Second Front Manual

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TABLE OF CONTENTS

Overview .................................... 1
Victory Conditions .......................... 1
Before You Play ............................. 2
IBM Instructions ....................... 2
IBM Loading Instructions ............... 3
Menus .................................. 3
Select Scenario ............................. 4
Player Control .............................. 4
Overview of Play ............................ 5
Selecting Action ............................ 5
Turn Sequence ............................... 6
Axis Player Phase ...................... 6
Soviet Player Phase .................... 6
Events ...................................... 6
Partisan Activity ........................... 7
Supply ...................................... 7
HQ Control .................................. 8
Replacements/Readiness Recovery ............ 11
Replacements .......................... 11
Readiness ............................. 12
General Orders ............................. 13
The Map ............................... 13
Movement .............................. 14
Transferring Units .................... 15
Headquarters (HQ) ..................... 15
Adding and Removing Units ............. 16
Examining Units ....................... 16
Cities and Production ................. 17
Air Operations ........................ 18
Combat Resolution .......................... 19
Combat ................................ 20
Production and Resources ................... 25
Campaign Summary and Technical Notes ....... 28
Campaign Summary ........................... 29
Charts Appendix ............................ 35
Weather, Terrain and Movement Tables .. 35
Cities ................................ 35
Aircraft .............................. 37
Tanks ................................. 38
Leaders ............................... 39
Formulas Appendix .......................... 40
Events Formulas ....................... 40
Combat Formulas ...................... 40
IBM Command Summary Chart .................. 41
Player Tips & Hints ........................ 42
Index ...................................... 43

Page 1

OVERVIEW

On June 22, 1941, the German army turned towards the Soviet Union and launched
Operation Barbarossa, the largest military campaign the world has ever seen. In the
final analysis this campaign brought defeat for the Axis as it had for Napoleon in
the preceding century, but not before the Germans had marched nearly to the gates
of Moscow. Many historians feel that without interference from Hitler, the German
commanders might very well have avoided the fate of Napoleon and won the war on
this critical front. Now you may command the forces on what became known as
Hitler's Second Front and compare your strategic skills to those of the commanders
that have preceded you.

You may play either the Axis or Soviet forces against the computer or select the
two player option against a human opponent. As supreme commander, you direct corps
level movement and combat operations, order air missions, and control the
production of war materials in your factories.

In Second Front you issue strategic level orders to your corps. Each corps is made
up of from I to 8 divisions, and you may transfer individual divisions between
corps. When you examine divisions and view combat results you will see your assets
and combat results to the individual plane, vehicle, and infantry squad level.

The Second Front map is based on an invisible hex-grid system. In the full board
1941 and 1942 scenarios the map spans the entire theater of operations, from Berlin
in the west to past Moscow in the east, and runs from Finland to south of
Sevastapol. Each hex is 20 miles across and each turn represents 1 week of real
time.

Select from two full board scenarios or two limited-area scenarios. The starting
dates range from the start of the Eastern Campaigns in 1941 to the Axis offensive
in 1942. Scenarios are played until one side meets victory conditions or until the
date listed in the scenario description.

VICTORY CONDITIONS
Players receive points for capturing key enemy cities. For the Axis player to
achieve victory, he must hold 5 points in Soviet cities. The Soviet player will win
if he holds 4 points worth of Axis cities. The key cities vary between scenarios.

1941 & 1942 Scenario Points


Axis Points Soviet Points
Baku 1 pt Berlin 3 pt
Gorky 1 pt Hamburg 2 pt
Groznyy 1 pt Nurnburg 1 pt
Leningrad 1 pt Prague 1 pt
Moscow 3 pt Vienna 1 pt
Saralov 1 pt
Stalingrad 1 pt

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Moscow Scenario Points


Axis Points SovietPoints
Gorki 1 pt Demyansk 1 pt
Kalin 2 pt Orel 1 pt
Moscow 3 pt Rzhev 1 pt
Smolensk 1 pt
Vyazma 1 pt

Stalingrad Scenario Points

Axis Points Soviet Points


Astrakahn 1 pt Kharkov 2 pt
Baku 2 pt Roslov 2 pt
Groznyy 2 pt Slalino 1 pt
Maikop 1 pt Voronezh 1 pt
Stalingrad 2 pt
Victory conditions are checked at the end of each full turn. If the date reaches
the first week of July, 1945, without either player meeting victory conditions,
then the game is a draw.

BEFORE YOU PLAY

What Comes With This Game

You should receive the following with this game:

Disk
Game Manual
Data Card (some systems)

This game has no physical copy protection on the disk, so please make a backup copy
and put the original away for safekeeping. Use the information that came with your
computer to make the backup copies.

To verify that you have a legitimate copy of the game you will be asked to answer a
question using information from this manual.

IBM Instructions

Keyboard

Make sure your NUMLOCK key is off before playing.

To select commands on the IBM refer to the Command Summary Chart on page 41. To
move the cursor or to plot movement use the following keys on the numeric keypad:

7 NNW 9 NNE
4 W 6 E
1 SSW 3 SSE

To move the cursor around the map in large increments use these keys:

I
J K
M

Use the cursor controls or the 2 and 8 keys on the numeric keypad to select options
on vertical menus and then press ENTER/RETURN. To select the Balance level from the
Player Control menu use the cursor controls or the 4 and 6 keys on the keypad.

Press ENTER/RETURN to designate movement destinations and air operation targets.

Display/Delay Level for Combat

To change the display level and delay during Combat Resolution, press the <SPACE>
bar to bring up the menu. Change the display level values with the 8 and 6 keys on
the keypad, the 4 and 6 keys will change the delay. Press ENTER/RETURN to exit.

If you cannot remember a command, simply press to get a help screen.

Page 3

IBM Loading Instructions

Second Front can be played either from a single floppy drive or from a hard disk.
The following instructions explain how to play on either system configuration.

Floppy System

When playing from floppy disk it is especially important to make a play copy. Make
the copy following the instructions in your DOS manual.

1. Format a blank disk for game saves following the instructions in your DOS
manual. You cannot format a disk while playing the game.

2. Insert game disk in default drive.

3. Type: START to begin play.

4. Press any key to exit title screen.

5. Answer copy verification question with information from this manual.

6. Follow the instructions from this manual to play.

Saving Games

To save games while playing on a floppy system, remove your game disk from the
default drive and insert your formatted save disk.

Second Front on the IBM is completely RAM resident, and requires no disk access
during actual game play.

Hard Disk System

Before you play the first time on a hard disk you must install the game onto your
system.

Installation

1. Place your Game Disk in drive A and type A:. You may substitute the B drive if
that is your 5.25" drive.

2. Type INSTALL (destination drive letter). If you are going to install to a C


drive you would type INSTALL C.

3. Follow all prompts to install.

Playing

1. Enter the Second Front directory by typing CD\SF from the hard disk root
directory.

2. Type START to begin play.

3. Press any key to exit title screen.

4. Answer copy verification question with information from this manual.

5. Follow the instructions from this manual to play.

Saving
Games are automatically saved to the SF\SAVE subdirectory. This subdirectory is
created when you run the installation program.
Menus
All play in Second Front is controlled by easy to follow pop-up menus and displays.
During General Orders the menu titles will appear along with information about
corps, supply and so on. During combat the Display/Level

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menu controls the level of detail for the Combat Resolution display.

SELECT SCENARIO

This menu allows you to select whether you will play a saved game or start one of
the scenarios. The Campaign Summaries section starting on page 29 shows the initial
battle lines for these scenarios as well as the general course of the whole
campaign and other theaters as well.

SELECT SCENARIO
SAVE GAME
CAMPAIGN'41
CAMPAIGN'42
STALINGRAD
MOSCOW

CAMPAIGN '41 starts the game at the beginning of 'Operation Barbarossa' in the week
of June 22, 1941. In this campaign the Germans gain the initial special Blitzkrieg
effects that are described in the Supply section later in the manual. This scenario
will end in a draw after the first week of July, 1945 if neither side has met its
victory conditions.

CAMPAIGN '42 is the beginning of the 1942 Axis offensive. The starting date for
this campaign is the week of June 28, 1942, and the campaign was referred to as
Operation 'Case Blue' This scenario will end in a draw after the first week of
July, 1945 if neither side has met its victory conditions.

STALINGRAD starts on the same date as the 1942 campaign, but the operation area is
limited to the area around Stalingrad. The map runs from Kiev in the west to Kazan
to east of Stalingrad. This scenario will end in a draw after the first week of
April, 1943 if neither side has met its victory conditions.

MOSCOW starts with the collapse of the Kiev pocket in the week of September 21,
1941. The Axis forces are poised for the drive towards Moscow that ended
historically with the Soviets making a successful, though costly, stand at very
nearly the gates of their capital city. The map runs from Bucharest in the west to
east of Moscow. This scenario will end in a draw after the last week of February,
1942 if neither side has met its victory conditions.

PLAYER CONTROL

This allows you to select who will play each side and to set the balance of the
game.

PLAYER CONTROL
AXIS COMPUTER
SOVIET COMPUTER
BOTH HUMAN
BOTH COMPUTER
BALANCE: EVEN, HELP AXIS/SOVIET, MAXIMUM HELP AXIS/SOVIET
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COMPUTER/HUMAN player options select who will play each side. These options may be
changed during play by selecting the CHANGE PLAYER/BALANCE option. With these
options you may play through games commanding the side with the most interesting
strategic situation, or replay saved games to see if you can do better than your
opponent in an identical situation.

BALANCE: EVEN, HELP AXIS/SOVIET, MAMMUM HELP AXIS/SOVIET alters the game to favor
one side or the other. The player receiving HELP adjustments gets the following
bonuses:

# Production of war equipment is doubled.

# Player receives double normal infantry replacements.

# Player receives Axis Blitzkrieg supply bonuses on all clear weather turns.

The player receiving MAXIMUM HELP adjustments gets the HELP bonuses plus the
following:

Readiness is recovered at double normal rate.

Player loses 5% readiness per player phase instead of 25% for normal attrition.

OVERVIEW OF PLAY

Most of the player interaction with the game occurs during the General Orders
phase. In this phase the player may move troops and issue orders that will be
carried out during the Combat Resolution phase. The player can evaluate the
condition of his units, and view estimated strengths for enemy corps. Commanders
may be replaced and production facilities can be ordered to alter the type of
equipment they manufacture. To end the General Orders phase, players select the
Quit command and go to the Select Type of Action menu.

SELECTING ACTION

The following menu is used to save games and move between the different phases
during play.

SELECT TYPE OF ACTION


GENERAL ORDERS
COMBAT RESOLUTION
SAVE GAME
CHANGE PLAYER/BALANCE

GENERAL ORDERS is the player control phase. Here you issue all orders regarding
movement, combat, and production. You may also examine your cities and other
resources and evaluate the overall strategic situation. See the General Orders
section for more information.

COMBAT RESOLUTION will execute commands issued during

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General Orders phase, resolve combat, and then go on to Supply, HQ Control, and
Replacement /Readiness phases. All of these phases are described later in the
manual.
SAVE GAME will store the current game to disk. See the instructions for your
computer or look at the Data Card that came with the game for information on saving
games with your system.

CHANGE PLAYER/BALANCE will take you back to the Player Control menu described
earlier.

TURN SEQUENCE
Each game turn consists of the following sequence of phases:

Axis Player Phase:


EVENTS
PARTISAN ACTIVITY
SUPPLY
HQ CONTROL
REPLACEMENTS/READINESS
RECOVERY
GENERAL ORDERS
COMBAT RESOLUTION

Soviet Player Phase:


SUPPLY
HQ CONTROL
REPLACEMENTS/READINESS
RECOVERY
GENERAL ORDERS
COMBAT RESOLUTION
CHECK VICTORY CONDITIONS

EVENTS

While you command the action on the Eastern Front, the rest of the war still rages.
In the events phase, the computer will determine how the war is going for the Axis
on the Western and Italian Fronts. The computer will check the relative strengths
of Axis and Allied forces on each front. Whenever the Axis is weaker than the
Allies on a front, an event will occur. Events are historical turning points in the
war such as the Allies gaining beachheads in Italy or the capture of the German
Afrika Korps. These events will slowly affect the Axis player's industry and
overall war capabilities. The strengths on the fronts are calculated with the
formulas found in the Formulas Appendix in the Campaign Summary & Technical Data
section.

The Axis troops for the Western Front are located in the West Front HQ in Germany.
The Italian Front troops are located in the Italian Front HQ. No actual combat will
occur with units in these areas. Except for the surrender of the Axis Afrika Korps
units, the effect of an event occurring is that the main HQ for that front is
shattered. For more information on shattering look under Combat Results in the
Combat Resolution section.

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If you wish to reinforce these fronts or to remove units you may do so as with any
other units. If these fronts are left alone, the war in these areas will
approximately follow the historical timeline. If you remove troops or reinforce the
fronts, you will alter the timeline accordingly. For a summary of the historical
WWII timeline, see the Campaign Summary & Technical Data section starting on page
29.

PARTISAN ACTIVITY
Throughout the war the Axis was greatly troubled by the actions of partisan freedom
fighters. During this phase partisan bands will operate behind the Axis lines and
attempt to damage rail and supply lines. From 1941 to 1942 the partisans will only
be active in Russia. Starting in 1943 resistance bands will begin operating in
Poland and Yugoslavia also. As the war progresses, the level of partisan resistance
will rise dramatically.

Hexes with partisan activity will be marked with a cursor, and you will be notified
that activities are occurring during this phase. Hexes that have fallen under
partisan control are treated as any other enemy controlled hex. The likelihood of
partisans gaining control of an unoccupied hex is based on the Axis Supply Level of
the area and the presence of combat troops.

Partisan Bands and Strength

There are several separate bands of partisans operating in each of the countries.
If bands operate unmolested they will grow, recruiting new members and gaining
additional strength. When partisans attempt a mission in a hex with combat troops,
they risk losing that operational group and part or all of their total strength.

SUPPLY

The supply calculation phase will determine whether or not your supply lines are
delivering the food, ammunition and other supplies necessary to maintain the
effective combat readiness of your divisions in the field. Supply lines are the
paths materials travel to reach your units. Supply is affected by several factors
such as weather and distance from friendly rail lines. When you move the cursor
around the map during General Orders, the Supply Level (SL) for a hex will be
displayed on the right half of the bottom display.

Normally the highest SL for a hex is 6. Cities in naval supply may have a SL of 7.
There are other special naval supply rules under Naval Supply later in this
section. The Axis player will receive SLs of 10 during the initial Blitzkrieg at
the start of the 1941 Campaign. See the Blitzkrieg section later in this section.

Page 8

Supply lines only pass through friendly controlled hexes. Hexes will convert to
friendly control immediately if friendly corps move through them, or at the end of
the Supply Phase if there is no enemy in the hex and its SL is 2 or greater while
enemy SL is 0. Hexes that have been overrun will reconvert back to enemy control if
enemy SL is 2 or greater while friendly SL is 0.

Rail

The highest SLs are at friendly operational rail hexes, and then drop off at 1 SL
per hex from there.

Recently captured rail is not necessarily available even if the rail hex is under
friendly control. The Soviet and Axis forces ran on different gauge rail, and so
the existing lines must be converted before they become operational. A rail hex
will become operational, beyond the existing railhead, when it is at SL 4 or higher
and under friendly control. During the Blitzkrieg, Axis SL must be 8 or higher for
rail to convert. During poor weather rail becomes operational at a slower rate.
Rail becomes operational at the end of the Supply phase. The Examine Rail command
during General Orders will show you all friendly and enemy operational rail lines.

For example: 1 hex away from an operational friendly rail will have a SL of 5, 2
hexes away will have 4 and so on.

Terrain

Mountain and swamp hexes drop the SL 2 points when the supply line passes through
them.

For example swamp or mountain hex adjacent to an operational rail hex would have a
SL of 5, but the next hex would have a SL of 3 instead of 4.

Weather

Weather will affect the SL of all noncity hexes. Units in cities are treated as if
they are in clear weather conditions unless the weather is blizzard, in which case
they will have SLs equivalent to non-city snow conditions. There is a chart of
weather effects on page 35.

HQ Bonuses

Divisions will receive a 20% SL bonus if they are within the parent HQ's control
area. HQ control area is defined under the HQ Control Section. Divisions directly
assigned to HQs receive double their normal SL.

Naval Supply

If the Axis player holds Constanta at SL 5 or higher, then Odessa, Rostov,


Sevastapol and Novorossiysk will add 1 to their SL from naval supply if also held.

If the Soviet player holds Novorossiysk at SL 5 or higher, then Odessa, Rostov,


Sevastapol and Constanta will add 1 to their SL from naval supply if also held.

Page 9

If the Soviet player holds Leningrad at less than a SL of 2 and controls the hexes
located at 41,6 and 44,6 with SLs greater than 1, then Leningrad and hex 41,6 will
have SL of 5. During the warm months these areas were serviced by naval supply.
During the winter months the Soviets built a connecting rail line and road across
the frozen lake Ladoga to the east of Leningrad for supply.

Blitzkrieg

At the start of the 1941 campaign the Axis player has the benefit of special
Blitzkrieg rules. This represents the initial preparation and stockpiling the
Germans did prior to Operation Barbarossa. These special rules are only in effect
for the first 6 weeks of the 1941 Campaign.

The base SL for Axis rail during Blitzkrieg is 10 instead of 6. Rail will convert
to Axis operation at SL 8 or higher instead of 4.

HQ CONTROL

Each corps receives orders and supplies from one HQ. Parent HQs can be determined
during General Orders by examining an HQ and seeing which divisions are marked (C),
or by placing the cursor over a corps and selecting the Find HQ command.

Each HQ has a Replacement Level which can be changed during General Orders. The
replacement level determines at what point subordinate divisions will receive
replacements. Replacement Level is described in the Replacements/Readiness Recovery
section.
Chain of Command

All combat units are subordinate to a parent HQ. HQs in turn have a position in the
chain of command running from front line HQs, to area HQs and finally to the
supreme commander. The supreme HQ for the Axis is OKK which in turn controls OKH
HQ, which is the supreme HQ for the Eastern Front operations. OKW is generally
under the command of Hitler. The supreme HQ for the Soviets is STAVKA, under the
command of Stalin.

There are two basic deployments of HQs: frontline, and rear echelon. The frontline
HQs are immediately over combat units in the chain of command and directly affect
unit SLs and distribution of replacement troops and equipment and combat
reinforcements. Rear echelon HQs control frontline HQs and also affect divisions by
modifying distribution of replacements.

HQ Control Areas
Each HQ is centered in a control area that measures 11 hexes east/west by 5 hexes
north/south. Any subordinate units in that control area receive more direct
logistical support, which results in the SL bonus described in the Supply section.

Page 10

Aircraft

HQs are the only units that may have aircraft assigned to them. HQs may also have
combat divisions assigned to them. Combat divisions are generally assigned to HQs
as reserves or for recovery. The exception to this is divisions assigned to OKW,
West Front and units in the Italian Front. These units are used by the computer for
other fronts, and are discussed in the Events section.

HQ Commanders

Each HQ is under the command of a different historical officer. Each of these


officers has a commander effectiveness rating ranging from 1 to 9. These ratings
are in the Campaign Summary & Technical Data section on page 29.

Commander ratings affect several aspects of combat. At the start of every battle
commanders may be able to gain additional readiness for that conflict. Commander
ratings are checked to see if a retreating unit shatters, and if not, how much
readiness is lost. Combat reinforcements are more likely to be issued by better
commanders. A good commander, in many cases, will greatly affect the results of a
battle.

During General Orders you may replace commanders from a pool of unassigned
officers. This is described under Replacing Commanders in the General Orders
section. Commanders on both sides may be relieved from duty by the computer for
reasons such as incompetence and treason. If the leader is not executed, he will be
returned to the leader pool after a time.

Battles are generally directed by the commander of the immediately superior HQ, but
leaders further up the chain of command may step in during any battle to direct the
action. This is random and completely under computer control. The officer that is
actually directing the battle is the one for whom commander effectiveness checks
are made.

Combat Reinforcements

HQs will sometimes order subordinate units to reinforce corps during Combat
Resolution. When a corps is reinforced a message similar to the following will
appear:

Guderian reinforces 39th Panzer Korps with 122nd Infantry Div

Reinforcements will only be assigned to and from corps in the control area of the
parent HQ. Units which have overrun their parent HQ control area are unable to
receive combat reinforcements. While the reinforcement will only occur in the
parent HQ control area, the order to reinforce is issued by the leader commanding
the battle, wherever he falls in the chain of command.

HQs with aircraft will sometimes send air support to subordinate units during
Combat Resolution. This is randomized and always under computer control.

Page 11

REPLACEMENTS/READINESS RECOVERY

During this phase divisions will receive replacement troops and equipment, as well
as regain some or all of the readiness lost during movement and combat from
preceding turns.

Replacements

The Replacement Level of a division's parent HQ will determine when it will receive
troops and equipment. The default setting for replacement level is 50%, which means
that divisions must be reduced to 50% of their full compliment before they start
receiving replacements. Once a division is below its replacement level, it will
automatically receive replacements until it reaches its replacement level again. To
change the replacement level see the Headquarters section under General Orders.

Replacements are taken from a Replacement Pool of equipment that may be examined
during General Orders. The replacement pool is made of new troops and equipment,
and repaired armored vehicles that have been damaged during combat. Recruitment and
production levels are set by the computer, but you can control what type of
equipment is produced in your factories. For the description of the replacement
pool and altering production see Cities and Production under the General Orders
section.

Equipment Upgrading

During the Replacements Phase equipment is sometimes upgraded. There are two types
of upgrading: new equipment replacements and refitting. When a new type of
equipment is available in large enough quantities it will be used to replace older
equipment in the mechanized divisions. New equipment will tend to be issued first
to divisions that have suffered heavy casualties. Upgrading can also be done by
players during General Orders by examining a mechanized division and changing its
type. This is described in the General Orders section under Examining Units.

Older equipment will be automatically refitted with upgraded capabilities. Two


examples of this are the Axis PZ II tanks which will be refitted with larger guns
and become Marder III's, and the Axis anti-tank (AT) guns which are refitted each
year of the war to increase their firepower.

LendLease

The Soviet replacement will automatically receive Lend Lease equipment from the
Allies. Lend Lease equipment enters the Soviet Union through the port of Murmansk
and may be viewed during General Orders with the Examine Off Map Cities command.
This equipment is allocated exactly like any other replacement equipment.

Page 12

Readiness

Readiness is the percentage of forces in a division that are actually prepared for
combat. Only ready troops count towards combat effectiveness. Readiness is lost
during movement, combat and from normal attrition. Readiness is regained based on a
divisioiYs SL. To determine the readiness of your divisions during General Orders,
place the cursor over a corps and select the Get command, then select the letter of
the division to examine.

Readiness Loss

All divisions, on both sides, automatically lose 25% of their current readiness
from normal attrition at the beginning of each player phase (twice per turn). Sub-
divisions, such as tank battalions, attached to divisions lose 5% per phase.

Divisions lose readiness whenever they move or are transferred. This is discussed
under General Orders. Non-mechanized divisions will lose readiness at twice the
rate of mechanized divisions when marching or plotting.

Defending units automatically lose 10% of their readiness whenever they are
attacked. This includes air and ground attacks.

Whenever units are forced to retreat from a battle, they suffer readiness loss.
Units automatically lose 10% readiness for retreating. Additionally, there is a
random chance, based on the commander rating, that the unit may lose an additional
40%.

Oil Reserves

Oil supplies can reduce overall readiness if they drop below 100. The lower the off
reserves go below 100, the higher the probability that it will affect readiness.
Oil reserves are displayed just before the General Orders phase during the Supply
phase or can be viewed during General Orders.

Blizzard - 1941

During the blizzards of 1941 all Axis forces (except Finns) east of Warsaw suffer
extra losses to readiness. Axis forces will lose 20% of their readiness after the
Supply phase, and 10% of their Infantry troops before the Replacements/Readiness
Recovery phase.

Soviet 1941

Soviets will lose an additional 20% readiness during every player phase for all
clear weather turns in 1941. This reflects the general state of unpreparedness of
the Soviet military at the start of the war.

Recovering Readiness

Divisions will automatically recover readiness at a rate based on their hex SL.

Page 13

GENERAL ORDERS
During the General Orders phase you may move and transfer troops, attack enemy
corps, direct air operations and examine troops and cities. The following section
will describe the functions of commands and explain your options. To access the
specific commands on your computer system, refer to the Command Summary in this
manual or the Data Card that came with your game.

The Map

To move the cursor around the map, select Map Mode and use the direction controls.
The Toggle Map command will flip between the large view Strategic Map and the
close-up Tactical Map. To determine which hexes are enemy controlled select View
Enemy Controlled Hexes. This is very helpful when estimating supply lines and
preparing movement orders. To see friendly and enemy controlled rail lines, select
Examine Rail.

Movement

There are three modes of troop movement: March, Rail and Plot. Rail movement is
only available if a corps is on a friendly operational rail hex and has sufficient
rail movement available. Plotted movement is used to move troops through enemy
controlled hexes and into combat.

When units do not move during a turn they may automatically entrench. Entrenchment
is covered under Combat Resolution.

March Mode

To march a corps, place the cursor over the unit, select March Mode, move the
cursor to the corps' destination and place the unit. While you move the cursor you
will see the following on the right side of the bottom of the screen:

MOVE COST: #%
RAIL AVAIL: #

MOVE COST is the percentage of your total available readiness that will be lost
moving the corps to the destination hex. RAIL AVAIL indicates the amount of empty
rail cars available to carry the corps. Each tank uses 3 rail points, guns use 2
and infantry uses 1.

Troops cannot march into, through or from enemy controlled hexes or hexes with SL
0. These hexes may only be plotted into or from. The View Enemy Controlled Hexes
command is helpful when preparing to move troops.

Corps cannot plot after they have marched. HQs cannot launch air operations after
marching.

RailMode
To use rail, corps must be on a friendly controlled rail hex and have sufficient
rail movement available.

Page 14

The Examine Rail command will display all enemy and friendly rail lines. To enter
rail mode, place the cursor over the corps, select March Mode, and press 'R'. Move
the cursor to the destination hex and place the unit. As you move the cursor to the
unit's destination the percentage of rail and march movement used will be
displayed.

MOVE COST: #%
RAIL COST: #
RAIL AVAIL: #

Rail Available refers to the total amount of room available on rail cars. This
number will drop as you move units. It is best to move large units first as they
use more rail than smaller units.

Corps may march after rail movement if they have sufficient movement remaining, but
they may not plot.

Divisions lose 1% readiness per hex during rail movement.

Plot Mode

Plotting is used to move troops into enemy controlled hexes and to engage enemy
troops. Plotted moves do not actually take place until the Combat Resolution phase.
Each plot will take place during a different segment, or pulse, during Combat
Resolution.

To plot movement, place the cursor over the corps, and select Plot Mode. After
placing a corps in plot mode, use the cursor controls to designate each move, or
plot, the unit is to perform during Combat Resolution. Follow the instructions
displayed on the screen to end plotting for the current unit. Both mechanized and
non-mechanized corps may enter 5 keystrokes of plot instructions. These key strokes
may include movement, null-plots or indicate static attacks.

Pressing 'S' after a direction plot will designate a static attack against an enemy
unit. The static attack uses 2 keystrokes. When a static attack is ordered the unit
will not advance into the hex in the event of a victory. Static attacks are common
with coordinated operations and when attacking from a city.

Pressing '0' (the zero key) will order a null-plot, and the unit will not move for
that pulse. Null-plots are often used to coordinate attacks or to wait to avoid
being blocked from movement by friendly units.

As you indicate your plots they will be displayed on the left side of the bottom
display for you to verify. To cancel existing plots press 'C'.

Mechanized corps may plot 5 moves per turn if they are in SL 1 or greater. They may
plot 2 moves per turn if they are in SL 0 or the current weather is rain. Non-
mechanized corps may plot 2 moves per turn regardless of weather or SL.

As divisions move into a hex they lose 10% readiness plus additional losses based
on the terrain and weather conditions. There are tables of plot costs on page 35.

Page 15

Transferring Units

Combat divisions may be transferred to HQs and corps during General Orders. There
is a special Air Transfer mode for aircraft.

Transfer Mode
To transfer divisions, move the cursor over the corps to receive the new divisions,
select Transfer Mode, move the cursor to the corps to give up divisions and select
the Get command. Select the letters of all divisions to transfer and then exit.

Divisions being transferred suffer a loss of readiness based on the distance moved.
If divisions are transferred between units that are both on active rail, then rail
mode will be used. If either the giving or receiving units are not on an active
rail line then transferred divisions will be marched.

You cannot transfer divisions in or out of corps in a hex with SL 0.

Corps cannot plot after transfernng units but they can march.

Air Transfer Mode

Aircraft may only be transferred between HQs. To transfer aircraft move the cursor
over the HQ to receive the new divisions, enter Air Transfer Mode, move the cursor
to the unit to give up aircraft and select the Get command. Select me letter of all
aircraft to transfer and then exit.

Headquarters (HQ)

HQs are important to the correct functioning of your frontline combat corps. HQs
supply air support for the war effort, and affect SL and replacement levels.

Replacing Commanders

A commander may be relieved from duty and replaced by another commander from the
commander pool. To do this place the cursor over the HQ and select the Get command,
then follow the directions on the screen. When a commander is removed from an HQ he
will be returned to the pool.

The Axis player may not remove commanders from Axis-Ally units such as Finnish or
Rumanian HQs.

Commanders on both sides may be relieved from duty by the computer for reasons such
as incompetence and treason. If the leader is not executed, he will be returned to
the leader pool after a delay, and may be assigned to another command.

Replacement Levels

The replacement level of a divisions parent HQ will determine when it will receive
troops and equipment. The default setting is 50%, which means that when a division
reaches less than half of its maximum compliment it will receive replacements until
it reaches the 50% level again. To view or change the replacement level place the
cursor over the HQ unit and select Set Replace Level. Follow the instruction
displayed on the screen to raise or lower the level.

Page 16

Finding Parent HQ

To find out which HQ a corps is assigned to, place the cursor over the unit and
select Find HQ. This will highlight the parent HQ and all corps under its control.
This command will also find the parent HQ of another HQ.

Set HQ

You may change which HQ a unit is subordinate to with the Set HQ command. To change
the parent HQ, place the cursor over a Corps, select the Set HQ command and then
select the new parent HQ.

Adding and Removing Units

New combat corps and HQs may be built on empty hexes. New corps are empty and you
may transfer divisions and/or aircraft (HQs only) to them. New HQs will
automatically have a commander assigned to them.

New Corps

To build a new corp, place the cursor over an empty hex and select New Corps, then
select whether to build a mechanized or non-mechanized corps. You must then
transfer divisions into the new corps or it will disappear during Combat
Resolution. Any division may be assigned to either type of corps. The type of the
corps will determine the plot movement base for the unit. Since non-mechanized
divisions lose readiness at twice the rate of mechanized units for each plotted
move, it is unwise to assign them to mechanized corps.

New HQs

To build a new HQ, place the cursor over an empty hex and select New HQ. The new HQ
will automatically be assigned a commander from the pool. There is a limit of 25
HQs that may be in operation at one time, and so you may not always be able to
create new ones.

Removing Corps

To remove an empty corps, place the cursor over the unit and select Remove Unit.
This is handy when you consolidate divisions into stronger corps.

Examining Units

To examine corps or HQs, place the cursor over the unit and select the Get command.
Once you are examining the unit, you may view aircraft, divisions and subdivisions
by entering the unit letter.

The following symbols are used to represent HQs and the two corps types:

Headquarters: Rectangle with an "H" inside


Armored or Mechanized: Rectangle with an ellipse inside
Infantry or Non-mechanized: Rectangle with an "X" inside

Page 17

When you examine any HQ, corps or division the top of the screen will display which
unit it is attached to. Displayed HQs will indicate subordinate corps with (C).
When examining a corps the units assigned to it will be displayed like this:

A 122nd Infantry Div (333)


B 153rd Stug Bn
C 121st Motorized Div (576)

The numbers in parentheses next to infantry and motorized infantry units are the
total number of squads, guns and vehicles in that division.

When you examine combat divisions you will see their current experience and
readiness level, number of squads and numbers and types of equipment. Readiness is
the percentage of troops that are currently available for combat. Experience
represents how battle hardened the troops are. Units that have taken heavy losses,
and have received many replacements, will suffer a decrease in experience.
Motorized infantry divisions will also have additional mechanized units attached to
them.

Changing Mechanized Unit Types


When examining mechanized divisions you will also be able to change the type of
units in that division. To change the type of a division you must have enough of
the new vehicle in the replacement pool to swap out all of the old equipment. This
allows divisions to be upgraded during the campaign. The computer will
automatically upgrade the type of units in the Replacements phase when there are
sufficient numbers of new equipment.

Next Unit

To quickly view all of your units, use the Next Unit command. This will cycle
through all of your HQs and Corps.

Examine USAAF (Soviet only)

Starting in 1943, the Soviet player will have support from the 8th and 12th US Army
Air Corps. These corps are always under computer control and may not be transferred
to or from. The Examine USAAF will allow the Soviet player to view those assets
during General Orders.

Cities and Production

Cities house the factories and oil refineries that keep the war effort moving.
Cities also protect troops from the adverse effects of weather and offer
fortification to repulse enemy attack. As enemy cities are captured, manufacturing
and oil production facilities are added to the victor's existing war machine.

During General Orders you may examine cities, factories, and other resources. You
may also alter pro-

Page 18

duction to change the types of equipment manufactured. For more information on


these items look in the Production and Resources section following Combat
Resolution.

Air Operations

During the General Orders phase each side may order air operations from HQs with
aircraft assigned to them. The types of operations available are: Air Lift,
Airfield Attack, Interdiction and Strategic Bombing. To order an air operation move
the cursor over an HQ with aircraft and select the mission type command. To target
an operation, move the cursor to the target and select the hex.

Whenever aircraft fly a mission they are subject to attack by all enemy airgroups
they pass and any flak guns at the target sight. Sometimes air operations may not
be scrubbed because of heavy losses to enemy fighters or adverse weather
conditions.

The total number of aircraft that will actually fly a given mission is based on the
unit readiness, the range to the target and the range rating of the aircraft
involved. Fighter aircraft will fly unlimited missions in escort capacity, but all
other aircraft will only fly 1 mission per turn. Fighters will only fly missions if
they have other types of planes to escort.

In the case of larger airgroups you may be able to fly multiple missions per turn,
with the planes that missed the first mission flying in the second. Missions
subsequent to the first will tend to be fairly small.
Escort Range

Fighter aircraft will, in most cases, have shorter range than the planes they
escort. It is very easy to overfly your escort support and risk getting mauled by
enemy fighters at the target sight. Be careful to examine the ranges of your
aircraft and try to move air units close enough to the front to maximize escort
coverage. When an air mission takes too many losses, the operation is automatically
scrubbed.

AirLift

Airlift operations may be mounted to raise the effective SL of troops in low supply
or to get supply to units that have overrun their supply lines or had them cut.

Page 19

The success of an air lift is determined by the number of pounds of supplies that
are parachuted to the corps. Every 100 lbs of materials delivered is 1 supply
point. The number of supply points required to raise a corps' readiness is
determined by the size of the corps.

For Example: If the corps size is 1000, then 1000 supply points (100,000 lbs) will
raise readiness 1%, 2000 supply points (200,000 lbs) will raise readiness 2% and so
on.

If the delivered supply points is less than the corps size, then there is a chance
that readiness will be raised 1%.

To determine the size of a corps add the number of infantry squads, artillery and
flak guns to 3 times the number of tanks.

Corps Size = Squads + Artillery + Flak + (3*Tanks)

Only transport and level-bomber type aircraft will airlift supplies.

Airfield Attack Airfield attacks are aimed at destroying enemy aircraft while still
on the ground. These attacks are critical in the effort to achieve and maintain air
superiority.

The following types of aircraft can perform airfield attacks: fighters, fighter-
bombers, dive-bombers and level-bombers.

Interdiction

Interdiction missions are attacks on enemy combat corps. These missions help lower
the readiness of enemy corps that are to be attacked by ground troops during Combat
Resolution.

The following types of aircraft participate in interdiction missions: fighters,


fighter-bombers, divebombers, tank-killers and level bombers.

Strategic Bombing

Strategic bombing missions are targeted at damaging enemy industrial facilities.


Successful bombing raids will disrupt production capabilities until they are
repaired.

Only level-bomber type aircraft will perform strategic bombing operations.


COMBAT RESOLUTION

After General Orders, plotted moves and battles are performed during the Combat
Resolution phase. Combat Resolution is divided into 5 segments, or pulses. All
plots and combat occurring in a pulse are resolved for all units before moving to
the next pulse. Readiness and unit losses for movement and combat are calculated
each pulse.

Page 20

Combat occurs as part of any pulse that attempts to plot into an enemy occupied
hex.

For example: a mechanized corps with SL of 1 or greater may move and attack 5 times
during 1 Combat Resolution phase.

Units are charged movement costs after they have entered a hex. If a unit attacks
an adjacent hex but does not displace the enemy corps, he will not be charged
movement costs.

Combat

The outcome of a battle is based on many factors. The following is a summary of the
rules and factors governing combat.

Combat Value (CV)

As you move the cursor around the map during General Orders you will notice a
Combat Value (CV) displayed for all units. For HQs there are 2 numbers, the first
is CV and the second is the number of air groups assigned to that HQ. The CV for a
unit is based on its effective fighting force including current readiness. When
viewing the CV of enemy units your intelligence may not be exact (it varies up to
about + or - 25%), but the CV for friendly units is correct.

By comparing the CV for 2 units you can estimate the combat odds that will occur in
a battle. The effective CV for a unit will drop due to a decrease in readiness
during Combat Resolution if it has to plot through empty hexes to reach a target.

Fortification and Terrain

Defending units have a fortification value based on their entrenchment level and
terrain type. Every turn corps do not move they will automatically increase their
entrenchment level by 1, up to a level of 2. After units have entrenchment level 2
there is a chance every turn of entrenching another level up to 5. Additional
entrenchment can occur only during clear and snow weather conditions, and is
affected by SL. Units in cities can entrench under any weather conditions.

The total fort level is the entrenchment level plus terrain modifiers. Woods,
swamps and minor cites will add 1 to the fort level, while mountains and major
cities add 3.

Total losses incurred by a unit with fortification are divided by the fort level
(1-8). Total Losses = Calculated LosseslFort Level

Attacking across a river will cut damage inflicted by tanks to 1/3 and halve
infantry damage.

Overrun and Static Attacks


Unless a static attack was ordered, successful attackers will always advance into a
vacated hex. The defender will vacate a hex if forced to retreat or if the
defending corps is shattered or surrenders.

Combat Sequence

When corps engage in combat, the computer actually computes the combat for the
individual divisions engaged. The number of actions in

Page 21-22 Second Front Map (SF-MAP1.GIF)

Page 23

a given battle is determined by the computer based on the number of divisions


involved. The sequence of events for each action of the battle is:

1) Bombard/Artillery
2) AT Fire
3) Combat Fire

At each stage of the sequence losses are determined and combat strengths are
reduced before the next. After combat has occurred, unit readiness is updated and
odds are calculated to determine the combat result. The formulas used for Combat
Resolution are located in the Campaign Summary & Technical Data section beginning
on page 40.

Combat Air Support

The computer may reinforce ground troops with air support. Aircraft may fly an
unlimited number of air support missions; the number of planes flying from a group
is determined by range. Air support is calculated into combat with artillery during
Bombard/Artillery, the exception is that tankkiller type aircraft count as AT fire.
Combat air support missions will be scrubbed if they suffer high losses from enemy
fighters. Combat air support is always under computer control and is not affected
by commander rating.

Combat Odds

During Combat Resolution you will see odds displayed for engagements. The odds
display will be a single number representing the attacker strength relative to the
defender at the end of the battle.

For example: ODDS: 2 indicates the attacker has a 2:1 advantage, ODDS: 1 indicates
even forces and ODDS: 0 indicates that the attacker is at a disadvantage.
Unfavorable odds for the attacker will never be displayed as less than 0.

Odds are calculated differently for the attacker and defender with the following
formulas: Attacker Value (AV) = (4*tanks) + (2*recon vehicles) + (number of squads
and artillery)

Defender Value (DV9 = (2*tanks) + (number of squads and AT guns)

The results of the battle are determined by the AV:DV odds and sometimes the
commander rating of the defender's parent HQ.

Combat Results

Combat may have one of four results depending on the final odds: the attacker may
bounce off the defending forces, the defender may retreat, the defender may be
shattered or the defender may surrender.

Page 24

Bounce

When units bounce neither side gives ground, and the attacking units will end all
plotted moves at that pulse.

Retreat

When a defender retreats, the attacker will automatically advance into the vacated
hex as part of the combat pulse. If the attacker's next pulse moves him into
contact with the enemy, combat will occur again.

The entrenchment level of defending units and the final combat odds will determine
whether or not units will retreat. The higher the entrenchment, the greater the
odds required to push the unit out of the hex.

Northern Retreat Rules

Due to rough terrain, units located from Leningrad and north are considered to have
an entrenchment level of 5 for retreat calculations. Entrenchment level rules act
normally for combat calculations.

Shatter

When a retreating unit is reduced to a DV of 50 or less there is a chance that the


corps will be shattered, or destroyed as a fighting force. The commander level of
the retreating unit's HQ will strongly affect whether or not a corps shatters.
Strong leaders will tend to hold the corps together to a much larger extent.

Units will automatically shatter, regardless of their DV, if they are forced to
retreat from a hex with SL of 1 or greater into a SL 0 hex.

When a corps is shattered it is removed from the game and all remaining readiness
is returned to the supreme HQ to serve as reinforcements. Non-ready troops are
lost.

For example: If a division has a total of 230 squads and readiness of 2l% when it
is shattered, then 48 squads will be sent to the replacement pool and the remaining
182 are killed.

Surrender

Corps will surrender if they are forced to retreat from a SL 0 hex to another SL 0
hex. When units surrender all men and equipment are lost.

Casualties

At the end of Combat Resolution all losses for that turn will be displayed.

Damaged Tanks

Some portion of tanks that are 'destroyed' in an engagement are in fact only
damaged. These vehicles are repaired and then later placed into the Replacement
Pool for redisbursement.

Page 25
Combat Display & Delay Levels

The computer handles each battle as a series of division level engagements. You may
elect to view only the overall results, or see the losses for each part of the
battle.

During combat you may change the display level and delay for combat results. The
level ranges from 0 to 3, with each higher level giving you more detailed
information. At the lowest level you will be shown only combat odds and results. At
the highest level the display will include combat results for individual division
level engagements.

To find out how to change these levels on your system, read the machine-specific
instructions at the start of this manual (IBM and compatible users) or the Data
Card that came with your game.

PRODUCTION AND RESOURCES

Your cities, factories and natural resources are of critical importance to your war
effort. Historically, part of Hider's motivation for starting the Eastern Campaign
was to secure for Germany the rich lands and resources of the Soviet Union. As
armies overrun cities with factories or other assets, these resources are added to
the victor's war machine. Cities also offer fortified defensive positions and
protect troops from the ravages of the long Soviet winters.

Heavy Industry

Cities with manufacturing facilities will also have a Heavy Industry number. This
represents the size of the factories located there. The number of items produced
each week at a facility will be a factor of the Heavy Industry number and the
production cost of the manufactured item.

The total Heavy Industry number for all factories is a factor in the growth of
individual facilities. Each location has a chance of increasing in size until it
reaches a 20 value. This is checked each turn, and small plants are more likely to
grow than large ones.

Oil/Resources

Oil supplies the fuel and lubricants needed to keep an army moving, and may lower
the readiness of your combat troops if it drops below 100.

Resources are used in your factories to produce war materials. If

Page 26

resources drop below 100, production will drop proportionally.

For example. If resources drop to 85, then all production levels will drop to 85%
of maximum. If resources drop to 72 then production goes to 72% of maximum.

Examining Cities

To examine cities, place the cursor over the city hex and select Examine City. This
will show what oil and manufacturing facilities exist in that city. Manufacturing
facilities are indicated by the name of the equipment they are currently producing
and a number of units produced each week. Sometimes the production number will be
marked with an '*'. This indicates that the piece of equipment is not yet in
production and that the factory is currently tooling up for it or that the factory
has been damaged by strategic bombing.

Examining Off Map Areas (Soviet Only)

The Examine Off Map Areas command will allow the Soviet player to view the city of
Murmansk and facilities in the Urals. Murmansk is the center for the Lend Lease
equipment received from the Allies. Production cannot be altered for Lend Lease
equipment.

Changing Production

To change production, examine a city with factory facilities, then select the
letter of the item to be changed. A menu will appear indicating the equipment which
that factory can produce. When you change the new equipment to be produced there is
a down time for that facility as it retools for the new item. You may not change
the basic type of factories. For example you cannot produce tanks in an airplane
factory.

The Axis player cannot change the type of equipment produced in Italian cities.

You may only produce equipment after the date it was historically available, but
you may begin to gear up for production before, and be in full production when the
item does become available. There is a summary of all available equipment,
including the dates they may enter the game, in the Campaign Summary & Technical
Data section on pages 37-38. The exception to this rule is the allocation of
factories to research and development. If you assign factories to build equipment
that is not yet available

Page 27

according to the historical timelines, then there is a small chance that the
availability date will be pushed up 1 week at a time. This check is made every
turn.

The extremely large Axis Elefant tank was produced in limited quantities during the
war and may not be selected for production. There is a small number of facilities
that will produce this vehicle starting in 1943, and if you retool them no more
Elefants may be built.

Moving Factories (Soviet Only)

The Soviet player has the option of relocating factories off of the map to the
Urals. This option is only available if the player has 3000 or more points of rail.
To move factories, access them just as you would to change production and then
answer "Yes" to the move option.

The effect of moving a factory is that production is reduced to 1 and there is a 3


month delay before the factory resumes production. Moving factories can be very
costly in terms of lost production, but it is less costly than losing the
facilities to advancing enemy troops.

Examining the Replacement Pool

To examine the replacement pool select Examine Replacement Pool. This shows the
entire pool of men and equipment available to replace combat losses. This command
will display Armored Fighting Vehicles, then Aircraft, and finally Squads and Guns
(artillery, anti-tank, and flak). Each display will indicate all possible items for
that category, even if they are not yet available for production. To examine
production facilities for any type of equipment, select the letter of the item you
are interested in and all factories producing that type of equipment will be
displayed.

Examine Heavy Industry

You may examine the values for all of your heavy industrial complexes by selecting
the Examine Heavy Industry command while on the Replacement Pool screen.

Oil/Resources Summary

You may examine Oil/Resources from the Replacement Pool screen by selecting the
Examine Oil/Resources command. The resources will be displayed for all of your
cities.

Page 28

RESTRICTED

CAMPAIGN SUMMARIES
AND
TECHNICAL NOTES

Page 29

CAMPAIGN SUMMARY 1941:

Map: German Critical Area Overview (SF-MAP2.GIF)

June 22,1941: Germans launch Operation Barbarossa, the invasion of the Soviet
Union. This is the start date for the 1941 Campaign Scenario.

July 16,1941: German Army Group Center captures Smolensk. Axis troops are only 300
miles from Moscow.

Page 30

Map: June 22, 1941 - Operation Barbarossa (SF-MAP3.GIF)

September 1941: Germans clear Kiev pocket, capture over 600,000 Soviets. This is
the start of the Moscow Scenario.

October 1, 1941: Germans launch offensive to take Moscow.

November 19, 1941: Final German drive to Moscow is launched.

December 6, 1941: German offensive collapses.

December 8, 1941: Soviets counter-attack before Moscow. German Army reels under the
assault and begins to rout.

December 11, 1941: Germany and Italy declare war on the United States.

Page 31

Map: September 21, 1941 - German Drive to Moscow (SF-MAP4.GIF)

1942:
December 1941 - April 1942: Soviet Winter Offensive. Some ground is gained in the
north, and Rostov is captured in the south, but the Germans recover from their
initial shock and generally hold when they are told to.

June 21, 1942: Tobruk is captured by Rommel's Afrika Korps.

June 28, 1942: German Summer Offensive is launched in Russia. The oil fields in the
Caucasus mountains and Stalingrad are its objectives.

August 19, 1942: German 6th Army is ordered to capture Stalingrad.

September 16, 1942: Germans reach suburbs of Stalingrad.

October 23, 1942: Battle of El Alamein opens in Africa.

November 4, 1942: Rommel forced to retreat from El Alamein.

November 8, 1942: Operation Torch is executed. Allies land in Northwest Africa at


Oran, Algiers and Casablanca.

November 19, 1942. Soviets launch counter- offensive at Stalingrad, hitting the
flanks of the German 6th Army.

Page 32

Map: June 28, 1942 - Case Blue (SF-MAP5.GIF)

November 23, 1942: German 6th Army is completely surrounded.

1943:

January 26, 1943: Soviets capture Voronezh, taking 52,000 Germans prisoner.

January 27, 1943: First American air attack on Germany in daylight hits
Wilhelmshaven.

February 2, 1943: Last Germans surrender at Stalingrad. Germans lose: 110,000 dead,
50,000 wounded, 107,000 captured. Soviet losses estimated at about 1 million.

February 8, 1943: Soviets recapture Kursk.

February 19, 1943: Germans inflict humiliating defeat on Americans at Kasserine


Pass in North Africa.

May 12, 1943: General Von Arnim surrenders the Afrika Korps, and its Italian
allies, to British and American troops at Tunis. The Battle for North Africa is
over. 291,000 Axis soldiers are captured.

Page 33

July 5, 1943: Battle for Kursk commences. Known as the largest tank battle until
the 6 Day War in 1967. German assault is stopped cold by mines, prepared defensive
positions, and armored counter-attacks.

July 10, 1943: Operation Husky, the Allied invasion of Sicily, is launched.

July 25, 1943: Mussolini resigns and is arrested. Marshall Badoglio forms new
government.
September 9, 1943: Allies invade Italy at Salerno.

September 29, 1943: Italians sign Armistice with Allies.

October 1, 1943: Allies take Naples.

October 13, 1943: Italy declares war on Germany.

November 6, 1943: Soviets take Kiev.

December 3, 1943: Soviet Winter Offensive commences.

1944:

January 6, 1944: Soviets drive into Poland.

January 15, 1944: Germans in Italy withdraw to the Gustav Line, which is anchored
on Monte Cassino.

January 22, 1944: Allies land at Anzio, Italy.

March 6,1944: Soviets launch offensive in the Ukraine.

April 2, 1944: Soviets invade Rumania.

May 9, 1944: Sevastapol falls to Red Army.

May 16, 1944: Allies break the Gustav line. The road to Rome is finally opened.

June 4, 1944: Rome falls to U.S. 5th Army.

June 6, 1944: Allies land at Normandy beaches in western France.

July 3, 1944: Soviets recapture Minsk.

July 27, 1944: British and American forces break out of Normandy beachhead.

Page 34

August 4, 1944: 8th Army reaches Florence.

August 17, 1944: Soviets cross East Prussian frontier.

August 25, 1944: French armored units liberate Paris.

September 17, 1944: Operation Market Garden, Montgomery's plan to force a


bridgehead into the Ruhr Valley with use of paratroops, is launched.

September 21, 1944: Market Garden ends in an Allied defeat.

October 23, 1944: Soviets attack into East Prussia.

December 16, 1944: Hitler stages a last-ditch offensive on the Western Front
designed to split the British and American armies by recapturing Antwerp. Known as
the Battle of the Bulge, it sorely pressed the American units who received the
attack. Due to lack of reserves, fuel and air support, the attack eventually bogged
down, and by December 22, the Germans reverted to the defensive.

1945: January 17,1945: Warsaw is liberated by the Red Army.


March 7, 1945: The bridge at Remagen is stormed successfully by American troops,
giving the Allies a foothold across the Rhine river.

April 12, 1945: Roosevelt dies.

April 13, 1945: Vienna falls to Soviet troops.

April 25, 1945: Soviets and Americans meet at Elbe River. U.S. 5th Army launches
offensive in the Po Valley.

April 28, 1945: Mussolini killed by Italian communist partisans.

April 30, 1945: Hitler commits suicide in Berlin.

May 2, 1945: Berlin falls to Marshall Zhukov.

May 7-8: Germany surrenders unconditionally to Allies. The war in Europe draws to a
close.

Page 35

CHARTS APPENDEX
----------------------------------------
Weather, Terrain and Movement Tables

Weather Supply Level Effects

CONDITION EFFECTIVE SL
Clear 100%
Rain 25%
Snow (Axis) 33%
Snow (Soviet) 50%
Blizzard (Soviet) 50%
Blizzard (Axis) 12%

The SL of city hexes are not effected by weather other than blizzard conditions.
----------------------------------------
Additional Readiness Lost During Plotting

MECHANIZED NON-MECHANIZED
TERRAIN TYPE UNITS UNITS
Clear 10% 20%
Mountain 20% 40%
Swamp* 20% 40%
River 10% 20%

*Swamp can only be moved through during Clear and Rain conditions.
----------------------------------------
Additional Plotting Readiness Loss for Weather

WEATHER ALL UNITS


Clear -
Rain 30%
Snow 10%
Blizzard 20%
----------------------------------------
Readiness Lost During Moving
MECHANIZED NON-MECHANIZED
TERRAIN TYPE UNITS UNITS

All 5% 10%
----------------------------------------
Additional Readiness Loss for Weather

WEATHER ALL UNITS


Clear -
Rain 25%
Blizzard 20%
Blizzard:
(Axis before June 42) 25%
----------------------------------------
Readiness Lost During Rail Movement

WEATHER ALL UNITS


ALL 1 %
----------------------------------------
CITIES

NAME OIL RESOURCES XPOS YPOS

ESSEN 20 15 2 31
COLOGNE 0 10 1 32
WUPPERTAL 0 5 3 32
FRANKFURT 0 5 4 35
MANNHEIM 0 5 5 37
STUTTGART 0 5 4 39
KARLSRUHE 0 5 2 39
MUNICH 0 5 9 42
TURIN 0 0 3 49
GENOA 0 0 5 51
MILAN 0 0 7 49
FLORENCE 0 0 8 53
VENICE 0 0 12 49
TRIESTE 0 0 15 48
ROME 0 5 11 58
MAPLES 0 0 13 60
TARANTO 0 0 16 62
LUBECK 0 0 7 22
HAMBURG 20 0 4 25
BREMEN 0 0 2 3
HANNOVER 5 0 4 29
MAGDEBURG 0 0 7 30
STETTIN 0 0 13 22

Page 36

NAME OIL RESOURCES XPOS YPOS

BERLIN 0 25 12 28
LEIPZIG 0 0 10 31
DRESDEN 0 0 13 31
PRAGUE 0 5 13 34
NURNBERG 0 0 9 37
VIENNA 5 5 18 40
BUDAPEST 0 0 21 42
BRESLAU 0 0 18 33
LODZ 0 0 21 29
KRAKOW 5 0 23 33
WARSAW 0 0 24 28
DANZIG 0 0 20 22
KONIGSBERG 0 0 23 21
BELGRADE 0 5 23 50
SOFIA 0 0 28 56
BUCHAREST 15 5 33 50
CONSTANTA 0 0 37 49
HELSINKI 0 5 33 4
TILSIT 0 0 25 19
RIGA 0 5 29 15
KAUNAS 0 0 30 20
VILNA 0 0 32 22
DAUGAVPILS 0 0 34 20
TALLINN 0 0 30 9
LENINGRAD 5 10 40 7
NOVGOROD 0 0 42 11
PSKOV 0 0 37 13
GRODNO 0 0 30 26
BREST-LITOVSK 0 0 30 29
MINSK 0 0 35 25
LVOV 0 0 30 36
TARNOPOL 0 0 34 36
ODESSA 0 5 40 44
UMAN 0 0 40 40
KIEV 0 5 42 34
DNEPROPETROVSK 0 5 48 39
SEVASTAPOL 0 0 46 50
MOGILEV 0 0 41 25

NAME OIL RESOURCES XPOS YPOS

GOMEL 0 0 44 29
VITEBSK 0 0 42 22
VELIKIYE LUKI 0 0 43 18
SMOLENSK 0 0 45 23
RZHEV 0 0 48 17
KALININ 0 0 51 14
VOLOGDA 0 0 55 9
MOSCOW 5 20 53 18
TULA 0 0 52 24
GORKI 0 5 61 18
KAZAN 0 0 69 18
SARATOV 5 5 65 30
VORONEZH 0 0 55 30
BRYANSK 0 0 48 26
KURSK 0 0 50 31
KHARKOV 0 5 50 35
STALINO 0 5 53 40
ROSTOV 0 10 56 41
STALINGRAD 0 5 65 37
ASTRAKAHN 0 5 69 46
NOVOROSSIYSK 0 0 53 50
MAIKOP 15 a 57 50
GROZNYY 15 0 67 54
BATUMI 5 0 58 58
TBILISI 15 0 61 58
BAKU 40 0 70 61
VYAZMA 0 0 48 21
ZHITOMIR 0 0 39 34
DEMYANSK 0 0 45 14
ZAPOROZHE 0 0 49 41
OREL 0 0 50 27
PLOESTI 40 0 33 48
MURMANSK 5 0 OFF MAP
URALS 20 50 OFF MAP
KASSEL 0 0 5 33
BREMERHAVEN 0 0 2 23
TIKHVIN 0 0 45 7

Page 37

----------------------------------------
AIRCRAFT

F = Fighter
FB = Fighter Bomber
DB = Dive Bomber
LB = Light Bomber
TD = Tank Destroyer
T = Transport

GERMAN

NAME TYPE DOGFT CAN LOAD RANGE DURAB COST AVAILABLE

Bf-109E F 20 7 5 10 20 3 6/21/1941
Bf-109F F 22 5 2 11 20 3 6/21/1941
Bf-109G F 21 6 2 13 24 3 5/20/1943
Fw-190A F 22 14 11 12 26 4 12/13/1941
Fw-190D F 25 6 2 13 30 4 11/11/1943
Fw-19OF FB 16 18 11 13 36 5 10/7/1943
Bl-110C FB 10 8 11 18 28 4 6/21/1941
Bl-110E FB 8 12 22 20 32 5 6/28/1941
Me-262A FB 30 20 22 15 20 9 7/13/1944
Ju-87 Stuka DB 3 2 22 24 20 4 6/21/1941
Ju-87 Pzjag TD 3 12 11 24 20 5 5/20/1943
Hs-129 TD 3 12 5 11 44 6 7/29/1943
He-111H LB 1 3 44 30 34 6 6/21/1941
Do-17Z LB 1 3 22 18 30 5 6/21/1941
Ju-88A LB 2 2 44 28 40 6 6/21/1941
Me-410A FB 10 8 22 20 30 6 11/11/1943
He-177 LB 1 10 66 19 48 8 3/27/1942
G-50 F 19 2 2 10 20 2 6/21/1941
Macchi C.20 F 21 4 2 12 24 3 8/30/1941
Fokker FB 18 2 8 15 20 3 6/21/1941
S.M.79 LB 1 4 26 30 33 6 6/21/1941
S.M.81 LB 1 2 22 27 33 5 6/21/1941
B.R.20 LB 1 3 35 45 28 6 6/21/1941
Ju-52 T 1 0 50 21 24 4 6/21/1941

RUSSIAN

NAME TYPE DOGFT CAN LOAD RANGE DURAB COST AVAILABLE

I-16 F 12 8 5 12 10 2 6/21/1941
MiG-11 F 16 4 4 9 20 3 6/21/1941
MiG-3 F 17 4 44 12 24 3 6/21/1941
LaGG-3 F 19 5 4 10 25 3 6/21/1941
Yak-1 F 21 4 3 11 24 3 7/5/1941
Yak-3 F 22 5 3 14 26 3 5/20/1943
Yak-9 FB 21 5 8 20 27 4 11/27/1942
La-5 F 20 6 2 10 26 3 6/5/1942
La-7 F 23 9 2 10 27 3 6/24/1943
SU-2 DB 3 4 13 18 20 4 6/21/1941
Sturmovik DB 4 10 13 9 45 5 6/21/1941
SB-2 LB 2 2 13 18 24 5 6/21/1941
IL-4 LB 1 3 44 60 33 7 6/21/1941
Pe-2 DB 2 3 22 23 30 6 6/21/1941
Tu-2 DB 1 6 50 37 40 8 8/14/1942
Hurricane FB 20 12 4 13 24 4 7/19/1941
Spitfire F 23 8 2 12 22 4 11/27/1942
P-0 FB 19 6 4 20 25 4 1/16/1942
P-39 FB 18 8 5 20 22 4 3/27/1942
P-63 FB 20 8 15 11 22 4 12/16/1943
P-47 FB 22 8 20 11 33 4 5/20/1943
B-25 DB 2 8 30 32 38 6 1/16/1942
A-20 DB 3 12 26 28 34 6 5/20/1943
TB-3 LB 1 4 60 32 30 7 6/21/1941
I-15 F 8 4 2 11 10 2 6/21/1941
P-38 F 19 7 20 40 34 4 8/14/1942
P-51 F 24 6 10 35 26 4 11/11/1943
P-47 F 22 8 20 20 33 4 8/14/1942
B-24 LB 1 14 65 99 50 7 8/14/1942
B-17 LB 1 16 70 99 60 7 8/14/1942
----------------------------------------
Page 38

TANKS

GERMAN

NAME ATTACK DEFENSE COST AVAILABLE

PZ-11 5 4 2 6/21/1941
R-35 5 7 * 6/21/1941
Czech 381 6 4 3 6/21/1941
Czech 38X E) 6 5 3 1/9/1942
PZ-1111 6 5 * 6/21/1941
Pz-lllg 9 5 3 6/21/1941
PZ-1llh 9 7 3 6/21/1941
Pz-Illi 11 7 4 1/9/1942
Pz-l:lm 11 8 3 1/7/1943
Pz-IVd 7 4 * 6/21/1941
Pz-[Ve 7 6 4 6/21/1941
Pz-Ivg 14 7 5 5/8/1942
Pz-Ivh 15 7 5 8/7/1942
Pz-1vi 15 8 6 7/6/1944
Panther 21 14 8 2/1/1943
M-13/40 5 5 3 6/21/1941
M-15/42 8 6 3 1/7/1943
Tiger 18 16 7 11/6/1942
King Tiger 24 21 9 6/1/1944
Stug-1111; 6 7 3 6/21/1941
Slug-lllg 14 9 5 6/5/1942
Eletant 22 22 9 1/7/1943
JpZ-I 8 2 2 6/21/1941
Marder 11 14 3 4 1/9/1942
Marderill 13 4 4 5/8/1942
Nashorn 22 4 8 7/8/1943
Hetzer 14 10 6 8/3/1944
JpZ-Iv 19 11 6 3/2/1944
Jagdpanther 22 16 8 6/1/1944
Jagillitler 26 24 9 12/7/1944

* These Units cannot be selected for production during the game.

RUSSIAN

NAME ATTACK DEFENSE COST AVAILABLE

T-37 1 2 99 6/21/1941
T-60 4 8 2 6/21/1941
T-70 6 6 3 1/9/1942
T-26 6 4 3 6/21/1941
BT-5 6 3 * 6/21/1941
BT-7 6 5 3 6/21/1941
T-28 7 9 * 6/21/1941
T-34/76A 9 10 5 6/21/1941
T-34/76C 12 11 6 9/11/1942
T-34/85 16 12 6 11/11/1943
Sherman 11 8 6 1/5/1944
T-35 8 7 * 6/21/1941
KV-1 9 15 5 6/21/1941
KV-1E 12 15 5 7/12/1941
KV-11 10 10 8 6/21/1941
KW-1S 12 18 6 11/6/1942
KV-85 16 15 8 10/17/1943
JS-I 16 17 8 3/2/1944
JS-II 21 18 8 6/1/1944
JS-III 21 24 8 1/3/1945
SU-76 10 3 4 2/4/1943
SU-122 11 14 6 214/1943
SU-152 13 15 7 7/8/1943
JSU-122 19 16 7 3/2/1944
JSU-152 13 17 7 3/2/1944
SU-85 14 13 6 9/9/1943
SU-100 20 14 7 11/2/1944
Valentine 9 8 4 6/21/1941
Grant 10 6 5 1/7/1943

STANDARD EQUIPMENT

NAME ATTACK DEFENSE COST AVAILABLE

Artillery 1 1 1 6/21/1941
AT-Gun 1 1 1 6/21/1941
Hak 1 1 1 6/21/1941
Recon 1 1 2 6/21/1941

----------------------------------------
Page 39

LEADERS
GERMAN

NAME RATING NAME RATING NAME RATING

Hitler 3 Weichs 4 Dumitrescu 4


Brauchitsch 7 Manstein 9 Schmidt 5
Leeb 6 Paulus 5 Heinrici 7
Bock 5 Model 8 Reinhardt 6
Rundstedt 7 Schobert 6 Lindemann 6
Mannerheim 7 Rommel 8 Harpe 5
Busch 4 Student 5 Schomer 5
Kuchler 4 Hausser 5 Wohler 6
Hoepner 6 Kesselring 9 Blaskowitz 5
Guderian 8 Hollidt 6 Himmler 3
Kluge 6 Raus 6 Luttwitz 6
Strauss 5 Hube 5 Busse 5
Hoth 7 Dietrich 4 Balck 7
Kleist 6 Mackensen 6 List 6
Stulpnagel 6 Garibaldi 4 Zeitzler 7
Reichenau 7 Ruoff 5 Witzleben 5
Constantinescu 4 Jany 5

RUSSIAN

NAME RATING NAME RATING NAME RATING

Stalin 4 Kurochkin 5 Gerasimenko 4


Timoshenko 7 Konev 8 Starinov 3
Zhukov 9 Golikov 4 Shtemenko 4
Popov 3 Malinovskii 5 Shaposhnikov 5
Kuznetsov 5 Petrov 4 Rokossovskii 7
Pavlov 4 Antonov 4 Kulik 3
Kirponos 6 Voronov 4 Chuikov 6
Tyulenev 4 Eremenko 7 Batov 5
Bogdanov 5 Vasilevskii 5 Boldin 4
Smirnov 3 Govorov 4 Kazakov 4
Kozlov 3 Bagramyan 6 Rodimisev 4
Kalinin 3 Tolbukhin 5 Zhdanoy 4
Cherevichenko 4 Maslennikov 5 Mekhlis 3
Voroshilov 4 Chernyakhovski 7 Vatutin 7
Budenny 3 Zakharov 5 Rotmistrav 6
Artern'ei 4 Belov 4 Leliushenko 5
Meretskov 6 Grechko 5

Page 40

FORMULAS APPENDIX

Events Formulas

Western Front:

Allied Strength = (Year-1941) * 1500 [+ 1000 if weather is clear] [+500 if Random >
Axis Commander Rating]

Axis Strength = 3 per tank + 1 per squad, recon vehicle, and aircraft + 1/5 per
artillery and flak assigned to Western Front

After the Allies have landed in France, the Axis may add 1/4 of the OKW strength
when checking Western Front event checks.

Starting 1944 Axis strength in west is randomized for event checks.

If Axis Elite SS is less than (Year - 1940) then Axis strength is halved (including
OKW).

Italian Front:

Allied Strength = (Year-1941) * 500 [+500 if weather is clear] [+500 if Random >
Axis Commander Rating]

Axis Strength = 3 per tank + 1 per squad, recon vehicle, and aircraft + 1/5 per
artillery and flak assigned to Western Front

After Allies have landed in Italy, Axis may add 1/4 of the OKW strength for Italian
Front event checks.

Starting 1943 Axis strength in Italian Front is randomized for event checks made
before the Allies have landed in Italy.

If the number of Panzer Divisions is less than (Year - 1940) then Axis strength is
halved (Elite SS counts as 2 Panzer divisions).

Combat Formulas

Available Division Strengths:

Infantry or Artillery Strength = Total Troops * (Experience/100) * (Readiness/100)

Infantry Strength is halved when attacking across a river.

Tank Strength (while attacking) = (4 Total Troops) * (Experience/100) *


(Readiness/100)

Tank strength is reduced to 1/3 when attacking across a river.

Tank Strength (while defending) (2*Total Troops) * (Experience/100) *


(Readiness/100)

BombLoads:

Bombs = Load in LBS * Experience * (Number flying/500)

AT Bombs = (Load in LBS/10) * Experience * (number Flying/500)

Bomb Strength = Bombs + AT Bombs

BombardlArtillery:

Bombard losses are taken from enemy infantry, artillery, AT guns and flak only.

Bombard Losses = (Artillery Strength + Bomb Strength * (Random)) /Fort Level

AT Fire (Anti-Tank):

AT losses are taken only from enemy tanks. Average AT is the average combat value
of all engaged AT guns.
AT Losses = (((Average AT * Total AT/Target Defense) + Total Flak + AT Bombs *
(Random)) /Fort Level) /Target Defense

CombatFiring:

Combat firing losses are taken from enemy infantry and AT guns.

Attacker Inflicted Losses = (Infantry Strength + Tank Strength (Random)) /Fort


Level

Defender Inflicted Losses Infantry Strength + Tank Strength (Random)

Page 41

IBM COMMAND SUMMARY CHART

Q Quit General Orders


G Get Unit
N Next Unit
C Examine City
Alt/C Examine Off Map Area (Soviet Only)
Alt/P Examine Replacement Pool
Alt/H Examine Heavy Industry (From Replacement Pool Screen)
Alt/A Examine Artillery Factories (From Replacement Pool Screen)
Alt/O Examine Oil/Resources (From Replacement Pool Screen)
Alt/U View USAAF Air Groups (Soviet Only)
H Find Parent HQ
F1 Toggle Strategic /Tactical Map
F9 View Enemy Controlled Hexes
F10 Examine Rail
F5 Add New Corps (On Empty Hex Only)
F6 Add New HQ (On Empty Hex Only)
R Remove Empty Corps
P Plot Mode (Combat Unit Only)
P Set Replacement Level (HQ Only)
Alt/V March Mode
Alt/V, R Rail Mode
Alt/T Transfer Mode

MUM Map Mode

Alt/F Airfield Attack (HQ Only)


Alt/L Airlift (HQ Only)
Alt/I Interdiction (HQ Only)
Alt/S Strategic Bombing
Alt/O Victory Objectives
Alt/Q Exit to DOS
/ Help Key

cursor and plot control keys

7 NNW 9 NNE
4 W 6 E
1 SSW 3 SSE

large increment cursor control keys

I
J K
M

Page 42

PLAYER TIPS & HINTS

The following tips and suggestions were gleaned from SSI playtesters and should
help you get started with the game.

Both Players:

Check the readiness of your divisions regularly. If readiness is low (20 or less),
move the division to a safe area. Remember that divisions recover readiness faster
when attached to HQs.

Make sure that combat troops are within the control area of their parent HQ.

Don't get surrounded. Maintain your supply lines - especially during bad weather.

Defend cities vigorously, but retreat before you can become surrouned.

Try to surround cities and clusters of enemy troops to cut supply. Move airgroups
near surrounded cities to interdict airlift operations. Fighters will automatically
engage enemy air operations if they are in range.

Use your mechanized units to attack enemy HQs with airgroups. It is best to destroy
enemy aircraft on the ground whenever possible.

Concentrate high CV value units in tough areas to break through enemy lines.

Concentrate good leaders in important areas of the lines to bolster combat


effectiveness.

Change your factories to produce the best possible tanks and aircraft as they
become available.

Transferring units into Corps with plots already designated will erase all plots.
Designate all your plots, and then do transfers and strategic movement. Likewise,
perform all air operations before moving or transferring aircraft.

Axis:

Smash Soviet airgroups with airfield attacks. Maintain air superiority.

Soviet:

At the start of the 1941 scenario fall back at least 4 hexes to allow your units to
entrench. Make them come to YOU.

Don't concentrate airgroups into single, large groups. Large groups are extremely
vulnerable to concentrated enemy air attacks.

Good officers have a greater effect on Soviet supply than on Axis supply. Use the
change leaderoption to get your best leaders into the field.

Use weak, expendable units as a buffer to slow the Axis' advance.

Counterattack during snow and blizzard when the axis units are more adversely
affected than your units. Axis units suffer greater supply losses - and slower
readiness recovery - during these weather conditions.

Page 43

INDEX

Air Operations: ................. 18, 19


Airfield Bombing ................. 19
Airlift Supplies ............. 18, 19
Combat Support ............... 10, 23
Interdiction ..................... 19
Strategic Bombings ............... 19
Blitzkrieg ........................... 9
Combat Value (CV) ................... 20
Combat Resolution ... 19, 20, 23, 24, 25
Command Summary ..................... 41
Commander Ratings ................ 10,39
Events ............................. 6,7
Factories ........... 17, 18, 25, 26, 27
Formulas ............................ 40
General Orders ...................... 13
Historical Notes ................. 29-34
HQ .................... 8, 9, 10, 15, 16
HQ Control Areas ..................... 9
Hexes ................................ 1
March Mode ...................... 13, 35
Movement Costs .................. 13, 35
Naval Supply ...................... 8, 9
Partisan Activity .................... 7
Plot Mode ....................... 14, 35
Production Control ...... 17,18,25,26,27
Readiness ........................... 12
Readiness Recovery .................. 12
Rail Mode ....................... 13, 14
Rail Conversion ...................... 8
Replacements ........................ 11
Replacement Level ................... 15
Replacement Pool ................ 11, 27
Supply ..................... 7, 8, 9, 35
Supply Level (SL) ................ 7, 35
Supply Lines ...................... 7, 8
Supply Modifiers .............. 8, 9, 35
Terrain .................. 8, 14, 2O, 35
Weather Effects .................. 8, 35

Page 44

CREDITS

Game Design & Programming


GARY GRIGSBY

Game Development
ROBERT V. DALY

Manual
RICHARD WILSON

Historical Research
MICHAEL MUSSER & GUNTER MEYER

Historical Scenarios
MICHAEL MUSSER & GUNTER MEYER

Special Historical Notes


JOHN BRUNING

Playtesters
RODGER BAYCHELDER, GRAEME BAYLESS, MIKE BENCH, JOEL BILLINGS, KEITH BRORS, JOHN
BRUNING, ROBERT DALY, CYRUS HARRIS, DON McCLURE, GUNTER MEYER, PAUL MURRAY, MIKE
MUSSER, RICK WHITE, JEFF YOUNG, CLIFF MANN, RICHARD WILSON

Art, Graphic Design and Desktop Publishing


LOUIS SAEKOW DESIGN: PETER GASCOYNE

Printing
A&A PRINTERS AND LITHOGRAPHERS
=========================================
Second Front Copy Protection

Page Word Paragraph Code

1 3 Last points
2 3 Last cannot
3 5 1 played
4 1 1 menu
5 1 Last COMBAT
6 3 1 phase
7 5 1 reinforce
8 5 Last holds
9 4 Last centered
10 3 Last aircraft
11 7 3 pool
12 4 3 whenever
13 4 2 cursor
14 3 3 march
15 3 Last level
16 3 Last symbols
17 2 2 numbers
18 2 Last operations
19 4 Last plotted
20 3 Last engage
23 7 Last results
24 2 3 entrenchment
25 3 4 factories
26 3 1 below
27 2 3 Soviet

Alternatively, when confronted with the copy protection question, just hold down a
random number and the correct answer will soon be selected.

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