Game Box Cover

Game Manual Translation to English
By
Nebelwurfer HQ


Table of Contents


System Requirements - 1
Before Beginning a Game - 2
Important Game Features - 5
Beginning and Ending a Game - 8
Game Play Directions - 11
About Strategy Screen - 13
About Tactics Screen - 36
Tactics Screen Commands - 48
Glossary of Game Terms - 74
Tips for Winning the Game - 91

System Requirements
Page 11

Game Play Directions

Object of the game: Victory Conditions

This game is about the European theater in World War II. [Simulation Game] You form the Axis German Army into corps, then use these units on missions; invading enemy territory to capture enemy bases; destroying the enemy’s army. The final goal is to control 80% of the entire strategic map.

The strategic map can be used to form and move army corps, invade enemy territory and defend your territory from enemy attacks. Also, enemy territory may not be invaded until you declare war. [When you declare war on a neutral country you will also be at war with its allies] Then you can enter and capture the enemy’s bases.

In order to attack and invade enemy bases, you must use the Tactics screen. The tactics map shows enemy territory and the enemy army units defending it. Use the tactics map to achieve victory by taking the enemy’s bases. Defeat enemy bases by capturing them, then at the end of the battle, you will be returned to the strategy map.

At the beginning of a new game, the degree of difficulty can be specified. The game’s difficulty can be lowered, to make wining the game easier.

Victory Conditions

Page 12

Game Flow

[Advanced Grand Strategy IV], is much different than preceeding games in the series. There are 2 levels that have to be manipulated to play the game. These are the Strategic Screen and the Tactical Screen. The following section explains game flow involving these 2 screens.

Strategy Screen and Tactics Screen

The Strategy Screen is used for the following purposes: Form and place new Army Corps, assign weapon production at your factories, perform research and development of new weapons, move existing army corps, plan attacks into enemy territory, declare war on neutral countries, move army corps to protect from enemy invasions then begin operations.

Moving units into enemy bases initiates a battle, you must be at war in order to invade, and you then switch to the Tactics Screen. On the tactics screen, the enemy bases and enemy allied army corps fight in a turn based system against you. Before proceeding with a tactical battle pay close attention to this game system’s rules to avoid disaster. On the Tactics Screen, the connecting points are a new terrain feature, corps unit placement rules are different than before, and the weather rules have changed.

Game Flowchart

Page 14

Strategy Screen Toolbar Commands

Strategy Map Toolbar

1) File Load
2) File Save
3) Goto Next Army Corps
4) Goto Capital
5) Reduce Map Icons
6) Setup Planned Attack
7) Declaration of War Confirmation
8) Weapon Production
9) Weapon Development
10) Display Blueprint Table
11) Display Unit Inventory Table
12) Display Weapon Inventory Table
13) Create Army Corps
14) Display Army Corps Table
15) Navigate
16) Advice
17) Begin Operations

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About Strategy Screen Information Window

Strategy Map Information Window

1) When you hit the Begin Operations button, this number shows how many battles you will have to fight
    on the Tactical Map before you return to the Strategy map
2) Germany’s currently available funds
3) The money Germany will collect next month
4) Selected Base’s Country Color, National Flag, and Name
5) How many Army Corps are currently located at this base
6) Selected Base’s prestige value
7) Breakdown of items in the left hand square:
    The current year and month (Strategy Map Clock)
    The 50 value shows Germany’s current prestige
    The 8.8% indicates Germany’s World conquest rate
8) Breakdown of items in the right hand square:
    Top row - Present time Year, Month, Day (Individual Clock)
    Middle row - Begin Operations Year, Month, Day
    Bottom row - Conclude Operations Year, Month, Day
9) Displays information on Army corps located at the selected Base. See page 18, 26

Strategy Map Information Window

1) Money generated each month by this base
2) Selected Base Status (Invasion Planned, Plan Confirmed, Enemy Counterattack, Isolated)
3) Number of Factories at this base
4) Selected Base Army Commander Information (see page 19)
5) Selected Base Road/Sea lane connections to other bases (see page 33)

About Strategy Clock and Individual Clock

The strategy clock is used on the Main strategy screen and advances in 1 month intervals beginning in August 1939. The individual clock affects the tactics screen. On the strategy screen, it is displayed in one day Intervals.

On the tactics screen it uses a 2nd time format that keeps track of the hour as well as the day. This time begins at August 1, 1939 at midnight. Also, Army Corps actions advance the individual clock. When more than one Army Corps is involved in an operation, the individual clock will be advanced to the time when the last participating corps completes the action.

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About Army Corps Creation Screen

Corps Creation Screen

Army Corps Creation Flow

1) Open up the Army Corps Creation Screen
2) Determine the Scale (Max Size) value of the Army Corps
3) Determine the Attributes of the Army Corps
4) Assign a Commander to the Army Corps
5) Build the Corps (Manually or Automatic)
6) View Corps Maintenance costs and Reserve money to pay for it
7) Choose a Corps Icon and Name that you like

Page 19

Setting Army Corps Scale

When you open the Army Corps creation screen, the first thing that you need to do is to set the Corp’s scale. To adjust the scale number press the arrow buttons to the right, which affects the maximum number of units the Corps can hold.

The default scale value for a Corps is 112. The maximum scale value that can be assigned to a Corps during set-up is 128. For each number, an additional unit can be assigned to the corps. Each additional scale point increases the Corps maintenance cost by 100. At the beginning of the game your money is very limited, so you should carefully consider the Corps scale value that you want to use.

Also, a Corps’s scale has an enormous effect on the commander you can select. A 128 scale unit has the smallest choice of commanders.

Also, a Corp’s scale is cut in half when it is deployed on the Tactics Screen. If a unit had a Scale of 10 at set-up, then only 5 units could be deployed, with the remaining strength being stored while the Corps is deployed on the map.

Further, there are limits on the size of Corps that can use connecting roads. You may find yourself unable to attack an adjacent base because your Corps is too large to use the connecting road. Take care not to place yourself in this situation by planning ahead and using the Base Information Screen to properly size your Corps in advance.

Army Corps Attribute Check

The default state of the Army Corps attributes is to have the Army and Air Force boxes checked. The Army check allows you to build ground units. Similarly, the Air Force and Navy check boxes allow you to build Air and Naval units, respectively.

The Navy check can only be selected if the Corps Creation Base contains a port. Naval units can only move through sea lanes to ocean areas or other bases containing ports. Since their movement is relatively restricted, you must carefully consider where you want them to be built. Note that Transport ships are an exception, they can be assigned to any type Corps.

Also the selected Army Corps attributes will affect the available choices on the Commander selection screen.

Commander Assignment Screen

The Commander Assignment screen is used to assign commanders to be in charge of Corps. [Commander Select] Press the select button to display this screen. An example graphic of this form appears below this section of text.

To operate this screen use the [Arm(jurisdiction)] [Duty(State)][Commander Select List] scroll bar. The Arm Combo box allows you to select the branch of the German armed forces that you wish to recruit a commander from.

Selections: The German Army (Heer) - main branch of the Armed forces, German Air Force (Luftwaffe), German Navy (Kriegsmarine). When a different service branch is selected from the pull-down list, the commander list below will be updated.

The Duty (State) combo box allows you to see which officers have already been assigned to corps. Selections: Off (available), Not Assigned, Assigned. Changing the value of the Duty Combo box will update the commander list below. N ote: Only commanders who are capable of leading a corps with the number of units that you have specified in the army corps creation dialog [Scale] will be shown. The Max column displays this limit.

The Commander list has columns for Name, Rank (there are only a few commanders of Field Marshall rank), Max number of units this commander can control, whether this ommander can control Land, Air, or Sea based units, and the commander’s monthly salary.

There are also ratings for how effective the commander is in three areas. These are Attack, Defense, and Supply. A graphic showing a circle within a circle is optimal. After that, in descending order of effectiveness are a circle, triangle, dash and X. An X rating means that the commander is completely unsuited to this task.

When you assign a commander to a corps, there will be a one month delay before he reports for duty. You can cancel this screen if you decide to not assign a commander. You can also use this screen to dismiss a commander that has previously been assigned.

Commander Selection Screen

Page 20

Army Corps (New - Add - Auto - Set-up)

Use the New button to form new units from existing weapon stockpiles. Note that if the stockpile has fewer than 10 Weapons, then the new unit composed of that weapon type will not start out at full strength. Not to mention the fact that if the unit takes damage, there will be no spare vehicles available to build it back up to strength. A new unit will always start out with zero experience. Furthermore, a new unit will have to field the lowest technology level in that class.

For example, lets say you want to field a new Medium tank unit. The current Base Level technology is the Panzer III series, and the first Level up technology is the Panzer IV series. You would be forced to equip the new unit with a Panzer III variant. You would not be able to upgrade the unit to a Panzer IV variant until the unit had reached at least 100 experience. For this reason, you should take care to protect your veterans who have leveled up, because they will either be fielding your best equipment or will be in a better position to eventually level up to the best equipment in a class.

Use the Add button to attach units that have already been formed to your corps. These units will already have some experience, and there will be some veteran units fielding your advanced models available. At the beginning of the campaign, there are over 1000 formed units awaiting deployment, although several hundred (especially aircraft) are hopelessly obsolete.

Use the Auto button to have the computer assign formed units to a corps for you. This can be a great time saver, especially when you are trying to create a large Corps containing 100 units or more.

Use the Set-up button to impose rules on the Auto selection process that the computer uses to assign formed units to a corps for you.

Weapon Stock Screen

Page 21

Performance Table Explanation

Weapon Stat Small Screen

The performance table provides a useful summary of a weapon’s capabilities. Additional details, such as a listing of all the armament that the weapon carries will be displayed in the long rectangular information window at the bottom of the screen.

Weapon Stat Info Window

Note that the Exp (experience) field is only shown when looking at a unit that has already been formed and is either already a member of a corps or is awaiting assignment to a corps. If you are looking at your inventory of weapons then the cost of the weapon will be displayed here instead.

The View rating specifies how many hexes outward that the unit can see in clear weather. Alt (Altitude) shows the height of the unit when deployed on the tactical screen. Obviously, this will be zero for ground units. Size is a factor when attempting to load ground units on trucks or sea transports. Size is also a factor when loading airplanes onto aircraft carriers.

Finally the Wgt (Weight) comes into play when trying to move ground units over bridges. If the ground unit weighs more than the bridge rating, then that ground unit cannot cross that bridge until it has been improved by a construction unit. If you were wondering why you would bother with keeping light tanks in your arsenal, then consider that most light tanks are able to cross unimproved bridges.

The defense rating is broken up into five areas. There is a separate rating for the front, sides, and back of the unit. Also there is one additional rating that is only used when ground units are attacked by air units or vice-versa. Typically ground units fare poorly against air units and vice-versa.

About Army Corps Info Screen

Base Information

Base Info Window

Page 22

Adding Units to an Army Corps

[Add Button] When you Click it, the Unit Stock Table Opens. The Unit Stock Table shows units that the German Army has in stock at the present time. These units are available for assignment to an Army Corps.

The Unit Stock Table has units added when the Army Corps Unit Table Expels a Unit. Also a significant number of units are in stock when the game begins. Forming a new unit is different, because a new unit has no initial experience. Also newly formed units must be of the minimum Weapon Level whereas the Unit Stock Table can contain units composed of higher Level Weapons.

Unit Stock Table

Page 23

Army Corps Automatic Formation

Automatic Formation Set-up

Page 24

Auto Formation Set-up Screen

Auto Corps Set-up Screen

Unit Table

Army Corps Unit Table

Army Corps Final Adjustment

Page 25

About Army Corps Commands

Commands can be issued to a corps only after its commander takes command. Newly formed Army Corps can’t be issued commands until the following month for this reason. To issue commands to a formed corps, click the cursor on it and the command menu displayed below appears. The command menu contains the following options: [Move, View Stats, Breakup, Reorganize, Replenish, Cancel] Use these commands when preparing a corps for battle, conducting invasions of enemy territory, or defending your bases from enemy attack.

Corps Commands

1) Move corps
2) View corps stats
3) Breakup corps
4) Reorganize corps
5) Replenish corps
6) Cancel

Corps Movement

1) Move
Moving an Army Corps from one base to another is an optional command. When you click on the Move command, potential roads that you can travel over are shown in white. Click on the destination base and the Move Set-up screen will be displayed.

The Move setup screen displays the following information: Moving corps name [Destination Base, Days needed to move, Estimated Arrival Date, Cost of Move, Remaining Funds] And Below are: [Road Select Button, Continue Button, Accept Button, Cancel Button]

Road Select Button- When you push the Road Select button you can select alternate roads to reach the target base. Use when many army corps are trying to reach the same point. In a situation where you possess a Navy, you may wish t o employ a sea lane rather than marching directly overland. The Road Select screen shows the enemy base’s base defense. When an army corps is being dispatched to that base, you will switch to the tactics screen to resolve the battle.

Also, if an army corps is too large to move along that road due to road capacity limits, the base information screen will open and you will be asked for confirmation of the move.

Go On (Continue) Button - You must use the continue button when the selected road for a move is highlighted in Red. Push Continue to designate this base anyway, the next move base assigns optional roads to pass through to complete the desired move. If this alternate path is rejected, you can try others in the hope that they will prove satisfactory.

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2) View Corps Stats
When you click on the View Corps Stats Command, Information on the designated Army Corps will be displayed as in the drawing that immediately follows this section.

3) Breakup Corps
To breakup the designated Army Corps, click on the breakup command. However, if the Army Corps is not located on a Home Country base when it is broken up, the money spent creating the corps cannot be recovered. Therefore, exercise caution when employing this command.

4) Reorganize Corps
Once an Army Corps is formed, and its commander takes command, use this command to change the following items: Alter the name given to the Corps, or the Mark depicting the Corps on the map.

Before invading an Enemy Base, an Army Corps will consume a lot of Military expenses just to keep it ready. Use the reorganize corps command to regulate the size of forces in the corps until you are ready to send it into battle.

5) Replenish Corps
When a designated Army Units need to replenish, the replenish command should be used. Replenishing a Corps will Decrease the Corp’s available funds. Damaged units will be partially or fully repaired, if there is sufficient weapon stock available.

Naval vessels recover their durability rating slowly. To replenish corps containing Naval vessels, a large amount of funds and many months will be required. You should replenish Corps without Naval units before Corps with Naval units for this reason. You can also view what the cost of replenishing a Corps will be before committing to the Action.

6) Cancel
Use this command to Cancel the selected Army Corps mission.

Corps Information

Page 27

Planning Invasions

• Plan Invasion - Before an Army Corps can attack an Enemy base, you are required to plan the
    invasion the previous month with the [Planned Invasion Set-up] button. When you
    select this option from the Toolbar or Pull down menu, the cursor will change appearance
    to look like a little price tag. Click on each enemy base that you wish to invade in the
    following month and each will be denoted with a small price tag graphic on the map.
• Cancel Planned Invasion - You can change your mind about invading an enemy base next month
    by using this command to cancel the planned invasion.
• Cancel Invasion Decision - Once you advance to the next month, the little price tag graphics
    representing planned invasion sites are replaced with long rectangular bars
    which show where your corps are expected to enter enemy territory. If you
    decide to abort the invasion of an enemy base, use the [Cancel Invasion Decision] command to
    remove the long rectangular bar from the planned invasion site.

Declaring War

Allied countries of Neutral countries that you attack become enemies as well. To declare war, open the [Game] Menu bar and click the [Declare War] command. Point the cursor to a base in the enemy country that you want to attack. Clilck on it and a tall rectangular graphic with a star on top will be displayed next to the base. You will need to confirm that you really want to go to war with the selected country. On the following turn dialog boxes will confirm the state of war with the target country and its allies. Note that declaring war on a neutral country has an adverse affect on your country’s prestige rating.

Page 28

Weapon Production Screen (Factories)

In order to operate Army Corps on the Strategy screen, it is essential to make use of the Weapon Production Screen. To display it either click the Factory Icon on the Toolbar, or select Game->Weapon Production from the Menu bar.

The Factory table lists the factories for each Base that you control and each row displays the following information: Factory Name (manufacturer), Weapon Type, Weapon Level, Weapon being produced, Weapon Series, Factory Size (Scale), Money spent this month, Number produced this month, Next month stockpile number, Location of the Factory.

The Factory table shows the number of weapons produced at each factory. The amount spent for production can be decreased; this will affect the following month’s stockpile amount.

When an Army Corps unit’s experience value goes up, the unit can Level Up to a better Weapon type. However a factory must have already been assigned to produce that weapon and created a sufficient stockpile to allow the unit to exchange its weapons.

Also when bases are defended or Enemy bases are invaded, your units will suffer losses. You need to maintain a stockpile of surplus weapons to bring the units back up to full strength.

*** Before you can form a new unit, a Factory must have been assigned to produce that weapon type. On the tactics screen, restrictions on forming a new unit are the same. To see the Factory weapon stockile, displaying the New Unit screen will show the available list of weapons.

Also, Weapon Conversion (Before you can Level Up), Change Model (Before you can Improve), Factory Conversion and Changing Models must be carefully considered.

When reviewing Weapons being produced at your factories, obsolete weapons are a waste of money. When producing weapons avoiding a surplus stockpile can hold down costs, but then losses in your units can hamper operations. Take care to only produce as many weapons as you need.

• Weapons are necessary and indispensible. When the unit stock table stockpile number is too low, Army Corps forming new units or replacing battle losses on the Tactics screen will be hampered. Priority should be given to increasing weapon stockpiles that are crucial to your war effort.
• When new weapons are developed, use blueprints to change a factory’s weapon production. It is important to replace obsolete weapon production at your factories.
• When the enemy invades one of your bases, weapon production at the factories at that base is affected. When a base is occupied, weapon production stops. It is important to distribute production of your key weapon systems so that the loss of one or more bases does not cripple your war effort.

Factory Table

Set Weapon Production Spending Screen

Weapon Spending Screen

Page 29

Weapon Production Investment Screen

To display the Weapon Production Investment Screen (P. 28), use the cursor to select a Factory from the Factory Table and double-click on it.

The Weapon Production Investment Screen displays a weapon graphic and a simplified version of the weapon statistics screen. Also displayed are [Investment amount, Factory Size, Next month’s factory size, Number of Weapons built, Next month total money left over]

Investment Command buttons are also displayed. The amount currently invested is displayed. Arrow buttons to the right can be used to make small adjustments to the investment amount. You can also directly enter the amount you wish to set. The amount invested is directly porportional to the number of units built next month at this factory. Changing the amount will automatically change the number of weapons built.

The [Spend Max] [Halt] and [Build Max] buttons function similarly to those on the Factory Table screen. Click on the Stats button to view the detailed performance statistics for this weapon. Note that any money that you spend beyond the current factory size will increase the factory size for next month. You can spend a maximum of $10,000 extra to increase a factory’s size. The size increase of a factory is limited by the factory’s current size. Smaller factories can only be grown by a small amount, and so forth.

Also, you can elect to spend the same amount every month by clicking the checkbox. When you have the settings the way you want them, click the [OK] button to exit. If you wish to disregard your changes, use the [Cancel] button instead.

Use this method for each factory to fine tune your nation’s weapon production.

Page 30

About Weapon Development Screen

Weapon Development Flow:
1) Select a weapon on the Development Table and invest money to research it.
2) When the weapon development completion rate reaches 100%, a blueprint for the weapon is created
3) Use the new blueprint to change the Production Line of a factory
4) To replace weapon production, choose the new blueprint, then designate a factory to begin producing it
5) Decide how much money to spend at that factory to produce the new weapon
6) Production of the new weapon will begin

Development Table Instructions

1) Type - Use the Type button to filter the list of available Weapon Development Projects.
    Available settings are: All, Fighters, Ground Attack Aircraft, Air Transports, Bombers,
    Patrol Aircraft, Armored Vehicles, Self-propelled Guns, Ground Transports, Towed Guns,
    Forts, Infantry, Trains, Warships, and Submarines.
2) Time Left - Filters the list of available Weapon Development Projects based on their estimated
    time of completion. Settings are: By next month, within 3 months, within 1 year, and
    show all regardless of estimated time of completion.
3) Total Spent - The total amount of money that you are spending this month to accelerate weapon development.
4) Halt - Use this button to cancel further R&D spending on this system.
5) Set Amount - When you choose a weapon to develop from the list, click on the [Set Amount] button
    to speed up development by investing up to $30,000. In a situation where the completion rate
    can be raised to 100% by next month, the amount invested will be automatically set to just enough
    to complete the research.

    In the event of an extreme emergency, the highest amount that can be invested is $30,000.
    The next month Development completion rate Indicator will be updated accordingly.

    In a situation where you are trying to develop a new weapon earlier than the historical
    date, use the Time Left combobox filter to display [less than 1 Year] or [All] to view
    the items where R&D hurry-up money is needed most.

    If the situation is dire, and the completion rate of a new weapon is low, then $30,000
    can be invested every month. If it is close to the historical development time
    of a new weapon, then the hurry-up money you spend will have a greater effect.
    Waiting until a few months before a weapon’s historical appearance to accelerate
    its development may be the cheapest method to stretch your limited funds.

6) Development Completed Indicator Checkbox - When the Development Completed Checkbox is
    checked, the Factories producing earlier models in that

Page 31

    weapons series will be flagged. Swapping out a production line at a factory from one
    weapons series variant to another will disrupt production much less than switching
    to another weapon series entirely.
7) Weapon Development Amount - This number shows how many Weapon Development projects are
    currently displayed in the List, based on the Time Left and Type filters you have chosen.
8) Weapon Development List - Double-Click on an entry in this List to set the amount of hurry-up
    money for the selected weapon system. The Weapon Production Investment Screen will be displayed.
9) Scroll Bar - If there are more weapon development choices than can be displayed in the list,
    the scroll bar allows you to bring more into view.

Research Table

Page 32

Blueprints Enable New Weapon Production at Factories

When completion rate is 100%, a blueprint is ready to be used. To use a blueprint, a factory must be ordered to begin new weapon production. Begin by selecting a blueprint by scrolling through the Blueprint Table and clicking on the one you want to use. To view the Blueprint Table, Select the [Game] Menubar option, then click on the [Factory Production Change] Item.

Blueprint Table

Similarly, the MenuBar [Table] option can be used to Click the [Blueprint Table] item, which will open the Blueprint table. Whichever item that you select in the Blueprint table will be the new weapon produced when you switch to the Factory Set-up Screen. To change the Production Line to the selected Weapon, double-click on it and the Factory Set-up Screen will open.

On the Factory Set-up Screen, all possible Factories that can be set-up to produce the new weapon will be displayed. The list can also be filtered to show only those factories that are producing the same series weapon (model variant) as the new weapon.

Trying different Factory Bases can be worthwhile, as a factory’s capacity (Size) will be operating at a reduced rate due to the change. Take care to select optimal places to change factories to new weapon production.

Also a blueprint affects the number of things that a factory can build. Assigning new weapon production to a factory allows you to divide the factory into two production lines. This division can only be performed once, and an additional set-up page must be completed.

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About Other Strategy Screens

On the Strategy Screen, [Table (Alt L)] can be used to display the Base Table and Commander Table. The Base Table is used to view information on Bases and optionally display a Table showing the Connecting Points for a Base.

The Commander Table shows all possible Commanders who can be assigned to corps. It can also be used to view detailed Commander statistics.

Base Table Directions

When you click on the Base Table [Region] Combobox, you can select from the following options to filter the Base Table list: All, Eastern Europe, Western Europe, Southern Europe, Central Europe, Northern Europe, North Africa, Russia, North America, Middle East, and East Africa. Use the scroll bar to view all of these filter settings.

The Base List can also be filtered by [Faction]. The possible options here are: All, European Axis, Allies, and Neutral. Each row in the Base List displays the following information: Base Number, Region, Base Name, Controlling Country, Base Prestige Value, Factory Count, Connecting Point Amounts, and Base Income.

When you double-click on a base in the list, a table is displayed showing the following information: Road Connection points, Cities that connecting roads lead to, Size of Roads, How many corps can use this road (Army, Air Force, Navy Count).

In addition to the Base Table, the Connecting Point Table can also be viewed on the Strategy Map by double-clicking on a Base Pedestal graphic. This information will prove crucial in planning your invasion operations.

Base Table

Commander Table Directions

Use the Commander Table to see which Commanders are currently assigned to corps and view statistics on a particular commander.

To filter the Commander List use the [Service] Combo box. Settings are: All, German Army, Waffen SS, German Air Force, and German Navy. The list can also be filtered by using the [State] Combobox. This can be set to All, Without Assignment, Assignment settled.

Each row in the List displays Commander’s Name, Rank, Base currently stationed at, Current Month Army Corps Name, Next Month Army Corps Name, Assigned or Free, Max corps size the commander can lead, Can Commander use Army, Air Force or Navy units, Commander salary, and Rating for Attack, Defense and Supply.

Commander Table

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Moving From Strategy Screen to Tactics Screen

When transitioning from the Strategy Screen to the Tactics Screen, attention must be paid to the following matters.

Prepare for Tactics Screen before Moving There

On the Strategy Screen, you must plan your invasions of Enemy Bases. Your Army Corps must be positioned in a home country base adjacent to the Enemy’s base. After a month, the small Invasion planned price tag graphic will be replaced by a larger Invasion target graphic. You can then move your corps into the enemy’s base to initiate combat. If the enemy invades one of your bases, you will have to defend it.

Also it costs money to move one of your corps into enemy territory. When more than one corps is capable of entering enemy territory, don’t forget to move some of them. Enemy corps operate under the same constraints that you do.

Make Sure your Army Corps have Suficient Funds

Fighting the enemy results in the loss of weapons systems and consumes supplies. When your units take damage you will need to reinforce them. [Forming] a new unit (if weapons have been produced) for an army corps also costs money. Make sure your Army Corps has an adequate reserve of funds to conduct the battle. If your money runs out, the Army Corps will be forced to surrender and the contested Base will be lost.

Supply and reinforcement takes place at cities or airports when losses become severe. Computer controlled Army Corps will not form additional units once their money supply falls too low, to avoid the need to surrender. Having insufficient funds is often the cause of the tide of battle swinging to the enemy.

Move Army Corps to Connecting Bases

For each Base, the Base Information view shows roads connecting to the East, West, North, and South of the base, as well as the Army Corps currently stationed at the Base.
The size of the connecting road affects how large a corps can move through it. When an Army Corps moves to an enemy base where an enemy corps is posted, it can make a large difference on the Tactics Screen. If the connecting place has an airport, then an army corps composed entirely of aircraft can safely use that connecting road. If airplane posting is not allowed, the Army Corps would be useless and the consequences of the blunder would be unimaginable.

Also the Base’s terrain will have an effect on the battle. If you are operating at a disadvantage, you will be prompted to confirm that you really want to move your corps into that area. Carefully plan your Army Corps movement to avoid posting difficulties.

Tactics Terrain

On the Tactics Screen Airplane Units, Ground Units, and Naval Units can be created or posted. Existing units in storage will be displayed with a distinctive mark. When Operations begin, stored units can be brought out to do battle.

Be aware that only half an army’s total units can be deployed on the Tactical Screen. While deployed on the Tactical Screen, units (Particularly Air Units) consume supplies such as fuel and ammunition.

Units must be placed in storage in order to replace battle losses. Aircraft units must be placed in storage to resupply as well. Aircraft must resupply often, as they will rapidly use up their bomb loads and fuel. Also computer army corps operate under the same restrictions. Keeping your forces at peak levels of strength and supply is essential to ensure victory.

Before Entering Tactics Screen, Always do This

When fighting to gain or retain control of a Base, in an emergency the degree of difficulty can be changed. This makes a huge difference to the battle.

If you made a mistake in sending your Army Corps to attack a base, and enemy army corps crush your forces, its important to save the game before entering the Tactics Screen so that you can recover from the mistake.

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Operating Tactics Screen Set-up

Before moving from the Strategy Screen to the Tactics Screen [Just before Defending] Save Data before entering the Tactics Screen, or after re-loading you will see the Army Corps Selection Screen Indicator.

To operate the Army Corps Selection Screen, you decide for each battle which Army Corps you will control directly (Army Corps set to USER). In a situation where many battles are being fought in the same month, the smallest 1 time battle can be fought in Normal mode, and the remaining battles can be set to simplified mode where the computer is left to resolve them.

In a Normal Battle where more than one Army Corps is involved in a Base Holding Fight, at least one of the defending army corps must be user controlled. The user may not be in charge of more than 2 army corps during a battle.

Be sure to save the game before adjusting the battle’s degree of difficulty. When using the [Save] button on the Army Corps Selection Screen.

Corps Selection

For each German Army Corps involved in a battle, the user must make selections according to his interests. In a defending scenario, clicking on the green frame next to the Army Corps Name will allow you to select a map location to Post the corps.

Also this screen can be used to select Easy battle mode which has the advantage of letting the computer be in charge of the battle. This selection should be used with care, since a lot of damage can occur to computer-led forces if they are not extremely well prepared.

Adjust Battle Difficulty Options

Battle Difficulty Settings

Adjust Computer Corps Unit Formation Restrictions

When involved in a Normal battle with more than one corps, some of the Corps will have to be computer controlled. These Corps will seek to build new units during the battle according to the restrictions that you place on them. The default setting is to have no restrictions.

However, this can cause problems if a Computer controlled corps enters a battle low on funds and exhausts their funds building unnecessary units. Once the battle ends, the Corps will then break-up due to a lack of funds. Use the Computer Corps Unit Formation Restrictions Screen during the Strategic phase of the Month to prevent this from happening by selecting which unit types to prohibit Computer controlled corps from forming during a battle.

Computer Formation Restrictions