The key to the entire campaign is Sevastapol.  You can almost
	ignore Kiev, as it is many provinces away and if you can make
	things hot enough in the south the enemy will be too busy
	diverting his troops to the south to make much headway against
	Kiev. But Sevastopol is  never more than about two turns away
	from being occupied and captured. There is overwhelming force 
	there so one way to win is to bring in as many reinforcements 
	into Odessa as possible and fight a war of attrition with the
	Ismail province as a front line. It is wise to keep
	1 infantry division in Sevastopol so that, if you win a battle
	in Ismail, the enemy does not "retreat" into Sevastopol and 
	instantly win the scenario! 

	Another possible strategy is to fight a holding action in 
	Ismail while dribbling out divisions in the north to lead 
	the Germans into Kiev to capture it. This will allow you
	to get the stripes easily  enough, but if you want the 
	red medal or the gold badge you must win some victories. 
	Finally, if you want to achieve the bonus objective it is
	wise to stop buying reinforcements in the last 5 turns so
	that you can accumulate enough resource points to win it,
	but to survive that long you will need to buy a lot 
	of reinforcements in the early scenario just so you 
	can survive for more than 3 turns! 


	Turn 1 
	
	Move troops in Turnopol to Kowel. Take the motorized unit in 
	Kowel  and combine with the troops in Stryj to attack the 
	armored division in Zamosk, destroying it. 

	Move troops in Dnepopetrovsk to Odessa.

	Move troops in Isasi, Balta, and all available troops in
	Odessa to Ismail. 

	Turn 2 

	In my game the Germans have moved 4 divisions into Iasi and moved
	about half their armor northwest. There is now a continuous line
	of German troops stretching from the far northwest to Tulcea,
	which is empty. 

 
	Withdraw the troops in Zamosk to Kowel to form an 8 division 
	group. 

	There are 12 German troops in Bacau, 4 in Iasi, 3 in Brasov, and none 
	in Tulcea.

	Move 1 infantry division from  Ismail to Tulcea. Move 6
	motorized and armor to attack Brasov. Reinforce the 
	remaining infantry in Ismail with the 2 divisions in Odessa.


	Turn 3

	The Germans attack my one division in Tulcea.  They also
	bring their armor back down into the province just west of
	Iasi and north of Brusov. In the northwest, they form a 12 
	group in Zamosk. Meanwhile, 5 other divisions press NE from 
	Stryj into Stanislawow.  
	

	Move 1 infantry into Iasi from Ismail. Now move my 7 
	divisions
	in Brusov and use them to attack Tulcea, destroying the 4
	divisions trapped there. 

	Move the divisions from Kowel into Turnopol in order to
	threaten the 5 division group in Stanislawow. 

	Turn 4 
	
	Move the troops from Sevastaopol into Ismail.  Move 1 troop 
	from Tulcea into Brasov, and the rest into Ismail to form an 
	11-group.  Purchase a 12-group of infantry and place it in
	Odessa. 

	Move the 8-group in Turnopol into Vinnitsa. 

	Turn 5

	The Germans isolate and destroy the 1 division in Brusov. 
	There is now 1 german armored division in Tulcea, 10
	divisions (including most of the armor) in Brusov, and
	8 divisions in Bacau. 8 divisions in Stanislawow and 7 
	in the province directly southwest of that, Stryj.  


	Send 1 division supported by the other 10 into Tulcea, 
	destroying that armored division. Move the 12 group 
	from Odessa to Balte. Move the 8 group from Turnopol to
	Mogilev Podolski, forming a solid line.  

	Turn 6

	The Germans take the bait, attacking my lone infantry 
	division in Tulcea with the 10-group armored fist. They
	then proceed to scatter their troops everywhere, moving
	11 troops into Bacau, 6 into Stryj, 1 armored division
	in Vinnitsa driving towards Kiev, and 1 armored division
	in Beltsy.  There are 6 more southwest of Kowel. 

	It's time to collect some troops. From the 10 group in 
	Ismail, send 1 infantry division into Issa.  Now
	drive a motorized division through there into Brusov,
	encircling the armored fist. Drop in a 5-group of
	airborne infantry and attack at the same time with all
	your troops in Ismail to the maximum, then support with
	the rest. With 13 divisions against 10, the pocket 
	will be destroyed. 

	Now it's time to clean up the other isolated armored 
	divisions.  Use the 8-group in Mogilev Podolski to 
	attack the tank division in Vinnitsa, destroying it.
	
	Now use the 12-group in Balta to attack the tank division
	in Beltsy, destroying it. 

	At this point the Germans are down to 1 armored division and 
	the scenario is almost won.  All we need do now is be careful,
	keep the pressure on, and husband our resource points for the 
	bonus objective. 

	Turn 7

	The Germans move almost all their troops to the southeast, 
	destroying my division in Brusov.  

	There are 12 German divisions in Brusov, 5 in Iasi,
	3 in Bacau, 3 in Stry, and 1 in Lvov. 

	Move the 8 group in Vannitsa into Stanislawow. 

	Move all but 1 of the troops in Tulcea into Ismail,
	leaving 1 infantry division behind as bait. 

	Attack with the 12 division in Beltsi into Stryj. 

	Turn 8 

	The Germans take the bait.  Their 12 group in Brusov
	attacks Tulcea. 3 troops go behind them. Meanwhile more
	troops attack my 12 group in Issi and force them back, 
	causing me to lose 1 unit.  There are now 12 Germans in 
	Tulcea, 3 in Brusov, 10 in Iasi, and 1 in Stryj. 

	Use 2 infantry and 2 artillery in Stanisluwow to attack
	the 1 infantry division in Stryj. 

	Move 1 infantry division into Ismail from Beltsi, to bring
	the strength up to 12. 

	Move the motorized and tank units from Stanisluwow into
	Stryj, and send 1 motorized unti into Bacau. 

	Take 1 infantry unit in Beltsi to atatck the concentration
	in Iasi, supported by all other troops in Beltsi and Stryj. 

	This will drive them into Brusov with some loss. 

	Turn 9 

	The Germans attack my 2 isolated unit and their lone
	division launches a suicide attack on my 8-group in Stryj.
	It is destroyed to no gain. 

	There are now 12 German troops in Bacau and 12 in Iasi.

	Move 1 infantry unit from Ismail into Tulcea. Now move 1
	motorized unit from Ismail through Tulcea into Brasov.  
	The encriclement of the group in Iasi is now complete. 

 
	Now attack Iasi with all troops in Stryj and Beltsi up
	to the maximum, then have the rest of the troops in Beltsi 
	and Ismail support the attack. 

	Massacres like this seem hardly fair. 

	Turn 10 


	The 12 group moves into Brusov, destroying the motorized group there. 

	Move 2 troops from Beltsi into Iasi to reinforce the group there.
	MOve the other two troops in Beltsi into Stryj. 


	End the turn.

	The Germans attack Tulcea, once again falling for the bait, but
	at this point the battle is over. We have achieved the gold badge
	and the bonus objective. 


	Historical Outcome 

	The Germans met ferocious resistance right at the start of the 
	campaign and were so badly stymied they had to call for help
	from Army Group Center to capture Kiev. Although they
	destroyed several Russian armies and killed or captured more than
	450,000 men, it also meant the assault on Moscow was
	significantly delayed.  They were also unable
	to capture Sevastopol, which would withstand a siege 
	until 4 July 1942. 


	8.2.4) The Battle for Moscow [#RU01MOS]

	Overview

	The Germans resumed the advance on Moscow with 
	"Operation Typhoon" on 2 October 1941. They had lost
	many lives, lost much time in fierce battles around
	Smolensk , and had also been diverted to the north
	and south to help out those fronts.   This, then,
	was the final desperate attack to take the Russian
	capital, force a collapse of the government, and 
	end the war in 1941. 

	This is it. The greatest battle of the campaign. Everything
	that came before was tutorial for this moment. There is nowhere
	to retreat to, so you will stand fast and bleed the Germans. Fortunately,
	you now have significant forces to accomplish this, even more so if you
	have carefully earned provisions upgrades in every previous scenario
	in the campaign.  

	Objectives
	
		Primary Objectives:
	
		* Destroy 30 enemy divisions of any type.

		Gold Badge: 

		Complete the primary in 10 turns.

		Red Medal: 

		Complete the primary in 15 turns. 

		Stripes:

		Complete the primary in 20 turns. 

		Supplementary Objectives: 

		Destroy 9 enemy motorized divisions. 

		Defeat conditions

		Lose Moscow
		Fail to complete the primary in 20 turns
		Lose all your troops. 

		
	Participating Sides
		Russia
		Germany

	Order of Battle 
	
	Russia: 

		15 basic infantry divisions
		6 artillery
		5 motorized infantry
		7 tank 
		4 fighters
		4 bombers 		

	Germany: 
		21 basic infantry divisions (upgraded)
		1 elite infantry (upgraded)
		7 artillery 
		8 motorized (upgrade)
		9 tank (upgraded) 
		3 fighters (upgraded)
		3 bombers (upgraded). 
 
		
	Walkthrough 
	
	First, I have counted three times and each come up with 
	the same answer: There are only 8 motorized divisions at the
	start of the scenario. So you could kill them all and still not
	get the bonus objective -- in order to get it, you would have 
	to wait for the enemy to reinforce. But you must not permit that! 
	The map is too shallow, there is not enough time. Instead, you 
	must devote yourself to only one task: To kill as many Germans
	as quickly as possible in order to end the scenario before you
	lose Moscow.  
	The Germans have a powerful force which is only a maximum of three
	provinces away from Moscow. You must ensure they never get there.
	Seize the initiative, start a never-ending pipeline of 
	reinforcements, take the offensive, separate the enemy into 
	pockets, isolate and destroy them! 
	
	Note also that this is the first scenario in which you have 
	air superiority. Use it by having your fighters protect your
	formations, while the bombers are used to maximum effect. 

	Turn 1 

	Move the troops in Vyazma and Bryansk into Kaluga. Move
	the troops in Rogachev into Bryansk. 

	Move the troops in Kalinin and Rzhev into Demyansk. Move 1 
	infantry from Demyansk into Tikhvin in order to bait the 
	7 troops in Novgorod into attacking there. 

	Move the troops in Moscow into Rzhev. 

	Order your fighters to patrol above Demyansk while the bombers
	attack the armor concentration in Vitebsk. 

	
	Turn 2

	The Germans take the bait, moving into Tikhvin.  

	Capitalize on this: Move 1 infantry division into Novgorod and 
	Cherepovets,then have 1 division from Demyansk attack 
	Tikhvin supported by the other 8 units in Tikhvin. 7 enemies
	down, 22 to go. 		

	Meanwhile, there is a 12 group of Germans SW of Rzhev in Velikiye Luki. 
	It includes 5 tank divisions. 

	To counter this, move a 12 group from Kaluga to Mozhaisk. Move
	the 4 group from Bryansk to Kaluga. I now have 26 resource
	points. Spend them on a 6 group of basic infantry which will 
	arrive in Moscow. 

	Use the bombers to hit the 12 group in Velikiye Luki, and the 
	fighters to patrol above Rzhev. 

	Turn 3 

	The Germans push against my 6 group in Rzhev, forcing them 
	into Demyansk. There is a 6 group behind them in Velikiye Luki, and 
	a 1 group in Staraya Russya. 

	Move my 1 division from Cherepovets into Kalinin. Move 2
	infantry from Demyansk into Staraya Russya. Attack 
	Velikiye Luki with 7 divisions from Mozhaisk.  Now hit 
	the 12 group in Rzhev with every available unit from 
	every direction -- 21 units in total from Moscow, Mozhaisk,
	and Bryansk. And throw in every available air unit as well. 

	The 12 group is destroyed, along with its 5 tank divisions.
	20 down, 10 to go.  I don't know where the extra destroyed
	division came from -- perhaps it was lost while attacking
	on the German turn. 

	Move the troops in Kaluga up to Mozhaisk. 

	Turn 4

	The German offensive has stalled and they consolidate on
	the far left side of the map. Their most eastern outpost is
	Smolensk.  

	I note that after the German move I have a 9 group in 
	Velikiye Luki, directly adjacent to their air base in Vitebsk. 
	Move 2 armored divisions from Rzhev into Velikiye Luki,
	then attack Vitebsk with 1 infantry division from Velikiye Luki
	supported by every other division in Vilikiye Luki. 

	I support this attack with all bombers. 

 	The attack succeeds. My 1 division moves into Vitebsk and
	destroys all the German air in the scenario on the ground --
	another 6 air divisions.  26 down, 4 to go. 

	I anticipate an attack on Vitebsk next turn, so I move
	the 4 units in Moshaisk to Vyazma.  2 units from Tikhvin into 
	Demyansk.  Move 3 units from Rzhev into Demyansk, and 3 into
	Velikiye Luki. The other troops in Demyansk are in the red, 
	so I allow them to rest along with the 1 unit in Kalinin,
	also red.  Since the Germans have no more air, the fighters
	are released for STRIKE duty and I relocate them closer
	to the front -- to Demyansk, garrisoned by a 12 group
	and opposed by 5 divisions of German infantry. They should
	be safe enough there while still able to act on the 
	battlefield. 

	Turn 5

	The Germans do indeed attack vitebsk, but to my surprise
	they combine groups and attack Velikeye Luki as well. 
	There is now an 11 group there, as well as a 12 group
	in Vitebsk.  Minor German forces elsewhere in 3 division
	groups. 

	Move 9 infantry and artillery from Demyansk into 
	Staraya Russya.  Move the motorized and armor here into the
	now-friendly territory. 

	Attack Velikieye Luke with 1 division from Rzhev supported
	all available units in Rzhev, Staraya Russya, Vyazma, and
	air fighters only. 

	The bombers are almost out of health, so I let them rest. 
	But it turns out to be unnecessary. This last attack
	destroys at least another 4 German divisions. The battle is over.
	I have not acquired the bonus objective, but given the fast-paced
	and brutal nature of this scenario it really wasn't feasible
	to acquire.   Possibly someone else can do better! 

	Historical Outcome 

	The German attack on Moscow produced some of the greatest 
	victories on record, encircling Russian armies in 
	Vyazma and Bryansk to inflict another 500,000 casualties.
	Nonetheless, the initial German assault was stopped 
	at the gates of Moscow by the 50th army and civilian
	volunteers.  The battle degenerated into a slugging match.
	The Germans had infantry divisons at 1/3 to 1/2 strength
	and only 1/3rd of their vehicles were operational. 
	The winter descended, for which the Germans were utterly
	unprepared. At this point the Russians launched a
	powerful counteroffensive which forced the Germans 
	back for good.   On 5 December 1941, Hitler instructed
	the forces on this front to assume a defensive posture, 
	conceding defeat.  Two days later, the Japanese bombed 
	Pearl Harbor and the United States entered the war. 


	8.2.5) Rzhev-Vyasma Operation  [#RUO1RVO]

	Overview

	At the conclusion of the Moscow counteroffensive a number of  
	German divisions were advanced far in front of the others 
	in what is termed a 'salient'. The Red Army launched a 
	two-prong offensive in the hope of using the pincers to
	encircle these divisions and liquidate them. Also, 
	the capture of Staraya Russya would sever the railway
	link providing the Germans with supplies and communications.  

	At last we are going on the offensive! This is on essentially
	the same map as the previous battle for Moscow. However, this
	time the forces are much weaker and Moscow is not a useable
	region for either side. Be careful, however.  There are many
	traps in this scenario for the unwary! 

	Objectives

		Primary Objectives
		
		* Conquer the province of Smolensk and hold it
		for 3 turns.		

		Gold Badge: 

		Complete the primary in 6 turns.

		Red Medal: 

		Complete the primary in 8 turns.

		Stripes: 

		Complete the primary 10 turns. 

		Supplementary Objectives

		Reduce German control to 5 provinces or less.

		Defeat Conditions

		Fail to complete the primary objective by the start
		of turn 11 

		Lose all your troops. 
	
	Participating Sides
		Russia
		Germany

	Order of Battle

	Russia: 
		12 basic infantry divisions
		3 elite infantry 
		4 artillery
		3 tank

	Germany:
		11 basic infantry (upgraded level 2)
		1 motorized infantry (upgraded level 2)
		3 artillery
		4 tank (upgraded level 2) 

	Walkthrough
	
	You slightly outnumber the enemy but your forces
	are concentrated while theirs are spread all over
	the map. You can make use of this separation to
	defeat the enemy forces in detail. However, they can
	also do the same to you!  The most critical point is
	Kalaga, containing 5 Red Army divisions. If nothing is done,
	the 9-group of Germans in Vyazma will encircle and destroy
	them, crippling your offense. This is especially problematic
	because the enemy possesses many more provinces and therefore
	will reinforce more quickly.  Thus, you must do all you can
	to save this offensive group, and once done to quickly secure
	as much territory as possible before the weight of resources
	tips the balance in favor of the Germans. 	
	

	Turn 1 

	Move the 5 group from Kaluga into Mozhaisk.  

	Move the infantry from Bezhetsk into Demyansk. Follow up 
	with the 3 tanks there, then use these tank units to 
	support an attack from Kalinin into Rzhev.   This should 
	consist of 7 units of infantry supported by everything else 
	in Kalinin as well as the tank units in Demyansk. The enemy 
	will be forced back to Velikiye Luki. 

	Thus, if the enemy starts the turn with an attack on your 
	group in Mozhaisk, it will be able to retreat into Rzhev 
	and link up with your troops already there. 


	Turn 2 

	The Germans counterattack into Mozhaisk from Velikeye Luki and
	from Vyazma, forcing my troops there into Rzhev, causing
	my forces to join as planned.  Some troops in Velikiye
	Luki move to Vitebsk, and other troops move from Staraya Russya
	into Velikeye Luki. So there is a 3-group in Velikiye Luki,
	a 3 group in Vitebsk, and an 11 group in Mozhaisk. 

	Move the infantry from Demyansk into Staraya Russa.  
	Follow up with tanks and combine with the 11 group in 
	Rzhev to attack Velikiye Luki. 

	From Kalinin, move 1 infantry division into Rzhev as 
	bait.  Move the rest of the troops into Demyansk.  

	Purchase 2 infantry reinforcements for 10 resource points.
	They will arrive in Kalinin. 


	Turn 3

	The Germans take the bait and attack my 1 division in Rzhev. 
	There are now 11 Germans in Rzhev, 2 critically damaged in
	Vitebsk, and 3 in the far southwest strategic province of
	Orsha. 

	Time to exploit the AI's gullibility. 

	Move a single infantry division from Velikeye Luki to Mozhaisk,
	trapping the group in Rzhev.  Now follow up with an attack of 
	all units in Kalinin and Demyansk, supported by all units in 
	Staraya Russya and 1 unit in Velikiye Luki. 

	Take the other 9 divisions in Velikiye Luki and attack Vitebsk.
	The overwhelming force should destroy those two divisions. 

	Turn 4 

	The German force in Orsha counter attacks my group in Vitebsk 
	and fails. They purchase additional units to bring their strength 
	up to 7 divisions. There are now 7 German divisions in Orsha. 

	Move the troops in Mozhaisk into Vyasma.  Move the last division
	in Velikiye Luki into Smolensk. 

	Move the troops from Rzhev into Velikiye. 

	Move 1 infantry division from Staraya Russya into Novgorod and
	Novorzhev, respectively. Move the tanks in Staraya Russya through
	Novorzhev into Nevel. 

	Now use the 9-group in Vitebsk to attack the last German group
	of 7 in Orsha. The battle is won and the only German-controlled
	province is Roslavi. We have won both the gold badge and the bonus 
	objective. 


	Historical Outcome 

	The Rzhev-Vyasma offensive scored initial success, encircling
	a large German force in Demyansk. However, the German air force
	devoted its entire air transport fleet to resupplying the 
	pocket, with the result that the Germans not only resisted
	liquidation but successfully broke out to rejoin their main
	body.  Meanwhile, a German counter-operation known as 'Operation
	Seydlitz' succeeded in encircling a number of Soviet armies,
	which were themselves destroyed. The offensive was afterwards
	termed the "Rzhev Meat Grinder" and became a 
	"forgotten battle" which many wished to forget had ever 
	happened. Fighting would continue in the Demyansk region 
	until 1943. 



	8.2.6) The Battle for Caucasus  [#RUO1RMN]

	Overview

	After the conclusion of the 1941 Winter Offensive, Stalin
	ordered the Red Army to conduct an 'active defense' of 
	its remaining territory. Towards that end, a counteroffensive
	was launched from Rostov with the aim of liberating Kharkov.
	This action would not only further secure the Caucasus oil
	fields from German aggression, but would also draw German
	forces away from the critical central front threatening
	Moscow. 

	This scenario is unusual in that both armies will launch 
	an offensive at the same time. Unfortunately for you, 
	the Germans have  more troops and outstanding air power, 
	so they will win the initial push.  Your choices are to 
	either attempt to grind them down in a battle of attrition, 
	or fall back and attempt to trap them deeper in your own 
	territory. Fortunately, you have many more provinces than 
	the Germans and so your resources will tip the battle 
	your way if it lasts long enough.  


	Objectives

		Primary Objectives
		
		* Conquer all provinces! 


		Gold Badge: 
	
		Complete the primary in 10 turns. 

		Red Medal: 

		Complete the main objective in 15 turns. 

		Stripes: 
		
		Complete the main objective in 20 turns. 

		Supplementary Objectives

		Lose less than 10 divisions. 

		Defeat Conditions

		Have not completed the primary by the
		start of turn 21. 

		Lose Grozny for 2 turns (fat chance!) 

		Lose all your troops. 
	
	Participating Sides
		Russia
		Germany

	Order of Battle

	Russia: 
		16 basic infantry divisions
		2 elite infantry 
		5 artillery
		2 motorized
		1 tank
		6 fighters 
		3 bombers

	Germany:
		8 basic infantry divisions (upgraded level 3)
		5 elite infantry (upgraded level 3)
		2 artillery 
		4 motorized (upgraded level 3)
		4 tank (upgraded level 2) 
		5 fighters (upgraded level 1)
		5 bombers (upgraded level 4 - JETS!) 

	Walkthrough

	This is tricky, as at scenario start you have 15 troops
	in direct contact with 23 German troops. However, they
	are hemmed in only 3 provinces, while you have the entire
	rest of the map. Your aircraft and your other troops 
	are scattered across the map, although you do have 
	4 air divisions in Kharkov.  

	This is the easiest scenario in the campaign if all you 
	care about is the stripes.  Unless you care about bragging
	rights there is no reason to go for any high awards, 
	because this is the last battle of the scenario and all 
	upgrade points will be lost at the end of it.  By the way,
	if you still have any upgrade points, now is the time to 
	spend them all! 

	The conservative way to win is simply to fall back to 
	Krasnodar and Tikhoretsk and use the "pawn sacrifice"
	technique as the German troops enter Rostov.  That is,
	attack with 1 division supported by 23 others in those
	2 provinces against the one German attacker.  Since
	you have many times more resources than the enemy, 
	eventually you will grind them down and win the scenario.

	The problem with this is you are going to take really 
	serious casualties from those German aircraft which will
	continuously bomb you throughout the scenario. At the beginning,
	don't even try to patrol as your aircraft on point are too 
	few and will quickly be destroyed.  This is a high attrition
	strategy and I, personally, would take the challenge in the
	pre-scenario cutscene to win "not with numbers but with skill." 

	But how to minimize casualties?  The problem is there is 
	no way to avoid a brutal confrontation and still meet the 
	time constraints of the scenario.  You have much territory
	to retreat into, but the more ground you give the more time
	and resources you give the Germans, all the time being bombed
	from the air, so it may be even more costly in the long run. 

	Thus, the minimum cost method I have found to win is to 
	fight the battle far forward.  To take the battle to the 
	enemy at the start, keep him off balance, reinforce from
	Kharkov while marching your other troops across the map. 
	It's still a battle of attrition, but it's a battle which
	gives the enemy minimum resources and minimum places to
	retreat to, ending the battle as quickly as possible 
	with minimum losses.  Two times out of twenty I even
	got the bonus objective! 

	Turn 1 

	Take 1 division from Stalino and attack Zaporozhye, supported by 
	all troops in Kharkov and Stalino. Support with all aircraft
	in Kharkov.  

	Move aircraft in Salsk to Rostov. Move troops in Salsk to 
	Tikhoretsk. 

	Move troops and aircraft in Elista to Bachanta. 

	Purchase 2 basic infantry in Kharkov. 

	
	Turn 2 

	Take 1 infantry from Kharkov and attack 
	Zaporozhye , supported by all other troops in Kharkov 
	and Stalino. Support with aircraft in Kharkov and Rostov. 

	Buy 6 infantry in Kharkov. 

	Move troops in Tikhoretsk into Rostov

	MOve troops in Bashanta into Salsk. 

	Move aircraft in Bashanta into Tikhoretsk. 

	Turn 3

	The Germans counterattack. I now have 12 Germans in 
	Zaporozhye,2 in Melitopol, and 5 in Dnepropetrovsk. 

	Launch all aircraft against the 2 divisions in
	Melitopol. 

	Send 2 divisions from Stalino into Melitopol.  

	Now attack Zaporozhye with 12 divisions from Kharkov 
	supported by 4 from Stalino. 

	Move 4 divisions from Rostov into Stalino. 

	Move 7 divisions from Salsk into Tikhoretsk. 

	Turn 4 

	The Germans are down to 12 troops in Dnepropetrovsk.

	They counterattack into Zaporozhye. Unfortunately for them,
	they leave their base uncovered. 

	Move 1 infantry division into Dnepropetrovsk. The enemy
	aircraft are completely destroyed. The enemy 12 group
	is fully encircled.   

	Attack the final concentration with all 19 available 
	divisions in Melitopol, Stalino, and Kharkov. As always,
	up to 12 may attack while the remaining 7 support. 
	Further support with all available aircraft in Kharkov 
	and Rostov.  The aircraft in Tikhoretsk are out of range. 

	The final German concentration is destroyed. We have the
	gold badge and have even acquired the bonus objective because
	we lost only 5 divisions (3 basic infantry, 1 artillery, 1 tank)!


	Historical Outcome 
	
	The initial assault in the Rostov Strategic offensive was 
	successful. Unfortunately, the German Sixth army responded
	quickly and the Russians were again encircled and destroyed
	with the usual cataclysmic losses in the Second Battle of 
	Kharkov.  The Russian failure set the stage for the 
	Germans' 1942 offensive, which would attempt to seize
	the Caucasus oil fields and the transportation junction
	of Stalingrad. 



9) Campaign Walkthrough: Roads of Freedom (American) [#US01]

This campaign follows the American and British offensive from
1943 to the end of the war. Starting with the initial successes
in North Africa, you will continue with the Italian campaign,
the invasion of France, and the final assault on Germany 
to end the war.

Compared to the hellish scenarios of the last tour, this 
is almost a breather.  You will for the most part enjoy
a powerful material advantage.  However, the scenarios
remain challenging if you are interested in winning 
badges, as the victory conditions have been made considerably
more ambitious. Time is also a more critical factor. It is 
possible to lose a scenario not because you were defeated,
but simply because you did not win quickly enough.  


NOTE: As noted in the previous campaign, enemy moves are not 
fully predictable and therefore these guides are not guaranteed
to work every time. Some improvisiation will be necessary. 

	9.1 Characters [#US01H]

	William Mattis

	Rank:  General

	The viewpoint character for the Americans. 
	A cheerful man with a ready arsenal of jokes,
	Mattis is an aggressive commander in the mold
	of Patton.  He speaks rarely of outside interests or
	family, and lives to fight.  

	Denver

	Rank: General of the Army

	Mattis' superior, Denver is an easygoing man with
	a gentle smile in the mold of Eisenhower.  Considers 
	Mattis a valuable subordinate, observing that "pessimists
	rarely win wars." Nonetheless, he finds it necessary from
	time to time to restrain Mattis, out of concern he will 
	risk the lives of his troops unnecessarily. Enjoys poker. 

	Mary Ann Moore

	Rank: Colonel

	Mattis' aide-de-camp in the mold of Kay Sommersby, though
	Moore is American.   A graduate of West Point (something 
	unheard of as the first female cadets were admitted in 1976),
	she is quiet, serious, and professional, the perfect 
	counterweight to Mattis' exuberant style.  Enjoys baseball,
	at which she was 'better than many a man' in her cadet days, 
	and ruthlessly rebuffing Mattis' advances. 

	9.2 Scenarios  [#USO1SC]

	9.2.1 Operation Crusader  [#USO1OC]


	Overview

	By late 1941 the British had been forced to retreat to
	Egypt but continue to hold out in the port of Tobruk.
	Tobruk was critical to both sides, as WWII armies required
	an immense quantity of food, fuel, ammunition and other 
	supplies, all of which had to be shipped in from overseas.
	The only thing that could process ship cargos quickly 
	enough was a modern port with cranes, docks, and all
	the other facilities of maritime industry. Absent Tobruk,
	supplies had to be brought across North Africa in trucks
	either from Egypt (for Britain) or Tripoli (for the Germans). 

	Tobruk had by this time withstood German assault for six
	months. A previous offensive (Operation Battleaxe) had
	failed to relieve the siege. Now, in November 1941, 
	The British would try again. 


	This scenario picks up where the last scenario of campaign
	1 ended.  The British have reinforced for an offensive but
	their back is to the wall. The scenario can be won easily
	through simple attrition for Stripes, but anything more
	will require some tactical skill. As a matter of record,
	historically this was an entirely British show. In fact,
	the Americans would not even declare war for another three
	weeks! 

	Objectives

		Primary Objectives
		
		* Conquer the province of Tobruk and hold it
		for 3 turns.		

		Gold Badge: 

		Complete the primary in 8 turns.

		Red Medal: 

		Complete the primary in 12 turns.

		Stripes: 

		Complete the primary 50 turns. 

		Supplementary Objectives

		Conquer all provinces 


		Defeat Conditions

		Fail to complete the primary objective by the start
		of turn 51 

		Lose all your troops. 
	
	Participating Sides
		United Kingdom
		Germany

	Order of Battle

	United Kingdom: 
		6 basic infantry divisions
		2 artillery
		5 tank 
		
	Germany:
		2 basic infantry divisions
		2 artillery divisions
		6 tank

	Walkthrough
	
	The enemy outnumbers your armor but they are scattered while
	yours is united into an armored fist. This must be exploited
	in order to defeat the stronger enemy.  COntinuous hammer 
	blows will push the enemy back.  But how is one supposed to
	get the gold badge and conquer all provinces in less than 9
	turns?

	Simple. Kill all the enemy troops at the start of the scenario.
	As illustrated below: 	

	Turn 1 

	Purchase 2 infantry reinforcements, which will arrive in 
	As Suway. 

	Use the armored fist in Fayum to attack the single armored 
	division in Qattara.   

	Move all divisions from Cairo into Alexandria.

	Turn 2

	The Germans concentrate their forces in Gerawia.

	MOve all armored divisions into El Alamein and move
	1 infantry division from Alexandria to support them. 

	Move 1 additional infantry division into Qattara. 

	Move the 2 reinforcements from As Suway into Fayum. 
	Rest the remainder of your troops. 

	Turn 3 

	The Germans descend from Gerawia into Qattara, eliminating
	the lone unit there. 	

	
	Now it is time to spring the trap. 

	Move 1 infantry unit from El Alamein to Geraweia. Race 1 
	armored unit through Garaweia into Siwa. The Germans
	are now completely encircled. Attack them with all 
	available troops.  Even with 5 tank divisions, you
	should be able to destroy them with your 4 tank
	divisions and 8 other divisions.  

	it is critical that you rest as many troops in Alexandria
	as possible, the better to ensure that they win the 
	encirclement operation.  It is possible for the Germans
	to infrequently win this battle defensively, but 
	this has never been observed to happen when the units
	have been rested to the maximum extent possible. 

	Also, it is possible for the Germans to, about 1 time 
	out of 20, refuse the bait and attack your armored fist 
	instead.  It is unlikely you will have the power to 
	encircle them when this happens, so you will have to 
	withdraw from contact and send a decoy unit or two 
	racing west, in the hopes of causing them to divide 
	their forces and
	fight a normal battle of attrition. This is only 
	suggested based on previous experience and has
	not been thoroughly tested. However, if you 
	just want to end this quickly, you're better off 
	restarting the scenario. 
	
	At any rate, if all went well, congratulations! You now
	have the gold badge and the bonus objective! 

	Historical Outcome 
	
	The initial attack by the British was successful,
	although rapid and skillful deployment by Rommel,
	the German general, prevented them from turning a 
	victory into the deciding battle of the theater.  
	Nonetheless, the Germans were
	pushed back and the immediate threat to Suez was removed.
	Tobruk would be relieved on 7 December by the British
	8th army.  Although a limited success, this battle proved 
	significant in that this was the first time German forces
	of any large size were defeated by the British. 

	9.2.2 Operation Lightfoot [#US01OL]

	Overview

	As of 12 July 1942, a German offensive had pushed
	the British back into Egypt, threatening the Suez
	Canal again. However, the British were building
	up an overwhelming material advantage while the 
	Germans continued to suffer for lack of adequate
	supplies. Rommel chose to strike early in the hopes
	of disrupting the oncoming British attack. When
	this failed, Rommel dug in, and the British
	launched their great assault with more than twice
	Rommel's numbers. 

	This scenario again starts up right after the last one.
	The enemy has greater strength, especially in the 
	air, but will fight a fundamentally defensive 
	battle which will handicap their ability to stop you.
	This may be a reflection of the supply difficulties
	Rommel faced at this time. Also, this would again
	be an entirely British show in which there would
	be no American participants.  Further, this scenario
	appears to be mis-labelled, as the historical Operation
	Lightfoot started at the border of Egypt and drove the
	Germans into Libya, while this scenario starts after
	the fall of Tobruk, which would not take place for
	another few weeks. 

	Objectives

		Primary Objectives
		
		* Conquer the province of Tripoli and hold it
		for 1 turn. 

		Gold Badge: 

		Complete the main objective in 10 turns

		Red Medal: 

		Complete the main objective in 15 turns

		Stripes: 

		Complete the main objective in 20 turns. 

		Supplementary Objectives

		Destroy all enemy air units. 

		Defeat Conditions

		Fail to complete the primary by the start of
		turn 21, lose Tobruk for any amount of time,
		or lose all your troops. 
	
	Participating Sides
		United Kingdom
		Germany

	Order of Battle

	United Kingdom: 

		7 basic infantry divisions 
		2 artillery		
		3 tank
		3 fighters
		
	Germany:

		11 basic infantry divisions
		2 elite infantry
		1 artillery
		2 motorized division
		4 tank (upgraded level 1)
		2 fighters
		4 bombers 		

	Walkthrough
	
	The Germans outnumber you but many of their forces
	are back around Tripoli. This will allow you 
	to quickly force them back to Agaedabia, Aujila
	and points west. Once you have done this you will
	have many more provinces than they, and can then
	build up with reinforcements until you are able
	to overwhelm the defenders.   Encirclement tactics
	as in the previous scenarios will allow you to 
	quickly destroy German resistance and acquire
	the gold badge.  Destruction of the bomber 
	force is also an early priority if possible. 

	Turn 1 

	Concentrate the forces in Deyna, 
	Forte Maddalena, and Forte Capuzzo into 
	Mettilli.  Move the troops in Bouaria into Forte
	Capuzzo. You can afford 6 basic infantry at the 
	start of the scenario, so purchase them immediately. 

	Use your air to strike the tank concentration in Msus. 
	There is no need to defend against air threat at this
	time as the enemy air is out of range. 	


	Turn 2

	The enemy air moves forward to the province just west of 
	Agadebia. All the other enemy forces retreat into the south
	and west, abandoning the northeast corner of the map. 

	Move 1 infantry division from Metilli into Barca. 
	Move the rest of the troops in Metilli into Msus. 
	Move the troops in Forte Capuzzo into 
	Forte Maddalena.  Move new reinforcments from Tobruk
	(that's why we captured that town -- otherwise they'd
	have to come all the way from Egypt!) to Mettili. 

	Order air to patrol over Msus. 

	Turn 3 

	The enemy continues to withdraw to the west. Note
	that the province of Agedabia is empty and the province
	immediately west of it is occupied only by the 4 bombers.
	The 4 expensive, all-but-impossible-to-replace bombers. 

	Yes, if you've walked through with me this far you already
	know what I have in mind. A deep raid to destroy the entire 
	bomber force in a single blow! 

	Move the 1 infantry in Barca to Benghazi. 
	Move the troops in Forte Maddalena to Al Jaghbub. 
	Move all infantry and artillery from Msus into Adegabia. 
	Follow up with all 3 tanks into Agedabia, then drive only
	1 of them west into Sirte.  So much for the bombers! 

	Move 6 troops from Mettilie to Msus. 

	Move the aircraft forward to Sirte. There are no enemy
	air in range, so they will be performing STRIKE missions. 

	
	Turn 4 

	Alas, our lone tank in Sirte is destroyed by overwhelming force. 

	There are now 8 german divisions in Sirte, 6 divisions south
	of Agedabia in Aujila, and 6 divisions including an 
	armored fist west of Sirte. 

	However, the 6 German divisions in Aujila are now threatened 
	from three aspects. We will exploit that. 

	Attack Aujila with 1 division from Al Jaghbub supported by
	all other divisions in Msus and Al Jaghbub. 
	Allow the troops in Agedabia to rest.  Strike the 
	group in Sirte with air, and move the 1 division from 
	Bengazi into Agedabia. 

	Turn 5

	The Germans respond by attacking Aujila with 12 troops,
	destroying our unit there.  There is 1 division behind them
	in Silke and Socna, respectively. 

	Strike the unit in Silke with air, then push it out with 
	1 infantry division from Agedabia. Now take 1 tank and drive
	it through Silke into Socna.  Even though you are outnumbered,
	1 tank should still be able to push out 2 critically damaged
	enemy infantry.  The 12 enemy divisions in Aujila are now
	encircled. Attack with all troops in Msus, Al Jaghbub,
	and Agedabia, remembering that only 12 troops can attack but 
	the rest can support. The encircled enemy group of 12 
	divisions is destroyed. 

	Also, we can now afford to purchase 4 motorized divisions. 
	Do so. 

	So what do the Germans have left -- a 6 group west of Sirte
	in Homs, 2 fighter divisions in Tobruk itself, and an 8 
	group west of Socna, including the two badly damaged 
	divisions.

	Turn 6 

	The German 6 group retreats from Homs through Tobruk to Zuara
	at the extreme NW end of the map. Alas, German fighters and 
	the 8 group in Ghadames destroy my tank division in Socna. 

	Some of those German units are critically weakened. Let's 
	push them back.  Attack the group in Socna with the 
	12 troops in 
	Silke and Aujila. They are driven back to Ghadames.  Move
	the 2 divisions in Agedabia into Sirte.  Move your
	aircraft to Sirte.  Move your new motorized reinforcments
	from Tobruk to Msus. 

	Turn 7 

	The Germans swap their groups in Zuara and Ghadames. 
	They attack my 12 group in Socna with their 6 group
	of tanks, but fail.  

	I decide to move my motorized troops into Silke,
	patrol above Socna,
	and otherwise to let my troops rest. 

	Turn 8 

	The Germans reinforce their group in Ghadames with
	1 division, and otherwise move their other forces
	into Tobruk. 

	Move my infantry and artillery from Silke into
	Homms. Follow up with my motorized forces
	which combine with my 11 group in Socna for an attack
	on Gadames. The Germans are forced back into Zuara, but
	an 8 group still holds Tripoli. 

	Use aircraft to strike Tripoli. 

	Turn 9 

	I had expected the Germans to launch a combined attack 
	on my 12 group in Ghadames, but instead they attack my 
	motorized group in Homs while their group in Zuara
	remains stationary. 

	I have more than 50 provisions points, so I spend them
	to purchase a 2 division air assault on Tripoli. 
	It is occupied by nothing but 2 enemy fighter divisions,
	which are instantly destroyed. 

	I move 3 additional divisions into Tobruk from Ghadames 
	to discourage counterattack. I then move 1
	division of infantry from Socna into Silke to finish the 
	encirclement of the 8 group in Homms. 

	Finally, I strike the enemy in Homms with all forces in
	Socna supported by all forces in Ghademes. The enemy
	is liquidated. There is now only a 4 group of Germans
	left in Zuara. 

	Turn 10 

	The Germans don't have much choice. They counter attack 
	Tobruk and force my troops out.  Unfortunately 
	for them they now face 17 divisions in the immediately adjoining
	areas.  Move 1 infantry from Ghadames into Zuara to
	completely encircle the forces in Tripoli.  Now follow up
	with a combined attack by all available forces, 16 divisions
	against 5, as well as all available aircraft. 

 	Tripoli falls. The Germans have lost all provinces and all units.
	We achieve the gold badge on the last turn it was possible
	to get it, and the bonus objective too! 


	Historical Outcome

	The overwhelming British assault was completely successful.
	While there were no brilliant encirclements or flashy
	tactical maneuvers,  the British nonetheless pushed hard
	with overwhelming force.   When the battle was over, 
	PanzerArmee Afrika had an effective strength of only 
	5000 troops, 20 tanks, 20 anti-tank guns and 50 field guns. 
	Tripoli was liberated on 15 July 1943.   Churchill later
	said of this battle: "Before El Alamein we never had a victory.
	After El Alamein we never had a defeat." 


	9.2.3) Tunisia Campaign [#US01TC]

	For the year 1942 the Americans and British
	debated how best to assist their Russian
	allies, and decided to secure the Mediterranean
	in order to facilitate Lend-lease to the Russians,
	protect the Suez canal, and knock Italy out 
	of the war. To accomplish this a massive 
	amphibious invasion was planned for November
	1942 to seize that part of North Africa controlled by
	French loyal to the collaborationist regime
	in Vichy, thus catching the Germans between
	the new American force and the advancing
	British 8th army. 	

	This scenario is a bit of a mess.  Your troops
	and the enemy troops are scattered all over the
	map.  You have no resource advantage at the start
	but you do have the advantage of being able to 
	bring reinforcements in almost anywhere on the map.
	The Germans are restricted to Tunisia and Bouaria for this
	purpose. Bouaria will fall almost at scenario
	start but Tunisia is a bastion that will 
	prove hard to crack. Nonetheless, with a
	bit of cleverness this scenario can be 
	more easily won than many of the others. 

	Also, this scenario marks the combat debut of
	large-scale American forces in the ETO (
	European Theater of Operations) . 

	Objectives

		Primary Objectives
		
		* Conquer the province of Tunis and hold it for
		multiple turns.  

		Gold Badge: 

		Complete the main objective in 9 turns

		Red Medal: 

		Complete the main objective in 14 turns

		Stripes: 

		Complete the main objective in 20 turns. 

		Supplementary Objectives

		Destroy all enemy air units. 

		Defeat Conditions

		Fail to complete the primary by the start of
		turn 21, lose Casablanca for any amount of time,
		or lose all your troops. 
	
	Participating Sides
		United States / United Kingdom (as one side)
		Germany 

	Order of Battle

	Allies: 

		At scenario start: 

		9 basic infantry divisions
		2 elite infantry
		2 artillery 
		1 motorized infantry
		6 tank 

		On turn 5 the following enter 
		in Casablanca:

		3 basic infantry 
		2 tank		

	Germany:

		8 basic infantry
		1 elite infantry
		2 artillery
		1 motorized infantry (upgraded level 1) 
		10 tank (upgraded level 1)
		1 fighter (upgraded level 1)
		3 bombers (upgraded level 1)

	Walkthrough

	At the start of the scenario, there is one serious trap
	to avoid at all costs: Do NOT advance troops from Casablanca
	into Marrakech. This is because you have a maximum of 4 troops
	while there are 5 enemies in Bouaria.  If you do this, they will
	push your 4 troops back to Casablanca, and take Casablanca
	itself on turn 2, costing you the game.  

	So don't do that.  

	Your troops in the far southeast in Gabes are in similar danger.
	While losing them will not lose the game, the loss of 5 
	divisions, 3 of them irreplaceable tanks, will seriously
	disrupt your timetable and almost certainly cost
	you any badges.  

	At any rate, the overall picture of the map is one of many
	isolated pockets of both German and Allied troops.  You
	have pockets in Casablanca, Oran, Algiers, and Gabes. The
	Germans have pockets in Bouaria, Sidi-Bel-Abbes, and in
	the Tunisia region. Tunisia is heavily fortified and garrisoned
	by 12 of the enemy's 22 divisions, so a lightning dash
	by your southeastern force (the British 8th army under Montgomery)
	is not feasible.   

	You are outnumbered and have fewer provinces. Your sole 
	advantage is that you have 6 tank divisions form the start, 
	and you can enter reinforcements from almost anywhere on the 
	map.  Use this mobility to your advantage. Concentrate your 
	forces while keeping the enemy pockets isolated, then destroy 
	them one by one. Build up enough provinces and resources that 
	you can build an overwhelming assault to capture Tunisia in 
	less than 10 turns. 

	Turn 1 

	Let's start with the troops coming in from Libya in the Southeast. 
	Move the 2 infantry divisions from Gabes into Gaisa.  Now move 
	the tank and motorized troops from Gabes through Gaisa into 
	Constantine. Thus, if worse comes to worse, you will save your
	tanks. 

	Now we turn our attention to Casablanca.  We do not want to
	advance them, as discussed before, so instead we will make
	some preparatory moves and use the troops in Oran 
	as a diversion.  

	Move 1 infantry from Casablanca to Ceuta.

	Move 1 infantry from Casablanca to Mogador. 
 

	Also, we can now eliminate the German pocket in Sidi-Bel-Abbes
	at scenario start. 

	To do this, move 1 infantry division from Oran to Mostaganem. 

	Move 1 infantry division from Oran to Tlemcen. 

	Move 1 infantry division from Algiers to Mascara.  

	Move the 2 tank divisions into Tlemcen. 

	Now have the 2 tanks in Tlemcen join in the 5 infantry 
	divisions in Algiers in an attack on Sidi-Bel-Abbes.

	The enemy in that province will be destroyed, and we have 
	left a single sacrificial infantry division in Tlemcen 
	to draw the attention of the enemy in Bouaria .

	Why did I not leave more troops in Tlemcen? Because they 
	would still lose, the unit would still be destroyed next 
	turn, and any units I station with them will also be 
	critically damaged. This will cost us a turn or two as
	they reconstitute, and lengthen the scenario. 

	Turn 2 	

	The Germans bomb both Casablanca and my concentration 
	in Sidi-Bel-Abbes. They thing accept my gambit, 
	attacking Tlemcen and destroying the division there. However,
	in doing so they move all their ground forces into Tlemcen,
	leaving their entire air force unprotected in Bouaria.  

	Meanwhile in the Southwest, the Germans attack my 2 divisions
	in Gaisa from Kassarine, but are unable to destroy them. 
	My forces retreat to join the main body in 
	Constantine. 

	First, move the entire group in Constantine 1 province
	west, to Setif. 

	Move the 1 division in Mascara east to Blida.  The eastern
	force is now linked with the middle force around Algiers. 

	Move the troops in Ceuta into Villa Sanjuro.  Move
	the troops in Mogador into Marrakech.  Now
	move the troops in Casablanca into Marrakech,
	and move the tank now in Marrakesh into Bouaria,
	destroying all the German air in the scenario at 
	a stroke, and reducing the Germans to a single 
	strategic province in the Tunisia region. That's
	the scenario's bonus objective. Also, 
	if you left troops in Oran, Mostaganem, and 
	Sidi-Bel-Abbes, then you have encircled your
	next major German pocket in Tlemcen. 

	Destroy them by attacking them with all 
	available units. 

	Now the tables have turned, and you outnumber the Germans
	in the scenario 19 divisions to 13. The trick now is to bring 
	all your troops together to make the weight of numbers count. 


	Turn 3 

	The German forces pursue your eastern forces west, entering
	PhillippeVille and Constantine. 
	
	Purchase a 6-group of infantry and place it in
	Algiers. 

	Retreat your 6-group in Setif to Blida. 

	Race your group in Tlemcen west to Sidi-Bel-Abbas,
	and have the mobile units continue on to Algiers. 

	Move the 1 armor division in Bouaria east through
	Tlemcen to Sidi-Bel-Abbes. 

	Move everyone else east at best speed. 

	Turn 4

	The Germans concentrate their forces into
	a 7-division wedge in Setif.  

	Move 5 infantry from Algiers into Blida
	to discourage an attack on that sector.  

	Move 1 infantry from Algiers into Bougie in
	another gambit to tempt the Germans into
	easy encirclement. 

	Rest the other troops in Algiers and Blida.  
	Your group that came west from Sidi-Bel-Abbes
	in particular may have damaged units and can
	benefit from rest. 

	If you have additional troops in Sidi-Bel-Abbes
	and Mostaganem, move them into Algiers. Leave 
	Mascara empty as it is possible that 7-tank
	wedge the Germans have will actually push 
	back your 12 group in Blida. If this happens, you
	want them to have somewhere to retreat to. 

	Move all the other troops in western North Africa
	east to join the battle when they can. 

	Turn 5

	The Germans accept the bait, attacking my 1
	division in Bougie and destroying it. However,
	there are no other troops nearby. The Germans 
	purchase a group of reinforcements that arrive
	in Tabarka. They move west.  There is now a 9-group
	in Bone, a 1 group in Constantine, and a 1 group in 
	Gausa. They cannot prevent the 7-group from 
	being encircled and destroyed, but they are in
	position to eliminate any single divisions
	I use to perform the encirclement. I judge
	this a necessary sacrifice as 7 tank divisions
	are too great a threat to take chances with. 

	Move a single infantry division from Blida into
	Setif. Move a single motorized division 
	through Setif to Phillippeville. The enemy tanks
	are now fully encircled. 

	Attack with the 9 divisions in Algiers east into 
	Bougie, supported by the 10 units in Blida. 

	At this point a new contingent of 5 friendly divisions
	has landed in Casablanca. Move them east as rapidly as 
	possible. MOve the armored divisions ahead of the infantry
	and race them at best possible speed to Bouaria. 

	Move everyone else east towards the battle line. 

	At this point I have 1 infantry moving east from Mostaganem
	into Algiers, and 2 in Oran moving east to Mostaganem. 


	Turn 6

	The Germans concentrate 10 divisions in Phillippeville.
	Aside from this there is 1 division in Constantine. 

	MOve the 9 divisions in Bougie into Setif, and add
	2 tank divisions to Setif from Blida to bring the 
	strength in Setif to 12 divisions. This should discourage
	attack there.

	Move a single division from Algiers into Bougie as, yes,
	bait. 

	Move the other 8 divisions in Blida into 
	Algiers so that the 12 group has room to retreat if it
	needs it.  Move the 2 divisions in Mostagenem into 
	Algiers.  Race the 2 tanks in Bouaria through Tlemcen
	to Sidi-Bel-Abbes.  Move all the other troops east too. 

	Turn 7

	The Germans purchase 4 motorized reinforcements. The 
	group in Phillippeville swallows the bait and destroys the
	division in Bougie. There are now 10 Germans in 
	Phillippeville, 4 motorized troops in Tabarka, and 
	1 infantry in Kassarine. 


	MOve the 2 tanks in Sidi-Bel-Abbes into Algiers.  

	Taking 2 infantry divisions, Move a single infantry 
	division from Setif into Blida and Phillippeville,
	respectively.  This leaves 10 divisions in Setif. 

	Attack the 10 group in Bougie with your 12 group
	in Algiers. Support the attack from Setif with 
	2 artillery division but hold back 1 infantry
	division and all the motorized and tank troops in 
	Setif. The enemy group will be destroyed. 

	Now move the 1 infantry division in Setif into
	Constantine. Race all your motorized and tank
	units in Setif through now-friendly Constantine
	to attack the lone German division in Kassarine.
	
	There are now 7 Allied divisions in Kassarine facing
	4 in Tabarka. 

	We could use some reinforcements. I have 75 resource
	points. Spend 50 to bring in 2 airborne divisions and
	order them to land in Sousse. 

	Oh, are there still some friendly troops in the far west
	of Africa? Get them marching east towards the battle line,
	although it is almost certain the battle will be over
	before they even reach Algiers. "March or die", as is the 
	unofficial motto of the French Foreign Legion. 

	Turn 8 

	The German's last 4 divisions stage an all-out attack
	on my 7 division armored fist in Kassarine.  They
	lose 1 division and the others are critically damaged. 
	They do, however, manage to destroy 1 motorized division
	and critically damage a tank division.  They would have
	been better advised to travel through Tunis and attack 
	the 2 airborne divisions in Sousse. But the AI is a 
	poor substitute for the real Rommel it seems. 

	The rest is almost a live-fire exercise. Move the 
	airborne divisions in Sousse north into Tunis to start
	the clock on the primary objective.  Move divisions
	in Constantine and Phillippeville into Bone in order
	to encircle the last 3 German divisions in Tabarka.

	Now attack them with all 6 tank divisions in Kassarine. 

	The attack is successful. With the fall of Tabarka
	all German forces on the map have been eliminated 
	and the scenario is over.  Since we did it in 8
	turns we get the gold badge and the bonus objective. 
	
	Historical Outcome

	The initial invasion was resisted by French soldiery,
	but this ceased when the Germans occupied Vichy,
	at which point the French army in North Africa
	joined the Allies.  The Allies rapidly overran
	western North Africa but failed to take Tunisia
	as the Americans suffered their worst defeat of the 
	war at Kassarine in February 1943.  The front
	degenerated into a battle of attrition, which the 
	Allies eventually won by virtue of overwhelming
	resources. The last German forces in Tunisia
	surrendered by 13 May 1943, clearing the way
	for the Allied invasions of Sicily and Italy. 


	9.2.4) Italian Campaign [#US01IC]


	After the victory in North Africa the Allies 
	considered next how best to get to grips with
	the Germans in Europe. Winston Churchill persuaded
	the American president to forgo a hasty assault on 
	France and to assault Italy instead. Dubbed the 
	"soft underbelly" due to the shakiness of 
	Mussolini's government and their lackluster
	military performance so far, this assault
	would remove Italy from the war, provide
	airbases from which to bomb Germany as well as 
	the vital oilfields in Eastern Europe,
	and draw off forces both from the Eastern
	Front and the Atlantic defenses. 

	This scenario again diverges from history
	in that Italian forces capitulated and 
	did not resist the American invasion of Italy.
	In fact, Italian troops fought on the side of the
	Allies against the Germans! But since it takes away
	half of the Germans' provinces I guess we can't complain.

	This is an offensive scenario. The Germans have powerful
	fortifications and many armored units which will greatly
	punish a clumsy attacker.  However, exploitation of the 
	two avenues of approach -- through the boot of Italy and 
	Sardinia -- will allow you to outflank the enemy and win. 


	Objectives

		Primary Objectives

		Take the provinces of Naples, Rome and Milan
		and hold them for 2 turns.  		

		Gold Badge: 
		
		Complete the main objective in 10 turns

		Red Medal: 

		Complete the main objective in 15 turns

		Stripes: 

		Complete the main objective in 20 turns

		Supplementary Objectives

		Lose 10 or fewer divisions

		Defeat Conditions

		Fail to complete the primary by the start of turn
		21.

		Lose all of your troops. 	

	Participating Sides
		Allies (United States / United Kingdom as one side)
		Germany
		Italy (allied with Germany) 

	Order of Battle
	
	Allies:

		10 basic infantry divisions
		1 elite infantry
		2 artillery 
		5 armor
		4 fighters
		4 bombers

	Germany:

		3 basic infantry divisions (upgraded level 1) 
		6 elite infantry (upgraded level 1)
		3 artillery
		4 motorized
		5 tank (upgraded level 1) 


	Italy:  
		3 basic infantry division
		3 elite infantry 
		1 artillery
		6 fighters
		2 bombers		

	Walkthrough

	The enemy outnumbers you but will fight defensively. Sometimes
	the enemy will randomly drive up and down the peninsula
	for no apparent reason, possibly because it has instructions
	to protect all 3 primary targets.  There is a lot of territory
	to cover in this scenario so if you want the gold badge 
	you must destroy all enemy units entirely before the start of 
	turn 11. 

	There is a trap at the beginning of the scenario and that is
	if you enter Corsica when there are superior forces in Rome,
	they will push you back and eventually into North Africa. Losing
	North Africa can be problematic. This can be avoided by leaving
	Corsica in Italian control for as long as possible. No defense
	of yours can protect you anywhere near as well as enemy territory
	which they cannot place divisions into! 

	The Italians are in this scenario. They will fall quickly, but 
	it is wise to preserve some of them as a buffer against the 
	Germans until you have built up your own strength. 

	This is the first scenario where fortifications are really 
	important. Try to avoid attacking the fortified provinces 
	of Rome, Pesca, and Anzio if there are multiple tanks there unless
	you have a powerful force. 

	Also, it is impossible to move fighters into Sicily from North
	Africa or start them anywhere except North Africa. So if you
	want fighter cover in Italy, you MUST at some point march
	troops through Sardinia and Corsica into Rome, then allow your
	fighters to follow them. 

	You are facing a heavily fortified front that is very
	narrow. So take it slowly, keep your forces together,
	exploit both avenues of approach and you will gradually
	roll up the enemy, as shown below. Save some resources for
	an airborne attack at the end of the scenario either to 
	chase down the last few units or capture Milan. 

	Turn 1 

	Use all air forces to strike Sardinia, then move the two divisions
	in Bizerte into Sardinia.

	Use the infantry and artillery in Tunis to attack Palermo,
	then have the tanks in Tunis follow into Palermo and attack
	Patania. This will destroy the enemy force there. 

	Move all other troops in North Africa first into Tunis,
	and then those with remaining move into Palermo. 

	Turn 2 

	Move your bombers into Palermo and your 
	fighters into Sardinia. 

	Move the tanks in Catania into Palermo.  Move
	the infantry and artillery from Palermo into Reggio De Calabria.

	Now follow up with all tanks and strike the Italian air base at
	Taranto. 

	Move the infantry in Tunis into Palermo. 

	Turn 3 

	The Germans in Foggia  push my tanks out of Taranto
	but they will now pay. 

	Send all infantry and artillery in Reggio de Calabria into 
	Naples, capturing our first objective. 

	Send 1 armor in Reggio de Calabria through Naples to
	occupy Foggia. Now attack Taranto with all other units
	in Reggio de Calabria. 

	Move the foot soldiers in Palermo to Reggio de Calabria.

	Use the Bombers to strike the German concentration just northwest
	of Naples, in Pesca.  

	Purchase 6 basic infantry reinforcements. 

	Put the fighters on patrol over Corsica. They will continue 
	to do so until further notice. 


	Turn 4

	Move infantry from Tunis to Palermo. 

	Move all tanks into Naples.  Move 1
	infantry from Reggio de Calabria into
	Taranto. Move all the rest that 
	will fit into Naples. 

	Move the infantry in Sardinia into Corsica, the better to
	distract the enemy and give him something to think about. 

	Turn 5

	The Germans have taken the bait and destroyed our division
	in Taranto.  Send 1 infantry from Naples into Foggia to trap 
	them, then attack with 2 infantry from Reggio de Calabria to
	Taranto supported by all divisions in Naples. 

	Move the infantry in Palermo into Reggio de Calabria. Move
	the bombers in Palermo into Naples. 

	There are now 3 enemy divisions in Rome, so retreat the
	troops in Corsica back to Sardinia. 

	Turn 6

	Purchase 4 motorized divisions. 

	Move the 2 infantry back to Corsica.  

	There are 2 divisions next to me in Foggia.
	Attack with all 12 divisions in Naples. Move divisions in
	Taranto and Reggio de Calabria into Naples. Bomb whoever you
	wish. 

	Turn 7 

	There are 5 divisions in Rome and 1 division in Pesca . 

	Attack the 1 division in Pesca with the 12 divisions in Foggia. 

	MOve the divisions in Naples to Anzio.  
	
	Leave the divisions in Corsica where they are to draw attack,
	but rush up the new motorized divisions into Sardinia to 
	reinforce them. 

	The Germans take the bait and move their troops into Corsica.

        Turn 8 

	Move my troops from Anzio to Rome to cut them off, then attack
	with all 6 divisions in Corsica to eliminate this force. 
	There is now only 1 force of Germans left -- a 5 group just
	northwest of Rome. 

	Move my 11 divisions in Pesca into Rimini. 

	Turn 9

	The German 5 group attacks Rome and drives
	everyone out. 


	Move 1 infantry from Pesca into Anzio, and another infantry 
	from Rimini to Florence, encircling the enemy.  

	Now launch a combined attack from Corsica and Pesca
	into Rome and support with all bombers. The enemy is destroyed.
	Now the only enemies in the scenario are aircraft. 
	We now hold our second objective permanently.

	Move infantry and artillery in Remini Into Bologna. 

	Follow up with three tank divisions into Bologna.

	Now 1 splits off and goes from Bologna to Venice,
	destroying 3 German air squadrons there. 

		
	The second division moves into Milan, capturing
	our third and final objective and destroying
	3 fighter squadrons there. 

	With the enemy fighter units eliminated, I am now
	clear to perform an airborne assault. Spending 80
	resources, I drop 5 parachute divisions into Turin
	where the enemy has his last four units -- those 
	bombers -- based. 

	They are destroyed, the scenario is over So I don't 
	need to do anything with the third armored division
	in Bologna.  I have achieved 
	the gold badge and the bonus objective (2 infantry 
	and 2 armored divisions destroyed).  

		
	
	Historical Outcome
	
	Italy capitulated before the invasion of the mainland
	started but the Germans had anticipated this, disarmed
	the Italian armed forces, and occupied the entire 
	peninsula in the lightning operation Achse (Axis). The 
	Italian campaign quickly bogged own into trench warfare
	as mountain ranges, bad roads, and the unique geography
	of Italy made blitzkrieg-style warfare nearly impossible. 
	The allies were required to gather overwhelming force for
	each attack, just as in World War 1.   The city of Rome 
	was captured in June 1944 but after that the war was allowed
	to resolve to a stalemate, as the Allies needed all their
	resources for the invasion of Normandy. The Allies would
	remain stalemated until almost the end of the war, when
	Germany's other problems caused a collapse of the front. 




	9.2.5) Operation Overlord [#USO1OVER]

	While peripheral operations against Italy and North Africa
	had their use, the Allies knew the only way to win would
	be to invade Germany through France. Consequently, 
	a cross-channel invasion had been in the planning stages 
	since 1942, but only in 1944 were conditions ripe for 
	the assault.  The U-boat threat was neutralized, The
	German air force was all but eliminated, and a powerful
	force backed by an elaborate deception operation was
	assembled in England. A second operation was also planned
	into Southern France two months after Normandy in order to
	seize the ports of Marseille and Toulon in order to supply
	the Allied armies. 

	Note that historically it is impossible for 
	the Germans to counter-invade Britain due to
	a lack of landing craft and complete Allied
	naval superiority.  If this had been possible
	at all, it would have happened in 1940! 

	Objectives

		Primary Objectives

		Take the provinces of Paris and Dijohn
		and hold them for 3 turns.  		

		Gold Badge: 
		
		Complete the main objective in 11 turns

		Red Medal: 

		Complete the main objective in 14 turns

		Stripes: 

		Complete the main objective in 20 turns

		Supplementary Objectives

		Destroy 3 tank divisions 

		Defeat Conditions

		Fail to complete the primary by the start of turn
		21.

		Lose all of your troops. 	

		Lose the province of London 

	Participating Sides
		Allies (United States / United Kingdom as one side)
		Germany

	Order of Battle
	
	Allies:

	16 basic infantry divisions
	7 elite infantry
	4 artillery	
	4 motorized infantry
	4 tank 
	7 bombers
	4 fighters

	Germany:

	15 basic infantry divisions (upgraded level 2)
	5 elite infantry (upgraded level 2) 
	3 artillery
	6 motorized infantry
	3 tank  (upgraded level 1) 

	Walkthrough

	This is an all-offensive scenario. You have overwhelming
	forces at the point of contact, especially in the air, so
	don't be shy about using them! The battle will turn on how
	quickly you can move the troops built up in England into the
	main line in France.  The Germans have a powerful initial force,
	but once it is eliminated they will have almost nothing left. 

	There is a trap in that it is possible to lose London. However,
	this can also be turned into advantage, as the enemy can be 
	lured into Dover or Portsmouth. IF they do, they are only
	one province away from encirclement and destruction! 

	The southern force in Corsica is quite weak. Consequently,
	deployment should be delayed by 1 or 2 turns in order to 
	avoid contact which will result in them being pushed
	back to Corsica and destroyed.  The southern force can be
	ignored if you don't care about the badges, but are important
	for seizing Dijon while the main fighting occurs around Paris
	in order to achieve the main objectives in sufficient time. 

	Turn 1 

	Use all aircraft in London to strike Dieppe. 
	Move 1 infantry from Dover into Dieppe, then 
	Move 1 motorized unit from Dover through Dieppe 
	into Compiegne. Now use the rest of the units in
	Dover to strike Dunkirk. We have destroyed
	4 divisions in a single move! 

	Move all tanks and motoried units in London, 
	Portsmouth, and Norwich through Dover into Dunkerque. 

	Move all troops in  Plymouth to Portsmouth. 

	Move the troops in to Birmingham into London. 

	Move all troops in Norwich into Dover, and
	as many from London as will fit. Move as many
	other troops in London once Dover
	is filled up into Portsmouth. 

	Order the bombers in Corsica to strike the 4 German
	motorized divisions in Saint-Etienne, but do not move
	the ground troops yet. 

	Turn 2 

	Use all aircraft in London to support a push by all units
	in Dunkerque into Dieppe, which has been taken by the 
	Germans.  Move all units save 1 infantry from Portsmouth 
	to Plymouth in the hopes of drawing the Germans into
	an encirclement. 

	Move 4 infantry divisions from Dover into Dunkerque in
	order to prevent the enemy from taking it, sealing off the 
	escape route of your troops in Dieppe, and destroying them. 

	Use your Corsican bombers to attack German troops in Besancon,
	and order your ground troops to cross from Corsica to Nice. 
	This second threat will complicate the German situation 
	and make the battle in Normandy easier. 

	Turn 3

	That didn't turn out quite as expected. Ignoring my bait,
	the Germans stage a combined attack from Paris and Caen
	into my 8 group in Dieppe.  

	Use all aircraft in London to strike Caen, destroying the 
	divisions there. 

	Advance the unit in Portsmouth into Caen. 

	Move 1 infantry unit from Dunkerque into Compiegne . 

	Now attack Dieppe from Dover. Have up to the max
	units in Dunkerque join the attack, and the rest support. 

	This will destroy approximately 8 units as they
	retreat into Paris. 

	Move the troops in Plymouth into Rennes. 

	Move the troops in London into Portsmouth. 

	Move the troops in Nice into Grenoble. 
	Have the bombers in Corsica fly to join
	the troops in Grenoble. 

	Purchase 6 basic infantry divisions. 

	Turn 4

	The Germans attack Compiegne and also
	Caen. 

	Use all aircraft in London to strike the 
	single infantry in Caen, destroying it. 

	Move all troops in Rennes and Portsmouth into Caen. 

	Move 1 motorized unit from Dunkerque into Caen. 

	Move 6 reinforcements from London into Dover.

	Move the troops in Grenoble to Besancon. 
	
	The bombers in Grenoble strike Troyes. 

	Turn 5

	The Germans attack my 12 group in Dieppe, pushing me into 
	Dunkerque and Caen. There are 11 german divisions in 
	Dieppe, 10 in Compiegne, 1 in Paris, and 1 south of Angers. 

	Use the bombers to attack the German division in Paris,
	Destroying it. 

	Move 1 division from Caen to Paris.  

	Attack Dieppe from Dover supported by all troops in Caen. 
	This will push the Germans back into Compiegne, and 
	9 divisions which cannot retreat will be destroyed. 

	Move the troops in Bescancon into Dijon, securing 1 of our 
	2 objectives. 

	Move the bombers in Grenoble into Dijon also, since no
	targets are within range. 

	Move the fighters in London into Caen. 

	Purchase 4 motorized divisions. 


	Turn 6 

	The Germans push into Paris. There is now an 
	11 group of Germans in Paris, 1 motorized group in Bourges, 
	and 1 tank group in Tours. 

	Move 1 infantry from Dijon into Troyes. 

	Use all aircraft in Dijon to strike, then follow
	up with an attack by the other 3 divisions in Dijon.

 	Move 1 infantry from Dunkerque to Compiegne. Move
	1 infantry from Caen to Le Mans.  

	Now attack Paris with all divisions in Dieppe and Caen
	up to the maximum, supported by any other available
	divisions in Caen. We now hold both our primary objectives,
	starting the timer to scenario completion. 

	Now use the fighters to strike the last German tank group 
	in Tours.  Move the bombers in London to Caen. Move the 
	new motorized troops in London into Caen. 

	Move all troops in Dunkerque into Compiegne. 



	Turn 7 

	The Germans purchase a 12 group of infantry to arrive in 
	Rheims.  They threaten Dijon, which is protected only by
	aircraft. The tank unit withdraws to the southwest. 


	Use the bombers in Caen to destroy the last German
	armored division. Relocate the bombers in 
	Dijon to Bourges. 

	Move the 1 infantry division in Troyes to Compiegne.
	Move the 12 infantry divisions in Paris to Troyes. 

 	Move the troops in Bourges into Vichy. 

	Move the troops in Lemans into Bourges.

	Move the 8 group in Caen into Le Mans, and the motorized
	units into Bourges. 


	Turn 8

	The German 12 group moves south into Unoccupied Dijon, 
	resetting the victory counter. 

	Move 1 infantry from Vichy into Besancon.  Move infantry
	and artillery in Compiegne into Rheims.  Follow up
	with 1 motorized unit from Compeigne into Rheims. 

	Now the grand finale.  I have 94 resource points.  Spend
	80 to create a 5-division airborne force and drop them on 
	Dijon, supported by all available troops in Troyes,
	Rheims, Bourges, and Vichy as well as all air units in range.  

	With this last victory, all German units are destroyed
	and the scenario is over. We achieve both the gold badge
	and the bonus objective. 

	Historical Outcome 

	The largest amphibious invasion in history kicked off 
	on June 6, 1944. The allies successfully made a lodgement
	in France but were stymied on their push inland.
	This stalemate was broken by an overwhelming air bombardment,
	and the Germans were driven pell mell out of France. However,
	the Americans soon outran their supply lines, with the result
	that the battle lines stabilized in September 1944 along 
	the line of the Rhine river. 

	9.2.6) Breaching the Siegfried Line [#USO1SIEG]

	Overview 

	The previous Operation Overlord had stabilized in September
	1944 at the river obstacle of the Rhine, due to the Americans
	outrunning their supplies. An attempt to force the river by
	parachute assault in Arnhem failed disastrously.  The line
	stabilized as the port of Antwerp (actually captured in September
	before the start of the scenario) was made useable.  The 
	Germans attempted a last-ditch winter offensive to recapture
	Antwerp, but the Americans had learned their lesson. For the 
	first time in the west the Allied defensive line bulged, but
	did not break.  Having shot their last bolt, the Germans
	had no choice but to await the start of the Allied Spring
	1945 offensive ... 

	This is it. The day of reckoning. Now after having fought the 
	Germans all over Europe and Africa the time has come to take 
	the fight into Germany, and there is no more room for retreat.
	The Germans have saved some very tough forces for this last
	fight, but will be handicapped by the lack of armored fist and
	will fight defensively. The great enemy in this scenario
	is not the Germans but time! 
	Objectives

		Primary Objectives
		
		Reduce German provinces to 5.

		Gold Badge: 

		Complete the primary in 7 turns
		

		Red Medal: 

		Complete the primary in 10 turns

		Stripes: 

		Complete the primary in 15 turns. 
		
		Supplementary Objectives

		Conquer Antwerp and hold it for 3 turns. 

		Defeat Conditions

		Fail to complete the primary by the beginning
		of turn 16, or lose all your troops. 


	Participating Sides
		Allies (United States / United Kingdom as one side)
		Germany

	Order of Battle
	
	Allies:
	
	13 basic infantry division
	5 elite infatntry
	3 artillery
	3 motorized infantry 
	5 tank
	4 fighter
	4 bomber
	
	Germany:
	
	18 basic infantry divisions (upgraded level 2)
	4 elite infantry (upgraded level 2)  
	5 artillery 
	4 tank (upgraded level 2)
	8 fighters 
	5 bombers 
	
	
	Walkthrough

	This is going to be a red medal walkthrough. I admit
	I have not yet earned the gold badge in this scenario. 

	The Germans have powerful forces but you have the
	concentration at the point of contact.  Use your
	forces properly and the vaunted Siegfried line will
	fold like a house of cards.  The great threat in this 
	scenario is not the Germans themselves but the 15 turn
	time limit. Unlike other scenarios, you cannot win by
	destroying all German units and must take almost 
	all of Germany west of the Elbe to achieve victory. 

	The time limit makes a simple scenario somewhat 
	challenging. So you must quickly destroy the enemy and 
	use motorized or tank forces to rapidly seize as much
	of undefended Germany as possible before reinforcements
	show up to complicate your task.  

	Also note this is the last scenario of the campaign,
	so spend all your upgrade points! Since there is
	no value beyond a higher score to the higher merit
	badges at the end of the campaign, don't worry if you
	are not able to get a medal or badge. 

	Turn 1 

	Move 2 tanks from Compiegne to Reims. 

	Assault Strasbourg with all units in Reims and 
	Dijon. 
	All aircraft that can reach are to attack the
	fleeing units in Liege. 

	Move the troops in Tours into Reims. 

	Move the troops in Dunkerque into Ghent. Move the troops
	in Compeigne into Mons.  Move the fighters in 
	Paris into Rheims.  Move the troops in Paris into Troyes. 

	There are still 2 units with move in Troyes. Move them
	into Dijon. 

	Turn 2 

	The Germans push down from Antwerp into Mons.  They also
	bring down troops into Saarbrucken.  The 7 group in
	Mons is isolated.  

	MOve 1 infantry from Ghent into Antwerp.  Move 1
	infantry from Dunkerque into Compiegne. Move 
	1 infantry from Reims into Ghent. 

	Attack Mons with all troops in Ghent and Dunkerque to
	destroy the 7 German divisions there. 

	Purchase 6 basic infantry and place them in Dunkerque. 

	There is 1 German artillery division in Cologne and 3 fighters,
	adjoining the 10 group in Saarbrucken. Hit this group
	with all bombers, then drive 1 motorized division from
	Strasbourg into Liege and from there into Cologne,
	destroying the aircraft. 

	Move the troops in Rheims and Cologne into Strasbourg
	to create a 12-group there. MOve the infantry in Troyes
	into Rheims.  Move the fighters in Dunkerque into Rheims
	and have all fighters patrol above Strassbourg. 


	Turn 3 

	The Germans destroy my motorized group in Cologne.
	There are now 11 Germans in Cologne, 3 Germans in
	Liege (having counterattacked there), 3 in Dortmund,
	2 in Stuttgart, 1 in Amsterdam and Munster. Also 
	a fair number of aircraft. 

	Move the 6 troops in Dunkerque into Ghent. 

	All bombers attack the lone division in Amsterdam. 

	Order the troops in Liege and Mons to attack Liege,
	forming a 12 group there. 

	Order the 12 group in Strassbourg to attack Stuttgart,
	destroying the 2 units there. 

	Order all fighters to patrol above Stuttgart. 

	Turn 4 

	Use the bombers in Dunkerque to destroy the 
	infantry in Arnhem. 

	There is still an 11 group in Saarbrucken,
	a 3-group in Antwerp,  and assorted other 
	forces. 

	Purchase 4 motorized units.  Move 3 infantry in
	Dieppe into Dunkerque. 

	Attack Antwerp with the group in Ghent supported by the
	12 group in Liege. 

	Move the 12 group in Stuttgart into Frankfurt-Au-Main,
	destroying the artillery division there. 

	Order the fighters to patrol above Frankfurt-Au-Main.
	
	Move the troops in Compiegne into Rheims. 

	Move the bombers in Paris into Rheims. 


	Turn 5

	The 11-group has retreated from Saarbrucken

	Note. At this point memory problems start to occur,
	forcing me to exit the game and restart and 
	skip enemy turns. 


	Move the troops in Liege into Cologne. 

	Move the trops in Dunkerque into Mons.  Move
	the motorized troops further into Antwerp. 

	All bombers strike the troops in Arnhem. 

	Advance 1 infantry division into Dortmund. 

	Move the troops in Rheims into Strasbourg. 

	Fighters patrol over Frankfurt. 

	Turn 6 

	The Germans take the bait. The group in Kassel moves
	back into Saarbrucken. There is an 11 group in
	Saarbruken, a 2 group in Arnhem, and a 7 group
	in Dortmund. Other than that there is nothing on
	the map except aircraft. 

	All bombers strike the 2 group in Arnhem.  

	Move 3 elite infantry and 1 artillery
	divisions from Frankfurt to push them out of Kassel . 

	Move 1 infantry from Frankfurt to Stuttgart. 

	Move 1 infantry from Antwerp into Amsterdam.
	Take everyone else in Amsterdam to drive east into Dortmund. 
	
	Move 1 infantry from Rheims to Liege. 

	Now attack Saarbrucken with all troops in Cologne 
	supported by all troops in Frankfurt.

	Order fighters to patrol above Dortmund .

	Order troops in Strasbourg into Mulhouse. 

	Order troops in Mons into Antwerp. 

	Turn 7 

	There are 5 germans in Amsterdamn, 1 in Groningen,
	bombers in Groningen and 2 fighters in Hannover. 
		 
	All bombers strike Groningen. 

	Everything there is destroyed. 

	Move 1 division from Kassel into Erfurt and 2 others 
	into Gottingen. 

	Move 1 infantry from Dortmund into Arnhem.

	Attack Amsterdam with 1 division from Ghent, 
	4 divisions from Antwerp, and 3 infantry
	divisions from Dortmund.  The last German
	infantry group will be destroyed. 

	Move 1 infantry from Dortmund into Munster. 

	Drive 1 motorized unit from Dortmund through
	Munster to attack the last German units on the map --
	2 fighters in Hannover.  Yet the scenario has not
	yet ended. 

	Move 1 infantry from Mulhouse into Freiburg. Move 
	1 infantry from Stuttgart into Friedrichshafen. 

	This finally triggers the victory condition and 
	I receive a red medal. The campaign is over. 


	Historical Outcome 

	On 9 February 1945 Allied forces engaged German
	forces west of the Rhine, trapped there by yet another
	"no retreat" Fuhrer order. The Germans were cut to
	pieces and 280,000 men were taken prisoner. The Allies
	subsequently forced the Rhine by taking the Ludendorff
	bridge at Remagen. Other crossings soon followed. The 
	Allies fanned across Western Germany encountering minimal 
	resistance.  On 9 April they reached the Elbe and
	halted their advance eastward as agreed with the 
	Russians. On 18 April the German army group B, 
	encircled on 1 April in the Ruhr, was liquidated.
	On 25 April Russian elements joined up with 
	Americans on the Elbe.  On 8 May Germany surrendered
	unconditionally. The war in Europe was over.  


10) Campaign Walkthrough: Victory Day (Russian) [#RU02]

This campaign follows the Russian campaign from the 
battles of Stalingrad through the great counteroffensives
culminating in the final drive of Berlin.  These
battles are characterized by greater and greater
Russian superiority until the challenge comes not 
so much from German opposition ,  but from challenging
scenario goals.  

This campaign is a mirror image of German Campaign 2 :
Twilight of the Gods.  See 11) for that campaign. 

Note that you start this scenario with some upgrades! 
At the beginning of the scenario you get, for free, 
regular infantry level 2, motorized infantry level 2, 
and elite infantry level 2.  This will not make 
much difference to the campaign, but it certainly doesn't 
hurt! 

As always, enemy moves are not fully predictable so
the detailed turn-by-turn walkthrough is more an
illustration of victory than a guaranteed recipe. 

	10.1 Characters [#RU02H]

	We once again see the characters of Alexei
	Konkin, Krukov, and Arsenyev from the first 
	campaign. For a detailed writeup, see 8.1. 

	10.2 Scenarios  [#RUO2SC]

	10.2.1 Stalingrad  [#RUO2STN]


	Overview

	The German Summer offensive of 1942 focused on conquering
	the Caucasus oil fields without which the war could not
	continue.  The city of Stalingrad (now Volgograd) was seen
	as a convenient place for the Germans to place a blocking force
	with which to forestall a Russian counterattack against the
	Caucasus thrust.  The operation
	was initiated on August 23, 1942. 

	You are on the defensive facing off with 
	powerful German tank and air power. Your job 
	is not so much to stop them as to make their 
	advance into Stalingrad as expensive as possible,
	setting them up for a future counteroffensive.
	Fortunately,
	you will have a considerable resource advantage
	and so can tip the scales in your favor if you can slow or 
	stop the German advance. However, if you want a badge
	you will have to conclude the battle for the most part 
	with the forces you start with. 

	Objectives 


		Primary Objectives

		* Destroy 30 German divisions 

		Gold Badge: 

		Accomplish the primary in 8 turns. 		

		Red Medal: 

		Accomplish the primary in 12 turns.		
	
		Stripes: 

		Accomplish the primary in 15 turns. 

		Supplementary objectives: 

		Lose 15 divisions or less.  		

		Defeat conditions
		
		Fail to complete the primary by
		the start of turn 16, or lose Stalingrad for 3 turns, 
		or lose all your troops. 

	Participating Sides
		Russia
		Germany 
	
	Order of Battle 

	Russia:
		13 basic infantry divisions
		5 elite infantry
		4 artillery
		8 motorized infantry		
		4 tank
		3 fighters
		2 bombers 

	Germany:
		14 basic infantry divisions
		8 elite infantry divisions
		3 artillery
		5 motorized infantry
		6 tank
		2 fighter
		6 bomber
		

	Walkthrough 

	Your objective is to kill 30 divisions, and your best chance
	to do so is at the very beginning of the scenario when they
	are all bunched up.  Motorized forces are at a premium for
	encircling and they are also one of the few reinforcements that 
	can move up to the battle in time to participate.   Keep an 
	eye on the aircraft and look for an opportunity to launch
	a deep raid and kill them, which will get you nearly
	30% of the way to your goal at once.  Use the pawn sacrifice
	strategy to create encirclement opportunities, and try to
	force the enemy to retreat into already occupied squares,
	which will cost them many divisions.  Do this and the scenario
	will be over before you know it!  The great danger in this 
	scenario is not that the enemy will conquer Stalingrad but that 
	the AI will run out the clock. 
	
	Turn 1 

	Move all aircraft to Pavlovsk. 

	Move all troops in Bryansk to Orel. 

	Move troops in Prolovo to Pavlovsk.

	Move troops in Svoboda first to Bokovskaya,
	and then continue to move the tank and motorized
	units to Boguchar, leaving the infantry behind. 

	Turn 2 

	Move divisions in Orel into Voronezh.

	Move divisions in Boguchar into Rossosh.  

	Move 6 infantry and artillery 
	divisions in Svobodo into Rossosh, 2 motorized into
	Voronesh, then move troops into Svoboda

	Move troops from Boguskaya into Bogachar. 
	
	Fighters patrol over Svoboda. 

	Bombers strike the 2 infantry in Belgorad. 

	Turn 3

	Move 1 infantry division from Svoboda into Ostragozhk.  

	Move 3 infantry divisons from Svoboda into Voronezh. 

	Move all troops from Bogachar into Rossosh. 

	Bombers strike at discretion.

	Turn 4

	The Germans push into Voronezh and my own soldiers
	are forced out of there into Orel.  There is an 
	11 German group in Voronezh, an 11 German group in
	Ostragozhsk, 3 germans in the province directly 
	west of  that, and 2 german troops in Belgorad south of that. 

	Use the 12 group in Rossosh to push the group out of
	Ostrogohsk. 

	Move a single infantry division from Svoboda into Borisglebsk,
	and a motorized division from Svoboda through Borisglebsk into
	Tambov.  Move 1 division from Orel into Lipet. Then, 
	supported by both bombers, launch an attack from orel with
	all divisions supported by all remaining divisions in Svoboda 
	on Voronezh. 

	13 divisions destroyed. 17 to go. 

	The Germans counterattack my force in Ostragozhsk and I lose
	about 3 divisions. This was a mistake, but the scenario should
	still be salvageable. There is a 12 group in Ostragohsk and all the
	other forces are weak.  

	I have 12 divisions in Voronezh and Svoboda for a total of 24.  

	Attack Rossosh with 2 divisions from Svoboda supported by both
	bombers. 

	Take 1 division from Lipetsk. in the far north and join with 1 division
	in Svoboda to attack Orel.	

	Move troops in Tambov into Boronezh.

	Move troops in Borisglebsk into Svoboda . 

	Attack Ostragholsk with 1 division from Voronezh supported by 
	all other divisions in Voronezh and Svoboda. 

	12 divisions to go. 

	Turn 5

	There are 12 Germans in Orel, 
	1 in Bryansk, 1 sw of that, 
	1 in Ostragohsk, and 3 in Rossosh.
	Also 3 new basic infantry in the province just north of their
	strategic province. 

	Move 1 division from Voronezh into Lipetsk.  

	Drop an 8 airborne division into Ostraghosk, destroying
	the 1 German division there.

	Move 1 division from Svoboda into Boguchar. 

	Race 1 motorized division from Svoboda to Kamensk-Shatkhtinski. 

	Race all other motorized divisions through Ostrogohsk to 
	Belgorod. 

	Attack with 1 infantry division into Rossosh supported by all other 
	units in Svoboda.  Those units are liquidated. 8
	to go. 

	Bombers strike artillery unit in Kursk. 

	Turn 6

	There Germans begin to retreat.  There are
	10 units in Orel, 0 in Kursk, and 2 NW of Kursk in Bryansk
	at critical health.  Move 1 unit from Ostragozsk into Kursk. 

	Race motorized infantry from Belgorod first to Kursk, then attack
	the 2 units in Bryansk supported by all bombers.  Those 2 units 
	are destroyed. 6 to go. The 10 group in Orel is encircled. 

	Attack this 10 group with all units in Voronezh supported by 
	all units in Ostragohsk.  	
	
	The concentration is destroyed. The scenario is over. 

	We have achieved the gold badge and the bonus objective of 
	losing less than 15 divisions (we lost 5 infantry, 1 motorized,
	4 tanks) 



	Historical Outcome 

	The Germans reached the city but soon became bogged down
	in vicious street fighting where their tanks could not
	be used to best advantage.  Fighting continued into November
	of 1942, at which time the Red Army launched the Operation Uranus
	counteroffensive which encircled and trapped the German 6th Army
	in Stalingrad.  Attempts to relieve the city and to resupply it
	by air failed, and the 6th army surrendered on 2 February
	1943.  The Germans suffered disastrous losses in this first
	great catastrophe of the war. It would not be the last. 
	

	10.2.2 Breaking the Blockade of Leningrad  [#RUO2LNG]

	Overview

	After the surrender of Stalingrad attention Russian attention
	turned to the continuing siege of Leningrad, which like 
	Sevastopol had been under siege for more than a year. 
	Unlike Sevastopol, Leningrad still held out but by the 
	slimmest margin.  Breaking the siege would do much 
	to compromise the German lines in the northern theater
	and clear the way for a subsequent offensive into the 
	Baltic republics. Accordingly, the Russians launched
	Operation Polar Star in February 1943 with the aim 
	of ending the siege and annihilating Army Group North. 

	This is your first offensive scenario of this campaign. 
	Despite the technical German superiority in numbers your
	concentration of both ground and air forces is overwhelming.
	Winning this scenario is not particularly difficult. But
	getting a badge can be challenging as you are only given
	5 turns to get it done! 

	Objectives 


		Primary Objectives

		* Conquer the provinces of Leningrad, Volkhov,
		and Novgorod. Hold them for 2 turns. 

		Gold Badge: 

		Accomplish the primary in 5 turns. 		

		Red Medal: 

		Accomplish the primary in 7 turns.		
	
		Stripes: 

		Accomplish the primary in 9 turns. 

		Supplementary objectives: 

		Conquer all provinces

		Defeat conditions
		
		Fail to complete the primary by
		the start of turn 10, 
		or lose all your troops. 

	Participating Sides
		Russia
		Germany 
	
	Order of Battle 

	Russia:

		18 basic infantry divisions
		3 elite infantry
		6 artillery
		3 motorized 
		6 tank 
		16 fighters
		2 bombers
		
	Germany:
		25 basic infantry divisions (upgraded level 1) 
		3 elite infantry (upgraded)
		5 artillery 
		2 motorized infantry
		5 tank (upgraded level 1) 
		3 fighters
		6 bombers 

		

	Walkthrough 

	You have 3 groups of 12, of which your southern group in Kalinin
	has a powerful armored fist with tank divisions and motorized 
	infantry.The other two groups will give you your breakthrough 
	and Kalinin will be your exploitation force.  You also have 
	overwhelming  air superiority so don't be ashamed to use it! 
	I usually keep half the fighters on patrol while using the 
	others on STRIKE missions with the bombers, with the condition 
	that I am prepared to use all aircraft at once to save an 
	emergency or exploit an opportunity. 

	Despite your powerful concentrated forces there is a serious 
	trap at the very start of the scenario:  You have nowhere to 
	retreat to.  Consequently if an attack pushes two enemy forces
	together such that the enemy has local superiority of 
	numbers on any one of your three starting provinces before you
	have broken out, they will simply crush it and you will lose 
	the entire group, not to mention any aircraft based there. Given 
	the short duration of the scenario and the few provinces you 
	control, this disaster will probably not be recoverable. If you 
	find you must risk a starting province (as I do in the illustration 
	below), be sure to evacuate your aircraft. 

	With a little caution, however, this scenario is quite winnable.
	In fact, if you were given the generous time allowances of the 
	early campaigns, it would be easy.  The trick is to exploit your 
	numbers and motorized forces to encircle large forces and 
	eliminate large numbers of the enemy quickly. You have few 
	reinforcements so the job will have to be done almost entirely 
	with the troops at hand.  
	
	Turn 1 

		Use 1 infantry unit from Beshetsk to attack Demyansk,
		supported by all other ground units in Beshetsk and 
		Kalinin. 
		
		Move all aircraft from Vytegra to Beshetsk. 

		All troops in Vitegra to attack Tikhvin.

		All available fighters to patrol over Demyansk.
		Leave the one bomber squadron on the ground. It can't 
		do much by itself except suffer attrition.  
	
	Turn 2 

		The enemy takes Demyansk back.  There is a 12 group in 
		Demyansk, a 9  group in Novgorod, a 1 group in Staraya
		Russa (in red health), and a 4 group in Rzhev. Other minor 
		groups elsewhere on the map. 

		Take all aircraft in Kalinin and strike Staraya Russya. 

		All infantry and artillery in Kalinin to attack Rzhev. 

		Race 1 motorized unit from Kalinin through Rzhev
		to occupy Staraya Russya. 

		Move 1 infantry from Tikhvin into Volkhov. 

		Leaving only 1 division behind to cut the enemy's 
		retreat, all other units in Tikhvin to attack Novgorod. 

		Move all other motorized and tank units from Tikhvin 
		into Rzhev. Move 1 infantry from Beshetsk into Kalinin to
		close the door there. 

		Now all units from Beshetsk attack Demyansk supported by 
		all units in Rzhev. The encircled group is destroyed. 

		Fighters in Beshetsk to patrol above Demyansk. The bomber
		there can rest. 

		

	Turn 3 
		The enemy pushes into Volkhov. There is now a 
		11 group in Volkhov, a 6 group in Staraya Russa,
		a 2 group in Opochka, and the air group in Nevel. 


		Move 1 infantry from Rzhev into Velikiye Luki. 

		Race 1 motorized unit from Rzhev through Velikiye
		Luki to Nevel, eliminating the German air force in this
		scenario. 

		Bomb the 2 German divisions in Opochka. 


		Order infantry and artillery in Rzhev to attack 
		Staraya Russa, supported by all units in Demyansk. 
		
		Move tanks from Rzhev through Staraya Russa to Novogorod. 

		Move troops in Kalinin to Rzhev. 

		All fighters that will reach will attack Volkhov. 

		All other fighters to relocate to Staraya Russa. 

		Purchase 1 motorized unit to arrive in Vytegra. 

	Turn 4

		The Germans take the bait and attack Tikhvin.  There
		is a  11 group in Tikhvin, a 2 group in the red in Pzkov, and
		a new 6 group of basic infantry in Vitebsk. 

		Move 1 infantry from Novgorod into Volkhov, trapping
		the last 11 group. 

		Supported by all fighters in Bishetsk, order
		the motorized unit in Vitegra to attack Tikhvin
		supported by all units in Demyansk and 2 infantry
		units from Novgorod. 

		MOve 1 infantry from Novgorod into Leningrad, starting
		the victory timer. 		
		Move everyone else in Novgorod into Pskov, 
		destroying the 2 division group there.

		Move 1 motorized division from Nevel and all divisions 
		in Staraya Russya into Vilikiye Luki.  
		
		Move 1 infantry from Rzhev into Mozhaisk. 

	 Turn 5

		The last German force in Vitebsk takes the bait
		and attacks our force in Nevel, destroying the
		1 division there but making it easy to 
		encircle this last group. 

		Move division from Mozhaisk to Vyasma. 

		Move 3 divisions from Novgorod into Staraya Russa. 

		Move 1 division from Vilikiye Luki into Vitebsk,
		capturing the German strategic province. 

		Move 1 division from Pskov into Opochka, encircling
		this last German group and capturing all provinces
		save the one the last German group is actually in. 

		Now hit them with all divisions in Pskov and Velikiye
		Luki supported by all air that can reach. 

		The last enemy group is destroyed and the last province
		is captured. The Germans are utterly annihilated. 

		We achieve both the gold badge and the bonus objective. 

	

	Historical Outcome 

	Having learned their lesson from Stalingrad,  the Germans 
	retreated to avoid encirclement. The battle degenerated into
	a shoving match with neither side making much progress.  By
	March 1943 the Russian divisions were too exhausted to continue
	to advance, but the Germans were in no better shape.  Thus 
	the battle resolved in a stalemate while the next great German
	offensive began in the Southern part of Russia near Kursk.  
	Leningrad (modern St. Petersburg) remained under siege, but 
	the German lines were partially broken and a rail line was 
	built into the city, alleviating somewhat the critical condition
	of the defenders when their only supply line was by truck over
	frozen Lake Ladoga.  Nonetheless, Leningrad would remain under
	siege until January 1944. 


	10.2.3) Kiev  [#RUO2KEV]

	Overview


	The previous winter offensive had left a Russian "salient" --
	a strip of occupied territory thrust into the German lines
	like a finger.  The Germans, by this time having given up
	on any real offense, decide for their summer offensive to
	isolate and destroy this salient. But Russian intelligence
	found out this plan, and the Russians spent their time
	making this terrain the most heavily defended on earth.
	The Germans brought up their newest and best tanks, such
	as the Tiger and Panther, in the hope of making "Operation
	Citadel" -- the battle of Kursk -- the deciding battle of the war! 

	This is a violent and very fast scenario. Both you and the 
	Germans are on the offensive at the same time.  You have 
	many opportunities to encircle the enemy, but also
	many opportunities to allow troops to be isolated
	and defeated in detail.  Make the most of your opportunities
	quickly in order to achieve total victory in this scenario! 
 
	Objectives 


		Primary Objectives

		* Conquer the province of Kiev and
		hold it for 3 turns. 

		Gold Badge: 

		Accomplish the primary in 5 turns. 		

		Red Medal: 

		Accomplish the primary in 7 turns.		
	
		Stripes: 

		Accomplish the primary in 9 turns. 

		Supplementary objectives: 

		The Germans must control 5 provinces or fewer
		at the end of the scenario.

		Defeat conditions
		
		Fail to complete the primary by
		the start of turn 10, 
		or lose all your troops. 

	Participating Sides
		Russia
		Germany 
	
	Order of Battle 

	Russia:
		26 basic infantry divisions
		8 elite infantry
		7 artillery
		5 motorized infantry
		8 tanks
		13 fighters  
		7 bombers
		
	Germany:
		11 basic infantry divisions (upgraded level 2)
		11 elite infantry (upgraded level 2) 
		2 artillery
		11 tank (upgraded level 2) 
		9 fighter (upgraded level 1)
		9 bomber(upgraded level 1) 
		

	Walkthrough 

	The first thing to note is that you have an opportunity
	to attack Gomel, where half the German air force is based,
	on the very first turn. I recommend you exploit this 
	opportunity!  Beyond that, the German armored fist just west of 
	Bilovdsk is your greatest threat.  Try to encircle and 
	destroy as many forces as you can on your first turn, pinching
	off the enemy and clearing the field for the final battle with
	2 or 3 large groups.   You have more than enough forces to 
	win this scenario in the time allotted, so act quickly
	and skillfully to eliminate all enemy troops, thus achieving
	your gold badge and the bonus objective, as in the illustrative
	scenario below. 

	Turn 1 
		Take two motorized divisions from Lipetsk into Tula. 
		Now, reserving one of the motorized divisions you 
		just moved, attack with all other divisions in Kaluga and 
		Tula into Bryansk. 
		
		Take a single tank division from Kursk and rush it through 
		Bryansk into Gomel , destroying half the German air in
		this scenario. 

		Move the motorized unit from Tula into Kaluga. 
		Move the troops in Ryazan and move them into Tula, encircling
		the German armor in Orel.

		Now attack Orel from Lipetsk with all units, destroying
		this pocket of Germans. 

		Attack with 1 division from Kursk supported by all the other 
		divisions in Kursk into Sumy.  

		Move all units down from Voronezh into Ostraghosk and make
		a combined attack on Belgorad. 

		Move 2 units in Bilovodsk into Belgorod and all other units
		except one into Rossosh.  Leave one unit behind in the hopes
		of baiting the tank force into attacking it and being
		easily encircled. 

		All bombers to strike the tank concentration. 

		All fighters to patrol above Kursk. 

	Turn 2 

		The Germans now have a 3 group in Kalaga, a 9 group 
		in Orel , a 12 group with their tanks in Sumy, a 
		2 group in Kharkov, a 2 group in Bilovdsk, and a 
		3 group in Kiev.  Also aircraft in Kiev. 

		Move 1 infantry from Bryansk into Roslavi.  

		Attack Kalaga with all troops in Tula, eliminating
		that pocket of Germans. 
		
		Move all units from Rossosh into Bilovdsk, destroying 
		that concentration. 

		All bombers strike Kharkov.  

		2 units from Belgorod attack Kharkov, destroying the 
		2 german units there. 

		Move 1 unit from Bryansk into Konotop. 

		Move all troops in Svoboda into Ostrakohsk. 

		All units up to the maximum in Belgorod and Kursk
		attack Sumy. The other units in these provinces support. 

		All fighters on patrol around Sumy and Kursk. 		

	Turn 3 

		There is now a German 10 group in Konotop including their
		tanks and a 9 group in Bryansk. 

		Move 1 infantry from Sumy into Kiev, destroying the 
		rest of the German air power. 

		Race one motorized unit from Sumy through Kiev into Chernigov. 

		Move 1 infantry from Ostragohsk into Orel.  

		Move 1 infantry from Kalaga into Tula. 

		Move 1 infantry from Rossavi into Rogachev. 

		Move 1 motorized infantry from Rossavi through Rogachev into
		Gomel. 

		Now attack Bryansk with all units up to the maximum from 
		Rossavi and  Kalaga. All units in this area that is not 
		in the attack proper should support it. 

		Move 1 unit from Sumy into Poltava. 

		Move 2 units from Kharkov into Sumy. 

		Move as many units from Kursk into Sumy as you can. 

		Move all troops in Ostrogohsk into Kursk. 

		Move all troops in Bilovdsk into Kharkov. 

		All aircraft that can reach strike the last German concentration
		in Konotop. 

		
	Turn 4 

		The Germans counterattack and recapture Kiev. They
		now have only 1 group on the map -- a 12 group
		in Kiev. 

		Move 1 infantry from Bryansk to Konotop. 

		Move 1 infantry from Rogachev to Mogilev. 

		Move motorized unit in Chernigov into Vyshgorod. 
		
		Move motorized unit from Gomel into Chernigov. 

		Move Motorized unit from Bryansk into Konotop. 

		Now attack Kiev with all available troops up 
		to the maximum from all adjoining provinces, and
		all other troops in adjoining provinces should support.
		Add 2 airborne troops and strike by all aircraft within 
		reach. 

		The last German concentration is defeated.  The only
		other province under German control is Zhlobin to the 
		north, and it is unoccupied. The enemy is utterly annihilated. 

		This allows us to achieve both the gold badge and the
		bonus objective! 

		
			 

	Historical Outcome 

		The German advance in this battle made slow progress
		against the ferocious Russian defense.  They got as 
		far as Prokhorovka, and the Russian counterattack resulted
		in one of the great tank battles in history. So vicious
		was the battle that some Russian tanks, on fire, rammed
		the German vehicles which they could not penetrate 
		with their own guns.  The slow progress coupled 
		with the invasion of Sicily by the western allies
		(see scenario 9.2.4) led the Germans to terminate
		Operation Citadel on 16 July in order to prevent
		the complete collapse of the war in Italy. 

		The Russians immediately launched a counteroffensive.
		It did not reach Kiev, as in the scenario, but 
		they were successful in liberating Kharkov, this time
		for good. 

		The campaign was a decisive Russian success. For the first
		time a German offensive had been stopped cold. Henceforth
		the Russians would go on the offensive and remain there,
		while the Germans were forced ever more deeply into a 
		defensive role. 


	10.2.4) Liberation of Sevastopol  [#RUO2SEV]


	Overview

	By early 1944 the battle lines had pushed past the Crimea,
	but the Germans resupplied it via sea and thus were able 
	to hold onto it.  The Russians decided the time had
	come to recapture the peninsula in order to once
	again control the Black Sea, to gain airbases from which
	to threaten the Rumanian Oil Fields, and to convince 
	Turkey it wanted to stay out of the war. The offensive
	against the German 17th army was launched on
	8 April 1944. 

	This is an offensive, fast-moving scenario. You have overwhelming
	concentrated power but nowhere to retreat to. Victory will
	be decided by how quickly you can break through the lines and 
	begin encircling troops.  A failure to break through will mean
	stabilized lines and a slow advance which will certainly cost 
	you a badge and possibly the scenario, due to the short time 
	window. The clock is your main enemy. You have many more units
	than time, so spend them as needed to gain the upper hand.  Just
	try not to lose whole groups of 12 division at a blow, and 
	don't lose Kiev!  

	Objectives 


		Primary Objectives

		* Capture Sevastopol and hold it for 3 turns 

		Gold Badge: 

		Accomplish the primary in 5 turns. 		

		Red Medal: 

		Accomplish the primary in 7 turns.		
	
		Stripes: 

		Accomplish the primary in 9 turns. 

		Supplementary objectives: 

		Destroy all enemy air squadrons 

		Defeat conditions
		
		Fail to complete the primary by
		the start of turn 10, or lose Kiev, 
		or lose all your troops. 

	Participating Sides
		Russia
		Germany 
	
	Order of Battle 

	Russia:
		14 basic infantry divisions
		3 elite infantry
		6 artillery	
		3 motorized
		9 tanks
		19 fighters
		6 bombers
		
	Germany:
		20 basic infantry divisions (upgraded level 2)
		6 elite infantry (upgraded level 2)
		6 artillery
		2 motorized infantry  (upgraded level 1) 
		8 tanks  (upgraded level 1) 
		4 fighters
		4 bombers 		

	Walkthrough 

	There is a trap right at the beginning of this scenario, and that
	is you do not want to lose the province of Kiev. So be wary of
	what your troops do. You do not want to force the enemy to retreat 
	into a province just adjoining Kiev so they can take it next 
	turn with more troops than you have defending it.  You can
	also lose aircraft or many troops at once. This won't
	immediately cost you the scenario, but it will cost you time
	and in this scenario time is your greatest enemy! 

	Since you have almost no time, you can forget about reinforcments.
	You may have the chance to buy a group or two but they will
	not play a significant role in the scenario. 

	You cannot simply enter into a shoving match with the enemy and
	expect to win. Instead, you must win by encircling large enemy
	forces quickly. The best way to do this is to offer a "gambit" 
	-- a term from chess, to deliberately sacrifice a pawn or piece
	in order to achieve better position and tempo. In this context
	it means to push a small force into the spot between a large 
	enemy force and a large friendly force. The enemy will attack
	this small piece, and you will then encircle him using motorized
	troops for preference, but tanks if necessary. Then crush him
	with overwhelming force.  Repeat this a few times and the scenario
	is yours! 
	
	A final key to victory is your massive air power.  As I will
	demonstrate, you can use your overwhelming force of fighters
	to first clear the skies of German bombers, then conduct
	powerful strikes either to eliminate isolated troops or to
	support your own attack. The proper use of your airpower
	may make up for any lack you experience in terms of ground 
	power! 

	Turn 1 
		Strike Cherkassy with 1 infantry division from Kiev
		supported by all other troops in Kiev and Poltava. 

		The enemy is pushed into Vinnitsa.  Strike the divisions
		there with all aircraft from Shitomir. 

		All troops in Shitomir move into Tarnopol. 

		All bombers to strike the tank concentration in Dnepopetrovsk. 

		All fighters to patrol above Cherkassy. 

	Turn 2

		The German air strike flies up into the teeth 
		of your fighter patrol and they lose all bombers. 

		There are still 4 fighters but they are short range. 

		You can devote more aircraft to STRIKE duties. 

		There is now a German 9 group with almost all their tanks
		in Dnepropetrovsk, a 12 group in Cherkassy, a 12 group southwest
		of that in Mogilev Podolski,
		a 4 group in Beltsy, and a lone armored group at the far east 
		of the map in Stalino. There are also 4 fighters. 

		Using the aircraft in Poltava, strike the lone armored group
		in Stalino. It is destroyed.  

		Move a single infantry into Krivoy Rog from Poltava. 
		
		Move a single infantry from Tarnopol to Vinnitsa. 

		Move a single tank from Poltava through Krivoy Rag
		to Balta.  

		Attack Cherkassy with all troops from Kiev supported by
		up to the maximum from Poltava. The rest in Poltava to support. 
		The enemy will be pushed back into Mogilev Podolski, but
		that province already has the maximum number of troops.
		With nowhere to retreat, this 12 group of enemies is 
		destroyed. 

		Order all aircraft with range to strike the tank concentration
		in Dnepropetrovsk. The rest are to strike Beltsy.

	Turn 3 


		There are 9 enemy divisions with armor in Krivoy Rog, a 
		12 group southwest of that in Balta. There are also 4 
		German fighters in Iaid. 


		Order all aircraft to strike the three divisions in Mogilev
		Podolski.  They are destroyed. 
		
		Move all units from Tarnopol to Stanislawow. 

		Order 1 unit in Poltava to attack the armored units in
		Krivoy Rog , supported by all divisions in Chernossy and all
		others in Poltava.

		The attack destroys the 9 group completely. 

		There is now just the 12 group sw of Krivoy Rog. 

		All the divisions still have move because my 1 
		infantry division was lost, due to a game bug. 
		If all attacking units are destroyed your supporting
		units retain their move even if the attack is 
		successful. 

		Move all infantry and artillery from Poltava into Zaporezhe.

		Move the armor in Poltava through Zaporezhye to 
		Dnepropetrovsk. 
		
		Move 1 infantry division from Vinnitsa to Mogilev Podolski. 

	Turn 4

		As expected, the Germans attack from Balta into
		Mogilev Podolski.  

		The Germans also buy a 3 group of artillery which appears
		in Ismail. 

		Move 1 infantry from Zaporezhye into Stalino. 

		Move everyone else in Zaporeshye into Melitopol. 

		Move the 2 tanks in Dnepropetrovsk through Krivoy Rog
		to Balta. 

		Move 1 infantry from Stanislawow to Vinnitsa. 

		Move 1 infantry from Stanislawow to Beltsy. 

		Strike Mogilev Podolski with all available aircraft. 

		Attack Mogilev Podolski with all infantry and artillery

		in Chernessy and Stanislawow. Do NOT Use motorized or 
		tanks for this. We have something else in mind for them. 

		The group is destroyed. There is now the 3 group of 
		artillery in Ismail, the 4 fighters in Iaid, and nothing else.

		Send 1 motorized division from Chernessy through Krivoy Rog 
		to Odessa. 

		Send 1 tank from Stanislaow to Lvov. 

		Send 1 tank from Stanislawow through Beltsy to Iaid, 
		destroying the German fighters there. Now the Germans
		have only 1 3 group in Ismail and the unoccupied province
		of Sevastopol.  

		Move the last tank in Stanislawow into Beltsy. 
		Move all remaining troops in Chernessy into 
		Balta.  

		Now strike the last German group in Ismail with
		the tanks and motorized units in Beltsy and Balta. 

		The Germans are pushed back. There are now
		2 units almost completely dead in Sevastopol,
		the last German occupied province
		on the map.

	Turn 5

		The Germans counter attack my lone motorized unit
		in Odessa, but they are so weak that they fail.  

		Push back with all units supported by all aircraft
		within reach in adjoining provinces into Sevastopol. 

		The battle is over.  The Germans are annihilated.
		We have gained the gold badge and the bonus objective. 



	Historical Outcome 

	After three years of learning in a hard school, the Russians
	at last had the skill to complement their numbers.  The
	attack steamrolled the Germans, who had already fallen back to 
	Sevastopol by the third week of April, where they gathered for a
	last stand. Sevastopol, however, had been damaged in previous
	fighting and was no longer the fortress it had been, and the
	Germans as well as their Romanian allies evacuated by sea.
	The city surrendered on 9 May. The campaign was concluded
	on 12 May, a near textbook operation. 


	10.2.5) Operation Bagration [#RUO2BAG]

	Overview

	Operation Bagration (pronounced "Ba-Great-EE-YON", named after the
	19th century hero General Pyotr Bagration), marks the Russian 1944
	Summer offensive.  The German plight is increasingly desperate,
	as the western Allies landed in France on June 6 1944, posing
	a mortal threat to Germany's western borders.   Ground down
	by the Allied strategic bombing campaign and the terrible wars
	on the Russian front, Army Group Center is a shadow of its 
	former self. The Russians, meanwhile, have applied all the lessons 
	they have learned in the past year and combined it with overwhelming
	force for this last offensive to drive the Germans out of Russia
	once and for all! 
	
	This is a heavily offensive oriented scenario which might almost be 
	better named "Operation ROFLStomp".  Despite their numbers the 
	enemy  is  primarily static infantry in clumps while you possess 
	an overwhelming armored fist, together with enough aircraft to block 
	out the sun.  Because you have such an advantage the scenario 
	objectives are correspondingly tougher. Unlike the previous scenario 
	which required you to capture ONE objective, you must now take THREE.  
	Also, the enemy forces are so widely spread you will probably not be
	able to destroy them all before the start of turn 6, so if you want
	the gold badge you are going to have to have all three objectives
	permanently in your possession by the end of turn 3 at latest. 	


	Objectives 


		Primary Objectives

		Conquer the provinces of Talinn,
		Riga, and Minsk. Hold them for 3 turns.

		Gold Badge: 

		Complete the primary in 5 turns 

		Red Medal: 

		Complete the primary in 7 turns

	
		Stripes: 

		Complete the primary in 9 turns.

		Supplementary objectives: 

		Conquer the province of Lublin (you just have
		to have 1 unit in it at scenario end) 

		Defeat conditions

		Lose the province of Leningrad, or
		Fail to complete the primary by the start of turn 10, or
		Lose all your troops.

	Participating Sides
		Russia
		Germany 
	
	Order of Battle 

	Russia:
		17 basic infantry divisions
		8 elite infantry
		6 artillery
		4 motorized infantry
		9 tank
		19 fighters
		15 bombers
			
	Germany:
		45 basic infantry divisions (upgraded level 2)
		4 elite infantry (upgraded level 2) 
		12 artillery
		5 tank (upgraded level 2)
		6 Fighters 
		6 Bombers (approx.) 

	Walkthrough 

		As you would expect by now, there is a way to instantly lose 
		the scenario. In this one, the way to lose is to
		push more divisions into Talinn than you have in 
		Leningrad and then leave them alone until it is 
		their turn. They will promptly attack Leningrad, 
		12 divisions to 10, and win the scenario. We will
		in fact allow 12 divisions to concentrate in Talinn
		during the illustrative walkthrough below, but only
		so they can be destroyed on the same turn. 

		Your strength is even more overwhelming in this scenario than 
		in the last, especially in the air.  The air is your big gun
		and you should use it ruthlessly to gain and keep the tactical
		edge.  This isn't a particularly hard scenario to win but it 
		is very, very difficult to win the gold badge and the bonus
		objective. Lublin is at the very bottom of the map, and you 
		can't just dash there because there a lot of Germans in the
		way.  To get the gold badge, you must capture Talinn and Riga
		permanently by the end of turn 2 and capture Minsk no later 
		than turn 3.  Wait for an opening, then dash a motorized unit
		to within one province of Lublin. Once you occupy an adjoining
		province, you can drop airborne units on Lublin and get the 
		bonus! 

		You can sometimes achieve your goals by taking advantage 
		of the AI's constant drive to do as much damage to your 
		army as possible without regard for the scenario goals. 
		So if you leave a goal unoccupied after you've captured it
		and give the enemy a lone division or two to attack 
		elsewhere, there's a good chance the enemy will do just 
		that. And you'll continue to hold the objective and win the 
		scenario because the enemy allowed itself to be distracted
		from the scenario goals.  

		By the way, you shouldn't make that mistake either.  While 
		you are still going to have to encircle and destroy many 
		troops to break through in the first place, you will probably
		lose the badge if you focus solely on destroying the enemy.
		If you  want the gold badge, you are probably going to have 
		to leave off annihilating all the enemies on the board in 
		order to focus on grabbing Lublin and the primary objectives. 

		Further, I believe that if you want the bonus objective you
		must actually have troops in Lublin at scenario end. Simply 
		destroying all the enemies on the board will not automatically 
		land you this objective as it does in other scenarios. 

		Turn 1 

		Move 1 infantry from Nevel to Dagaupulis.
		Move 1 motorized division from  Pskov  through Dagupulis to
		Riga. 

		Move 1 tank from Pskov to Dagaupulis. 
		Now using the 1 tank in Pskov in support, have all the infantry
		an artillery in Pskov attack Gulbene.  The divisions there are 
		pushed into Tallinn. 

		Now drive the 2 tanks in Pskov into Gulbene and have them 
		support an attack by all troops in Leningrad on Talinn. 

		The attack is successful. We have destroyed 12 German divisions
		and taken 2 of our 3 objectives on the first turn! 

		Move all aircraft in Leningrad to Gulbene. 

		Move all units in Vitebsk to Orsha. 

		Move as many units as will fit from Nevel to Dagaupolis. Move 
		the last one into Vitebsk. 		

		All aircraft that can reach will strike the tank concentration
		in Minsk. All other aircraft may engage targets of opportunity. 


		Turn 2 

		The Germans counterattack Riga and move their heavily damaged
		tanks away from Minsk. There are now 10 enemy divisions in Riga,
		10 in Minsk, 12 in Wilno (just west of Minsk), 4 in Mogilev, 
		(east of Minsk), 12 in Grodno, a critical 3 group of tanks in the 
		southwest, and a lone tank in Konigsberg.  

		Take 1 infantry from Dagaupulis to occupy Jekapils. 

		Move the tank from Dagaupulis through Jekapils to Jelgava. 

		The army in Riga is encircled. 

		Attack Riga with all infantry from Gulbene and Tallinn.
		Riga falls, for good this time, and the concentration is 
		destroyed. 

		Move the troops in Dagaupulis to Jekapils. 

		Move a single tank from Gulbene throug Dagupulis to Jekapils.
		
		Move the other tanks in Talinn into Gulbene, and then 
		move everything in Gulbene to Dagaupulis. 

		Move 1 unit from Vitebsk to Swieciany. 

		Order bombers in Gulbene and Pskov to attack the German tanks 
		in Suwalki, destroying them. 

		Order the rest of the bombers to strike the concentration in 
		Mogilev,  then follow up with an attack into that area with 
		all units in Orsha. 

		Turn 3 

		The Germans counterattack Swieciany. There is now a 12 group 
		there,a 12 group in Vrodno, a 10 group in Aarhus, a damaged 
		2 group of infantry in Suwalki, 1 tank and 6  bombers 
		in Bielsk, and 6 fighters in Baranwicze. 


		Send 1 infantry from Jekapils into Wilno.  

		Send 1 motorized infantry from Dagaupulis through Vitebsk 
		to Orsha. Send a second motorized unit from Daguplis to Vitebsk. 

		Attack with all units in Jekapils into Swieciany, supported
		by all units in Dagaupulis and Vitebsk. 

		Move 1 infantry from Riga into Jekapils.  Move all other 
		troops in Riga into Jelgava. 

		Move all 12 divisions from Mogilev into Minsk, starting the 
		victory countdown. 

		Order bombers in Vitesk to strike Suwalki, killing the 2 
		infantry there. 

		Move all aircraft in Pskov to Swieciany. 

		Other bombers strike targets of opportunity. 

		All fighters to patrol over Minsk or as close to it as 
		they can reach. 

		Turn 4 

		Enemy 12 group in Vilno,  a 7 group in Vrodno, a 
		1 tank in Konigsberg, 5 new units as reinforcements in
		Bobralsk, 3 damaged infantry and 6 bombers in Bielsk, and 6 
		fighters in Lublin.

		Move 1 infantry from Jekapils to Alytus. 

		Move 1 infantry and 1 tank from Jelgava to Jekapils. 

		Move 2 tanks from Dagaupulis into Swieciany. 

		Attack Wilno with all units in Swieciany supported by
		all units in Jekapils. 

		Move 1 motorized infantry from Vitebsk through 
		Swiecieny to Wilno .

		Bombers in Swiecieany to attack tank in Konigsberg, 
		destroying it. 

		All other bombers to attack Bobralsk.  

		Finally, all units in Minsk to Attack Bobralsk. 		

		The plan is -- I can't prevent a 17 division attack 
		on Minsk if I just leave my troops there and that 
		will cost me the gold badge.  So instead I push
		down into Bobralsk and leave Minsk unoccupied. 
		This will tempt the Germans to attack my 
		lone division in Alytus and leave Minsk alone,
		or join up with the newly damaged 3 divisions which
		I just pushed out to attack me in Bobralsk. But 
		either way keeps them out of Minsk for just a 
		bit longer. Hopefully long enough. 
 
		It's a risk , but it's better than certain defeat
		if I just sit there and do nothing. 

		All movable aircraft in Gulbene to relocate to
		Orsha. All fighters to patrol above Bobralsk
		or as close as we can get. 

		Turn 5

		As hoped, the Germans attack Alytus and leave Minsk alone. 

		There is now a German 12 group in Alytus, a 
		6 group in Bielsk along with 6 bombers, and 6 fighters
		in Lublin. 

		Move a single motorized unit from Orsha through Minsk 
		to Grodno. 

		Move a single motorized unit from Wilno through Gordno 
		to Baranowicze. 

		Move all motorized and tank units from Bobralksk to
		Baranowizce. 

		Move a single motorized unit from Baranowzce into Pinsk.

		Conduct an airborne assualt with 5 divisions into Lublin,
		capturing the town and securing our bonus objective. As
		discussed above, it is always possible to airborne assault
		in a province directly adjacent to one your troops already
		occupy. 


		This also destroys the fighters in Lublin. 

		Move 1 tank unit from Wilno into Gordno. All aircraft
		that can reach are to bombard Bielsk.  Then all available
		units that can reach the province (should be your 5 tanks in
		Baranowizce and Gordno) are to attack. 

		The attack is succesful. All the units in Bielsk are
		destroyed inncluding all aircraft. 

		Move all troops from Bobralsk into Gordno. 

		Move 1 tank from Jukapils to Swieciany.  I can't attack
		the last group because my strength is not sufficient. 

		So we'll reinforce all the troops around him in the hope 
		of baiting him into Jukapils and encirclement. 

		I end the turn. 
	
		It is now the German turn. They push into Gordno. 

	Turn 6
		At the start of the turn I have held Minsk, Riga, and Talinn
		for 3 turns. The scenario ends and I get the gold badge, since
		"in 5 turns" means "by the start of turn 6". Since I also 
		launched a paradrop on Lublin, I get the bonus objective also. 

		The scenario is over. The outcome is a gold badge and the 
		bonus objective. 		


	Historical Outcome 

	Really, how do you describe what happens when something is 
	struck by a sledgehammer?   Described as "The triumph of 
	Soviet operational art",  the Russians executed a
	brilliant and successful attack. The German Army Group Center 
	was all but annihilated, and many, many German prisoners were 
	led in triumph in a victory parade through Moscow led by 17  
	German generals. The Russian triumph was complete; Between the 
	arrival of Russian forces on the borders of East Prussia and 
	breakout of Allied forces in France  from the beachhead, the 
	end of the war was obvious to everyone except Hitler. 




	10.2.5) Liberation of the Balkans [#RUO2BALK]

	Overview

	As discussed in the last scenario, the end of the war is now
	clear to everyone except Hitler.  The Germans were not the 
	only ones fighting this war: In addition to the Italians, 
	the nations of Bulgaria, Hungary, and Romania had "allied" 
	with the Germans with various degrees of willingness and had 
	launched their armies alongside the Germans during Operation 
	Barbarossa.  We saw what happened to Yugoslavia in campaign 1.  
	Anyway, those nations are not anxious to share in Hitler's 
	"Twilight of the gods" and are champing at the bit to switch 
	sides and get out of the war, if only the Russian armies can 
	protect them from the Germans' swift and terrible vengeance. 

	The Russians, for their part, are more than willing to oblige,
	not just for the sake of depriving the Germans of the Balkan
	armies and oil but also for the sake of the postwar 
	confrontation with the west.  The resources and people of the
	Balkans must not be used a second time by an enemy in a
	Barbarossa-style campaign, and so they will come under
	Russian control.  This second offensive, The Jassy-Kishinev
	operation, was initiated on 20 August 1944. 

	This is a bit of a breather from the last scenario's intensity.
	The Germans are weaker and have no air force but the objectives
	are correspondingly more ambitious. A mad dash to secure 
	the objectives is required in order to defeat your worst 
	enemy, time! 

	Objectives 


		Primary Objectives
		
		Conquer the provinces of Budapest (capital of 
		Hungary), Belgrade (capital of then-Yugoslavia),
		Bucharest (capital of Rumania), and Sofia
		(capital of Bulgaria).

		You do not have to hold them for any time. 
		You will win the scenario immediately if you
		control all 4 provinces at the same time. 

		Gold Badge: 

		Complete the main objective in 5 turns. 

		Red Medal: 


		Complete the main objective in 7 turns. 	

		Stripes: 

		Complete the main objective in 10
		turns.  


		Supplementary objectives: 

		Destroy 3 tank divisions

		Defeat conditions

		Fail to complete the main objective
		by the start of turn 11, or lose all 
		your troops. 



	Participating Sides
		Russia
		Germany 
	
	Order of Battle 

	Russia:
		11 basic infantry divisions
		8 elite infantry
		5 artillery
		3 motorized infantry
		4 tank	
		7 fighters
		6 bombers
		
	Germany:
		21 basic infantry divisions (upgraded level 3)
		9 elite infantry (upgraded level 3)
		6 artillery
		2 motorized infantry (upgraded level 3)
		3 tank (upgraded level 3)


	Walkthrough 

	In this one we apply the same lessons we 
	did in the last one. In the last scenario we had
	3 objectives, 2 of them close and 1 far away.
	In this case getting 
	the gold badge requires a mad dash at 
	4 wildly separated objectives. This 
	regrettably requires leaving some forces
	on the map intact and pushing hard at the main
	objectives, or you could lose the scenario entirely!
	Presumably this is why Krukov counsels you against
	"chasing every escaping Fritz up and down the mountains". 

	There is no "instant loss" button this time. The great danger
	is the enemy will contain you in your starting provinces,
	running out the clock.  

	So, use your airpower and mobility to brush aside
	the enemy, and dash for the objectives once the way
	is mostly clear. Use airborne paratroops at the end 
	to catch the last objective if necessary. The bonus
	objective is a matter of chance, but be sure to take 
	the opportunity to smash any tank divisions if you
	can without compromising the primary.  

	Turn 1 

	Move all troops from Ismail to Tulcea 
	Move all troops from Iasi to Bacau. It is tempting
	to attack Brasov, but if you do you will be attacked
	from many angles with superior German forces. It's more
	important to free up your troops and break them out of their
	starting positions where they can be contained and trapped. 

	Move all troops from Beltsy to Iasi. 

	All aircraft in Ismail to strike Constanta, eliminating the 
	enemy motorized division there. 
	
	All bombers in Beltsy to strike the tank concentration west
	of Brasov in Sibiu.   All fighters in that province to move 
	forward to Bacau.		

	Turn 2 

	The enemy moves. There are now 12 enemy units in Brasov, 
	6 units west of there in Sibiu, 1 in Cluj-Tapoca, 3 in 
	Safu-Mare, and 4 in Constanta. There are others on the map, 
	but these are the important ones. 

	All aircraft in Beltsy and Bacau to strike the lone infantry 
	division in Cluj-Tapoca, destroying it. 

	Move 1 basic infantry from Bacau to Cluj-Tapoca. 

	Supported by all available aircraft, Move 7 infantry from 
	Tulcea into  Constanta, displacing the 4 enemy divisions 
	there. 

	Race 1 motorized division from Tulcea through Constanta to 
	Bucharest. 

	Move 2 motorized divisions from Iasi to Bacau. 

	Now have the troops in Iasi and the troops in Tulcea attack
	Brusov, supported by all troops in Bacau. 

	The enemy can only retreat west to Sibiu, in which there are now 
	12 divisions. 

	We have 27 resource points, so buy a 6 basic infantry division 
	package to be deployed in Ismail. 

	Turn 3 

	The enemy counterattacks Bucharest from Sibiu and from Pleven, 
	destroying our motorized unit there. 

	There is now a 12 group in Bucharest, a 12 group in Budapest, 
	a 6 group in Timisoara southwest of Sibiu, a 1 group in Pleven, and 
	miscellaneous troops elsewhere. 

	All aircraft that can reach bomb Pleven.  Then move 1 infantry from
	Constanta into that province. 

	Move all infantry from Ismail to Tulcea. 

	Attack Cluj-Tupoca with all infantry and artillery units in 
	Bacau. 

	Race 1 motorized unit from Bacau through Cluj-TUpoca to
	Sibiu. 

	Race 1 tank from Brusov through Sibiu to Craiova. 

	Move the last motorized unit in Bacau into Brusov. 

	Now attack with all units in Constanta into Bucharest
	combined with all troops in Brusov up to the maximum.
	Any about the 12 unit maximum should support.  At least
	1 motorized or tank unit in Brusov should support so 
	as not to lose all mobility in the northern area. 

	Bomb the lone artillery unit in Vraca, destroying it. 

	Bomb the 2 unit which retreated from Bluj-Tupoca.  

	The fighters in Ismail can't reach anything now,
	so move them to Brusov, closer to the front line. 

	Turn 4 

	The Germans rebalance their forces without conducting 
	any attacks.  

	There is an enemy 4 group in Timisoara , a 9-group north of
 	there in Arad, a 3 group nw of there in Debrecen, a 2-group 
	w of Timisoara in Novi Sad, and a 2 group with the last armored 
	division west of there in Osijek.It is on the extreme west of 
	the board so it is unlikely  we will be able to destroy it and
	grab the bonus objective. 

	Move the infantry in Pleven to capture our first capital of Sofia. 

	Move the 11 units in Bucharest west to Craiova. 

	Move the motorized unit in Sibiu into Cluj-Tupoca. 

	Move a single infantry unit from Brusov into Sibiu. Move 1 
	motorized unit in Brusov into Cluj-Tupoca. 

	Move all units in Tulcea into Brusov. 

	Move bombers up to Brusov and Cluj-Tupoca. 

	All fighters to strike targets of Opportunity. 

	Turn 5 

	As hoped (though presumably not by the decoy division there), 
	The Germans counterattack Sibiu. There is now a 12-group there, 
	a 2 group (including the tank division) west of there in 
	Timisoara, a 2 group north of there in Arad, and a 1 division 
	west of Timisoara in Novi Sad. Also 1 division in Nis and 
	2 broken divisions in Bucharest. 

	Order bombers in Cluj-Tupoca to strike Bucharest. The 2 weak 
	divisions there are destroyed. 

	All other aircraft to strike the armor concentration in Timisoara
	for the bonus objective. 

	Follow up with 5 infantry into Timisoara from Craiova to make 
	sure of those tanks.

	They are destroyed. 

	Move 1 infantry from Brusov to Bucharest to cut off retreat
	in that direction. 

	Attack Arad with 3 units from Cluj-Tupoca, 2 of them motorized. 

	Now attack Sibiu with all units in Brasov supported by all
	units in Cluj-Tipoca. The 12 encircled units there are 
	destroyed. 

	Now take the 7 divisions in Craiova and have them join the single
	infantry unit in Sofia in an attack on Nys. That infantry unit is 
	destroyed.

	The enemy currently has 1 infantry division in Novi Sad and 
	2 divisions in Debrecen.  


	Turn 6

	The Germans retreat west, moving their 2 divisions 
	1 province westward and their lone infantry in Novi
	Sad west to Osijek, the far western end of the map. 

	They do not bring in any reinforcements, so their
	last chance of keeping me out of the objectives is lost. 

	Move 1 infantry from Arad into Debrecen.

	Race the two motorized divisions in Arad Northwest to 
	Debrecen, and then west to Budapest. 

	Move infantry and artillery in Nys into Belgrade. 

	With the capture of Belgrade all four objectives 
	have been achieved, and the scenario is over. 

	We have won the gold badge and the bonus objective. 

	Historical Outcome 

	The Russian offensive broke through the German and
	Romanian defenses. when the outcome became clear, 
	A coup was staged and Romania switched sides on 23
	Aug 1944. 
	Bulgaria was captured almost without a fight as
	the drive in Romania convinced the Bulgarians to declare
	themselves neutral and order the Germans out of their territory.
	The Germans had other problems, and so complied. This did 
	not save the Bulgarian government. A Communist coup 
	overthrew it and the new Bulgarian government declared
	war on Germany on 9 September 1944. The Bulgarians
	then assisted the Russians in the assault on Belgrade, 
	which fell on 20 October 1944. The drive on Budapest,
	however, was greatly slowed. Despite Romanian assistance,
	This offensive was one of the most complex
	and difficult confrontations of the war as the Germans 
	waged a brilliant defense, delaying the fall of Budapest 
	until 13 February 1945.



	10.2.7) Berlin Operation [#RUO2END]

	Overview

	The Berlin Strategic Offensive, initiated 12 January 1945,
	is the last offensive in Europe of World War II.  It is the
	coup de grace, as the Russians at last mass overwhelming 
	force, capably led, to strike at the heart of Germany 
	and bring the war to an end. 

	This is the greatest battle of the scenario, or of the 
	game.  You possess more than 40 divisions and 38 
	air units.   The enemy has amassed a considerable
	force for this last, desperate defence but you
	have more than adequate forces to strip these
	away and occupy Berlin. If that isn't enough, 
	you have another 200 resource points in the bank
	from start. 

	This is the concluding campaign of the scenario,
	so spend any upgrade points you have earned! 

	Objectives 


		Primary Objectives

		Conquer Berlin! Hold it for 2 turns. 		

		Gold Badge: 

		Complete the main objective in 7 turns

		Red Medal: 
		
		Complete the main objective in 9 turns.

		Stripes: 

		Complete the objective in 12 turns. 

		Supplementary objectives: 

		Conquer Warsaw and Vienna and hold them
		for 2 turns.

		Defeat conditions

		Fail to complete the main objective
		by the start of turn 13, or lose all 
		your troops. 



	Participating Sides
		Russia
		Germany 
	
	Order of Battle 

	Russia:
		13 basic infantry divisions
		5 elite infantry
		6 artillery
		10 motorized infantry
		15 tank 
		20 fighter
		18 bomber
		You also start with 200 resource points, coincidentally
		just the amount needed to buy a 6 tank group or a 
		6 bomber group :). 

	Germany:
		42 basic infantry divisions (upgraded level 1)
		27 elite infantry (upgraded level 2)
		8 artillery
		1 motorized infantry (upgraded level 2)
		17 tank (upgraded level 1) 
		15 fighters (upgraded level 1)
		5 bombers (upgraded level 1) 

 
	Walkthrough 
	
	A clash of the Titans! You have overwhelming power , more than
	you have ever had, but the enemy is not weak. Careful 
	application of the previous lessons to encircle and 
	destroy armies will allow you to capture Berlin, but
	you're going to have to stretch to get the badge, and 
	really stretch to get the bonus objective.  Warsaw is easy but 
	Vienna is remote.  Once again airborne paratroops are very useful
	for this final objective. Again, apply all the lessons
	you've learned so far, focus on Berlin, destroy anyone 
	in our way and capture it! 

	Turn 1 

	Order all aircraft in Konigsberg and SuWalki Southeast
	of that to strike 
	Warsaw, clearing it of troops. 

	All troops in Konigsberg to attack Danzig. 

	Attack Torun with 1 infantry from Suwalki supported by
	all other units in Suwalki. 

	Move all troops from Bielsk into Warsaw. 

	Attack Kielce with 1 infantry from Zamoso, supported
	by all other infantry and artillery in Zamoso. 

	All other aircraft that can reach strike the armored 
	concentration Southwest of Przemyul. 

	Remaining fighters patrol over Zamoso. 

	Move all tanks in Zamoso into Kielce, then have them 
	join the attack with the 10 units in Lublin   
	against Lodz. This will destroy at least 8 divisions. 

	We never get the chance, so purchase 6 tanks. 
	5 will appear in Suwalki and the other will be placed 
	randomly. 

	Turn 2

	A lot of German activity. I can't even begin to list it all.
	For the moment, we will concentrate on two concentrations --
	an 8 division concentration in Torun and a 12 division 
	concentration in Kielce. I intend to destroy them both. 

	Move 1 infantry from Suwalki into Konigsberg. 

	Move 11 units from Konigsberg into Poznan, attacking 
	the 3 division group there. Leave 1 infantry behind as bait. 

	All troops from Suwalki attack Torun, destroying the 
	8 group there. 

	Move 1 infantry from Warsaw to Lublin. 

	Move 1 infantry from Zamoso into Przemysl.   

	Move 2 motorized infantry from Zamoso into Przemysl, then
	attack with 1 motorized unit into Cracow supported
	by the other which will remain in Przemsyl. 

	Bomb the 4 units in Czestochowa with every available aircraft. 
	Those 4 units are destroyed. 

	Move 1 infantry from Lodz into Czestochowa. 

	Attack with all units from Zamoso into Kielce, joined by all
	units in Lodz. All other units in Lodz should support this attack. 
	
	Move all units in Warsaw southwest into Lodz. 

	All other aircraft to patrol as appropriate. 

	Turn 3 

	The Germans in Stettin take the bait and attack my
	lone unit in Danzig. They also push into Cracow
	to attack my lone unit there as well. 

	There is a massive force of tanks -- a 12 group only
	of tanks -- just south of Berlin. 

	The immediate problem is to destroy the 11 group 
	in Danzig. 

	Move 1 infantry from Poznan into Stettin.  Move
	1 tank in Lublin into Torun, then all units in Torun 
	attack Danzig, destroying that group. 

	All air units that can reach strike Cracow. 

	Those 4 units are destroyed. 

	Move 12 units from Kielce to Cracow. 

	Move 1 motorized and 1 tank from Lodz into Poznan. 

	Move all other units in Lodz into Czestochowa. 

	Move 1 unit from Lublin into Lodz. 

	Move 1 infantry unit Przemyul into Kosice, then race the 
	second motorized unit through Kosice into Banska Bystrica. 

	All fighters patrol as far forward to the center of the map 
	as possible. 

	Use 1 infantry to attack from Czestochowa into Oppeln, supported
	by all applicable units in Czestochowa

	Turn 4 
	
	As expected, there is a counterattack at Stettin. 

	Bombers in Lublin, Kuwalski, and Konigsberg to 
	strike the 2 german units in Kustrin.  They are destroyed.

	1 infantry from Poznan to Kustrin. 

	1 motorized unit from Posnan through Kostrin to Stralsund. 

	Note that we are now immediately adjacent to Berlin. 

	All units in Danzig attack Stettin.  The 8 unit concentration
	there is destroyed. 

	All infantry and artillery in Cracow to attack Breslau. 

	1 infantry from Kosice into Zilima.  
	
	All units save 1 motorized division to attack from Czestochowa
	to Oppeln, eliminating the pocket there. 

	1 unit from Czestochowa into Cracow, then west to Ostrav. 

	1 additional motorized unit from Cracow through Ostrav into
	Kutna Hora, destroying 7 enemy fighter squadrons. 

	Other units in Cracow to enter Zilina and join the unit in 
	Banstra Bystrica to attack Brno, supported by all bombers that 
	can reach. 

	Parachute airborne units -- 2 of them, all I can afford, into
	Vienna, taking our additional objective if we can hold it. 

	Move unit in Lodz to Poznan. Move unit in Konigsberg to 
	Danzig. 

	Move fighters forward. Those in Konigsberg to Poznan, Those
	in Suwalki to Danzig. 

	Bombers in Bielsk to Poznan, fighters to Torun. 

	Fighters in Lublin to Oppeln. Fighters in Zamoso to Zilima. 

	Turn 5 

	The major German force counterattacks into Kustrin. 

	I am also attacked in Stralsund, where my unit is pushed back. 

	The Germans in the south attack my lone motorized unit in 
	Kutna Hora. 

	There are now a monster German force of 12 tanks in Kustrin
	east of Berlin, 1 infantry in Stralsund, and 6 divisions in
	Kutna Hora.  
	
	There are Germans 5 bombers directly north of Vienna, 4 fighters 
	north of Kutna Hora and 2 fighters in Leipzig. 	

	There are 35 Russian units adjoining the monster group so we
	should be able to take them. 

	The 2 airborne units in Vienna march into Tabor, destroying the 
	5 German bombers there. 

	Move 1 unit from Breslau into Cottbus. 

	Use aircraft in Danzig and Konigsberg to attack Stralsund,
	destroying the German unit there. 

	Move 1 infantry from Stettin into Stralsund. 

	Race 1 motorized infantry from Stettin through Stralsund
	into Berlin, starting  the victory timer if we can hold it! 

	All adjoining units and all aircraft within reach attack the 
	monster at Kirsten or suppor the attack. Hit it with everything! 

	The attack is succesful. The monster is destroyed. The Germans
	are now down to 6 infantry in Kutna Hora and 6 fighter 
	divisions. 

	Move the single motorized division in Oznan into Prague. Make that
	6 enemy infantry and 2 enemy air divisions.

	Move 1 unit from Danzig into Stettin. 

	All units in Brno and Zulima to strike Kutna Hora supported 
	by all remaining aircraft. 

	The group is eliminated. The Germans now have only 2 fighters
	left on the entire map.  	
	
	All aircraft left to move forward, 1 province behind
	the front line, or as close as they can get. 

	The German fighters attack my 11 unit in Kustrin and are 
	destroyed by anti air fire. The scenario ends immediately. 

	I have achieved the gold badge and the bonus objective. 

	The war is over. 

	Historical Outcome 
	
	The offensive started on 12 January 1945.  The city
	center came under artillery fire on 20 April 1945. 
	On 30 April Hitler put a bullet in his own brain.
	The city itself surrendered on 2 May.  
	The rest of Germany followed on 7 May.  And so the 
	greatest war in history came to an end.  The Russians
	had fought the greatest part of it and made the greatest
	sacrifice, more than 20 million dead. But they arose
	from the ashes of the greatest military catastrophe 
	of the 20th century to overthrow the Nazis and establish
	a peace that would last a generation.  The best epitaph,
	perhaps, is attributed to an unnamed German general: 
	"They were first class fighters from the start, and 
	in time they learned to become first class soldiers." 


11. Campaign Walkthrough: Twilight of the Gods (German) [#GR02]

This campaign is almost identical to Russian campaign 2, although
the starting conditions are adjusted in some scenarios. See 10) 
above for more details. This time we fight the same battles in the 
previous campaign from the German point of view. As such they are 
characterized by an increasingly desperate defense against ever 
more overwhelming numbers. Most  of these scenarios are best 
won as quickly as possible so as to keep the enemy contained 
to their limited starting positions.

This campaign does give one bit of assistance:  You start with
level 4 upgraded basic infantry, level 2 elite infantry, 
level 2 motorized infantry, level 4 tank , level 4 fighter (jet),
and level 4 bomber (jet).  Since you already have many of 
the combat upgrades, you should focus primarily on research upgrades,
improving your resource production efficiency and your cooldown period.
In many scenarios, you will have vast territories but limited units,
so here more than ever reinforcements are important. 

	11.1 Characters [#GR02H]

	We once again see the trio of Eichhorn, Richthofen, and
	Wiedemann.  See the characters for German campaign 1 for 
	more details 

	11.2 Scenarios  [#GRO2SC]

	11.2.1) Stalingrad  [#GR02STN]


	Overview

	This is a mirror image of 10.2.1. See that section for 
	historical details.

	This is one of only 3 scenarios in this mission when you
	are on the offensive.  There is a lot of territory
	to cover, so this is essentially a race against time to
	get troops into position to take the city. 

	Objectives 


		Primary Objectives

		* Conquer Stalingrad. Merely setting foot
		in the city is enough.  

		Gold Badge: 

		Accomplish the primary in 6 turns. 		

		Red Medal: 

		Accomplish the primary in 9 turns.		
	
		Stripes: 

		Accomplish the primary in 12 turns. 

		Supplementary objectives: 

		Reduce Russian control to 5 provinces or less.   		

		Defeat conditions
		
		Fail to complete the primary by
		the start of turn 13,  
		or lose all your troops. 

	Participating Sides
		Germany 
		Russia
	
	Order of Battle 

	Germany:
		7 basic infantry divisions
		7 elite infantry
		3 artillery
		4 motorized
		7 tank 
		2 fighters 
		10 bombers 		


	Russia:
		13 basic infantry divisions
		4 elite infantry
		5 artillery
		8 motorized infantry
		2 tank 
		3 fighters 
		2 bombers 
		

	Walkthrough 

	This will be a red medal walkthrough, as I will miss
	the gold badge by one turn. However, I will get the 
	bonus objective.  I struggle because there is simply
	so much territory to conquer and the enemy will
	turtle in Stalingrad, delaying its capture until
	I can march adequate troops up to capture it.  Perhaps
	if I had simply made a mad dash for the city without
	regard for survivability I could have got the gold badge. 

	Encircle and destroy
	the closest troops, then race for Stalingrad, using aircraft
	as a sledgehammer to speed  the process.  This isn't 
	especially difficult, but there's a lot of ground to cover in 
	not much time.	

	Turn 1 
	
	Move 1 infantry from Gomel into Bryansk.  Move all troops from 
	Sumy and Konotop into Kursk. Move troops from Sumy through
	Poltava to Belgorod. 

	All aircraft within range to strike the Russians in Orel. 

	Fighters in Poltava to move to Belgorod. 

	Turn 2 
	
	The enemy attacks from Orel into Bryansk and moves up all 
	aircraft. They also move forces to Rossosh to block my 
	tanks in Belgorod. 

	Move 1 infantry from Chernigov into Konotop.  Move 1 
	infantry from Kursk to Orel. 

	All troops from Rogachev, Gomel, and Chernigov to
	attack Bryansk, eliminating the pocket there. 

	All bombers to strike blocking force in Rossosh. All 
	fighters to patrol above Belgorod or Kursk. 

	We have 58 resource points, so buy 4 motorized infantry
	to arrive in Poltava. 

	Move 1 infantry from Kursk into Ostrogohsk. 

	Turn 3 

	The Germans reshuffle and push into Ostroghosk with 3 weak 
	divisions.  

	Order all bombers to strike 4 group including tanks in Voronezh. 

	Race 4 motorized units through Sumy to Belgorod. 

	Move 1 infantry from Konotop to Kursk.  

	Move 1 infantry from Kursk to attack Ostrogohsk, supported
	by all other units in Belgorod and Kursk. 

	Move 1 infantry from Orel into Kursk. 

	Move all units from Bryansk into Orel. 


	Turn 4

	The enemy counterattacks. There are now 6 troops in 
	Voronezh, 2 in Sovboda, and 7 in Ostrogohsk. The others
	are forming a defensive hedgehog in Stalingrad. 

	Order all bombers to strike Svoboda, destroying the 
	infantry there. 

	Move fighters into Belgorod from Konotop. They will
	patrol above Kursk, as will the other group. 

	Move 1 motorized unit from Belgorod into Rossosh. 

	Order a second motorized unit to race from Belgorod to
	Rossosh to Svoboda. 
	
	11 of 12 troops in Orel to attack Voronezh.  That worked
	out better than I expected. There is only 1 critically damaged
	division in Lipetsk, the others have been driven in to
	join the trapped troops in Ostrogohsk.

	All divisions in Kursk to attack Ostragohsk supported
	by all forces in Belgorod. 

	Single unit in Orel to push forward into Lipetsk. 

	Turn 5

	The Russian aircraft retreat to the far southeast.  
	There remains a 12 division hedgehog in Stalingrad
	but nothing else. 

	Troops in Lipetsk to enter Tambov.

	Troops in Voronezh to attack Borisglebsk, destroying
	the last Russian division in this area. 

	Lone vehicles in Svoboda and Rossosh to hurry into
	Pavlovsk and Boguchar. Other motorized and tank units 
	to follow behind them and also enter those provinces. 

	Move all aircraft to Rossosh. 

	Turn 6 
	The hedgehog continues and the Russians buy a second 
	12 group on the far eastern edge of the map. 


	Move all troops in Borisbelsk into Uryupinsk. 

	Move 1 unit from Boguchar into Bogovskaya.  Race 1
	motorized unit from Boguchar into Mosovsk, destroying
	all Russian air in the scenario. 

	Move all other units from Boguchar through Bogovskaya
	into Surovikimo. 

	Move all troops from Svoboda to Boguchar. 

	Move all troops in Pavlovsk into Prolovo. 

	Move 1 division from Tambov to Boriglebsk. 

	Turn 7 

	The enemy remains still and purchases another 8 units
	on the far eastern edge of the board, including 
	2 tanks. 

	We can't get the gold badge any more, so let's try
	for the bonus objective! 

	The Russians currently hold 9 provinces. We need to
	take 4, including Stalingrad. 

	Move all units in Uryupinsk into Kalinin.  3 to go. 

	Move 1 infantry from Boguchar into Kamensk-Shakhtinski. 
	2 to go. 

	Move 1 infantry from Boguchar itno Kashary. 1 to go. 

	1 Motorized infantry to race from Bokovskaya through
	Kashary to Constantinovsk.  Once we take Stalingrad,
	The Russians should control 4 provinces. 

	Move 1 motorized unit from Mosavsk into Surovikimo. 

	Drop as many paratroops on Stalingrad as you can 
	afford and support by all troops in all adjoining
	provinces and all aircraft that can reach. 

	The attack is successful. The scenario is over.

	We got the red medal instead of the gold badge,
	which cost us 50 research points. However, we
	got the bonus objective , which is worth 100. 
	So we fall short of the gold badge by 1 turn. 



	Historical Outcome 

	See 10.2.1: The Russian version of this scenario. 



	11.2.2) Leningrad  [#GR02LNG]


	Overview

	This is the German version of 10.2.2. See that section for 
	historical details.

	This scenario could also be named "Hell". You are on the 
	defensive against overwhelming troops from multiple 
	directions with bountiful air support. if that isn't enough,
	they seem to have a large number of resource units as well
	to instantly replace the units they lose. This is different
	from the Russian version of this scenario in that the enemy
	starts with Volkhov already in their possession, resulting
	in the threat of instantly losing on the first turn. 

	Objectives 


		Primary Objectives
		
		Hold onto Leningrad until at least the beginning
		of turn 9. 


		Gold Badge: 
		
		Retain control of Leningrad at the start of turn 13. 
		

		Red Medal: 

		Retain control of Leningrad at the start of turn 11.
	
		Stripes: 

		Retain control of Leningrad at the start of turn 9. 


		Supplementary objectives: 
		
		Lose no aircraft divisions. 

		Defeat conditions
		
		Lose Leningrad before the start of turn 9, or 
		lose more than 30 divisions, or lose all your 
		troops. 

	Participating Sides
		Germany 
		Russia
	
	Order of Battle 

	Germany:
		16 basic infantry division
		5 artillery
		2 motorized infantry
		5 tank
		3 fighters 
		6 bombers

	Russia:
		12 basic infantry divisions
		5 elite infantry
		4 artillery
		3 motorized
		6 tank 
		16 fighters 
		2 bombers

		Note that these are only the first wave. The Russians
		have plenty of resource points to replace anything
		they lose! 

		
	Walkthrough 
	There is an instant loss threat in Volkhov as the
	enemy has more divisions there than you have in the province
	of Leningrad (technically you surround the city itself which
	remains under Russian control, but this is a concession to the 
	game engine).   You cannot be certain of keeping them out of
	Leningrad even for the first turn, and if you succeed in
	doing this the troops you gear up for defense will not be 
	available for offense elsewhere. 

	How to solve this? Simple. Attack them first!  

	The longer you take and the more ground you give to the 
	Russians, the more units they will bring in, the more 
	freedom of maneuver they have, until eventually you've 
	got no choice but to run out the clock. So knock them 
	back and try to constrain them to as  few provinces as 
	possible as quickly as you can.  

	Towards this end, capture the province of Vitegra and keep
	it if you can. This will lessen the pressure on Leningrad
	and force the Russians to only bring reinforcements into
	Kalinin, making them much easier to bottle up. Cleaning up
	Vitegra will be a great relief off your shoulders,
	as it's very hard to win when you're never more than 2 turns 
	away from defeat! 
 

	Their overwhelming air power is also a problem, so be 
	prepared to sacrifice units in deep raids to get rid 
	of them. 

	The bonus objective is easily attained by NOT putting your 
	aircraft on patrol. The enemy is too numerous. Use them in
	strikes and rest them when they get into the red. And of course
	be prepared to move them away from any ground threat.  If worse
	comes to worst put them in Leningrad. After all, if the Russians
	get there you've already lost anyway. 

	Try to knock the Russians off balance, force them to retreat 
	into already occupied squares , minimize their freedom of 
	action while bringing in reinforcements as quickly as 
	possible.  Do this well enough and you may wipe them out
	completely! 


	So that's the good news:
	It is very, very hard to hold out for the requisite 8 turns
	even to get the minimum victory conditions. But if you can
	hold out long enough for that, it's much easier to go 
	the rest of the way for a gold badge. The easiest way 
	to win , of course, is to kill them all quickly. Instant
	gold badge! 

	Turn 1 
	Move the tank from Staraya Russa into Novgorod. Then all 
	troops in Leningrad, Tikhvih and Novgorod are to attack Volkhov. 

	From Pskov, move 1 artillery to Leningrad and 1 infantry
	to Novgorod. 


	Move 1 motorized unit from Rzhev into Mozhaisk. 

	Move the tanks from Rzhev and Velikiye Luki into Staraya Russya. 

	Move 1 motorized unit from Rzhev to Velikiye Luki. 

	Move all troops save the motorized unit from Vilikiye Luki to
	Staraya Russa. 

	Move remaining troops from Rzhev to Staraya Russa until it 
	is full.  Then move the remainder in Rzhev to Velikiye Luki. 

	Move the tank in Vitebsk through Opochka to Pskov. 

	All aircraft strike Kalinin. 

	Purchase 2 infantry reinforcments to arrive in Vitebsk. The 
	beginning of the scenario is critical, and troops now are 
	better than millions when its too late! 

	Turn 2

	The Russians swallow the bait and attack Novgorod while their 
	forces in Vitegra push down into Tikhvin. They purchase 2 infantry
	units in Vitegra. There are now 2 infantry in Vitegra, 9 in Tikvih,
	12 in Novgorod, 9 northwest of Kalinin, and 2 in Kalinin. 

	Note that they have left their air divisions in provinces only
	lightly defended. We will make them regret that! 

	Move 1 infantry from Staraya Russa into Demyansk.
	
	Take 2 motorized infantry from Valikiye Luki and Mozhaisk first
	into Rzhev and then into Kalinin. The aircraft there are 
	destroyed. That's half the enemy aircraft in the scenario. 

	Taking everyone except 1 infantry in Vokhov, push into 
	Tikvih supported by a strike from all aircraft, pressing 
	the  enemy backwards back into Vitegra. 

	Now attack Novgorod with all forces in Staraya Russa and 
	Pskov supported by the artillery unit in Leningrad and the 
	last infantry unit in Volkhov. 

	Move the infantry in Vitebsk directly north to Nevel.  Move 
	the infantry in Velikiye Luki into Staraya Russa. 

	Turn 3

	The Russians counterattack my lone unit in Volkhov and also
	into Demyansk. There are now 10 enemy troops in Volkhov, 11 
	troops in Demyansk. The Russians also buy 1 additional unit
	in Vitegra. 

	Take 2 troops from Tikvih and push into Vitegra, destroying 
	the aircraft there. 

	All troops save 1 in Tikvih attack Volkhov
	supported by all troops in Novgorod and Leningrad. 

	All other troops congregate in Staraya Russa. 

	Purchase 6 more basic infantry in Vitebsk. 

	Turn 4 

	The Russians take the bait and attack into Tikvih from Demyansk.
	Their 11 group in Demyansk is the last group left on the map. 

	Move all foot infantry from Staraya Russya into Demyansk. 
	The last group is now encircled. Race motorized infantry 
	from Staraya Russa into Demyansk. 

	Now attack the group in Tikvih with all available forces, 
	ground and air, from all directions. 

	The attack is victorious. With the last group of Russians 
	on the map eliminated, the scenario is over. We receive
	a well-earned gold badge.
 
	Since we did not send our 3 fighter divisions into the 
	face of 6 to 1 odds, we have saved all our aircraft as 
	well and so get the bonus objective also. The Russians 
	are utterly defeated. 
	
	
	Historical Outcome 

	See 10.2.2.  The Russian offensive was stopped and stalemated,
	resulting in a shifting of effort to areas in the south 
	around Kursk. 


	11.2.3) Operation Citadel  [#GR02CIT]

	Overview

	This is the German version of scenario 10.2.3. For historical
	details see that scenario. 

	Enjoy this scenario.  This is the high point. It is the last
	time you will engage the Russians on anything like equal terms.
	You've got lots of free upgrades, lots of equipment, and many
	encirclement opportunities. You've also got a very simple 
	objective: Destroy as many enemy units as possible. This is 
	your last chance  to do it,so run wild while you can! 
 
	Objectives 


		Primary Objectives

		* Destroy 10 tank divisions

		Gold Badge: 

		Accomplish the primary in 10 turns. 		

		Red Medal: 

		Accomplish the primary in 12 turns.		
	
		Stripes: 

		Accomplish the primary in 15 turns. 

		Supplementary objectives: 

		Destroy 30 divisions of any type.

		Defeat conditions
		
		Fail to complete the primary by
		the start of turn 16,  lose
		Kiev, or lose all your troops. 

	Participating Sides		
		Germany 
		Russia

	
	Order of Battle 

				
	Germany:
		10 basic infantry divisions
	 	13 elite infantry 
		4 artillery
		12 tank
		9 fighters
		9 bombers 

	Russia:
		26 basic infantry divisions (upgraded level 1)
		8 elite infantry (upgraded level 1) 
		6 artillery		
		5 motorized infantry (upgraded level 1)
		11 tank (upgarded level 1)
		13 fighters
		7 bombers 

	Walkthrough 

	As mentioned, this is an aggressive scenario where you have
	nothing to do but smash enemies and you have more than enough
	tools to do it.  The 30 division bonus goal should be easily
	obtained, as you will need to destroy plenty of infantry
	units to have a shot at the tanks. This coupled with deep 
	raids to eliminate enemy air should easily nail this objective.
	On one playthrough I checked and found I had destroyed 45 
	divisions before I lost count. 

	Turn 1 
	
	Send 1 infantry from Bryansk to Tula supported by all other 
	troops in Bryansk.  This wipes out the aircraft there and 
	advances a "pawn" for another sacrificial gambit. 

	Move troops in Chernigov and Gomel into Bryansk.

	Move troops in Rogachev into Roslavl. 			
			 
	All bombers strike Kursk.  Troops from Knotop and Sumy 
	advance into Kursk, destroying the three critically damaged
	units there. 

	Move all units from Karkhov into Belgorod.Move 1 unit from 
	Belgorod into Rossosh supported by all available units in Belgorod.
	This destroys another set of Russian aircraft. 

	Race all units from Poltava through Suny to Belgorod.

	Fighters to patrol above Belgorod and Kursk. 

	0 enemy tanks destroyed / 15 enemy divisions destroyed

	Turn 2 
	The enemy falls in on Tula and Rossosh. A second group of enemies
	attacks Rossavl from Kalaga.  The attack fails and they lose a 
	unit. 

	There are too many units to name. Those of interest are the 7 
	units in Kalaga, the 12 units east of there in Tula, 12
	units in Rossosh and 6 in Belovodsk. 

	Attack the enemy in Kalaga with 1 unit from Rosslavl supported 
	by all other units in Roslavl and Bryansk.

	The enemy has nowhere to retreat to and all 7 units are 
	destroyed. 

	All bombers attack 2 divisions in Orel. They are destroyed. 

	Move 1 unit from Belgorod into Kharkov.Mov all other units in
	Belgorod into Bilovodsk. The enemy cannot retreat into fully
	occupied Rossosh and another 6 enemy divisions are destroyed.

	Move fighters in Kiev forward in order to better protect
	the troops around Bilovodsk.  To Kharkov, I think. 

	Other fighters to patrol over Bryansk. 

	Troops in Kursk to move to Belgorod.  

	Purchase 6 basic infantry units to arrive in Poltava. 

	Current score: 0 tanks destroyed/31 divisions of all types destroyed. 

	
	Turn 3
	
	The enemy attacks Kalaga and succeeds.  There are now 12 enemy
	divisions in Kalaga.

	the other 12 group attempts to push into Bilovodsk and fails. My
	stack is reduced to 8 units while he is reduced to 8 also.
	He reinforces his strength back up to 10 but he has little else.

	Time to traps the troops in Kalaga. Move 1 infantry from Bryansk
	to Kalaga in order to cut the escape route than attack with
	all units in Roslavl supported by all units in Bryansk. 

	The enemy group is eliminated and the scenario immediately ends
	with our victory.  We have achieved both the gold badge and 
	the bonus objective. 

	Final score: 10 tanks, 27 other ground units and 8 air units 
	destroyed for a total of 45 enemy units.  In exchange we lost
	7 infantry and 2 tanks, 2 of them in sacrifices and the other
	5 in conventional battle. 

	

	Historical Outcome 

	See 10.2.3 . The Germans suffered high casualties without 
	achieving their goals, and the initiative shifted to the
	Russians.

	11.2.4 The Panther-Wotan Line  [#GR02PWOE]


	Overview

	This is the German version of scenario 10.2.4. For historical
	details see that scenario. 

	We're back on the defensive in this scenario. We have only
	one objective to defend, we have plentiful provinces, 
	and the preponderance of forces is not as horrible
	as it will be in other scenarios.  This eases 
	us back into the pattern of operations that will hold for
	almost the rest of the game, though it is still 
	a challenge. 

	I hope you've been putting all your upgrade points into
	production, because trust me you will need it. 
 
	Objectives 


		Primary Objectives

		Hold Sevastopol until the beginning of turn 7.

		Gold Badge: 

		Hold Sevastopol at the start of turn 13.

		Red Medal: 

		Hold Sevastopol at the start of turn 11. 
	
		Stripes: 

		Hold Sevastopol at the start of turn 7.


		Supplementary objectives: 
		
		Save 80 resources

		Defeat conditions
		
		Lose Sevastopol before the start of turn 7,
		or lose all your troops. 
		

	Participating Sides		
		Germany 
		Russia

	
	Order of Battle 

				
	Germany:

		14 basic infantry divisions
		6 elite infantry divisions
		4 artillery
		2 motorized infantry
		6 tank
		4 fighters
		4 bombers
 		
	Russia:
		7 basic infantry divisions (upgraded level 1)
		6 elite infantry
		3 artillery
		3 motorized
		9 tank
		13 fighters
		4 bombers 

	Walkthrough 
	
	The motorized group northeast of Melitopol is the great threat --
	it is only 2 turns away from Sevastopol.  This is the flank
	you will have to constantly guard and worry about. If another
	enemy army breaks off across the northwest through Kiev towards
	Lvov let it -- if the enemy wants to waste time pursuing things
	that aren't critical all to the good.  

	The requirement to store 80 resources for the bonus will force
	you to fight with one hand tied behind your back.  I advise 
	you to ignore this requirement and keep dumping in 
	reinforcements until the situation is well in hand.  In fact,
	I would suggest not even thinking about this requirement until
	at least turn 7.  This will give you plenty of time to store up
	resources, but troops are more valuable the earlier you have
	them. 

	At any rate, defensive operations will follow the pattern 
	established earlier: Offer a bit of material to lure the 
	enemy into easy encirclement, then destroy large numbers
	of them at once. In the worst case, this will buy time. 
	In the best case, you can win the scenario outright. 
		


	Turn 1 
		
	The first thing we're going to do is hit the 12 Russian 
	divisions in Poltava. There are aircraft there.  Also the
	enemy will be forced to retreat into an already occupied
	square and this will cost them 4 divisions. 

	Move 1 infantry from Dnepropetrovsk into Zaporoshye.  

	Move all troops from Balta to Cherkassy. 

	Move armor from Zhitomier to Kiev. 

	Move 1 tank from Mogilev-Podolski to Cherkassy. 


	Now attack Poltava with 1 unit from Kiev and support with
	all other units in Kiev, Cherkassy, and Krivoy Rog
	and all bombers. 

	The enemy is kicked  back with the loss of 4 ground units
	and all the aircraft in the province. 

	Regrettably, our lone attacking unit was destroyed but this,
	due to the glitch, gives all supporting units their move back. 

	Move all units in Kiev into Cherkassy. 

	Move 1 infantry from Vinnitsa into Kiev and 1 unit into 
	Zhitomir. 

	Move 2 units from Mogilev Podolski into Cherkassy and the
	other two into Vinnitsa. 

	
	Move all units from Odessa and all save 1 from Krivoy Rog into
	Dnepropetrovsk. 

	Fighters to patrol above Cherkassy. 

	Turn 2 

	The Russians counterattack west from Sumy into Kiev. They also
	attack Zaproezhye. There is a 12-group in Zaporezhye, a 12 
	group in Kiev, a 1-group in Kharkov, and fighters in Belgorod. 

	Move 2 motorized infantry from Cherkassy to Poltava. Move 1 
	motorized infantry further from Poltava to Sumy, completely 
	encircling the enemy. Now attack Kiev with all forces in 
	Cherkassy supported by all other troops in the ring who can 
	attack.	The attack is successful, the enemy destroyed. 

	Fighters to patrol over Dnepropetrovsk. 

	Turn 3 

	All Russian units counterattack into Sumy, destroying the 
	motorized infantry there. There is now a 12 group in 
	Sumy, a single artillery diviion in Zaprozhye, and 7
	aircraft in distant Belgorod. 

	Attack Zaporozhye with all troops in Dnepropetrovsk and 
	Melitopol. That lone unit is destroyed. 

	Race the single motorized unit in Poltava through Zaporozhye 
	into Kharkov.  

	Execute a 2 division airborne drop on Belgorod, destroying
	the last Russian aircraft in the scenario. 

	Move the troops from Sevastopol into Melitapol.  THere is a single
	tank in this group which we will push on into Stalino, capturing
	the last province save those the enemy is actually in. 

	Move the fighters to Krivoy Rog. The bombers are critical, 
	so we will let the mrest and recover this turn. 

	Move the artillery in Zhitomir back into Kiev. 

	Turn 4

	The Russians attack and destroy the motorized unit in Kharkov. 

	The 12 group is in Kharkov. 

	The bombers are still in the red and must recover.  The fighters
	strike the only available target. 

	Move all troops in kiev save 1 group into Poltava. 
	Move  1 airborne troops into Sumy.  Move everyone else 
	into Zaporozhye that will fit. Leave 1 infantry in 
	Melitopol.

	

	
	Turn 5 

	The enemy attacks and destroys my unit in Sumy. 

	I want to finish him now but I'm still short of the 
	bonus objective. I take a chance. Instead of eliminating him 
	completely I send 1 unit back to Kiev to close the door,
	then attack with all units in Poltava and Zaporozhye
	deliberately leaving him and Avenue of retreat. I still 
	hit him with all aircraft, however. 

	The enemy is now in the red and down to 8 units. Move
	my unit in Belgorod to join my troops now in Sumy. 

	Turn 6 

	The enemy advances into Stalino threatening to attack my 
	1 unit in Melitopol and then push through into Sevastopol. 
	This has gone on long enough, and as it happens I have 
	91, so there's no need to stretch this out any longer. 

	Move all troops from Sumy into Kharkov. 

	Strike with all aircraft and attack from Zaporozhye into
	Stalino. The last pocket of Russians on the map is
	destroyed. 


	The scenario is over. We have achieved the gold badge and 
	the bonus objective.  	

	
	Historical Outcome 

	See 10.2.4 for details. The Russians overran the Crimea
	and took Sevastopol. 




	11.2.5) Operation Bagration  [#GR02BAG]


	Overview

	This is the German version of scenario 10.2.4. For historical
	details see that scenario. 

	Welcome back to defensive hell.  The Russians have overwhelming
	everything. If that's not enough, we must hold 3 separate 
	objectives. 1 of which is 1 turn from annihilation, 2 is two
	turns from annihilation, and the third isn't much further 
	away at all. To top it off, your only reinforcments come
	from Lublin which is so far to the bottom of the map
	it's almost pointless to expect them to show up.  
	Very, very tough. 
 
	How to win? Simple. Kill everyone very, very quickly! 

	Objectives 


		Primary Objectives
		
		Hold the province of Talinn until the
		beginning of turn 3.  

		Hold the province of Riga until the beginning 
		of turn 5.

		Hold the province of Minsk until the beginning of
		turn 9.		

		Gold Badge: 

		Hold Minsk until the beginning of turn 13. 

		Red Medal: 

		Hold Minsk until the beginning of turn 11. 

		Stripes: 

		Hold Minsk until the the start of turn 9.


		Supplementary objectives: 
		
		Destroy 20 enemy divisions 

		Defeat conditions
		
		Lose Talinn before the start of turn 3
		Lose Riga before the start of turn 5
		Lose Minsk before the start of turn 9

	Participating Sides		
		Germany 					
		Russia

	
	Order of Battle 

				
	Germany:
		30 basic infantry divisions
		7 elite infantry
		5 artillery
		2 motorized divisions
		7 tank 

		6 fighters
		6 bombers 
 		
	Russia:
		21 basic infantry divisions
		6 elite infantry
		2 motorized
		4 artillery
		9 tank 
		2 motorized infantry
		19 fighters 
		12 bombers
	Walkthrough 
	
	At first glance this scenario seems impossible.  And it is,
	if you drag it out.  Overwhelming power with many
	reinforcements two turns away from the objective while yours
	have to come across the map?  There's no way to win if 
	you play passive defense.  You MUST hit them out of the
	starting gate and not let up! 

	As in this illustrative scenario. 

	Turn 1 
	Move all units in Minsk into Wilno, and all units 
	from Wilno into Swieciany.  
	
	All troops from Grodno into Wilno. 

	All troops from Bobraisk into Minsk. 

	1 infantry from Mogilev to Orsha as bait. 

	All troops who will fit from Gulbene into Talinn, and the rest
	into Riga. 

	All ground troops from Jelgava into Riga.
		
	As many troops as will fit from Jekapils into Swieciany,
	and the rest into Riga. 

	All aircraft strike the tank concentration in Vitebsk.

	Turn 2

	The Russians take the bait and charge into Orsha and Degaupulis. 
	They also move southeast from Vitebsk into Pskov, leaving that
	area unguarded.  

	We'll take advantage of that. Advance 1 infantry unit into 
	Leningrad, destroying the aircraft there. 

	Move a single infantry from Swiecieany into Vitebsk, destroying
	the 10 aircraft there. 

	Supported by air, all units in Mogilev, Minsk , and Wilno
	attack the units in Orsha, destroying them.  

	Move 1 unit from Riga into Jekapils. Move all units from Talinn
	into Gulbene. 

	Order 1 unit from Riga to attack Degaupulis, assisted by all
	other units in Gulbene, Swieciany, and Riga. 

	They are forced to retreat into Pskov, losing 8 units. 

	Unfortunately, our unit attacking Degaupulis was destroyed.

	Order all fighters to patrol above Swieciany. 

	Turn 3

	Note that we have achieved one objective: It is now impossible 
	to lose the game because Talinn is captured by the Russians. 


	The Russians counterattack Leningrad and Vitebsk, taking them
	both but leaving their last bit of aircraft uncovered in Pskov. 
	They nonetheless buy 6 more bombers and 3 more fighters in 
	Leningrad. 

	Move 1 unit from Gulbene into Pskov.  This is practical suicide,
	but I must lure the enemy from Riga which is still 
	vulnerable for another two turns. 

	Move 1 soldier from Jekapils to Dagaupulis.

	Race 1 motorized unit from Swieciany through Dagaupulis 
	into Nevel. 

	Attack Vitebsk with all troops from Orsha supported by all troops
	in Swiecieany. The group is destroyed. 

	Move all troops from Riga to Gulbene. 

	Move troops in Grodnow into WIlno. Move troops in Mogileve into
	Orsha. 



	Turn 4 

	The Russians march into Talinn anyway and buy 
	a 12 group of infantry in Leningrad. 

	Allow the bombers to rest. 

	Buy an 8 group of airborne infantry and drop them on Leningrad
	supported by all troops in Pskov. 

	Move troops in Dagaupulis into Gulbene. 

	Move troops in Vitebsk into Dagaupulis.  

	Move troops in Vilna and Orsha into Swieciany.  

	Allow troops in Swieciany to rest. 

	Turn 5

	The Russians push back and attack Leningrad. They hit
	my 8 divisions.  All but one has nowhere to retreat to and 
	are destroyed. It was a VERY costly sacrifice but we 
	have saved Riga.   Now that it is turn 5, the
	scenario cannot be lost by losing Riga.  The only way to
	lose is to lose Minsk, and that is so far away from Leningrad
	it is VERY unlikely. 

	Move troops from Gulbene into Talinn. Move troops from 
	Dagaupulis into Gulbene. 

	Troops in Nivel and Swieciany into Dagaupulis. The 
	troops in Pskov now have a line of retreat into 
	Nivel if necessary, and if the Russians do succeed in 
	forcing us back we will encircle and destroy them. 
	Likewise, if they hit our seven divisions in Talinn we will
	take Leningrad and, again encircle and destroy them. 
	If they stay where they are, we will hit them
	with 19 divisions next turn. 

	In chess, this phenomenon is called "checkmate". 

	Bombers strike Leningrad.  Fighters move to Gulbene
	to assist next turn. 

	Turn 6
	The Russians attack Talinn and force our 7 group back. 

	When they do, they purchase yet ANOTHER 12 group of 
	infantry in Leningrad. So there is a 12 group
	in Leningrad and a 12 group in Talinn. 

	Fine. Hit them with the 12 group in Gulbene supported
	by all aircraft. 

	It works. 

	Leningrad is encircled. If I wait till next turn they may
	push me back out of Talinn and buy ANOTHER 12 group of
	infantry.  But I have a 12 group in Pskov and 85 resource
	points, so I'm not going to give them the chance. 

	I buy a 5 group of airborne infantry and attack Leningrad
	supported by the 12 group in Pskov.  They can't buy
	even more reinforcements until next turn. 

	That does it. With all troops destroyed, and all provinces
	captured, the Russians can't hurt us anymore.  Their
	infinite reinforcements do them no good with no province
	to bring them into! 

	We achieve the gold badge and the bonus objective. 

	And how! We needed to destroy 20 divisions. We destroyed 
	*89*, including 9 tank divisions and 22 air divisions. 24
	of them in the last 2 turns because the Russians reinforced
	with 24 divisions of infantry in the last turn. The victory 
	did not come cheap, however.

	Historical Outcome 

	See 10.2.5 for details. The Russians absolutely crushed the
	Germans and almost totally destroyed Army Group Center charged 
	with defending this area.  


	11.2.55 IMPORTANT INFLECTION POINT [#GRO2INF]

	Pay close attention to the next cut scene, because for the
	first time it has an impact on game play. During this
	cut scene, August Eichhorn will be directly ordered to 
	commit a war crime.  Not long after, he will be approached
	by the anti-Nazi conspiracy which plans to overthrow 
	Hitler and end the war.  

	You will be presented with a dialog box question: Do
	you want to oppose Hitler and oppose the Nazi Regime? 

	If you select no (x), Eichhorn will throw in his lot 
	with the Nazis. Nothing will happen immediately. 
	You will play 11.2.6 as normal. However, upon 
	conclusion of 11.2.6 you will then play scenario
	11.2.7, in which you will lead the German forces
	in the final desperate defense of Berlin.  

	If you select yes (check mark), you will NOT play
	11.2.7 at all. Instead, upon the conclusion of 
	11.2.6 you will instead play through alternate
	scenario 11.2.8, in which you must lead the
	anti-Nazi conspiracy against both Nazis AND 
	Russians for the future of Germany! 



	11.2.6) Balkan Operations  [#GR02BALK]


	Overview

	This is the German version of scenario 10.2.6. For historical
	details see that scenario. 

	Well, this is a bit of a breather after that last scenario.
	This one is nowhere near as intense, although it is also
	a defensive scenario. 
	You have a lot more space and a lot more provinces to 
	work with. 
	The enemy does not have as many units
	or aircraft, and their objectives are widely separated.	
	This means that the AI can't make up its mind and will
	shift focus from one objective to the other between
	turns. This makes what should be a very difficult task
	doable.	 
	
	Objectives 


		Primary Objectives
		
		Destroy 30 enemy divisions

		Gold Badge: 

		Complete the primary objective in 8
		turns. 		

		Red Medal: 

		Complete the primary in 10 turns. 

		Stripes: 

		Complete the primary in 12 turns. 

		Supplementary objectives: 
		
		Lose 20 divisions or fewer. 

		Defeat conditions
		
		Lose the province of Sofia OR
		Lose the province of Budapest OR
		Lose the province of Belgrade. 		

	Participating Sides		
		Germany 					
		Russia

	
	Order of Battle 

				
	Germany:
		11 basic infantry division
		8 elite infantry
		4 artillery	
		4 motorized infantry
		3 tank
		
		 		
	Russia:
		19 basic infantry divisions (upgraded level 1)
		4 elite infantry (upgraded level 2)
		5 artillery
		6 motorized division (upgraded level 1)
		6 tanks (upgraded level 2) 
		4 fighters
		4 bombers		
		
	Walkthrough 
	
	The hard part is that you must defend Sofia, Belgrade
	and  Budapest. You don't have to defend Bucharest as in the
	Russian version of this scenario because the Russians
	got that province for free on the starting turn
	in this version of the scenario.   The problem is
	that you have forces enough to defend the southern
	front of Sofia / Belgrade OR the northern front of
	Budapest but not both.  

	Incidentally, if you have been spending your 
	upgrade points for production points it will
	pay off dividends. 

	If this were against a human opponent with these
	conditions, you could not win. The Russians would
	simply pick an objective, put all forces behind
	it, and drive through. You could not stop them.
	But the AI doesn't do that.  Instead, it will
	seemingly have trouble deciding between
	Budapest and Belgrade, which will mean forces
	purposelessly shuttling around the map
	without attacking either.  

	I recommend you pick a front-- the southern front is 
	better because there are more encircling opportunities --
	and use the tactics we learned earlier to defeat
	that front first.  Then push back into the Russian
	starting positions to clean out the aircraft. 

	This will force the other team to pull back and fight
	you, at which point you can defeat them as well 
	until the scenario goals complete. 


	Turn 1 
	
	Move troops in Pleven to Vraca.  Race troops in
	Constanta first to Pleven and then to Craiova. 

	Concentrate troopsin Timisoara and Sibiu into
	Craiova.

	Race troops in Novi Sad through Timisoara into 
	Craiova. 

	Move troops in Belgrade into Nis. 

	Move 1 motorized troop from Nis into Craiova.
	Move the other from Nis into Vraca. 

	Move troops from Budapest into Debrecen. 

	Turn 2 

	The Russians move a 12 group into Constanta.
 
	Decide to tempt them. Move 1 division from
	Sofia into Pleven.  Purchase 4 motorized units
	and place them in Nis. Move troops currently in
	Nis into Vraca. 

	Turn 3 

	For no obvious reason, the Russians begin to withdraw.

	5 Russians move into Pleven, 4 in Constanta, and 1 in 
	Bucharest.  There is also a 12 group in Arad west of Sibiu. 

	From Craiova, attack Bucharest with 6 infantry and artillery 
	divisions. 

	Race motorized and armored troops from Craova through
	Bucharest to Constanta, forcing the troops into Pleven. 

	Move 1 infantry from Vrcaca into Craiova, then attack Pleven
	with all troops in Craiova and Sofia. 

	The offense is successful. 9 enemy divisions down. 21 to go. 

	Move the troops from Debrecen into Timisoara. Have the 
	Motorized troops in Nis join them. Purchase 6 more 
	basic infantry in Nis.

	Turn 4

	The russians retreat.  The group in Arad moves north. 

	There is now a 8 group in Satu Maru, a 1 group in Cluj-Napoca,
	a 4 group in Iasi, and a 12 group in Ismail. 

	Move the troops in Bucharest into Constanta. Allow the troops
	in Constanta to rest and recover from their exertions. 

	Move the troops in Pleven into Bucharest. 

	MOve the troops in Timisoara and Craiova into Sibiu. 

	Move the troops in Nis into Craiova. 

	Turn 5 

	A 1 group of infantry continues to move west from
	Satu Mare towards Budapest. 

	The others retreat. There is now an 8 group force in Bacau, 
	a 4 group force in Iasi, and a 12 group in Ismail. 

	Drop two paratroops on top of Dobrecen. The enemy is forced
	back to Arad.  

	Attack the force in Arad with 1 unit from 
	Sibiu supported by all other units in Sibiu. 

	The unit is destroyed. 10 down, 20 to go. 

	Move 10 unit from Bucharest into Brasov, and
	12 troops from Constanta into Tulcea. 

	Move 1 troop from Craiova into Sibiu to replace the 
	one detached to destroy the Russian unit in 
	Arad. 

	Turn 6

	The Russians retreat from Bacau and concentrate in
	Iasi, Ismail, and the province north of Ismail. 
	They appear to have given up and have huddled in
	the northern provinces for a final last stand.  

	Move 1 troop from  Arad to Cluj-Tapoca.  

	Race 1 motorized unit  from Sibiu 
	through Cluj-Napoca into Bacau. 

	Move troops from Debrecen to Satu Mare. 

	Have 1 troop from Brusov to attack Iasi, supported
	by all other units in Brusov. 

	Move all troops in Sibiu into Cluj-Tapoca.
	Continue to move motorized troops into Bacau. 		

	Move troops from Craiova into Bucharest. 

	Turn 7 

	The Russian group in Ismail counterattacks my 
	troop in Iasi, making room for them to purchase
	a 6 group of infantry and a 3 group of artillery 
	in Ismail. They now have troops in Iasi, Ismail,
	and directly north of Ismail. 

	Attack Ismail with all units in Tulcea. 

	The attack is successful. This kills many ground units
	and all their air units here. 

	Now paradrop 5 air units into Iasi supported by 
	all units in all adjacent provinces, save 1 in
	Brusov which we move to Tulcea to 
	conduct a retreat,  for a total
	of 17 units against 12. 

	The attack is successful. The entire
	12 group is destroyed. The scenario is over. 

	We have destroyed 35 units (including 4 air units
	and 6 tanks) while losing 4.  

	Thus, We achieve both the gold badge and the bonus 
	objective. 

	Historical Outcome 

	See 10.2.6 for details. The Russian attacked captured
	Romanian and Bulgaria, but Belgrade was harder and the
	advance on Budapest was permanently stalled, taking
	almost to the end of the war to complete. 



	11.2.7) The Battle for Berlin [#GR02BERL]


	Overview

	This is the German version of scenario 10.2.7. For historical
	details see that scenario. 

	So you've thrown in your lot with the Nazis, eh?  You lead
	the last defense of Germany. Unlike the Russian version of
	this scenario, the enemy already has Warsaw.  

	This scenario is a Clash of the Titans.  You have many
	forces but the enemy's air and armor is overwhelming. 
	They have more than 20 tank divisions at the start! 

	Despite this, it is possible to counter the enemy
	attack and inflict massive casualties in the first 
	few turns, delaying the enemy and allowing your 
	resource advantage to turn the tables.  Then 
	either launch your own counteroffensive 
	or run out the clock. 

	Note that this is the final scenario of the campaign,
	and so you should spend any remaining upgrade points. 
	You lose them all at the end of the scenario 
	anyway. 

	
	Objectives 


		Primary Objectives

		Hold the province of Berlin for 
		at least 8 turns.		

		Gold Badge: 

		Hold the province of Berlin for 14 turns.

		Red Medal: 

		Hold the province of Berlin for 11 turns.

		Stripes: 

		Hold the province of Berlin for 8 turns. 

		Supplementary objectives: 

		Hold the province of Vienna for 7 turns.		

		Defeat conditions

		Lose the province of Berlin before the 
		start of turn 9, or lose all your troops. 		

	Participating Sides		
		Germany 					
		Russia

	
	Order of Battle 

				
	Germany:
		23 basic infantry divisions
		12 elite infantry  
		5 artillery	
		1 motorized infantry	
		9 tank 
		15 fighters 
		5 bombers	
	 		
	Russia:
		18 basic infantry divisiosn
		5 elite infantry
		4 artillery
		9 motorized infantry		
		24 tank
		16 fighters
		16 bombers		
	
	Walkthrough 

	Okay, the first problem you have is that the enemy has 
	overwhelming armor and air power. Notice that there are 
	about 5 enemy provinces and each one of them has 12 divisions
	in it. What does that make you think? 

	If it makes you think: "There's nowhere for them to go; 
	If they lose a battle there will be nowhere to retreat to 
	and they'll lose the entire group. I can knock out whole army
	groups at once", then you're finally getting the hang of this  
	game! 

	This scenario must be won quickly, in the first few turns, 
	while the enemy is still bottled up. If once the enemy breaks
	out of their starting positions in any meaningful way they 
	will run wild; there will be no stopping them.  

	So the trick is to keep them hemmed in their starting positions.
	
	You can't launch a pre-emptive attack on the first turn to wipe
	out dozens of divisions in a single blow, but you can withdraw
	your troops from first contact and minimize the damage that will
	be done by the enemy's first mighty attack.  Then you can 
	manipulate the enemy's forces by deliberately weakening 
	defensive positions in order to deceive the enemy 
 	into easily encircled positions,
	then surround and destroy the entire group.  Motorized 
	forces  are at a premium for these encircling operations.  
	Destroy enough  of them, and they will retreat
	and regroup. You have an advantage in that you have many more 
	provinces than the enemy, and you can pour in reinforcements 
	to gradually push the enemy into a hedgehog and destroy him 
	-- IF you can keep from being destroyed by the aircraft. 

	The enemy aircraft in this scenario are overwhelming. If 
	you are not careful, they will launch powerful concentrated 
	attacks and wipe out 5 or 6 divisions at a time. You cannot 
	survive that. 

	Obviously, you should launch deep raids with airborne and 
	motorized troops to destroy them on the ground whenever 
	possible, and  equally obviously you can use your own fighters 
	to protect your people. But it won't be enough.  What to do? 

	Well, the solution to this lies in the greatest problem : The 
	enemy will always try to target the largest tank concentration 
	on the map. So it's a bad idea to just have a 12 group of 
	tanks on the map, because you've painted a big bulls-eye on it
	and the Russian air will destroy it quickly.  

	The first solution, then, is to do the opposite of what is
	normally good sense and break up your armor , burying them 
	in twos and threes and fours in multiple stacks with lots 
	and lots of infantry.  The attack on a stack is divided among
	all its members, so 1 tank stacked with 11 infantry will 
	usually take minimal damage, while an attack on a single tank 
	from the same air will destroy it entirely.  

	So dividing up your tanks and hiding them under multiple 
	stacks of infantry means the enemy air will divide its 
	attacks among all the stacks, dissipating the effort. So 
	each stack will receive a far weaker attack and be far more 
	able to absorb it. In a  previous test scenario, I lost 8 tank 
	divisions in a single turn because they were stacked together.  
	Dividing the tanks among many groups meant that none of them 
	were lost directly to air attack.

	However, this is not enough.  Tanks are most effective in 
	large groups, so dispersing them into many groups is normally
	a bad idea. The solution, then, is to keep the dispersed 
	tanks stacked in many groups *that are close together*.
	Then, at need, they can use their superior mobility to 
	quickly concentrate and attack as a fist, then disperse
	again in the next turn.  

	It IS possible.  Avoid the initial blow,  lead the initial 
	enemy attack into ambushes and then inflict terrible wounds
	with counterblows.  Destroy enemy air and mitigate its effect.
	Bring up reinforcements, push the enemy back to his 
	starting positions, then destroy him utterly. It can be done.
	It must be done. 
	

	Turn 1 

	We don't have the strength to hit anyone, so concentrate on
	pulling everyone back from the initial attack or, failing that, 
	moving them into such a position that they will not be 
	struck by overlapping groups. 	

	Move troops from Bielce and Warsaw into Lodz. 

	Move troops from Czestochawa into Lodz. 

	Move troops from Kosize and Zilina into Cracow. 

	Move troops from Czestochawa into Cracow. 

	Move 1 elite infantry from Kielze to Kosima. 

	Move troops from Danzig and Torun into Poznan. 

	Move troops from Brno to Zilima. 

	Move troops from Breslau to Oppeln. 

	Move troops from Vienna to Brno. 

	Aircraft from Vienna and Kosima to Ostrav.

	Aircraft in Prague to patrol over Cracow.

	Aircraft in Berlin to patrol over Poznan. 

	Aircraft in Danzig to move to Cottbus. 


	Turn 2 

	The enemy pushes into Lodz, Toran , and Przemyul. 

	Move 1 infantry from from Czestochawa to Kielce. 

	Race motorized infantry from Cracow through Kielce to
	Zamosc, destroying the aircraft there.

	Move tanks from Opel into Cracow. 

	Joint attack from Cracow and Konice into Przemyul. The encircled
	12 group there is destroyed. 

	Drop 2 paratroops on Lublin, which is garrisonned by 2 infantry.

	The attack is successful. The infantry are pushed out and
	the aircraft there are destroyed.  The Russians are down to 60%
	of their air strength in this scenario. 

	Order 1 troop in Czestochawa to attack Lodz supported by 
	all other troops in Czestochawa and Poznan. 

	The attack is successful. The Russians have nowhere to
	retreat to and this group is also destroyed. 

	The attacking unit is also destroyed, freeing up our other troops
	for further action.  

	Order 1 troop to attack from Stettin supported by all 
	other units in Stettin and Poznan, supported by all bombers
	that can reach. 

	All other bombers to attack targets of opportunity, tanks
	for preference. 

	Troops from Oppeln into Poznan until full, then the rest into
	Czestochawa. 

	Move troops from Cottbus to Kuttrin. 
	
	Move troops from Zilina to Cracow. 

	Move troops from Brno to Zilina. 

	Move fighters from Prague to Oppeln. 

	Aircraft to patrol over Poznan and Cracow. 

	It appears we have destroyed 24 divisions including
	many tanks and 2 provinces worth of air, so the enemy
	is now down to half their original strength.  We 
	have many more provinces, so it is conceivable
	we will wear them down. 

	Turn 3 
	
	The enemy is concentrating almost all aircraft fire on 
 	my group in Przemyul. Already it is down to 8 units in
	the red. I must scatter the group in the hopes of 
	saving some, or it will be destroyed next turn. 

	Move troops from Zilina into Kosice. 

	Move 4 tanks from Przemyul into Kosice. 

	Move the rest of your units into Cracow and race
	all that will fit into Czestochawa. 

	Move troops from Kielce and Zamosc into Cracow. 

	Attack Torun with all aircraft that will reach. 

	Retreat 2 troops from Stettin into Stralsund
	in the hope of drawing in the 12 group in Danzig. 

	Purchase 4 motorized units in Berlin.  

	All remaining aircraft to patrol over Poznan and
	Cracow. 


	Turn 4

	My scheme to divert fire from my tanks is successful.
	The enemy attacks many different groups but no
	divisions are destroyed from the air.  And
	the 12 group takes my bait, driving into Stettin. 
	Otherwise the enemy begins a retreat to the northeastern
	section of the map, holding Stettin, Danzig, Torun, 
	Warsaw, and Lublin. 


	Close the door behind the 12 group in Stettin
	by moving 1 infantry unit from Poznan into Danzig. The group
	is now completely encircled.  

	Move motorized infantry from Berlin into Stralsund. 

	Now all troops in Berlin and Stralsund attack Stettin
	supported by all troops in Poznan. The enemy is destroyed.
	The Russians now have, besides their remaining aircraft,
	a 12 group in Torun, a 5 group, and two 2 groups as well
	as their aircraft. 

	All aircraft that can reach strike Warsaw, destroying the
	2 group there. Other aircraft strike targets of opportunity
	or patrol over Poznan. 

	Move troops from Kosima into Przemyul. 

	Move troops from Cracow into Kielce. 

	Move 1 troop from Czestochawa into Poznan.  

	Move 1 infantry from Czestochawa into Lodz
	as bait. 

	Turn 5 

	The Russians push into Danzig and Lodz.  There
	is a 4 group of tanks in Danzig, a 9 group in Lodz, 
	and a 6 group of infantry (just purchased) in Konigsburg. 

	Move 1 infantry from Kielce into Lublin. 

	Race 1 tank from Kielce through Lublin into Warsaw, 
	destroying even more aircraft. 

	Move 1 infantry from Poznan into Torun. 

	Move 4 tanks from Przemyul into Kielce.  

	Attack the completely encircled Lodz with 
	all troops in Czestochawa and supported by
	all troops in Kielce. 22 units to 9. 

	The attack is successful. The pocket is 
	liquidated. 

	Move remaining troops in Przemyul into Zamosc. 

	Race 1 tank from Poznan through Torun into
	Suwalki, eliminating another few divisions of
	russian aircraft. 

	Now all troops in Stettin attack Danzig
	supported by as many troops as will fit from
	Poznan, and the rest of the units in Poznan support.
	We also support with every aircraft that can reach. 

	The units are destroyed. The enemy now holds
	only the province of Konigsburg with 6 infantry and 
	7 aircraft. 

	Allow all aircraft not in red to move up to Poznan and Lodz. 

	Turn 6 

	The Russian infantry pushes into Suwalki, leaving the 
	Russian aircraft uncovered in Konigsburg. The Russians
	hold Konigsburg (with aircraft) and Suwalki (with 6
	infantry) and nothing else anywhere on the map. 

	Move all infantry and artillery in Danzig into Konigsburg,
	destroying the last red aircraft.  Once the province is secure,
	race motorized troops into Konigsberg and poise them for attack. 

	Now drop 8 airborne units on Suwalki supported by all adjacent
	troops not in the red and every aircraft not in the red that
	can reach. 

	The attack is successful. With all enemy troops eliminated and
	all provinces captured, the scenario is over. 

	We have achieved both the gold badge and the bonus objective. 

	The scenario is over, and with it, the game.

	Historical Outcome 

	See 10.2.7 for details. History cannot be changed by
	victory in this scenario.   Germany was squeezed between
	the United States and Russia like the Star Wars characters
	in a garbage masher.  But there was no handy R2 unit to 
	rescue them, no miracle was forthcoming.  The Russians
	captured Berlin and Germany surrendered unconditionally. 



	11.2.8) Alternate: The Battle for Berlin [#GR02FREE]


	Overview

	This is an alternate German version of scenario 10.2.7. For 
	historical details see that scenario. 

	This alternate history owes much to the 20 July plot, in
	which German officers led by Count von Stauffenberg attempted
	to kill Hitler and overthrow the Nazi regime.  This scenario
	takes place 9 months later, in April and May of 1945. 
	August (the viewpoint character) and his accomplice have seized
	control of Army Group South shielding Vienna. With the 
	full cooperation of every man in the group, they set out
	on a desperate quest to battle both the Russians
	and the Nazis, capture Berlin, overthrow the
	Nazi regime, sign a peace, and save Germany. God help you,
	you're going to need it. 

	Note that this is the final scenario of the campaign,
	and so you should spend any remaining upgrade points. 
	You lose them all at the end of the scenario 
	anyway. 

	
	Objectives 


		Primary Objectives
		
		Capture Berlin. Simply setting foot in it is sufficent. 

		Gold Badge: 

		Complete the objective in 11 turns. 

		Red Medal: 

		Complete the objective in 13 turns. 

		Stripes: 

		Complete the objective in 15 turns. 

		Supplementary objectives: 

		Capture 20 provinces. 

		Defeat conditions

		Fail to capture Berlin by the start of 
		turn 16, or lose all your troops. 

	Participating Sides		
		Germany (Resistance) 
		Germany	(Loyalist) 				
		Russia

	
	Order of Battle 
	Germany (Resistance): 
		5 basic infantry divisions
		2 elite infantry
		7 tanks				
	Germany (Loyalist):
		34 basic infantry divisions (upgrade level 1)
		23 elite infantry (upgrade level 1) 
		8 artillery
		8 tanks (upgrade level 2) 
		11 fighters (level 1) 
		3 bomber  (level 1) 
				
	Russia:
		19 basic infantry divisions (upgraded level 1)
		5 elite infantry divisoin (upgraded level 2)
		3 artillery 
		9 motorized infantry (upgraded level 1)
		16 tanks (upgraded level 2) 
		20 fighters 
		19 bombers 

	Walkthrough 

	The obvious first: You are greatly outmatched. The only
	advantage you have is your upgrades (if you purchased them). 
	Both sides are extremely powerful while you have only 
	a few troops and a tiny handful of provinces.  If this
	Battle of Berlin is a Clash of Titans, you're a little 
	cockroach scurrying between their feet. 

	Nonetheless, even a small thing can make a difference,
	if properly employed.  In this case your chance comes
	from the fact that the other two sides are more 
	interested in fighting each other than crushing you. 
	Get out of their way, gobble up all of the provinces
	you can away from the main clashes, and make your
	way to Berlin with as many troops and resource
	points as you can.  Avoid all combat that you possibly
	can; even a victorious battle will weaken your troops
	and you don't have enough.  Take advantage of the fact
	that the AI normally won't target you if you are not
	adjoining them. So stay away from both Russians and 
	the fanatic troops or, if you must be next to them, 
	try to have more troops than they to deter attack. 

	Let the Russians do your work for you. Left to themselves,
	they will smash through the loyalist defenses and 
	take Berlin.   If you do not have the strength to take 
	Berlin by direct assault, you can wait until the Russians
	have had a crack or two at it to soften it up. Or, if the 
	Russians take it, it is likely that the force they use will
	be weakened by the battle.  The loyalists will defend Berlin
	with everything they have , and 12 divisions in a fortified
	province do not die easily.  So you can wait for the Russians
	to take the city, then step in and take it right back from
	them on the next turn.  This will be your last, best chance.
	If you aren't able to do it very quickly after this the 
	Russian tide will sweep down, push you away from Berlin, 
	and destroy you.  

	Ironically, this is one of the easier scenarios because you
	have few objectives. There is no critical province to defend
	that is two turns away from defeat.  You haven't got a hope
	of overpowering either foe, so don't bother to try, or to 
	defend your provinces.   Don't bother with the additional
	objective, and don't care about medals.   Your focus should
	be on one thing, and one thing only: Taking Berlin. It is 
	the only thing that matters.   

	
	Turn 1 

	Move 1 infantry from Brno to Ostrav.  

	Race 1 tank from Brno to Ostrav and 
	from there to Prague, destroying the loyalist 
	aircraft there.  

	Move 1 motorized infantry into Kosice, destroying
	more loyalist aircraft. With half the loyalist
	air destroyed, their fate at the hands of the 
	Russians is sealed. Tragic, but you want them to
	divert more troops to fight the Russians and not 
	attack you! 
	
	All other units to congregate in Tabor. 

	Move 1 tank from Tabor into Salzburg, giving us
	1 more province. 


	Turn 2 	

	The Russian onslaught begins, taking Warsaw and Toran. 

	The loyalists regroup for the final battle, but they
	have time to counterattack my armored division in Prague,
	forcing it to retreat to Ostrav. They also attack my
	motorized unit in Kosice, forcing them back to Banska 
	Hystrica. 


	Move all troops in Ostrav and Tabor into Kotna Hora. 
	It is large enough that the loyalist troops in Prague should 
	ignore us. 

	Move the tank in Salzburg into Regensburg. 

	Race motorized unit in Banska Hystrica through Brno
	to Vienna. 

	Turn 3 

	The Russian onslaught takes Poznan and Czestochawa. 
	The loyalists ignore us and prepare their defense. Time
	is running out.  However, there is a 12 group in Cottbus
	and a 10 group of loyalists 
	in Breslau so I cannot enter Prague. 

	Move my troops in Kunta Hora into Usti. 


	Turn 4 

	The Russians take Danzig and Cracow. 

	The loyalists ignore us and concentrate around
	Berlin. There is an 6 group in Leipzig, 
	an 8 group in Cottbus, and a 1 group in 
	Breslau.  I cannot enter Dresden because it is overlapped
	by the first two groups. So I move my 12 group into 
	Prague instead. Move my motorized infantry from
	Vienna through Tabor To Salzburg. 

	Purchase 6 basic infantry in Vienna. 

	Turn 5

	The Russians enter Breslau and Stettin,
	two provinces away from Berlin. 

	The loyalists regroup. There is a 12 group in 
	Leipzig and a 2 group in Dresden. 

	Move all troops in Prague into Usti. 

	Move all troops in Vienna into Tabor. 

	Turn 6 
	
	The Russians enter Stettin and Straslund. There
	are now 24 Russian divisions adjacent to Berlin, 
	but the appraoch path is still blocked by
	the loyalist 12 group in Leipzig. 

	The Russians take Ostrav from me. 

	Move my 6 reinforcment 
	infantry into Kutna Hora. I can do nothing else. 

	If I push further up, I can get double teamed by the 
	loyalists in Leipzig and the Russians in Stettin. 

	Turn 7 

	The Russians capture Berlin and continue to push
	into my eastern area.

	Move my 12 group into Dresden.  

	Move troops into Usti and Kutna Hora. 

	Turn 8 

	The Russians attack Cottbus, leaving Berlin
	unoccupied. The loyalists push back into Berlin and 
	take it with 12 divisions. 

	I push into Leipzig and Usti. 

	Turn 9 

	The Russians take Berlin back and garrision it 
	with 12 troops.

	Now or never. I attack Berlin with 8 airborne troops
	using the resources I collected supported by my 12 group
	in Leipzig. 

	Success. We take Berlin. The battle is over. 

	And so is the campaign.  We win the gold badge but 
	not the bonus objective. Like there was ever any 
	realistic chance of that. 


	August Eichorn, having successfully overthrown what is 
	left of the Nazi government, is now ready to negotiate 
	a peace with the western allies and enlist them in 
	fighting with him against the Russians. 	

	Historical Outcome 

	This didn't happen in the real world , because if there ever
	had been a full German army group willing to oppose Hitler 
	history might have taken a very different turn. As it is, his 
	popularity was such that the coup planners determined to kill
	Hitler before doing anything else but failed. The coup fell
	apart as soon as Hitler was able to get to a radio station and
	announce that he was alive.  The coup plotters were rounded
	up and suffered a terrible revenge, save those such as Rommel
	who were permitted to take poison.  

	Even if they had succeeded as in this scenario, history 
	by April 1945 could not be altered so easily. Put simply,
	there is no way any American soldier was going to lay down
	his life to save Nazis (as he would have thought of the 
	Germans) from Russians.  There was no value to fighting 
	Russia in Europe because all the American strength was needed
	for the planned invasion of Japan, projected to cost more 
	than a million casualties. 

	The Russians, for their part, had suffered titanic losses 
	in four years of war and they desperately needed a respite to
	recover, as they had suffered more in winning the war than
	the Germans had in losing it.   Besides, there is no point
	to fighting a bloody war to gain what you can get more 
	cheaply at the conference tables in Yalta and at Potsdam. 

	Thus, this final attempt to get the western allies to save 
	Germany was quixotic, doomed from the start. Had an 
	enterprising general succeeded in doing what the fictional
	August Eichhorn attempted, it would have availed him little
	save to unconditionally surrender in Doenitz' place.  Apart,
	of course, from the fact that history would record that someone,
	somewhere, was revolted enough by the unimaginable evil of the 
	Nazi regime to stand up to it.  Had this happened, then if 
	they had not saved Germany they might at least have saved
	some shred of their honor.  

	Perhaps, though, it is better this way.  Hitler had risen
	to power claiming that Germany had been "stabbed in the back", 
	and had such a coup succeeded, future Nazis could also claim
	with truth that Germany had been stabbed in the back again.
	Perhaps some merciful higher power stepped in and prevented 
	any well-intentioned German from stopping the fate written
	for Germany -- there would be no reprieve, no
	last-minute miracle, no diplomatic solution. It would be
	recorded in history that Germany resisted to the last ounce
	of its strength, but was in the end overwhelmed and utterly
	defeated.  Perhaps the completeness, the totality of the defeat
	coupled with the lack of any pathetic "stabbed in the back"
	excuse is one reason there has not been another major war
	in Europe since.  May it never happen again. 
	


12) Credits
------------------------------------------------------------------------
Strategy and Tactics : World War II is copyright 2013 by Herocraft. 


This FAQ Copyright 2013 by Brian Pendell. This document is made available 
under the Gnu Free Documentation License 
(http://www.gnu.org/copyleft/fdl.html), and may be freely copied,
distributed and edited so long as the original author receives 
credit for the work , and any additional changes are attributed to 
subsequent authors.