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Mius `43 Getting Started

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1. REMEMBER Do not worry if your outcome does not match the one illustrated as results will vary with play The image here shows two very different results from the same combat In the top left the attacker has won and captured the hex With the hex now occupied by your units more 50 fea a German units are revealed a jam Y The image in the bottom right shows a win with the defender holding the hex at a high cost in men 11 Fixed Units Up to this point in the game turn you were focusing on a small section of the map area units around that one point in the line where the Russians mp were in contact with German Units But there are still a lot of units on the ea m TIrA oa s DA map that have not yet been considered As it happens many of these HO 33rd Gds Tank Bde units are not available to you this turn They are present but because of 100 Men 100 Morale A Movement 26 Fatigue readiness orders or just some condition specified by the scenario designer they cannot be moved bisnis Press the Fixed Units button on the Toolbar Most of E your units are now highlighted tla ae A fe hl S mi m p e i _ 1 Vehicles 100 Morale 4 Click on any hex with highlighted units Hovement 100 Fatigue and you will see these units are Scheduled i designated as Fixed They will be Anwed released for use on a later turn FIXED ees iS You can check to see a schedule of 2 33
2. Description Click the scenario 00 Getting Started scn file in Novo Spasovka 30km Horth of Rostow on the Southern part of the Russian Front 17 July 1943 The Mius River flow south through the Ukraine in the area around Rostov where it empties into the Sea of Azow Here after the failure of the Kursk Offensive the Soviets began preparation to attack this heavily fortified section known as the Hius Line The action begins at dawns first light as several Russian and Russian Guards Rifle Division begin the assault at the critical sector at the Corp boundary between the 294th Infantry Division of Sl Army Corps in the north and the 36th 294th Infanti Division of Hels Army Corps in the south This is an infantry assault in force through the minefields and to overwhelm the defenders With the upper right corner of the Dialog Review the information in the scenario Description and press OK when you are ready to continue it and the larger scenario covering the whole sector you will leam through practice how to assault Bunkers how to disrupt if jou can before assaulting The value of higher quality Guards formations clearing Cancel Help A T Selection Dialog When you press OK on the File Selection Dialog you are taken to the A I Selection Dialog where you choose the side you wish to control For the purposes of this tutorial leave the Russian A I set as Manual for you and select the Automatic with FOW Fog of War for
3. may not be the 3 Men shown at the left fire is calculated and the computer generated value attained will vary Right click a second time because artillery units have enough MPs to take two shots per turn Other unit types using Direct Fire can fire up to three times if they do not expend any MPs to move prior to firing It is always a good idea to fire your artillery early in the turn That way the enemy is softened up by your barrage before you try to capture the hex by assaulting Next you are going to try Direct Fire With Direct Fire the units can actually see the enemy at which they are shooting Double click on the hex with the three Russian Infantry Units Double clicking automatically selects all units in the hex Tip If you do not want to select ALL units in the hex you can EITHER place the cursor in the hex and then click on the units you want in the Unit Window one unit at a time OR you can double click on the hex which selects all the Units and then single click on the units in the Unit Window that you do not want selected to De select them With all three infantry units selected in the hex shown above hold the Control Ctrl button down You notice the cursor turns into a Crosshairs like when you were firing the artillery Right click on the enemy unit to fire a single shot at it with each of your units Again there will be a flash on the target hex the sound of gun fire and a result in killed men in
4. route to take co JALB When it reaches the destination hex the unit has 4MPs pom ee i Sia remaining not enough to go anywhere else Nor is that enough to change out of Travel Mode and put the guns back in line to fire This unit cannot go any further b Now press the Reachable 7th Gds Gun Artillery Regt AAAA TA S ii i LTT eH SERRE Tce en ee cee o ee Hexes button again to 18 Guns 100 Morale C F toggle this feature off RE a You are now ready to evaluate what to do next Fatigue 0 Tip If you had enough Movement Points remaining and you were close to the front it might be a good idea to switch out of Travel Mode by pressing the Change Travel Mode button again with the unit selected However in this case you do not have enough MPs remaining Firing Indirect Fire amp Direct Fire At the start of the game and this turn there is one single German Unit visible In this next task you will fire artillery at it In game terms this is called Indirect Fire because the artillery unit cannot normally see the target Select the Artillery Dialog from the Tool Bar to see what Units may be available for firing tT 1034th Artillery Rest at 18 4 At first glance you will see a fairly long list of eight ae Artiliery Regt a 907th Artillery Regt at 19 13 different units you can call on Ce 850th Artillery Regt at 21 9 l 23rd Gds Mortar Regt Rikt at 22 6 But
5. south This is an infantry assault in force through the minefields to overwhelm the defenders Familiarize yourself with the elements around the map shown in the image on page 1 These are e Unit Box in the top left corner provides information about the unit s that may be highlighted on the map e Terrain Info right below the Unit Box provides information about the ground in the selected map hex e Toolbar and Menu common parts of any Windows Interface are used to control the game functions e Status Bar on bottom left shows the current time date turn progression ground condition and night daylight conditions This area also displays information about why an action you may be attempting is not allowed by the game or rules e Graphical Time Indicator on bottom right shows the time of day with respect to night day and remaining daylight This will vary from game to game depending upon the latitude and the month Scenario Selection File Selection Dialog Status Mode pe ew Byer S Mome meae ee C New by Length Direct Flau Host 071 7_01_Mius_Campaign scn ew by Length Sie E 071702 Mius CG SS Apis so C Old by Name 0 Old by Date 0 Direct Play Caller 0 Play By E Mail f g Two Plaper Hot Seat Start Mius 43 if you have not already done so and you will be taken to the File Selection Dialog Tums Title Panzer Campaigns Demo Rumbling on the Mius Designer John Tiller Software
6. the Axis A I Russian A l Asis A l f Manual f Manual O Automatic O Automatic f Automatic with FO f Automatic with FO You are now the Russian commander while the A I is the Axis or German player Russian Advantage Anis Click OK to start the game 100 0 100 Rules Help eee Dawn Turn eee Ar units are available 1 out of 17 HO out of command Milied Turn Select a report to scroll to the given location Objective of the Game The map will now appear on your screen along with your first Command Report A Command Report will appear at the start of every turn and contains useful information The first Command Report at the beginning of the game is fairly brief without much critical information However it does tell you Air units are available You will come back to Air units later Click OK to proceed On the Menu Bar click Info and then Victory The Victory Dialog shows how many points the first side the Russians in this case must earn for each level of victory First Side Pussiay Objective Points Russian Losses Men Losses T Men Point Loss T Gun Losses T Gun Point Loss T As you can see to obtain a major victory in this battle you must earn 250 Victory Points by the scenario s end If you get 150 points you earn a minor victory With 100 points Vehicle Losses T Nawal Losses 0 Air Losses T Vehicle Point Lo
7. Click on one of the air units in the dialog and then OK As with other combat results the air mission will be conducted against the selected hex The combat results will ak Cancel Help be displayed on the screen or an air unit interception message will appear If the air unit gets through all anti aircraft AA fire against your air unit will occur first with the result of each AA fire displayed Then you will be shown the result of your air attack Results shown in yellow letters are disruptions of the target unit Tip There is one more remaining air unit that you could also use However unlike artillery Air Missions used in one turn have to wait while the planes are refitted rearmed and repaired before they are available again So it is best to not use them all unless you really need to Assaulting Now you are going to order an advance into the hex occupied by the German unit as shown in the image to the left To enter an enemy occupied hex you must assault it using only undisrupted units In this example you will use the three Russian units next to the German unit you have been firing at In fact the assault will use the same three units you used in your Direct Fire practice so double click on the hex to select the whole stack 10 As with movement there are two ways to Assault With the stack selected you can right click in the enemy occupied hex because pail LH ah that is essentially wh
8. Gds Tank Bn Air Availabil released units if you wish using the 71 Vehicles 100 Morale B Corps Attachments Hi menu Units gt Releases Movement 85 Fatigue 0 Supply Variations Withdrawals Deception Units Now that you know which units are Fixed you can focus your attention for the remainder of the turn on those units which are not Fixed a band of units clustered along the Strategies minefield belt marking the Front Line Engineers Several of the Unfixed units have a sideways E symbol on them These engineer units have special capabilities Place your cursor in any hex containing one of your engineer units and then Right Click on the Unit Window Engineers have a number of basic and some specialized functions as outlined in the main game documentation As you can see this Hard engineer can clear Mines and or Saft BT pane gee build Bridges In fact all three AA 20 engineers pointed out on the right Defense 16 can clear Mines This will be handy ieee because there are a lot of Mines in this scenario 12 Mines in real life are a deterrent weapon something to slow down the attacker s progress allowing the defender time to react In Panzer Campaigns mines are also a deterrent However they will not stop a determined attacker with superior numbers During World War Il the Russians were infamous for driving their forces through minefields regardless of the
9. Getting Started m Panzer Campaigns Demo Rumbling on the Mius File Turn Command Engineer Assault Units Info View A Mode Settings Help HQ 127th Rifle Div 141 Men 1007 Morale D Movement 21 Fatigue 0 ERRET 411th Anti Tank Bn 12 Guns 1002 pees Hall ees Bee erm be ey ees EC ae aaae Mf Sa loli 2 4 v AET nA een n Eee N a y 4 Maiy 1104 00 17 July 1943 Russian Turn Turn 1 of 9 Normal Conditions Dawn WELCOME to the Panzer Campaigns Demo Mius 43 It is the summer of 1943 on the Russian Front The Germans last gasp attack in the East the Kursk Offensive has failed and the panzers have been withdrawn giving up the hard fought for ground It is now time for the Soviets to begin their counteroffensive at many places along the front line One such place is the Army Group South sector of the Donbas along the North Donets and Mius Rivers This scenario represents the first move in the Russian attack on the Mius The Mius River flows south through the Ukraine in the area around Rostov where it empties into the Sea of Azov The Soviets prepare to attack this heavily fortified section known as the Mius Line The action begins at first light of dawn Several Russian and Russian Guards Rifle Divisions begin the assault at the critical sector at the Corps boundary between the 294th Infantry Division of XVII Army Corps in the north and the 336th Infantry Division of XXIX Army Corps in the
10. at AAP you are doing i T om attempting to move 1 one hex into the German held hex and hopefully displace the defender Alternatively with the stack selected you can hold the left mouse button down and drag the mouse to the German occupied hex With either method the result is the same an Assault Status box appears announcing the initiation of an assault An assault can trigger defensive fire which may result in losses or even disruption of a friendly unit Disrupted units are not allowed to participate in an assault which may change the effectiveness of the attack Tip If you feel the assault is ill advised for any reason you can cancel the order from the menu Assault gt Cancel Assault You can add units from several different hexes in the same assault However in this simple example you only have one group of units from one hex with no more to add To resolve your assault click the Resolve Assault button on the Toolbar Results will appear showing losses on both sides Attacker losses are shown first followed by those of the defender If you won and any remaining enemy retreat or are eliminated your units will automatically advance to capture the hex NOTE In some assaults the enemy retreat may be blocked In this instance if you win the defender will remain in place but will incur additional losses In such cases your forces even though victorious will not occupy the hex
11. cost In contrast the more stealth approach of the western Allies involved clearing lanes and moving through with due caution In this game you are going to use the Russians approach You will plunge forward all available units into the Minefields and overwhelm the defender in force while accepting the casualties Double click on each hex where you have available units and move them forward into the Minefields At the start of your next turn where engineers are present ina minefield and undisrupted one factor of Mines will be removed in each hex Tip Minefields come in strengths of 1 2 and 3 as shown by the value and the number of circles on each counter Tip There is NO SUCH THING as a Friendly Minefield If you accidentally move a unit into a hex with a Minefield you knew about but lost track of don t sweat it It occurred quite commonly on the battlefield then and to this day As you move your units forward into the belt of Minefields you will hear the sound of mines exploding and a combat result like you saw for Direct Fire or Indirect artillery Fire will appear Sometimes those results are shown using a yellow value meaning one of your Units was disrupted As you move forward sometimes you will discover more German Units behind those minefields Occasionally those units will respond to your movement with Direct Fire of their own Enemy fire in your turn is called Opportunity Fire At t
12. e Panzer Campaign tester Robert Barker is included While this Getting Started PDF is designed to help increase your comfort level with the basic functions and game controls in the series the Player Guide PDF will help you master Panzer Campaigns Be sure to check it out General Help FL User Manual F2 Campaign Notes F3 _ Parameter Data F However there is no substitute for reading the Game PDF Documentation which you can also access from the game Help menu The rules of the game ss are divided into two parts the User Manual and General Help The User Manual user PDF is the rulebook which explains all game concepts by topic You can open the User Manual from the Help menu or by pressing F2 This manual elaborates on the topics discussed in the Getting Started PDF and outlines additional rules you need to become familiar with The General Help pzc PDF covers the various elements of the interface such as Menus Dialogs and Other Features including Hex Area Info the Toolbar the Status Bar and Hot Keys You can open General Help from the Help menu or by pressing F1 Pressing F3 loads the Campaign Notes notes PDF that provide historical information about the events leading up to the Mius Campaign and how they relate to other games in this series It also describes the fighting that occurred in this sector during the period covered by the Fiai O il Tine Paraneters campaign Zeyher Nigh bar 4 hoot Hart Dive
13. e button on the Toolbar You will see a white line appear at the bottom of the unit and a C T next to the movement points in the Unit Box Notice that the movement point number dropped from 36 MPs to 24 MPs It takes time to get the unit ready to move and this time is paid in MPs expended Also an artillery unit has to SETUP again when you take it out of Travel Mode Change Travel Made Tth Gds Gun Artillery Regt 18 Guns pua Morale C Fatigue 0 Travel Mode represents units in a column formation and for towed artillery being limbered For Motorized Infantry it means the men are loaded onto trucks ready for transport rather than fighting For tanks it means they are lined up in column ready for movement Tip Units that can move in both Travel Mode and non Travel Mode or Deployed will generally be able to move much farther in Travel Mode However at the end of their turn if they remain in Travel Mode they are more vulnerable to enemy fire Therefore it is best to ensure units in Travel mode remain out of harm s way With the artillery unit still selected click the Reachable Hexes button on the Toolbar and the map will light up to highlight where this unit might reach on this turn Reachable Hexes Help With the Unit still selected click on 7 the hex and hold and drag the mouse to the destination asja s Z z shown by the arrow The unit will move off following the f sso aye road because that is the fastest
14. e of the map as shown to the right Select the Unit Press the Reachable Hexes button Reachable Hexes F You will see the Rocket Launcher can move 4 hexes down the road Now press the Save Movement Cost button The reachable hexes highlighted area shrinks to how far this unit can move while still having enough MPs remaining to change out of Travel Mode after moving But is this a wise move changing out of Travel Mode here That is your choice you are in command 15 Finishing the Game You now know how to Move your units Fire Assault with your forces clear the Minefield and call for Air Support With the Objective markers on the map and the Victory levels in mind continue moving and firing your units in any manner you see fit The end of the game will be announced at the conclusion of the Germans final turn at which time final Victory Points will be shown You can restart the scenario at any time by selecting the File gt Selection menu A list of scenarios will appear from which you may select After you feel comfortable with this smaller scenario you can move on to the larger Campaign scenario that is also part of this demo Maybe even enlist a friend to try Panzer Campaigns and you can play against each other either HOT SEAT on one computer or anywhere around the world using Play by Email PBEM Further Information As an added value to this demo game a Player Guide written by long tim
15. he unit in the unit window Next clicking on the unit with the left mouse button and holding the button down drag the mouse to the new location 3 hexes south west as indicated by the arrow then release the button The unit will move to the new hex The computer will determine the path the unit takes so it is wise to drag small distances to control the path Sometimes when you order a unit to go from A to B it takes a path you might not expect With Fog of war FOW on meaning you cannot see the other side s units you are not permitted to undo your movement should it go somewhere you did not expect So far you have been moving infantry around Next you are going to move some artillery and as you will see these units work differently Place your cursor in the hex with the Guards Artillery unit shown on the left If you select this unit and try to move it you will find it will not obey your order If you look at the Status Bar you will see why Unit must be in Travel Mode to move x a To move towed guns such as these you have to take them out of their firing positions limber them up to their trucks load up the ammo pack up any communication gear and finally put all the vehicles in a mode for movement In the game this is called Travel Mode or T Mode for short Now select the artillery unit again just double click the hex SMe Me With the artillery unit selected ON click the Change Travel Mod
16. his point you are almost finished your turn having moved all your available units forward However there are a couple of good housekeeping habits to get into At this point in the turn consider pressing the Next Stack button Each press of the button will cycle through any remaining unmoved units When you are satisfied you have made every move you can consider Saving your file either using the button or the menu item under File gt Save Tip At the end of a turn experienced players often save a copy of their file with a turn number Then they repeat with a File gt Save As to the default battle file name This way they retain a backup file and keep a record of the game as it progresses for later review 13 SU Finally after you have made every move fired every unit and performed every action you wish to do press the Next Turn button The Other Side s Turn When you press the Next Turn button control of the game reverts to the other side the A I Sit back relax and observe the action It will likely start with a barrage of artillery from unseen guns This will be followed by small arms Direct Fire from enemy units along the front in contact with your units You will see combat results with each shot some of them unfortunately yellow colored indicating a unit has been disrupted Sometimes your own units will fire back using Opportunity Fire all under computer control like your opponent s
17. if you look closer you will see that all of these 604th Artillery Regt at 23 3 units except the one circled are greyed out When a unit in any list is greyed out it is unavailable Select unit and then right click on map to fire OF Find Help For artillery units to fire they must meet certain conditions First of all they have to be in range Secondly they must have another unit to spot or relay the target information to them Click on the third line from the top the 1034 Artillery Regt With the available artillery unit selected any enemy units which are valid targets are highlighted with a red square 488th Mortar Regt at 13 0 around it as seen in the image to the i 945th Artillery Regt at 15 1 right 1034th Artillery Regt at 18 4 965th Artillery Regt at 19 8 If you place your cursor on the map not 307th Artillery Regt at 19 13 the dialog you will see it is now a Sou rege at elec C me E irel lik oh 23rd Gds Mortar Regt Akt at 22 6 rosshairs in a circle like a sig tona 604th Artillery Regt at 23 3 gun and you are ready to fire Select unit and then right click on map to fire Right click on the enemy unit OK aie Help A red line will be shown on the map from the artillery unit to the target hex You will see a small explosion or fire marker The sounds of the guns will be heard after which a result will appear in the target hex NOTE Your result
18. ifferent There are now many more German Units visible and some are more than one hex away You no longer need to be next to an enemy unit to spot them Recall that Turn 1 was at dawn In the early morning light you could only see 1 hex or 1 km away If you look at the Status Bar in 2 the lower left corner you see it is now Turn 2 of 9 and the time is 06 00 The Time Indicator is showing a daylight turn If you look at the Terrain Info area you Glear 0 will find the Visibility is now 3km This Elevation Alim Visibnity 3km means you can see enemy units at a Supply 75777 distance of 3 hexes away as long as you have a Line of Sight LOS to the hex Many veteran players like to place newly arriving units or reinforcements onto the map as their first action Press the Arrived Units button to see a list of all new reinforcements Arrived Units E a r Click on each line in the dialog to place the new units on the map Normally reinforcements arrive on the edge of the map However there are situations where they might arrive anywhere on the map For example in this scenario additional artillery units that were previously unavailable will arrive on non edge hexes You can now begin to fire your artillery move your units forward and prepare for the next round of Assaults Before that however move up a newly released Rocket Launcher Artillery Unit Locate this unit It is in Travel Mode near the east edg
19. le is repeated To explain which unit from which group of units you are going to select for movement firing or other actions locate and press the button with the yellow cursor over the button you will see a tool tip This button enables Divisional Markings This will color the unit symbol for each unit showing which group of units belong and function best when they remain together Tip Try to keep similar colored units together Later when you review the full game instructions you will learn more about this Command amp Control concept Toward the center of your map you will see a cluster of units that now have a purple background color on the unit type symbol Click on the unit indicated by the yellow arrow It is a Russian Infantry Unit A Red Box or Hot Spot will appear in the hex A unit picture will now appear above the Terrain Info box lt 397 Men 1002 Morale D Movement 21 Fatigue 0 The unit picture shows a MAN and you can see the unit is made up of 397 Men You can also see the Morale is D not great and the unit has 21 MPs Fatigue is ZERO meaning the unit is fresh When a unit fights Fatigue levels build and it becomes less effective until it is rested To check further details on this Infantry unit right click on it On the left side of the Unit box you will see the chain of command for the unit The unit s combat factors with speed in km h are shown on the right side Some units
20. may display specialty functions such as Engineer or Recon amp Ch Ca Of mt Fa To practice moving units you are now going to move this one closer to the front Double click to select this unit on the map or left mouse click on the Unit Box so that the Unit Box lights up It is now selected and ready for orders fic Br It is time to move it 1 hex toward the front ps rA Men 1002 Morale D Movement 21 Fatigue 0 FEE 4O7 D To do so right click an adjacent hex the one directly south west or down and left of the selected unit The unit will jump to the new hex Tip If you issue an order movement or otherwise and the unit does not obey the order look at the Status Bar on the bottom left to see a message telling Movement allowance exceeded you why the order cannot be performed In this case if you look at the unit window again you will see the unit you moved now has 15 MPs remaining having expended 6 MPs to move 1 hex in clear terrain at the same elevation There are a number of ways to move units in Panzer Campaigns Next you are going to move a unit more than several hexes at a time The next unit you are going to move is the one shown in the yellow circle on the left You are going to move it 3 hexes to the new location shown by the arrow To do so first make sure the unit is selected by double clicking on the hex or by putting your cursor in the hex and then single clicking on t
21. p in the mines This unit shown in the yellow square is a blue colored Village 207 German unit Elevation 100m Visibility a km Suppiy fbf 7 The Terrain Information box shows visibility is 1km Because friendly units are next to the German unit the German unit is shown on the map at the start of the game Tip Each hex is 1 km across Visibility and ranges are all expressed in km s and counted in hexes There are more Germans you just cannot see them yet In the lower right corner of the screen you will see a Time Indicator The red block marks the current time as the a first turn after night Notice the block shows a little grey it is Dawn As you can see from the Status Bar it is actually 04 00 17 July 1943 the Russian Turn 1 of 9 Normal ground conditions 04 00 17 July 1943 Russian Turn Turn 1 of g Normal Conditions Dawn Turn 1 Movement Basics Panzer Campaigns is a turn based game Side One the Russians in this scenario perform all actions Moving Firing Calling in artillery or air support etc in any order you like Each unit action costs Movement Points or MPs to be expended When you are done with all the units you want to move and fire you end your turn Then the second player in this case the A I plays his turn After both players have taken turns the time is advanced one game turn or two hours of real time and the cyc
22. rt ard Dine Tire Yas Pressing F4 invokes the Parameter Data Dialog It Petey a sen Mendrum 1600 men provides a host of information such as movement io Spent dnie Indani Dotenae 16 costs terrain benefits and stacking limits to name just Keck Somin Fatgnecovey 10 Wgh More Disnar O Riian Aa derecho OF Sa Aol lide 10 a few nbsti EHect 25 lusan Aa Iencephors 5 Aug Ar brbescephon 125 Fuman Fad Cepsa 25 Aces Fad Capsi 15 Lastly documentation for the game s editors may be found in the Help Menu when each editor is opened ENJOY 16
23. ss 0 Naval Point Loss 0 Air Point Loss 0 Anis Losses Men Losses 0 Gun Losses C g Vehicle Losses Og Naval Losses ez Air Losses TC Hen Point Loss CO Gun Point Loss rT Cg Vehicle Point Loss rg Nawal Point Loss eal Air Point Loss rt Victory Values Major Defeat 50 Minor Victory 150 Total Points 0 utcome i 150 and the 50 point objectives and inflict 150 more points in causalities than you incur yourself Minor Defeat 100 Major Wictor 250 Help Aussian Major Defeat you get a draw Less than 100 points puts you into the defeat levels Click OK to close the Victory Dialog If you look at the map you will see several oval shapes with the values of 50 100 and 150 inside These are your objectives To win a major victory you need to capture and hold a combined point total of 250 points from points for destroying enemy units plus Objectives As you incur losses points are taken away from you Alternatively you can capture the On the map you will see many units The brown ones are your Russian units and the red ones are your Russian Guards units Do not worry you will only control a few of your units this turn not all of them The front line is defined by a line of grey minefields Some Mines are stronger than others as shown by the red value in the bottom left corner There is also one enemy unit visible in a ga
24. the enemy target hex Also the enemy unit may have returned fire and you may have suffered some losses yourself If you click on the enemy unit you can see the target is made up of Men The strength of the enemy unit is not displayed With Fog of war FOW on 99 Men Morale the XXX value tells you there are more than 100 but less than 1000 men Movement Fatigue When the enemy strength drops to 99 or less the displayed value will change to XX Air Support Russian Command Report Recall back to the start of game the first pawn Turn thing you saw was the Command Report SA ae caer ae 1 out of 17 HG s out of command as As you Can see one of the lines in the report ud said you had Air units available for Allied your use this turn Turn Select a report to scroll to the given location To further soften up the target you may use an air mission Click your cursor on the hex with the enemy units Now click the Call Air Mission button on the Toolbar Call Air Mission An Air Mission Dialog will appear showing any available air units Air Mission Dialog Available Air Support th th 206th Assault Aviation Diy 66 IL 23 Shturmovik 679710 7th Assault Aviation Corps 6th Air Army South Fror You will see that the 206 and 289 A 289th Assault Aviation Div 66 IL 2M3 Shturmovik 6 9 10 7th Assault Aviation Corps 8th Air Army South Frot Assault Aviation units are on call
25. units did during your turn When complete the A I will end the turn and control will revert back to you for your second turn Turn 2 When the Command Report appears on your screen control has been restored to you for your second turn Russian Command Report D sinforcements have anrived Units that have been released This time your report is much longer and south Front Arty 1st Gade Heavy Tank Regt has a scrolling region It reports 140th Tank Bde Wilied 320th Rifle Div j roH e Reinforcements have arrived 127th Rifle Div Suen Aath Army Eng HO 3th Rifle Corps e Alengthy list of units that have been HG 28th Army Aath Army Eng released Jnd AA Artillery Diy Aath Army Artillery pa e s 7 5 a Some units are reporting Low Ammo Select a report to scroll to the given location and will not be as effective at fighting this turn e Disrupted units are checked for disruption recovery and the Command Report tells you how many succeeded out of how many were checked e And some of your engineer units are reporting they have cleared Mines Tip You can click on any item in the Command Report with a hex location to jump instantly to that area of the map Click OK when you are done viewing the Command Report Tip During your turn you can recall the last Command Report by selecting the item under the Info menu 14 Once the Command Report is closed you will notice a few things on the map are d

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