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
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.
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.
Page 14
Strategy Screen Toolbar Commands

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
Page 17
About Strategy Screen 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

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.
Page 18
About Army 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.

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.

Page 21
Performance Table Explanation

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.

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

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

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.

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

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.
Page
26
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.

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.

Set Weapon Production 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.

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.

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.
Page 33
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.

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.

Page 34
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.

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

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.
