Game Box Cover

Game Manual Translation to English
By
Nebelwurfer HQ


Table of Contents


System Requirements - 1
Installing the Game - 2
Beginning/Ending/Saving Game - 3
Title Screen - 4
Game Overview - 6
About Strategy Screen - 7
About Tactics Screen - 12
Unit Commands - 18
Table of Game Screens - 24
Red Sun / Black Cross - 30
Trouble Shooting - 32

Page 6

Game Overview

There are 2 kinds of Campaign game, Historical and Alternate History. The game play sequence for both Campaigns is identical. First, you select a Base. Next you re-organize your units. Finally you fight a battle on the Tactics Screeen. After obtaining a victory, you select a new Base and repeat the process.

Re-organize Units

Funds can be spent to re-organize your units. New Units can be added to the force pool. Also existing units with a high enough level of training can convert to better weapons.

Base Select

Choose a base from the available selections to attack. The Base with the German Flag stand is where the attack will originate from.

Battle on Tactics Screen

Your units move to fight at the Battle location. Crush the Enemy's weapons and capture his cities and airports. A victory adds the Base to your possession.

Page 7

About Strategy Screen

Unit reorganization, Selection of Base to attack occurs on the Strategy Screen. These screens are used to prepare before moving your units to their next battle.

Force Adjustment



Base Selection

Capturing Enemy Facilities leads to Victory and Earns Money

In [AD 5] rules, totally wiping out the enemy forces causes victory and earns profit for the Army. The percentage of Enemy facilities that are captured when the scenario ends affects the amount of money that is awarded. The amount of funds that can be awarded differs from Base to Base, so be careful when selecting a Base to attack.

The Scenario's Special conditions will then be presented by a Staff Officer. After his consultation and recommendations, your Weapons are moved to the Battle area. Strike immediately at the Enemy once the Battle begins.

Page 8

Strategy Screen Menu Commands

File (Alt F)

Load (Ctrl 0) Loads a Save File game
Save (Ctrl S) Saves current Game state to File
Return to Title Screen Game aborts and returns to Title Screen
Exit Exits the AD V Program

List (Alt L)

Research Table Kinds of Weapons listed. Research shows Level-up options for base level units. (see Page 26)
Weapon Table Lists Weapons which have been seen in the game to date. (see Page 29)

Re-org (Alt G)

Unit Table (Ctrl L) Player's currently owned units listed (see Page 25)
Form New Unit Spend funds to create new units. Max = 512 units
Repeat Briefing Repeats the briefing for the currently selected scenario
Map Info Information on Operational Area shown
Operations Base (Ctrl C) Move cursor to Base controlling current operation
Choose Possible Base (Ctrl N) Select Base to attack with Cursor
Begin Operations Exits Strategy Screen and enters Tactics Screen

View (Alt V)

Full Screen (Ctrl M) When checkmark is selected, whole map is visible

Set-up (Alt S)

Map Drag Scroll When checkmark is selected, operating mouse drag moves the map
Sound Use these options to toggle sound effects and BGM on and off
Movie Full Screen Playback When checkmark is selected, movies are played in Full Screen mode

Help (Alt H)

Version Info Installed AD 5 version report. If you have an Internet connection, clicking the URL takes you to the Sega Official Site for the game.

Page 9

Increasing your Units with the Form Window

On the Strategy Screen, you can Form New units with the Form Window. You should use funds to purchase the units you will need to fight the upcoming Base battle. The maximum number of units you can have in your force pool at any time is 512.

Quickly transporting your Units around the battlefield requires Military Trains. Adding some Military Trains to your force pool with the Form Window is essential.

Use Convert Action to Strengthen Units

When a Unit's Training Level is High (Experience has been gained), the [Convert] command allows an improved weapon to be assigned to the unit. Funds are required, but compared to forming a new unit, the cost of the conversion is usually relatively cheap for its benefits.

Study Stats of Conversion Models Carefully

When sufficient experience is gained, the unit has a "trump card" it can play. The stats of the original and converted Weapon can be studied, to ensure the most effective conversion is selected. There is a tendency for weapons with high stats to have a correspondingly high price.

Page 10

Repair - How to Recover a Unit's Vehicle Damage or Durability Rating

When a Base is cleared, immediately following Weapon Convert a Unit's vehicle strength or durability rating is decreased significantly. By using the [Repair] Button, funds are spent to restore the unit to maximum health.

Note: on the Tactics Screen weapons placed into storage at city and airport facilities can gradually recover vehicle damage and durability rating.

Disband Unecessary Units

Over time, units built with the Form Unit Command, along with captured Enemy weapons will push your force pool towards its maximum limit. At this time, obsolete weapons with poor ratings should be eliminated with the [Disband] button. Unfortunately, you do not recover any money from the units that are scrapped with the Disband command.

Note: on the Tactics Screen, when one of your allied factions is running low on units, you can transfer some of your unwanted units to them with the [Gift] command. See Page 23 for details.

Hint - Forming Units on Strategy Screen is Important

There is a major difference between forming units on the Strategy Screen and forming units on the Tactics Screen. Units formed on the Tactics screen only have 1 Vehicle or a Durability Rating of 1. Waiting several turns to repair the unit before deploying it is essential. It is best to make your preparations on the Strategy Screen for this reason.

Form on Tactics Screen Form on Strategy Screen
Vehicle or Durability rating is set to the lowest possible value of 1. If you don't want your unit to be immediately crushed in battle, it is essential to wait a few turns to repair it first. Vehicle or Durability rating is set to the maximum possible value. If a unit is converted it becomes damaged. The Repair button can be used to return the unit to maximum health before the scenario begins.

Page 11

Units Must Choose Between Fighting and Training

If Ports and Sea hexes don't exist on the battlefield, then Naval units (such as Battleships and Cruisers) can't participate. Also as an alternative to participating in combat, a unit can gain experience through Training. Selecting "Battlefield Incompatible Units" or "Training Level Low Units" will show you the best candidates for Training rather than Fighting.

On [Unit Table (see Page 25)], select a unit, then select the [Train] button. If you change your mind, and would rather have the unit available to fight in the upcoming battle, then select the [Fight] button (Tactics Screen Deployed). After the battle is over, all units that stayed behind for training will have their Training Level increased by 50 points. This is an excellent method to prepare newly formed Base Level Weapons for [Convert (see Page 9)] into better Models.

Training is only allowed for units that are Rank E and D. The Ranks range in order from Lowest to Highest E -> D -> C -> B -> A -> *. There are six levels that a unit can attain. There is a direct correlation between a Unit's Rank and its Training Level (0..250). The relationship between Rank and Training Level is shown in the Table below.

Rank Training Level
E
D
C
B
A
*
0 .. 49
50 .. 99
100 .. 149
150 .. 199
200 .. 249
250

Hint! - When Starting a Campaign, Selecting Difficulty Degree Affects Rules

When starting a campaign, a choice of 3 levels of difficulty must be selected. Depending on the selection, different penalties or bonuses are conferred as summarized in the table below.

Difficulty Affected Rules
Easy Can change Rules on Tactics Screen. Can conduct Re-org activities (such as Convert) on either the Strategic or Tactical Screen. No cost to save the game.
Normal Can change Rules on Tactics Screen. Can conduct Re-org activities (such as Convert) only on Strategic Screen. Saving the game costs money, but this can be turned off.
Hard Can't change Rules on Tactics Screen. Can conduct Re-org activities (such as Convert) only on Strategic Screen. Saving the game costs money.

Page 12

About the Tactics Screen

On the Tactics Screen, units move, attack, and capture facilities. Enemy Forces can be damaged and eliminated.

The Tactics Screen gives a window onto the battlefield. Remember, you must deploy your forces at your Home base before they can enter the operational map area.

Insert - Graphic showing Entire Tactics Screen with Numbers

Screen Details

1) Scenario Information Window Title Bar contains Scenario Name, Sortie Limit (Allowed Sortie Units Remaining), and the Map Co-ordinates of where the Cursor is currently positioned.
2) Menu Commands Pull-down Menu Commands for the Tactics Screen (see Page 14)
3) Search for Enemy Area Seen Player and Allied owned units and facilities have a search radius. The area seen is shown in a bright color.
4) Search for Enemy Area not Seen Areas outside your Search for Enemy range are shown in a dark color.
5) Unit Shows a weapon that is deployed on the map. Depending on the Weapon type, different actions can be executed (See Page 18)
6) Facility Cities, Airports, and so forth are referred to as facilities. Each facility has a durability rating and some award victory points towards winning the scenario when captured. Units can be stored in facilities. In this way multiple units can be resupplied in the same turn, rather than just the unit that is sitting above the facility.
5) Information Window Gives information on the terrain hex the mouse is positioned over. If the Mouse is positioned over a unit, the unit's durability degree and Ammunition amount and weapons info will be shown. (see Page 13)

Page 13

Right Click Allows Unit Posting

Right Click displays pop-up menu. When the [Posting] command is selected, the map scrolls to the area where facilities are capable of posting units. Selecting any facility will allow you to select units for posting.

Use Posting command to deploy units on the map that were formed on the Strategic Screen. Inside the Posting window is a button [Change to Form] that will display the Form New Unit Window. Units formed on the Tactics Screen will be very weak (see Strategic Screen vs. Tactics Screen formation covered on Page 10).

Post Window                              Form Window

Note: See Command [Next Unit] on Page 14. Also [Staff] [Operation] menu commands which are explained on Page 17.

Page 14

Tactics Screen Menu Commands

File (Alt F)

Load (Ctrl O) Loads a Save File game
Save (Ctrl S) Saves current Game state to File
Return to Title Screen Game aborts and returns to Title Screen
Exit Exits the AD V Program

Game (Alt G)

Next Unit [Execute (Ctrl N)] Locates the next unit that hasn't yet taken an action this turn. Checkbox items can be used to control whether the map scrolls to the selected unit's location or whether units in storage will be included in the search.
HQ Location [Display (Ctrl C)] scrolls the map to the player's HQ city. A checkbox item can be used to automatically enter posting mode when displaying the player's HQ city.
Automatic Configures automatic activation of commands that end a unit's turn. The commands that can be triggered for each eligible unit are: (Supply, Capture, Build). Selected Auto Commands can be executed at any time during the turn via [Execute (Ctrl G)]. A checkbox item can be used to execute auto commands at the beginning of each turn.
Order Withdraw Force a Friendly Army to exit the map. This can be useful near the end of a scenario if the Friendly army is getting in your way.
Surrender The Player controlled faction surrenders. If the game difficulty degree is set to Easy, then the [Faction Control (see Page 16)] screen is displayed, the computer assumes control and the game continues.
End Phase Ends the player's turn and moves to the next faction

List (Alt L)

Unit Table (Ctrl L) All Player owned Units are displayed in a Table (see Page 25)
Research Table All Player Built Weapons listed. Research shows Level-up options for base level units. (see Page 26)
Conditions Table (Ctrl I) Operational Goals, Faction Income, Victory Site Control, Weather Report, and Commander Abilities for the current scenario can be viewed. (see Page 27)
War Power Table (Ctrl P) A breakdown of each faction's military strength by weapon category is displayed (see Page 28).
Terrain Table Displays a Terrain Report (see Page 28).
Weapon Table Lists Weapons which have been seen in the game to date. (see Page 29) All of a Weapon's possible Level-ups can also be viewed.
Victory Point Table A table of all Facilities and units that award Victory points when captured or eliminated respectively is shown. (see Page 29)

Page 15

View Map (Alt M)

Computer Turn Map Controls Computer Turn Map display options. The 3 selections are: View Map, HQ Map, and HQ Map (Fast).
Weapon Display What identification to display above each unit on the map. The three options are Real, Faction Color, and don't show. Also the direction mark can be toggled on or off.
Stack Preference Display Units can be stacked in the same hex. The way that Ground units and Air units are displayed when they occupy the same hex is configurable. (Note: Ships and Ground units are treated the same for this purpose)
Note: Stacked Aircraft and ground units are at different altitudes in the same hex. Stacked bombers and Tanks can both attack Enemy Tanks, with a great increase in effectiveness.
Control Marker Captured facilities can be configured to show either the controlling faction's National Flag or Faction Color.
Search Range Determines which Search for Enemy rules will be applied. (see Page 17) Search for Enemy maximum range (see Page 12) type selection. The three types are: [View], [View + Radar], and [View (Aircraft restricted)].
Hexgrid When this Checkmark is selected, hexlines are shown on the Main Map.
View Stored Weapons on Top When this Checkmark is selected, the number of units stored inside a facility is displayed. Any unit above the facility still has display priority.
View Can't Enter Areas When this Checkmark is selected, areas that a unit are prohibited from entering are displayed differently than areas that it can enter.
Always See Roads When this Checkmark is selected, roads are always visible.

Page 16

View (Alt V)

Full Map (Ctrl M) When this checkmark is selected, the Full Map window is displayed. Clicking the cursor inside the Full Map causes the Main Map to display and scroll to the selected area.
Battle Screen 3D Battle Screen View configuration. The 3 kinds are: [Always View], [Your Turn Only], and [Never View].
Note: To see the 3D Battle Screen, you must have selected [3D mode] at install time.
Move Time Window When this checkmark is selected, whenever a unit moves then this small info window will be displayed.
The Move Time Window displays for the selected destination the distance, fuel consumed, arrival turn, and whether storage is available for the unit at the destination facility.
Show Advance Condition Window When this checkmark is selected, during the Computer turn a small Action Condition window is shown.
Show Place Names When this checkmark is selected, when the mouse pointer is over a city, then the name of the city will be displayed in the report window.
Show Messages only During Your Turn When this checkmark is selected, when the Computer is executing its turn, messages are not displayed
Toolbar When this checkmark is selected, Toolbar is displayed. The Toolbar contains shortcuts to some commonly used Menu Commands.
Status Bar When this checkmark is selected, the Status Bar is displayed.

Set-up (Alt S)

Counterattack When counterattacking an enamy, the counterattack weapon can be configured. The 4 possible settings are: [Auto Select], [By Weapon Attack Power], [By Weapon Initiative], and [No Counterattack].
Aircraft Defensive Fire When this checkmark is selected, Aircraft Defensive Fire is allowed.
View Map Drag Scroll When this checkmark is selected, dragging the mouse moves the map along with it.
Center Button Action Configures the action that occurs when the center Mouse button is pushed. Map Scroll Forced or Report Window swapped (see Page 13) are the two options.
Faction Control When the game Difficulty Degree is [Easy], the player can command any faction. The player cannot command multiple Factions at the same time.
Sound Sound Effects and BGM can be toggled on and off.

Page 17

Rules (Alt R)

Search For Enemy When this checkmark is selected, Search for Enemy Rules are in effect. Areas outside the Search for Enemy range are displayed in dark. Enemies inside Search for Enemy range will be visible.
Radar When Search for Enemy rules are in effect, this checkmark controls whether Radar can be used to Search for the Enemy.
Weather When this checkmark is selected, Weather changes are allowed and unit actions are influenced by the Weather.
Day and Night When this checkmark is selected, Dawn/Dusk and Night time effects are allowed to influence unit actions.
Altitude When this checkmark is selected, Aircraft and terrain altitude difference affect play.
Sortie Limit When this checkmark is selected, facilities that have durability ratings of 100 and above allow unit sorties.

Note: If the Difficulty Degree is [Normal] then each time the rules are changed, funds are consumed. At the [Hard] Difficulty level, rule changes are not allowed.

Staff Advice (Alt B)

Operation, Weather, State, Tips, Conditions, Victory Your Staff can give you the six kinds of advice listed. Listen well to their expert opinions.
Staff Advice at Beginning of Turn At the beginning of each turn, your staff can be configured to give you Tips, Weather, or State advice.
Staff Warns of Low Fuel When this checkmark is selected, you will receive a warning when a unit is selected if it is low on fuel.

Help (Alt H)

Version Info Installed [AD5] version is displayed. Also, if your PC has an Internet connection, clicking on the URL will open the game's official site.

Page 18

Unit Commands

On the Tactics Screen you can attack enemy weapons, capture facilities, and execute automatic commands. Each unit's characteristics determine which commands are available on the pop-up command window. Use commands to capture victory sites and increase your earnings.

Movement

Allows a unit to move. For ground units, terrain affects the amount of fuel consumed. After movement, attack or capture command can be executed if the unit is capable of it.

Hint! Be Careful Moving Aircraft Units

Aircraft movement ignores most terrain effects. An aircraft unit is always airborne. Each turn fuel will always be reduced by at least half the aircraft's speed rating. The turn that fuel reaches 0, the aircraft will crash if it cannot land at an airport to refuel.

Attack Enemy Unit

Consumes ammunition and damages Enemy unit. Attacking an adjacent Enemy is called a Direct Attack. Attacking an enemy unit that is not adjacent is called an Indirect attack. An Indirect attack can miss the intended target, striking one of the 6 surrounding hexes. This can damage whatever happens to be located there whether it is an Enemy or Friendly unit.

Standard Unit Attack Method (Direct Attack)

1. Choose a place to move to and movement occurs...
2. Select an adjacent Enemy unit to Attack.
3. Select a Weapon to fire, then the Attack begins.

Page 19

Capture

Infantry units have the ability to execute the Capture command. Capturing a facility transfers ownership to the player, acquires scenario victory points, and creates a front line base capable of resupplying the player's units.

Hint! Capture Time will vary based on Unit Training Level

Capturing cities and airports can take from 1 to 3 turns to accomplish. The number of turns depends on the capturing unit's training level and the facility's durability rating. If the unit training level is high and the facility durability rating is low, then capturing is easy. Conversely, if the capturing unit's training level is low and the facility's durability rating is high, the capturing is difficult.

Capture Easy When Capture Difficult When
Capture Unit Training Level is High, and Target Facility Durability Rating is Low Capture Unit Training Level is Low, and Target Facility Durability Rating is High

Attack Terrain

Cities, Airports and other facilities; as well as Bridges, Railroads and other terrain can be damaged with the Terrain Attack command. Facilities with a high durability rating are difficult to capture, Terrain attacks can greatly lower the durability rating making it easier to capture.

Hint - For some Units, this Attack mode is more Effective

The primary purpose for Terrain attack is lowering the durability rating of Facilities and Terrain. However, in the case of Artillery and Self Propelled Artillery firing at Infantry, attacking the terrain the unit is in can yield far greater results than attacking the unit itself.

Note: on the screens to the right, the infantry was attacked by the same Artillery unit. The unit suffered more damage in the lower picture than the upper picture because the lower picture was a terrain attack.

View Statistics

Selected unit's [Stat Table (see Page 24)] is displayed.

Page 20

Construction

This command can be used to increase the durability rating of facilities and terrain, and repair destroyed facilities. Only Construction Engineer units have the ability to execute this command. The 10 different construction command types are listed below.

Terrain Improvement Increases terrain durability rating. Can't be used on terrain/facility that has been destroyed.
Terrain Repair When Terrain durability rating is at zero, this command can be used to return the terrain to its original state.
Create Road Create a Paved road Hex.
Remove Road Remove a Paved Road Hex.
Create Railroad Create Railroad Track in a Hex for Trains to use.
Remove Railroad Remove Railroad Track in a Hex preventing Train movement there.
Change Railroad Gauge Changes Railroad Track width in a Hex. Available sizes are: Wide Gauge, Narrow Gauge, and Standard Gauge.
Fort (Create/Remove) Either Create or Remove a Fort in a Hex.
Airport (Create/Remove) Either Create or Remove an Airport in a Hex.
Supply Depot (Create/Remove) Either Create or Remove a Supply Depot in a Hex.

Supply

Fighting consumes a unit's fuel and ammunition. Refill a unit's fuel and ammunition with the Supply command. With the Automatic Menu Command, (see Page 14) if the All Supply flag is checked then at the beginning of each turn all units eligible to receive supply will be re-supplied at that time. The requirements for a unit to receive supply are listed in the table below.

Aircraft Unit Unit must be stored in an Airport or Aircraft Carrier before it can receive supply.
Ground Unit Unit must be on or stored in a City or Ground Supply Depot to receive supply. Units can also receive supply if they are adjacent to a Supply Vehicle.
Naval Unit Unit must be on or stored in a Port to receive supply.

Re-Arm

Changes a unit's armament. Can't Re-arm if a unit's weapon load is fixed, so be aware of that. Units in Supply Depots and Airports or any place where re-supply is possible can execute this command. When this command is performed, re-supply is automatically done as well. Changing a Bomber's Weapons from Ground Unit to Terrain Attack can be very useful, depending on the situation.

[Graphics showing two different weapon loads for an Airplane]

Page 21

Unload

Unload a unit from a transport vehicle with the Unload command. Select Unload, choose the hex to place the unit, then execute exit.

Load

To carry a unit on a Transport, use the Load command. Ground Weapons can be loaded on Air Transports to allow them to cross seas. Slow heavy tanks can be loaded on a Military Train, allowing them to move up to the front line much faster.

Hint! Use Discretion when Employing Transports

If a Transport suffers damage while it is loaded, then when the carried unit is unloaded it will have suffered damage as well. [For example, Infantry units loaded on Air transports can be shot down.] When the situation calls for it, use discretion in making use of transported units. If numerous enemy units are occupying the area, it might be better to proactively strike them before moving vulnerable transports up.

Page 22

Merge

A unit which loses vehicles due to battle damage can Merge with another unit of the same type. For the Merge command to be valid, the vehicle count of a unit must be less than 10.

Hint! Use Merge Command as a Substitute for Supply

When the Merge command is used, it causes a concentration of strength, but there is another practical use of it as well. Consider the case where a unit has 9 vehicles remaining with a fuel supply of zero before it merges. If it then Merges with a unit of the same type with a full fuel supply, then transferring one vehicle from the unit with full fuel tanks will redistribute some fuel to the empty unit as well.

Disband

Allows unnecessary units to be disposed of.

Hint! When to Disband

When Cities are captured, powerful Enemy faction units in storage can be captured as well. However, if the player's force pool already has the maximum 512 units, then no more units can be added. When you near the maximum unit limit, consider executing the "Empty" Disband command. If an unwanted unit is currently located above an Allied faction city that has open force pool slots remaining, then you have the option of transferring it to that faction with the "Gift" command.

Discard

Use this command to throw away Aircraft unit Ordnance and Fuel Drop tanks. Discarding them makes a unit's weight lighter, providing an advantage in combat.

Page 23

Recall

Use this command to return a unit that has sortied onto the map to the not yet deployed state [see Unit Table (Page 25)]. Once it has done so, it may be redeployed to the map on the next turn. Fuel and Ammunition are not restored when a unit returns to base in this manner, so be careful to resupply before bringing it back out. The facilities capable of recalling units are detailed below.

Aircraft Unit Can return to base at an Airport capable of deploying or forming units.
Ground Unit Can return to base at a City or Supply Depot capable of deploying or forming units.
Naval Unit Can return to base at a Port capable of deploying or forming units.

Gift

Player owned units can be handed over to an Allied faction with this command. When your unit is stored in an Allied facility execute this command. Afterwards, the Allied faction will be in charge of commanding this unit, freeing up a slot in your force pool.

Storage

Units can be stored in Player and Allied faction owned facilities. Stored units can regain fuel and ammunition via the Supply command. Every turn a damaged unit receives supply while in storage, the units vehicles or Durability Rating will be repaired. Units may be stored in the facilities listed below.

Aircraft Unit Storage allowed in Player and Allied Faction Airports.
Ground Unit Storage allowed in Player and Allied Faction Cities and Ground Supply Depots.
Naval Unit Storage allowed in Player and Allied Faction Ports.

Hint! Try to Capture Enemy Facilities with Units Stored Inside

One theory is to try to win a scenario as soon as possible, by driving straight toward the victory hexes that will force the enemy to surrender. However, consider diverting to capture Enemy cities containing stored units. Enemy units in storage (except for Infantry) can be seized, weakening the Enemy faction while strengthening your Army.

Exit

Selecting this command ends the unit's turn.

Page 26 Hint! Weapon Research is Tied to Game Progress

[AD5] Weapon Research is handled differently from the previous game. In [AD4] the system allowed the player to direct the research effort. In [AD5] when the game is in-between scenarios, the player is allowed to accept new Weapon Research that was historically available at that Year/Month.

Units whose training level (Experience Value) is high enough can Convert (Level-up or Conversion Plan) adding a role-playing element to the game. The skillful advancement of units is the key to victory in the campaign.

Page 30

Red Sun / Black Cross

In World War II, Germany was victorious and America and Japan did not participate. Now on a fictional World stage, World War III is simulated on the North American continent through the [Red Sun / Black Cross] campaign.

Campaign Select

On Title Screen choose [New Campaign]. When the selection screen appears, Select the Image of North America appearing to the left to play the [Red Sun / Black Cross] campaign.

Campaign Rules

Game Rules are identical to those of the Historical campaign, however the game time has advanced so there are some weapons that were never available historically now in use. The player in the standard game commanded the German army for a long time. In this version on the North American continent you will battle either the British, Japan, or American forces as World War III begins.

Carrying over 1939 Campaign Data

When you finish the Historical 1939 scenario, you can continue on into [Red Sun / Black Cross] campaign play. When you start a [New Campaign] it is handled differently. In this case the German Order of Battle is inherited from the Historical Campaign game just completed.

Page 31

About Red Sun / Black Cross

This campaign is based on the Alternate History novel written by Satou Daisuke, called [Red Sun / Black Cross]. [Red Sun / Black Cross] Alternate History world created in 1980 based on a simulation Board Game. The game rules covered Politics, Military, and Economic issues in a versatile and thorough way. This Alternate History Board game was very fun to play, and received numerous favorable reviews at the time. It is currently thought of as a [Ideal Masterpiece] of game design.

The Board Game Edition of [Red Sun / Black Cross] was designed by Satou Daisuke, and continued to be modified and enhanced until 1993 when he started work on a series of novels based on the game (Still being published today). Satou Daisuke's masterpiece of Alternate History and Fist series, are best sellers and have sold a total of more than 700 thousand books.

Red Sun / Black Cross World Background

Japan was defeated in the Russo-Japanese war, forcing it to abandon its Continental ambitions. The exhausted army initiated a policy stressing domestic defense only. Military leaders were sacked and the Government fell. The new government announced that it would pursue a path of expanding trade. Domestic Industry struggled to modernize, but consequently the quality of Weapons and Industrial Goods built dramatically improved. Due to expanded trade with Foreign countries, Japan accomplished high economic growth.

England and Japan became strong allies, while after WWI American political & economic friction with Japan became more serious. The Japan-England alliance confronted America and its isolation doctrine became more entrenched. At the time the 2nd World War broke out, America was bound by a non-aggression pact with Germany. Germany fought against England and the Soviet Union and emerged victorious. All of Europe was now controlled by the Greater German Empire.

After the English homeland was captured, the British Government initiated a large-scale evacuation to Canada. Germany was not pleased by this development and encouraged French citizens in Canada to revolt. After a series of protests, the Canadian Government was overthrown in a Coup d'Etat. Immediately the protesters were strengthened by units of the French Army, who were shipped in to garrison Canada. Tensions along the Canadian-American border have been raised to a fever pitch, and in the ensuing panic support for the American Military budget has been drastically reduced.

It is now May of 1945. Canada has been garrisoned by the German Army, and preparations are complete for a blitz-type invasion of America. In World War II, America was a problem because of their support for the British, but nothing could be done because of the distances involved. In this crisis, Britain and Japan are expected to lend their full support to the American cause.

Now World War 3 beckons. All guns are readied and the bullets are about to fly...