AD5 Strategy Guide
By
Nebelwurfer HQ


Table of Contents


Beginning a Campaign
Choosing your Core Units
Saving Money
Experience Effects
Paying for Research
Scenario Victory Conditions
Tactics Screen Tips
Optional Rules

Beginning a Campaign

There are 2 kinds of Campaign game, Historical and Alternate History. There is an advantage in playing through the Historical Campaign first. If you succeed in invading Britain in 1940, Capture the Suez Canal in 1941, or knock the Soviets out of the war in 1941-43 in the historical campaign you carry your veteran units forward into the Red Sun / Black Cross Alternate History campaign.

Assuming you start the Historical campaign you next have to choose the difficulty level. Serious wargamers will have to disregard the Easy setting which:

A) Gives you more money
B) Allows you to Level Up/Convert units on the Tactical Screen
C) Doesn't require money to save the game
D) Doesn't require money to toggle optional game rules on/off

I have only played at the Normal setting, where optional game rules can be toggled, but at a price. In the section discussing the Tactical Screen, I will cover the effects of these optional rules and how you can use them to your advantage. This section will also be of benefit if you choose to play at the Hard setting, where money is reduced and the optional rules are always turned ON.

Choosing your Core Units

When starting a new Campaign and at the beginning of each new scenario in the campaign, you have the opportunity to upgrade your existing units that have experience or build new units. New units start with no experience. It is important to Train new units if possible before committing them to Battle. A unit gains 50 Experience each time it trains up to a maximum of 100. Units that are training cannot participate in the current scenario. Some unit types have a hard time gaining experience by fighting, such as Artillery, Anti-Aircraft, and Air Defense towed guns.

Also, the number of slots available to deploy units in a scenario is limited. If a unit never sees action because you have too many other units deployed, it would have been better to have held it back in Training anyway.

There are cases where the best equipment cannot be purchased directly, instead the low level unit that you form has to gain experience before it can Level up to better equipment. A good example of this is the Kfz 8 AA jeep. This is too weak to survive on the battlefield. Its much better to purchase several of these at the outset, let them train for a couple of scenarios, then upgrade to the sdkfz single or quad AA halftracks prior to deployment.

Naval Units

There are a limited number of scenarios in the Historical game that allow you to use Naval Units. Also the cost of Naval units is extremely high. It only makes sense to build up Naval units if you plan to play the Norway scenario and then invade Britain. If you plan to do this, keep training then upgrading your ships. The Hipper class cruisers and Bismarck class Battleships are worth the cost. Also pick up some Torpedo Floatplanes if you are intent on seeking a Naval engagement.

Ground Units

Recon and Light Tanks

Early on, a case can be made for fielding recon units and light tanks. The light armor and weak armament is sufficient against threats encountered early in the campaign. These units possess high speed and can finish off crippled units. However as time goes on they become obsolete and easily destroyed. It may be worthwhile to develop and retain some Pz 38t light tanks with high experience for conversion to Self-Propelled Artillery and Self-propelled Antitank guns later in the campaign.

I haven't played any Eastern Front scenarios yet. But if previous games are any indication, then the roads running through Russia are terrible. Many bridges can only support 10 weight unless improved with a Bulldozer. This would justify keeping some Pz 38t units for forming bridgeheads until you can improve the bridge enough for your heavier tanks to cross. Either that or convert some of the Pz III and Pz IV series tanks in late 1940 to amphibious models to serve the same purpose.

Tanks

Only medium tanks are available at the beginning of the game. The two basic models are continually upgraded during the Historical campaign period. (1939-1941) The Pz III series is far superior to the Pz IV series.

First the Pz III has better armor ratings than the Pz IV. This means this tank is both harder to damage and has more hit points than the Pz IV. Secondly, the Pz III gun is far more accurate than the Pz IV due to barrel length.

Under most circumstances, the Pz IV chance to hit with its main gun is so low that it isn't even worth trying. If the Pz IV catches a unit out in the open, it can use it's main gun for an effective Terrain attack. However the Enemy often takes position in terrain like forest, rough and so forth which reduces or eliminates the effectiveness of the Pz IV's Main gun. The only thing the Pz IV has going for it is a larger gas tank than the Pz III.

In 1942, the Pz IV was upgraded with an effective long barrelled Main gun, but this won't show up until the Alternate History campaign. By that time, much better tanks like the Tiger and Panther will make the poor Pz IV obsolete. As with the Pz 38t, some Pz IVs could be retained for possible conversion to other unit types.

Start with about 10 Pz III E. Upgrade to Pz III G when available, then wait until the Pz III J to upgrade again.

Towed Artillery

Artillery is a dominant battlefield weapon when properly employed. You start with 105mm Artillery and can upgrade to 150mm, 150mm Cannon, and finally 173mm Cannon late in the Historical campaign. Artillery should almost always be used for Terrain attacks.

You should build up a force of 6-8 150mm Cannon that have maximum training as soon as possible. These units have a range of 8 and strike with the force of a 500kg bomb. Artillery units have a poor defense rating so they should be screened from Enemy attacks at all costs.

Note that only the Sdkfz 8 and Sdkfz 9 ground transports can move the 150mm cannon. Only the Sdkfz 9 ground transport can move the 173mm cannon.

Military Trains

Military Trains can move 4 ground units 14 hexes in a single turn, Day or Night. There are very few restrictions on what units can be carried, other than the weight limit capacity of the Train itself.

For example, Military Trains can be employed to quickly drop off 3 150mm Cannon batteries and an 88mm Air Defense battery close to the front lines. Sometimes there is no track where you want to go. Bulldozers can be employed to lay new track if desired.

The most annoying drawback to trains is that they require a minimum terrain value of 50 for the train to be able to enter the hex. Most train tracks run though towns. Once you capture a town its terrain value temporarily drops to 20, preventing the Train from passing through until the damage is repaired. Also Friendly or Enemy Terrain attacks will sometimes destroy Track hexes, requiring a Bulldozer to repair the damage or lay bypass track around the damaged area.

If you are fighting on the Eastern Front, you will soon find that your Trains will not run on Soviet style track. You will have to have Bulldozers slowly convert the Track to the Standard European gauge. If you are very lucky, you can capture a city that has a Soviet Military Train inside, allowing you to utilize Soviet Track from that point on.

You should purchase at least two Military Trains for your starting force pool.

Towed Anti-aircraft

You shouldn't ever have to use these in the game. Save your money for the self-propelled anti-aircraft guns. These towed guys are too much trouble to move around. Only possible use would be to deploy around your starting base in an emergency.

Towed Anti-Tank

You shouldn't ever have to use these in the game. Save your money for the self-propelled anti-tank guns. These towed guys are too much trouble to move around. Only possible use would be to deploy around your starting base in an emergency.

Towed Air Defense

This is the only towed unit other than Artillery that is worth the trouble of hauling around. At least in the initial campaign period, a self propelled version of this gun is unavailable.

Air Defense guns are better than Anti-Aircraft guns because:

A) They have a greater range
B) They do more damage when they hit
C) They are an effective anti-tank weapon
D) They can defend against Terrain Attacks from Aircraft
(Anti-aircraft can only defend against Weapon Attacks from Aircraft)

The latter point is the most critical. A comparison of AP ratings to HE ratings will always show significantly more damage done by HE for each Bomb variety. Therefore the Computer tends to make Terrain attacks (HE) for any of its planes that carry bombs. The Computer tends to make Weapon attacks (AP) for its planes that don't carry bombs, such as Fighters.

How many 88mm Air Defense guns should you have? Try starting with 6-8 so that you can rotate units in training until all have maximized their training.

Infantry

Infantry defend well against Weapon attacks and poorly against Terrain attacks, since they have a high evasion rating, but a ground defense rating of zero. The Infantry unit with the highest evasion rating is the Paratroopers at 125, but the Mobile Infantry is a close second at 122 and is much better armed.

Infantry units are the only units capable of capturing Enemy HQs, Cities, Airports, and Ports.

Infantry should be screened from Enemy attacks whenever possible. When this is not possible, they should be sited in good defensive terrain like Forest, Cities, or Fortifications to limit damage.

There is a good mix of Infantry already in the Force Pool when the Campaign starts. You may want to consider converting some units to Cavalry because of their greater mobility. Cavalry have a movement rating of 5, where regular infantry only have a movement rating of 3. You will want to use Ground Transports such as the Sdkfz 251 to rapidly shift your infantry to where they are most needed.

Ground Transport

There is a wide range of Transport vehicles in the Game. The base level Truck is wheeled, while all others are halftracks. Each successive upgrade has a larger towing capacity. The only Ground Transport to mount any weapons is the Sdkfz with twin machine guns. This unit can still attack the turn that it drops off its passengers. The Sdkfz 251 also has slightly better armor than the other Ground Transports.

There are also some conversions that you might want to consider. For example the Sdkfz 8 can be converted into a 88mm Gun carrier. Also the Sdkfz 251 can be converted into a Wurframmen Mobile Rocket Artillery carrier.

Transports gain experience by carrying units. Thus you may want to consider sending some infantry units loaded on a transport on a joyride in your rear area to build up that Ground Transport's experience.

Build some additional Trucks at the beginning of the game and start training them.

Supply Vehicle

All units consume fuel and ammunition during a battle. Often there is not a convenient city to restore your Ground Units supply. To keep your advance from grinding to a halt, you should have an adequate number of supply vehicles on hand. Units can draw supply from a Supply vehicle that is adjacent to them.

The Horse Cart is useless because of its slow movement and limited supply capacity. Buy several of these at the beginning, train them, and upgrade them to the Wheeled Supply Truck as soon as possible.

Self-Propelled Artillery

The only Self Propelled Artillery to appear in the Historical Campaign is the Sturmpanzer I. This is a conversion of the Pz IB light tank. The Sturmpanzer I only carries 2 rounds of ammunition, its gun only has a range of 2, its accuracy is extremely low, and its armor is very weak. However its gun is very powerful, so the careful planner will still find applications for this weapon.

Keep some Pz IB units in your forcepool until this conversion is available.

Self-Propelled Anti-Aircraft Gun

The base level MG AA jeep is pitiful. Buy and Train 4 or more of these and upgrade to the sdkfz single 20mm AA gun model as soon as possible. Later in the campaign, the much more effective Sdkfz 7/1 quad 20mm AA gun model becomes available.

These units are fragile. They should be kept close behind the front lines where they can defend your combat units from Enemy Aircraft Weapon Attacks.

Self-Propelled Anti-Tank Gun

The only model that you can build from scratch is the Stug IIIB. It shares the same short barrel 75mm gun as the Pz IV, but has excellent armor for the time it is introduced.

Other than that are several conversions, such as the PZ I conversion to the Pz Jaeger I, and a French R35 tank conversion to a Anti-tank gun carrier. The Self-Propelled Anti-Tank gun doesn't field really effective models during the Historical Period with the possible exception of the Sdkfz 8 conversion to an 88mm gun carrier. Although most of these models lack anything to get excited about, it might be worthwhile to build up the experience of a few of these units if you plan to continue on to the Alternate History campaign. Then you will have some available for conversion to the better units that will be available then.

Since all SP AT Guns lack a turret, they suffer a huge penalty whenever they try to move and shoot. Letting the enemy come to you so that you don't have to move will be more effective.

Train Artillery

This will only be an issue late in the Historical Campaign. The base level Armored train is not available until Mid 1941. Upgrades to 280mm Train Artillery and 600mm Mortar Train provide a punch, although they can be difficult to employ due to their being tied to the Railroad.

Since the Armored Train can carry units, it will be faster for it to gain experience by ferrying units around than by training or combat.

Rocket Artillery

This unit is also only available late in the Historical Campaign. Rocket Artillery is potent but inaccurate. Towed Rocket batteries have 6 tubes that can scatter their attacks around the Target hex. Its therefore dangerous to have your ground units adjacent to the Target hex. Towed Rocket Artillery also has very short range compared to regular artillery, only 3.

The Wurframmen Mobile Rocket Artillery carrier is available as a Sdkfz 251 conversion much earlier. It is one of my favorite units. It is the poor man's Nebelwerfer (dedicated Rocket Artillery Carrier in the late war period). The Wurframmen is a devastating weapon. Its like having a Bomber unit that drops five 1000kg bombs at a time. But due to its inaccuracy, it scatters these blasts over a wide area. Where the Enemy is packed 2 or 3 rows deep on the front line, this little baby can blow open a hole in a hurry. Especially if the enemy is defending on poor defensive terrain like Flat Ground.

Sure, it has drawbacks. It can only fire once before it needs to reload. It takes a whopping 40 supply points, just to replace its Rocket ammo. Also, it can't move and then shoot. And the range of its rockets is only 2 hexes, forcing you to deploy it near the front line. But for all its faults, you can't argue with the results.

Construction Vehicle

You need to buy 6-8 of these at the start of the campaign. Construction vehicles are primarily used to improve the durability of cities and airports that you capture. Raising the durability of a city you control increases each turn's income. Raising the Durability of Cities and Airports also increases the number of units that can be stored there. This is important early in most scenarios, as your deployment sites are small and must be expanded before things can really get rolling.

Your bulldozers can also build new supply depots which function like cities but don't generate income. Bulldozers can also build new airports on level ground although this is expensive.

Bulldozers can also be used to create fortifications, build roads and railroads, convert railroad track to different gauges, increase the weight capacity of bridges, and repair destroyed facilities like cities and airports that have been destroyed by bombers.

Bulldozers have a very weak defense and should be screened from enemy ground units and protected from enemy Air units at all costs. Bulldozers gain experience from construction activities. More experienced Bulldozers will be more effective at raising terrain durability.

Bulldozers consume Materials and Fuel for each construction activity. This is not a concern if the Bulldozer is located on a City or Supply depot, as they will top off their supply at the beginning of each turn. Otherwise Supply Trucks should be kept nearby so that the Bulldozer can keep working without having to return to a city for re-supply.

Aircraft Units

Fighter

Fighter planes are the best available weapon for destroying enemy aircraft. Fighters are equipped with 2 primary weapons: Machine Guns and Cannons. Machine guns carry a lot of ammunition and have multiple chances to hit, but they can only do a maximum of 3 damage. That means they will be very effective against a plane with an air defense of 1, somewhat effective against a plane with an air defense 2, and useless against a plane with an air defense of 3 or better.

Cannons carry limited ammunition, have fewer chances to hit, but do up to a maximum of 8 damage. Therefore you should always choose fighter models equipped with cannons, so that you will be able to do damage to Bombers and advanced fighters that have high air defense ratings. The early BF109E series fighters have serious range problems until the BF109E-7 with fuel drop tanks is available.

Another thing to consider is that fighters have high air evade ratings. For example, your Fighter plane with no experience, and MG accuracy of 110 attacks an Enemy fighter plane with no experience and air evade of 100. Each of your MG has a base 10% chance to hit. However, if your Fighter had the maximum 250 experience then it would receive a 25% bonus. In this case every MG would have a 35% chance to hit. Since there is not much difference between Fighter Weapon accuracy and Enemy Fighter air evasion ratings, experience plays a decisive role in how much damage your fighters can inflict on the Enemy.

In your starting force pool, convert the fighters you can to BF109E-3. You can build 3 or 4 more starting level fighters, but buy the cheapest thing you can and just train them until they are ready to convert to the top of the line model.

Fighter/Bomber

The starting Fighter/Bomber is the ME-110C which doesn't carry bombs, but is better armed than the BF109E. For example the cannons on the ME-110C have 7 rounds of ammo, as commpared to the BF109E cannon having only 3 rounds of ammunition. This is a good thing, because the ME-110C has large enough fuel tanks to loiter around the battlefield for a long time before needing to resupply.

The ME-110C also has a sturdier airframe than the BF109E, meaning that each plane can absorb more damage before it is shot down. Also, the ME-110C is rated as a Night Fighter, meaning that it can take off and land at night and attack enemy planes with only a slight penalty at night.

Later on ME-110 variants become available that carry 250kg and 500kg bombs. Until then, the ME-110C is well suited to strafing attacks on ground units.

You should have 6-8 ME-110C in your starting forcepool and work on getting them up to the maximum experience level as soon as possible.

Tactical Bomber

The Ju-87 Stuka is the top strike aircraft you have at the beginning of the campaign with a pin-point ground attack accuracy of 170. You should convert existing Stukas to Ju-87B-2 model, which can carry the excellent 1000kg bomb. This plane has a low fuel capacity, but you will be sending it back to the airport to get another bomb load soon anyway, so this is not such a concern. Other variants of greater or lesser effectiveness become available later in the campaign.

You should have 4-6 Ju-87B-2 Stukas in your starting forcepool.

Strategic Bomber

These planes carry the largest bomb loads in the game, and are typically used to soften up Enemy Airports and Cities with Terrain attacks to make it easier for your Infantry units to capture them. If you are not careful though, you will end up destroying the facility. If its an Enemy HQ though, you have no worries because a HQ can never be reduced below 1 durability by a Terrain attack. The Strategic Bomber's multiple bomb attacks are also effective for blasting Ground units with Terrain attacks.

The Ju-86 light bombers you can build at the start are pitiful, but go ahead and build 4-6 of them anyway. That way you can begin training these crews in preparation for the more capable DO-17, He-111, and Ju-88 bombers that follow.

There is also a massive 4 Engine Bomber that is available at the same level as the Ju-88. This bomber can take a lot of punishment and still keep flying. Each of these Bombers has 70 hit points, while the typical bomber might have only 35-40. If you absolutely have to make a Terrain attack on a position that is well defended by Air Defense guns, this Bomber is the one for the job. Note that you will have to have a starting airfield of size 200 to deploy it, because it has 4 engines.

Air Transport

A big change in AD5 is that the number of scenarios that you are allowed to use Air Transports in is severely restricted. The only scenarios I know where Air Transports are allowed are the Norway and Crete scenarios. It doesn't make sense to buy any Air Transports at the beginning of the game. Wait until you get to a scenario that allows them before bothering to buy them because they are very expensive.

How do you tell if Air Transports are allowed in a scenario? When you are in the Strategic Screen making adjustments to your forcepool, look at the far Left hand column of the unit table. If you see a Blue icon, the unit can be used. If the column is blank, the unit can't be used. The same rule applies for ship units.

Conversion Damage

Whenever you convert a unit to a different type, if the new type has more hit points than the old type, then the converted unit will be damaged. Make sure that you select and Heal the unit before starting the scenario as healing a unit on the Tactical screen will require leaving it stored in a City for several turns.

Saving Money

The best way to save money is to limit the number of conversions you perform on existing units. The cost associated with a conversion is often nearly the same as buying a completely new unit. Don't convert a unit to a different model unless there is a compelling reason to do so. Examples: a conversion that increases an Air unit's air defense rating, a conversion that significantly improves a weapon's armament, a conversion that allows a plane to carry bombs where it couldn't before, etc.

Another way to save money is to try to limit the damage done to your planes. These are the most expensive units in the game. When they are damaged, you need to pay a porportional amount of their starting cost to bring them back to full health. Also Planes tend to cost much more to resupply than Ground units.

Also, NEVER convert a unit that you plan on training during the current scenario. Who knows, by the time the next scenario rolls around maybe there will be an even better conversion available. If you convert now, you will have lost that money without ever having benefitted from it.

You can also save money by not building new Airports and Supply Depots during a scenario. Experience will teach you the times you REALLY need to build an airport to support your offensive. If you aren't hurting for money, having advanced airbases/supply depots is worth the cost.

One last way to save money is to Disband Enemy units that you capture in cities. Often the Computer has just started building them, and if you forget about them, precious funds will be diverted each turn to repair them until they are fully restored. Remember to go back the turn after you capture a city to disband the Enemy units that you don't want to keep.

Experience Effects

Experience has a dramatic influence on the game. Some effects are:

A) Each 10 points of EXP raises all accuracy ratings by 1% to a maximum bonus of 25%
B) Each 20 points of EXP raises all evasion ratings by 1% to a maximum bonus of 12.5%
C) 0-49 (Level E) points of EXP drops all weapon initiatives by 2
D) 50-99 (Level D) points of EXP drops all weapon initiatives by 1
E) 100-149 (Level C) points of EXP all weapon initiatives standard
F) 150-199 (Level B) points of EXP raises all weapon initiatives by 1
G) 200-249 (Level A) points of EXP raises all weapon initiatives by 2
H) At 250 (Level *) points of EXP raises all weapon initiatives by 3
I) All Airplanes with 200 (Level A) or more EXP can take off at night

Ground units typically benefit most from Initiative bonuses that allow them to get off the first shot. For Airplane units, accuracy rating is a huge benefit, especially for Fighters. An inexperienced rookie with a good fighter might do no damage to an enemy fighter, whereas a seasoned veteran with the same fighter could severely damage it.

To gain experience, you must seek out enemies with experience to fight against. Enemy ground transports and Bulldozers usually have good experience and are easy targets for your planes. If there is a great difference between experience levels when two units fight, then the lower EXP unit will gain a lot and the high EXP unit will gain only a little.

If you ever lose vehicles from a unit, then its experience will drop when it goes back to base and the lost vehicles are replaced with rookies. Keep an eye on the damage for a unit and pull it back for repair if one or more vehicles/planes are nearly destroyed.

Paying for Research

After the first scenario in the campaign, each time you return to the strategic screen between scenarios you are given an opportunity to pay for research to develop new weapons.

These can either be entirely new models, or upgrades of existing models. The items which are available for purchase are randomly selected from all those which made their historical appearance by the next scenario's start date. This can occasionally work in your favor, as sometimes a later variant will be offered out of sequence.

For example, one time I had the Pz III J offered before the Pz III H. Another time, I had the Fw 190A-2 offered before the Fw 190A-1. If this happens, during future Research offerings you should reject those older variants to save money.

Generally Aircraft model research is the most expensive. You should take a long hard look at the capabilities each model brings to the table and ruthlessly cull those unpromising designs that you will never build anyway.

Do not ignore Weapon conversions. You get these for free, and can view them by changing the filter to "Convert". Usually conversions are only available for a limited time, as they are based on obsolete weapon designs.

One last thing to note: The first time I played the game, I planned to jump right from the Britain or North African campaigns into the Alternate History campaign. However, when I did so I found that a lot of the weapon designs from the intervening period were missing from the Research Table. So, I made the decision to continue on with the 1942 Eastern Front campaign to make sure that I picked up the Tiger Tank and some other useful models before going on to play the Alternate History campaign.

Scenario Victory Conditions

The are three primary ways to win a scenario:

A) Capture Objective cities whose VP totals a certain amount
B) Capture all Enemy HQ cities (Ends scenario immediately)
C) Force all Enemy HQs to Withdraw due to low Morale

Most of the time, you are on the offensive, so only A) or B) applies. When you are facing multiple enemy factions, it is a good idea to eliminate one enemy faction at a time to reduce the pressure on your units. Calling up the Conditions page and reviewing the Goals Tab will show you the cities you need to capture to knock each enemy faction out of the fight.

Then you can plan your line of attack to capture the nearest Enemy HQs to your starting base and then work your way from there. Occasionally the High Command will place more importance on terrain features such as River Crossings. In these cases, you can ignore Enemy HQs to concentrate on seizing the objectives. Once you have captured a sufficient number of VPs, the game will prompt you at the end of the turn if you want to end now, or keep playing to gather more funds.

This is an important decision. When you stop a scenario, the time remaining is multiplied by your current income to determine the extra starting funds that are available for the next scenario. You can drag things out, capturing more cities and using Bulldozers to improve the income from cities that you already control.

However, taking too long to end a scenario can have adverse effects. A scenario can have Major victory, Minor victory, and Defeat endings depending on how long it took you to end the scenario. Some times the level of victory will affect the choices for the next scenario in the campaign. It is a good idea to save the game at the earliest time that you can end the scenario. Then you can concentrate on building up your Income up until the Major/Minor transition occurs, if it makes any difference.

Note that in the North African scenarios, there are very few cities to capture. Therefore, it is hard to build up much income. As the Desert campaign progresses, you will see your funds continue to fall as a result. All the recommendations on saving money that were listed in an earlier section are even more important in this theater.

There are some scenarios where you are forced to defend, such as the Sunflower operation and Battleaxe defense scenarios in North Africa. In this case, you cannot end the scenario by capturing VP. In the Victory Tab of the Conditions screen, your VP goal will be a dash instead of a number.

The only way to win this type of scenario is to cause sufficient damage to an Enemy faction's morale to force it to withdraw. There is a VP Table that you can call up. In it you will see a certain VP amount assigned to all cities that the Enemy controls and a VP amount assigned to all units he owns. Capturing enemy cities and destroying Enemy units lowers that faction's morale by the VP amount listed in the table. When the Enemy's morale falls below the amount listed in the Victory Tab of the Conditions Table, it will withdraw at the end of its next turn. Airplanes are worth more morale VP than ground units, and ships are worth more morale VP than Airplanes. Often Transport ships will have the highest effect on Enemy morale when they are lost.

You may want to consider destroying Enemy Airports while they are packed with planes, rather than waiting for them to take off. Some Enemy planes are very difficult to shoot down and will inflict damage on your planes in the process. However, you will be gaining experience by fighting them so its your call.

Your allies, (such as Italy) also have a Morale limit linked to their controlled cities and units. You can lose a scenario if your Ally's morale fails before the Enemy's.

One last thing to consider. Occasionally one of the Enemy faction HQs is located off-map. There is no way to capture it, and it will be able to enter units from the edge of the map that is closest to its map co-ordinates. The only way to force this Faction to withdraw will be to lower its Morale through the methods outlined previously.

Tactics Screen Tips

The preceeding topics mostly focused on strategic concerns, such as planning what objectives to take first and adjusting your force pool to have the units that you need to conduct your operations. Now it is time to examine some of the tricks which can help you to take those objectives in the minimum amount of time.

Air Shield
Game rules prevent your units from entering a hex where there is an enemy or friendly faction controlled aircraft. The same restrictions apply to the computer player.

There are several places where this rule can be applied to your benefit. First, consider the case where the terrain forces you to cross at a specific bridge point. A few Enemy units can completely clog up this key area. It can take several turns for you to force your way across with ground units.

Aircraft with large fuel tanks that can loiter such as Fighter/Bombers and Bombers can be used to hold terrain after you blow away defenders until you can move additional ground troops up to occupy the position. In this manner, you can expand your bridgehead much more quickly.

This same technique can be applied to heavily fortified areas, where you have to grind your way forward hex by hex. Once you have Wurframmen Rocket artillery you can position them directly behind a row of planes. This ensures that rockets that miss will not impact on ground units which would ordinarily be screening the Wurframmen.

You can also surround a key unit, such as infantry to protect it while it is exposed in the open. This would require 6 Airplanes to manage, but would prevent air units or ground units from attacking the unit unless one of the screening airplanes was destroyed first. Obviously this is too costly to consider using on a large scale. Bombers that have already dropped their loads are ideal for this purpose.

Softening Terrain
Enemy cities, airports, and ports with high durability ratings will take multiple capture attempts by Infantry to secure. It is much better to use Terrain Attacks against the facility first by Aircraft or Artillery to lower the durability before making the capture attempt. Just be sure that you don't completely destroy the facility, or else you will need a Bulldozer to fix it.

Make use of Defensive Terrain
Leaving a unit in level ground is an invitation for Enemy Aircraft to destroy it. If at all possible, a unit should stay in Forest or City terrain. While a unit is in a Forest hex, Enemy aircraft cannot spot it. Only Enemy ground units can see them, and Aircraft can only make Weapon attacks against ground units in a Forest hex if there is an Enemy ground unit adjacent to act as a spotter. Enemy Aircraft can make terrain attacks against Forest hexes anytime, whether there is a spotter adjacent or not.

If you are forced to operate in the open there are some measures you can take to protect your units. First any Aircraft that is above a unit will get a free attack against an Enemy that attempts a Weapon or Terrain attack against the unit below it.

Secondly, you can deploy Anti-aircraft and Air-Defense guns close to the exposed units. Anti-Aircraft defend against Weapon attacks and Air Defense defend against Terrain Attacks. There are Mobile Anti-aircraft guns that can keep up with your advance. However, Air Defense guns are towed, and waste a turn loading onto their transport at the old position before they can catch up. For this reason, you may want to have more Air Defense guns than you need so some can stay loaded all the time to keep up with your advance.

Bottle up Enemy units in Cities, Airports
Units that are stored at a City, Airport, or Port are restricted from exiting if there is an Enemy unit with a weapon that can attack it located on or adjacent to that Hex. If the Enemy unit is adjacent to the Hex, then one unit can exit, but only on top of the City, Airport, or Port Hex. If the Enemy unit is on top of the Hex, then no units can leave.

This is a useful means of blocking ground units from deploying. It is perhaps best used to prevent Enemy Aircraft from swarming out of their airbases and plastering your front line troops. Enemy Airbase supression should play a key role in your offensives.

Optional Rules

When playing at the Normal level, you are allowed to toggle optional rules on or off. At the Hard level, all optional rules are always turned on. The following section will list the optional rules and comment on them where applicable.

Search for Enemy

If this option is turned off, you will be able to see all Enemy units on the map even if they are outside your unit's view range. Serious wargamers should never make use of this cheat. Turn this option on and forget about it.

Radar

This option lets radar equipped units be able to spot planes and ships within their range. I would recommend playing with this option on. The only place it might make a difference is in the Britain invasion scenarios where you could "blind" the British radar to keep him from seeing your planes.

Weather

If this option is turned off, then the weather will always be good. If you wanted to cheat, you could turn weather effects off during bad weather turns while you were moving and then turn them back on again before starting the computer's turn. That way you could bomb the enemy with your planes, and he wouldn't be able to use his against you. I think it is more enjoyable to play when the weather can change. I would recommend playing with this option on, even if it is frustrating sometimes.

Day & Night

If this optional rule is enabled, all units that don't have Night Use or Night Fighter capability have their weapon accuracy and effectiveness greatly reduced at night. Also the movement rate for ground units other than trains is halved and viewing range is reduced to 1.

If a plane attempts to land at night, it can lose planes due to damage. The less experienced the unit, the more damage will be suffered. However airplane units with Experience 200 or higher (Level A) will be able to land without difficulty. Planes that don't have night capability are not allowed to take-off at night, unless they are Level A or better.

There is an exception to this. An airplane can always be recalled at a Home base airport at nighttime without suffering any damage, regardless of the experience of the unit. Of course, it will need to be deployed again before it can re-enter the battle.

I have spent a lot of time talking about night effects on airplanes, because units with low fuel ratings (such as Fighters) will have to land a lot to keep supplied. Thus, a Fighter unit with high experience is very valuable because it can take-off and land at your front line Airports at night without risking damage. Less experienced Fighters will have to ensure that they land before dark and then wait until the dawn before they can take off again.

For this reason, the Bf 110C Fighter/Bomber is an outstanding all purpose unit to begin the campaign with. It is better armed than the Bf 109E fighter. It has large enough fuel tanks to operate for extended periods without refueling. It is also devastating to ground units caught out in the open. And it can take-off and land at night even if it hasn't reached Level A experience yet. Also it can fight effectively at night, allowing you to eliminate some enemy planes that a daytime fighter would barely be able to scratch.

You might wonder why you would bother putting up with all the hassle of night effects. The reason is that the Enemy is subject to the same restrictions that you are. At night, he will pull back most of his planes to Airports. That gives you a chance to bring up Artillery on a Train to the front line in safety. Also you have an opportunity to trap his planes in airports by having one of your planes flying above/adjacent to them.

Although there aren't many Night capable bombers, regular bombers can still make Terrain attacks at night. These will be very inaccurate, but can still be useful. Therefore it is advantageous to have high experience Dive Bombers and Strategic Bombers as well, so they can continue picking up and delivering bomb loads at night-time.

Altitude

When this option is enabled, Artillery and Aircraft are affected. Artillery that is on ground level 1 or higher will have its range extended by one hex. Airplanes that operate at a higher altitude will have an initiative bonus against Airplanes that operate at a lower altitude. For example High ALtitude fighters will have an initiative bonus against regular Fighters.

Sortie Limit

When this option is enabled, the number of units that you can bring on to the map is limited. This is the only way to play the game if you want a challenge. You need this restriction so that you will be forced to make hard choices about what units to use. Multi-purpose units such as Fighters that can carry bombs are more desirable when the number of deployment slots is restricted.

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