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Getting Started - Scenario Design Center

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1. aj enemy forces But before you move your units forward let s get acquainted with them first Left click on hex containing the two Cossack squadrons near the Railhead at hex 11 6 and then J43 Jemluba Rees tte L you will see two unit portraits a k a unit cards on Movement s2t Fatigue the screen One is for the 2 3rd Don Csk Regt and ae RE a the other is for the 1 8rd Don Csk Regt Take this Wills ele eiting time to look at the details of the two units as you Visibility can see they are both comprised of 153 men they have 0 fatigue and their quality morale is D which is not very good since the scale is from A to F You can also see that they currently have 23 Movement Points and since the number is white then that means that they currently have their full movement allowance available To the right of their movement is a capital T which stands for Travel Mode which essentially means the unit is in high mobility mode Units in this mode will move quicker in most circumstances but are also more vulnerable For infantry units Travel Mode means that they are in march column for cavalry it means that they are mounted and moving by horse for artillery it means that they are limbered up and for mortars and machine guns it means that the weapons are disassembled for carrying Keep in mind that cavalry units that melee while in Travel Mode are considered to be conducting a cavalry charge or cavalry skirmish In the upper lef
2. PA Ah 7 lt ae We p Vy ee assault the disrupted enemy Tae In Eydtkunnen and push them out Do this y selecting one dismounted cavalry unit and right clicking on the enemy s hex then do the same for the other cavalry unit so that both are committed as long as both are not disrupted After any all enemy opportunity fire is resolved press the Resolve Assault button to attack Hurrah In this example Eydtkuhnen has fallen and the German infantry has been pushed back Now we just have to hope that they don t counter attack and take it back on their final turn At this point we can move the southern Cossack unit to isolate the enemy infantry battalions in order to make any prospect of an enemy counter assault more difficult So for the final move in this example scenario the Cossack unit is 24 moved to isolate the enemy infantry To do this the Cossack unit must move away from the enemy and then back again since the enemy s ZOC prevents movement across their front Once finished press the End Turn button SCENARIO END After ending the turn the Al will move one final time and then a pop up dialog will let you know that the scenario is over Click the OK button and then a victory screen will the Victory Dialog will be displayed In this example the Germans were not able to recapture Eydtkuhnen on their final turn and so the Russians have achieved a Major Victory with 268 points 18 points above the Major Victory condition Specifi
3. Help manual also Known as the Main manual discusses the various elements of the interface in helpful detail You can access the General Help while playing by pressing F1 If you wish to delve inside the game designer s head you can access the Campaign Notes while playing by pressing F3 Pressing F4 while playing will bring up the Parameter Data Dialog This dialog has all the values and variables that are set to make the game play out a certain way and are usually the subtle details of the gaming experience You can view these information in the Parameter Data Dialog which includes movement costs terrain benefits stacking limits and many other things 26
4. this occurred by the on map casualty report text being in yellow and having a D at the end of the result Also the German infantry unit now has DISRUPTED listed on its unit card alori e Fatigue We now have a choice Since the 3rd New Russ Dgn Rot has only fired once it still has 2 3rds of its Movement Points remaining and can still assault this turn if we want to we know it has 2 3rds of its Movement Points remaining because its Movement Points level is in green in its unit card Generally speaking dismounted cavalry and infantry can only assault if they have 2 3rds of the movement remaining and mounted cavalry can assault with just 1 3rd of their movement remaining which represents charging F Steet a a E il gt L EJ Even though we have only one dismounted cavalry regiment available to assault and the German unit is no doubt 1 1 in size to this unit or larger since the enemy unit is isolated and disrupted then if we have a successful assault a portion of the enemy unit will be forced to surrender since it cannot retreat If we do not assault this turn then we risk a chance that the Al may move forward and relieve the isolated unit or the enemy unit may actually recover from its disruption by the next turn It just seems like too good of an opportunity to pass up so fix bayonets its time to assault To assault select the unit and then without holding the CTRL key right click on the German unit as if you w
5. to fire on us again on their turn Better to keep our distance for the moment To prepare for our attack on Eydtkuhnen we now need to bring up the other units the 3rd New Russ Dgn Rot hex 12 6 the 1st Cavalry Bde HQ and the 3rd Horse Artillery Bn in hex 13 7 Starting with the 3rd New Russia Dragoon Regiment select the unit and move it to the other unoccupied 50 point objective at 10 5 then press T or left click on the Change Travel Mode icon to dismount the unit Now select the 1st Cavalry Bde s HQ at 12 6 and move it one hex to the northwest of where it is Finally select the 3rd Horse Artillery Bn in hex 13 7 Looking at the artillery unit s info we can see that it contains 12 field guns and it is in Travel Mode meaning that it is limbered up and able to move Field artillery direct fire artillery and machine gun units cannot fire while in Travel Mode One thing important to know is that in order for these units to deploy from Travel Mode they require their full movement allowance so once you move these types of units this turn then you will not be able to exit Travel Mode until your next turn and this represents the time it takes for them to get into position setup and ready themselves to conduct effective offensive fire and it relegates these units to their historical defensive roles That said these units do not expend their full movement when entering Travel Mode so limbering up and moving away is much quicker to do W
6. Getting Started with First World War Campaigns East Prussia 14 Welcome to First World War Campaigns East Prussia 14 In this the second title in of the First World War Campaigns series of operational combat in World War I we will be experiencing the battles on the Eastern Front in the first year of the war mi See ng Se rted First Contact n l St ommand _Engine T aaa g TEETE SHH EELA AT DLE Tool Bar x mel wea of cae ET ome te 4 SASO FAITA A FAI ee gt f no E INIS Se E n Ta DERE PU 4 Pe pe S gt ie x gt gt ae x a ee Unit Box east B Terrain Hex Prussig Info BOx Status Bar From August to September 1914 the Russians invaded East Prussia with the intent of winning a quick and decisive campaign against the Germans Victory seemed likely given the Russian superiority in numbers but a host of flaws in Russian command coordination and with their army in general allowed the Germans to defeat the invasion in detail Following the German victory battle of Tannenberg which succeeded in rendering half of the Russian invasion force as non combat effective the Germans counter attacked and pushed the remaining Russian forces back to the East Prussian border While veterans of the Panzer Campaigns and Modern Campaigns series may feel familiar with the mechanics in First World War Campaigns series and while it might be tempting for them to skip the i
7. K to close it While there isn t much information this time you will notice when the second turn starts you will have much more information present in this report Select a report to scroll to the given location OBJECTIVE OF THE GAME In the Menu Bar along the top of the screen select the Info selection and scroll down and select Victory This will bring up the Victory Dialog box which shows how many points the first side must earn for each level of victory As you can see to obtain a major victory in this battle you must earn 550 Victory Points by scenario end Click OK to close the Victory Dialog First Side Allied Powers Objective Points 0 Allied Powers Losses MenLosses p GunLosses p Vehicle Losses OQ NavalLosses Qj Air Losses ff Central Powers Losses MenLosses 0 GunLosses p Vehicle Losses p NavalLosses p Air Losses ee MenPointLoss p GunPointLoss p Vehicle PointLoss OQ NavalPointLoss Air Point Loss a MenPointLoss Qj GunPointLoss p Vehicle PointLoss OQ NavalPointLoss Air Point Loss 0 iet ry Values Major Defeat 50 Minor Victory 125 Minor Defeat 75 Major Victoy f 250 0 Outcome Allied Po Major Defeat If you look at the map you ll see some colorful flags with numbers below them in a small rectangle These are your objectives The numbers located within the rectangle are the number of Victory Points that particular objective gi
8. as the other unit statuses Such as Isolated Broken Fixed Low Ammo Low Fuel etc Now that we are adjacent to the enemy left click on the enemy s map icon and observe that in the unit info area we can now see that this unit belongs to the 1 Infanterie Div organization This can be useful to know during larger battles when you want to keep track of where certain units are and how your opponent may be strategically redeploying them as well as determining that a particular unit might be extremely spread over a wide area which can be very useful when determining where to press your attacks Let s leave our Cossack unit and go back to the hex it came from to move the other unit still remaining there This time let s try the other unit select method the double click select Double click on hex 11 6 on the map When you do this you should see that the Cossack unit there will get selected In this way you can quickly select a unit in the hex without left clicking the hex then left clicking the unit s portrait Also double left clicking on a hex like this will select ALL units within that hex which is very useful for moving stacks of units With your Cossack unit now selected right click the adjacent hex to the southwest to move there and capture the other 50 point objective The only objective now remaining is the 150 point objective at Eydtkuhnen but this one will not fall so easily you will have to fight for it So let s find o
9. cally victory was achieved by capturing all of the objectives and inflicting heavy losses on that German infantry battalion defending Eydtkuhnen Once you are finished looking over the Victory Dialog click the OK button and then you will be able to view the map with no Fog of War which is useful to view the enemy s situation and units ADDITIONAL PLAYTHROUGHS You should now know enough to be able to replay the scenario and try your own tactics if you like Do not be discouraged if you do not achieve a victory like the one outlined in the tutorial this tutorial scenario is designed to be small short and replayed quickly Continue replaying it until you feel comfortable with the basics of moving and engaging and assaulting the enemy This getting started scenario covers only the basic features of the First World War Campaigns series but it does not cover everything Most notably indirect fire artillery is not discussed here and you are encouraged to read about it in the User Manual before moving onto the next scenario Once you have familiarized yourself with indirect artillery then you will be well on your way to learning the basic mechanics of this series 25 FURTHER INFORMATION This guide is designed to make you feel comfortable with what s going on in First World War Campaigns but it is no substitute for the User Manual which is the series rulebook You can access the User Manual while playing by pressing F2 The General
10. e mouse button determines the unit s target destination so it will try as best as possible to move to that spot Now that the Cossack unit has been moved away let s go to the Russian regular cavalry unit in hex 11 7 3rd Smolensk Lcr 3 Rot As you can see this unit is a very large tad 2rd Smolensk Ler Rgt cavalry unit it is a full cavalry regiment of 942 P94 Men er Morale men You can also see that the unit has after its name which signifies that the unit is a Woden OR FT combined unit of several smaller units and it can be broken down into smaller parts squadrons in the case of cavalry companies in the case of infantry and batteries in the case of artillery If you hold the right mouse button on its portrait you can see a 6 in the area to the right of the formations name which means that it is made up of six smaller units You can read more about combining and breaking down units in the User Manual but in this tutorial you should leave these larger units combined as a whole so that it can effectively fight against the German infantry Also you should read more about the different nationalities and their cavalry in the Notes document but all you need to know now is that despite this unit s name Lancers all Russian line cavalry of 1914 were essentially dragoon cavalry they can fight mounted but they are best used by moving quickly and dismounting to fight like infantry This unit needs to move forward and d
11. eed only 3 more points for a Minor Victory result so if we can manage to capture and hold Eydtkuhnen then we should safely win a Major Victory This will be our goal on the final turn As for the situation on the Al s turn the Germans moved another infantry battalion forward to relieve the isolated unit in First Side Allied Powers Allied Powers Losses mE Gun Losses 0 Vehicle Losses Sz Naval Losses 0 o Wen Lozzes Ar Losses Central Powers Losses MenLosses 474 Gun Losses 0 Vehicle Losses 0 Nawal Losses 0 0 Air Losses Victor Values 50 1235 Total Points 122 Outcome Draw Major Defeat Minor Victory Objective Points Men Point Loss aun Point Loss Vehicle Pomt Loss T Naval Font Loss T Ar Point Loss T Men Port Logs 33 Gun Point Loss 0 Vehicle Pomt Loss a Naval Point Loss ST Air Port Loss 0 75 20 Minor Defeat Major Wictor Help 22 Eydtkuhnen This will not help the isolated unit this turn however other than giving the unit in Eydtkuhnen a retreat route which will keep us from capturing more of its men in another successful assault Also upon further investigation the unit in Eydtkuhnen has rallied this turn and has recovered from its disruption status which will make it more difficult for us to take the village So let s start firing on the German unit in Eydtkuhnen again in order to disrupt it for a final assault First open fire with the
12. en Unfortunately this is where things may greatly differ between this tutorial and the results on your end given random variables That said what we basically want to do is bombard Eydtkuhnen with the horse artillery then deploy the machine gun company so that it will be able to fire onto Eydtkuhnen next turn if need be and then open fire with the two cavalry regiments that are adjacent to the village Somewhere throughout this process 18 the hope is that the German battalion in Eydtkuhnen becomes disrupted and then that makes it a prime target for assault Basically once a disrupted unit is assaulted then as long as the attacking units are not also disrupted in the assault then the defender is will get pushed back and the non disrupted attackers will advance into the hex and capture it You can of course assault without disrupting the defender first and there are times when you will want to do this but assaulting a non disrupted defender will mean heavier losses and a chance that the hex will not be taken Continuing the situation described in this tutorial the German infantry battalion in Eydtkuhnen is surrounded and is now isolated We know this because the German unit s unit card says ISOLATED 1 infantene Div en SS Maen SMDYEMENLS cD Fatigues Being isolated we know that this unit is suffering a quality morale loss of 1 level and it may also be low on ammo we never really Know if an enemy unit is low on ammo o
13. ents have arrived T out of 3 HQs out of command Once you have closed the Command Report let s deploy and move those reinforcements that have just arrived 4 ee al x m a Arrived Units In the top icon bar left click on the button icon that looks like a downward pointing red arrow over a yellowish map This button will open up the Arrived Dialog With the Arrived Dialog open you can see that the 3rd Cav Div MG Co has arrived at hex 17 8 Double left click on this unit to place it on the map Note that in cases where you receive a large amount of reinforcements you can press the Place All button to quickly place all reinforcements on the map with a single press of a button Arrived Units Double click to place Allied Powers 3rd Cay Div MG Co 3rd Cavalry Division at 17 8 Place All Cancel Help Once you double click on the unit it will then appear on the map in hex 17 8 on the map edge This unit will be handy in our attack on Eydtkuhnen so we should move it in that direction But first let s leave this unit where it is and come back to it later Now select the 3rd Smolensk Lcr Rgt located in the same hex and move it one hex to the southwest up onto the ridge overlooking Eydtkuhnen When the movement is made the Germans will likely fire on you with opportunity fire and our hope is that they do not disrupt the lancer regiment if they did disrupt your unit then just read the following for future re
14. ere moving into that hex When you do this a pop up dialog will be displayed If Fog of War were off then some details about 20 the assault would be displayed However we have Fog of War on so the dialog simply says Unknown assault odds Fog Of War This window might seem useless but it does serve to let you know that you just setup an assault and if two different organizations i e from two different divisions were assaulting then this dialog will let you Know that a penalty is being applied to the assault After viewing the dialog left click on the OK button or press the Enter key If the enemy had any opportunity fire remaining then it would most certainly use it now in an attempt to disrupt your assault However in this example the enemy has no opportunity fire allowance available having fired three times previously at the 3rd Smolensk Lcr Rot Lal 3rd New Russ Dgn Rot BZ as Morale D J be At this point you should see the word Attacking in the lower left of the 3rd New Russ Dgn Rgt s unit card and a red and white target will appear on the map on the enemy unit s hex The Attacking text on the unit s card signifies that it is queued up for an assault and the target icon shows that an assault is ready for execution at that location You could now add additional forces to the assault for example from other hexes around the target enemy s hex until you are satisfied that sufficient forces have been committed to t
15. ference Now that the unit is adjacent to the enemy fire on the German infantry unit located in Eydtkuhnen make sure that the 3rd Smolensk Lcr Rgt is selected and hold the Ctrl key While holding the control key notice that your mouse pointer will change to an icon of a crosshair Place this crosshair over the German unit in Eydtkuhnen and right click Once you do this you will hear the sound of the unit firing rifles at the enemy and some text will appear on the screen displaying the results of the engagement 14 In this case only five casualties were inflicted and the unit was not disrupted if it were disrupted then a D would have been displayed in the result On the attack your goal should always be to disrupt the enemy before assaulting to take the hex so let s proceed with further attacks since this initial one was quite ineffective Now go to hex 10 5 and select the 3rd New Russ Dgn Rot At this point we don t want to block the line of fire of our horse artillery that we have yet to deploy so let s move this unit around to the north of Eydtkuhnen and this will help us try to isolate the Germans in the town Select and move the 3rd New Russ Dgn Rot to its northwest one hex then move it southwest one hex so that it passes through the hex containing the 2 8rd Don Csk Regt and ends in the hex north of the village Note that you could not have made your move to 9 6 then to 8 5 because the German infantry unit exerts a zone of con
16. he assault or you have committed all you can In this case this is the only unit that can assault we will keep the two relatively weak Cossack units out of the fight since they will not contribute much and we allow for a possibility of follow on assaults or additional options in the final turn So essentially we are now ready to execute the assault In the top icon bar find the Resolve Assault button which is a red arrow over a black background with a white impact graphic behind it Press this button 21 now to execute the assault In this example a stunning success has been achieved with as little as 15 casualties suffered 385 enemy infantry have surrendered When on map assault results are displayed the results to the left of the slash is for the attacker and the results to the right is for the defender This essentially completes are very successful turn and as mentioned we will keep the Cossack units fresh in case they are needed in the final turn so go ahead and press the End Turn button TURN 4 As before once the Al has played through its turn again your command report will be displayed again for turn 4 This is the final turn so we only have this turn to achieve victory This is a good time to view the Victory Dialog again to check on what we need for a victory Info gt Victory In this example we have 122 points which is a Draw result at the moment being between 75 and 125 points We n
17. he unit after that until your next turn Now that you have moved into the hex to your northwest observe that you have ai a taken the 50 point objective in that hex the flag has now dai to a Russian flag and you can check the Info gt Victory dialog to see that your Total Points has increased by 50 Now that you have advanced 1km and taken an objective right click on the hex to your northwest again to advance adjacent to the German cavalry unit If you right click on the map and the unit does not move then it is either because you right clicked on a non adjacent hex or because you no longer have any units selected In the case of the latter simply left click on the hex of the unit you want to move and left click on the unit s portrait again to select it then start moving again by right clicking on adjacent hexes the unit becomes unselected any time you left click on the map Once you move adjacent to the German cavalry unit it will probably fire at you through the use of opportunity fire If so you will hear it shoot and you will see any casualties inflicted on your unit via pop up text on the map as well as information on whether you have been disrupted or not Disruption is an effect which causes your unit to be temporarily less effective in combat and causes your movement to slow in the face of enemy forces although your rearward movement is unaffected Please read more about Disruption effects in the User Manual as well
18. hich is of vital importance This particular German unit is an Ulan cavalry unit essentially light and fast cavalry used for reconnaissance but also effective in mounted melee combat Now let s move forward and find out more information about the enemy Left click back on the two Cossack units occupying hex 11 6 There are several ways to select units and move them and each one will be covered here but first let s cover the single click select method Left click on one of your Cossack unit s portraits and you should now see a red tab appear to the left side of the unit card This red tab signifies that this unit is currently selected and is waiting for instructions We are just selecting one unit but you may select multiple units in the same hex like this to give the same order to all selected units useful for group moves or group firing 2 3nd Don Csk Regt 1153 Hen UIR Mode Movement 3217 atigqueds Now with the unit selected move the mouse to the map and right click the adjacent hex that is to the northwest of the hex it is eaten pect py ad When you do this you will see the unit move to aa that hex and a red arrow will appear showing the direction that it moved Also observe that your Movement Points on the unit card are now in yellow signifying that you have less than your full amount remaining Once your Movement Points are in red it means that they are depleted and you will not be able to do much more with t
19. hich maintain command and supply to your subordinate units please read more about them in the User Manual All you need to know at the moment is that you should try to keep the HQ 1st Cavalry Bde in the center of where most of your units are but keep the HQ safe Once you are finished left click on hex 8 4 the one containing the gray unit Now you should see the above image in the unit info area on the screen Notice that holding the right mouse button on this unit s portrait does not change _ the data to the more detailed information mentioned previously ra that is because this is an enemy unit and with Fog of War on you are not allowed to see detailed information about it As a matter of _ i neti fact you cannot see even all the basic information about the unit _ either All we know is that the unit has a unit strength in the hundreds the three XXXs but you don t know what its quality morale is nor how much fatigue it has We also know it is in Travel Mode and you can also see that the unit is in Travel Mode by looking at its map icon units in Travel Mode appear with a white horizontal line at the bottom of their map icon We also do not yet know what higher organization this German unit belongs to hence the Unknown text but we will find this out in a moment Finally get familiar with the unit s portrait appearance this represents gaining information about the unit by observing the uniforms that they wear w
20. horse artillery unit at 10 6 fire all three times If the German infantry are not disrupted by the time it completes firing then fire three times with the machine gun company located in the same hex 23 In this example the horse artillery fired three times and inflicted a handful of casualties but no disruption The machine gun company fired three times and also inflicted a small amount of casualties but unfortunately no disruption Now we are getting down to the wire Since neither the machine gun nor horse artillery unit achieved a disruption we must now open fire with our dismounted cavalry The only problem is that we may get disrupted with enemy opportunity fire which may prevent us from effectively assaulting the village in the end Also we have to make sure to only fire once with each cavalry unit so that we retain enough Movement Points for these dismounted cavalry to assault In this example the 3rd Smolensk Lcr Rot 9 7 opens fire first Only a few casualties inflicted by the rifle fire but success The enemy has been disrupted Now all that is left is to Hy Peles IEZ Morale blovemen i e Fi aagus 45 3rd New Russ Dgn Rgt TA ee OR a ae ye whorls F et Mh cit N che e fe pene Faiy 1E N A HLA MENS Menem i P P ia gt sai ws a 7 Y 2 A Ar md 4 7 A r d f i EE KA Hoyah H Villages 10 Heyanon im fizinis SREM Suppiyp burr Qojecitive J5Unt tiguroyee AJA
21. illery adjacent to Eydtkuhnen now knowing that the enemy infantry unit there can no longer use opportunity fire this turn but this would give up another turn that it may be able to fire at the expense of trying to have it exercise more effective fire later On the other hand moving the unit closer will also make it vulnerable to enemy fire on the enemy s turn so the safer choice is still to keep away from the enemy and deploy so that it can fire on the next turn Left click on the hex containing the 3rd Horse Artillery Bn 10 6 and deploy this unit from Travel Mode Once deployed observe that its Movement Points will now be 0 and it is done for the turn we will use this unit on the next turn to employ preparatory fires on Eydtkuhnen Next and this is important we need to move our 1st Cavalry Brigade HQ forward to continue to maintain effective command of our dragoons Before we do this let s take a look at the command range of the HQ Select the 1st Cavalry Brigade HQ unit in hex 12 6 and then press the H key which will highlight the command range of the selected HQ unit alternatively you can do this through top level menu via View gt Shade gt Command Range You should now see the map get darker and an area around the selected HQ unit will be lighter 16 Basically all units subordinate to this HQ unit will be in command if they are within the command radius at the end of the turn and all of this HQ s units outside of the circ
22. is in addition to the 10 provided by the village terrain cumulative total of 20 protection So this German unit will be a problem and we will have to bring up something to deal with it Now let s move your other units and prepare to engage the German infantry unit but first let s move that Cossack unit away from the enemy and break contact it has done its job for the moment To do this let s try an expedient movement type the click and drag method First select the Cossack unit that is adjacent to Eydtkuhnen Do this either with the double left click on the map icon or the left click on the unit portrait methods Observe that your Cossack unit does not have many Movement Points remaining so it will only be able to move one more hex Do this by left clicking on the map in the hex where the Cossack unit is currently located and hold the left mouse button after you click it now drag the mouse to the south any distance and release the left mouse button The unit will now move as far as it can in that direction and stop when it cannot move any further In this case it should have only moved one hex to the south In this way you can move units across large areas quickly but a word of caution using this 10 method will always select the shortest path possible and this type of movement although expedient is very clumsy and can result in you stumbling upon an enemy or moving forward in a less than optimal manner Also where you release th
23. ismount to prepare to engage the infantry in Eydtkuhnen but we don t want to ride forward and get shot down while vulnerable when mounted on horses i e in Travel Mode First let s move the 3rd Smolensk Lcr Rgt forward one hex to the 50 point objective you captured earlier at 10 6 Do this by any of the p previously described Ea T L methods Once in the hex mii ponsa HA pag am left click the top row button icon that looks like a wheel in gt A order to change Travel Mode see the image below You can hover your mouse over these icons to see popup text 424 about what each icon does w Efi DE E is amp T HA AS Eila D IE se is Once you have clicked t the Change Travel Mode button the hotkey for this is the T key you should observe that the 3rd Smolensk Lcr Rot has 11 expended additional Movement Points and is now no longer in Travel Mode the T is no longer displayed next to its movement on the unit card and there is no longer a horizontal white line along the bottom of its map symbol Since the 3rd Smolensk Lcr Rot is a cavalry unit now that it is no longer in Travel Mode it means that the unit is dismounted and is ready to fight on foot like infantry However let s hold our position for the moment since we don t want to move forward and come under enemy fire with nothing left to do for the turn but sit there and get shot at and it would mean that at the enemy would be able
24. ith all this in mind the field gun unit must be moved forward but not too close to the enemy so that we avoid a situation where the guns are shot at in their vulnerable limbered state on the enemy s turn In some cases it makes sense to risk it and send the guns to setup adjacent to the enemy but in this case we will play it safe to avoid losing valuable Victory Points to unnecessary and expensive gun losses So move the field gun unit to hex 10 6 which should be occupied by the now dismounted 3rd Smolensk Lcr Rot 12 You have now moved all of your units that can move the remaining two HQ units are fixed in place during this scenario Click the End Turn button which has the appearance of a wrist watch on the top Tool Bar Once you do this your turn will now end and the enemy Al will now play its turn TURN 2 Once the Al has played through its turn your command report will be displayed again This report will have more information than the first The Command Report dialog will show you important information such as which units recovered losses which units recovered from disruption gained fatigue recovered from fatigue constructed fortifications and many other things depending on the scenario This command report will also let you Know when you have air units available for use and most importantly when reinforcements have arrived Take a few moments to review the information in this report and then click OK eee A einforcem
25. le at the end of the turn will be considered detached Units that are detached have a one step morale loss and are more difficult to rally and in some cases are impossible to rally and when they are spotting for indirect artillery then the artillery barrage s effectiveness is halved Generally speaking you want to move your HQ units in such a way that they maintain command of the majority of its units or in such a way that they maintain command on the most important units i e units on the front line Looking at the highlighted command radius we can see that the 3rd New Russ Dgn Rot is out of the HQ s command radius and as such will be out of command next turn if the situation Is not rectified Move the HQ unit southwest one hex in order to push the command radius west by one more kilometer and when you have done this press the H key again to stop shading the command radius Please read more about detached units and command effects in the User Manual Finally the only thing left to do is to move the 3rd Cav Div MG Co forward the unit we brought in as a reinforcement at the start of this turn Before we do this let s explore another useful feature shading movement range With the machine gun unit selected left click on the button that has an up right pointing red arrow over a black background in top icon bar Once you do this the map will shade in a similar way to the shaded highlighted command range feature mentioned previousl
26. nto East Prussia capturing the town of Eydtkuhnen where part of a scattered covering force from the forward deployed Armeekorps was located This first contact was short and minor but the capture of the town and the denial of the Germans from retaking it helped to secure an obstacle along the Russian 1st Army s coming advance to Stalluponen Size small See the notes document for information on scenario design decisions and historical notes Cancel Delete Help After installing East Prussia 14 start up the program and after the introductory cinematic you will be taken to the File Selection ee Click the scenario 00_ Started and then OK arraren This takes you to the Al Selection Dialog S Tanai where you choose the side you wish to play For Manual C Manual the purposes of this tutorial select Allied Powers C Automatic A I Manual for yourself and Automatic with FOW Fog of War for the Central Powers Click OK to get the game underway you are now the Allied Powers Advantage Central Powers German commander The Rules button can be S used to choose optional rules or reset the optional C Automatic C Automatic with FOW Automatic with FOW 100 100 0 rule selections to the default state but for now Rules Hep leave the rules set alone 1 out of 3 HQs out of command Your first Command Report will appear with information relevant to the first turn Note its contents and click O
27. ntroductory scenario it is still advisable that non veterans of this series briefly read over this document to observe the differences between this and Panzer Campaigns and Modern Campaigns Note During this tutorial you are encouraged to play through it as the text describes but keep in mind that since many of the situations depend on random variables so your results may differ It is recommended that you just simply follow along as best as you can and you are encouraged to replay the scenario multiple times if you need to Of course you can also deviate from this tutorial as much as feel comfortable Let s move on with this introductory scenario SCENARIO SELECTION Status Mode New by Name Normal H00 Started sen New by Lenath C Direct Play Host 1914_0817_O1s_Stallupoenen scn p ee aikai ie hs 1914_08520_01s_Campaign_East_ Pruss C Old by Name C Direct Play Caller 1914_0820_05s_Gumbinnen sen HI 914 0823_01s_Lahna Orlau scn C Old by Date C Play By E Mail 1914_0826_01s_Bischofsburg sen 1 914 0826_ _ 02s _Gross_Gardienen scn C Two Player Hot Seat 1914 0926 03s_Tannenberg tprelude s Turns 4 J 914 0827_01s_Tannenberg scn Title Getting Started First Contact Designer Edward Willams Description Eydtkuhnen East Prussian frontier 6th August 1914 The German Empire declared war on the Russian Empire on the 1st of August 1914 Five days later an advanced guard of Russians crossed the frontier i
28. t more information behind the curtain This information you now see might seem overwhelming but let s quickly go over the basics In the bottom area you can now see additional information about the hex these units occupy A hex symbol is shown and text specifies what type of hexside features are in that hex For example in this hex a stream borders the north northwest and southwest hexsides there is a medium bridge to the northwest and heavy bridge to the southwest and a secondary road enters the hex from southeast RAIL OUT means that a damaged rail line passes through that part of the hex In the center of the hex is a number showing the current stacking level of the force located within the hex and this determines how many units may occupy the same hex Above this area you will see the unit cards again To the left side of the unit s information you will see the order of battle hierarchy of that unit from lowest organization at the top to highest parent organization towards the bottom To the right of this is various attack defense and speed values as well as some additional attributes of the unit You can now release the right mouse button and the information will return to the normal data again showing the unit s portrait Take a moment to left click on other hexes on the map that contain your units and look at those as well You will see that some of your units are HQ units these are some of your most important units w
29. t of their portrait you can see a symbol that looks like the silhouette of a pair of binoculars this signifies that these two units are currently spotted by the enemy Below these units you will see various bits of information about the terrain within the hex that they occupy and visibility limits and supply levels As you can see the Cossack units are in a village the elevation is Om sea level and visibility is currently 3km 3 hexes and the local supply level of that hex is 59 Basically this means that the Russians are providing a 59 chance of resupply to that particular hex and this level is determined by supply sources and the hex s access to roads This is very important because the control of roads and road junctions are keys to successful campaigns and offensives during World War One Note that the Local Supply feature is part of the Virtual Supply Trucks optional rule and this rule is recommended for normal play it is a default rule Please read more about this and supply in the User Manual Now put the mouse pointer over one of the units and hold the right mouse button When you do 1914 Cossack Sq Don Haid 2 3rd Don Csk Regt 1 Sef 3rd Don Cossack Regt nsan 2nd Cavalry Brigade 3rd Cavairy Division Cavairy Corps Tst Army cavalry forces 1914 Cossack Sq Don t 3rd Don Csk Regt 1 31d Don Cossack Regt 2nd Cavalry Brigade 3rd Cavalry Division BOEI pA tst Army cavalry forces this you will see a lo
30. ther than by getting it to fire at our units and observing the effectiveness of its fire All of these things should combine to make it much easier to disrupt the unit with fire Starting with the 3rd Horse Artillery Bn at 10 6 let s fire on the German unit Do this by selecting the artillery unit hold the CTRL key and then right click on the German unit After firing once additional Movement Points remain to fire two more additional times Go ahead and do this now In this example each shot caused 3 casualties for a total of 9 casualties inflicted but unfortunately no disruption result on the enemy Next go ahead and deploy the 3rd Cav Div MG Co from Travel Mode by pressing T it should be in the 10 6 hex that the horse artillery unit just fired from Once deployed its Movement Points will be reduced to 0 and it is finished for the turn but it will be able to fire fully on the final turn Now select the 3rd Smolensk Lcr Rgt in hex 9 7 and open fire on the German infantry in Eydtkuhnen three times if possible as long as the enemy does not disrupt you with opportunity fire In this example the 3rd Smolensk Lcr Regt fired three times and suffered three instances of opportunity fire 19 casualties were inflicted on the enemy and 18 casualties were suffered in return but still no disrupted effect Next move on to the 3rd New Russ Dgn Rot and do the same Success In the first rifle fusillade the enemy unit was disrupted We know
31. trol ZOC which prevents your units from moving across the enemy s front Now that the 3rd New Russ Dgn Regt is adjacent to the enemy and after any enemy opportunity fire has been resolved let s fire on Eydtkuhnen in the same manner as described above In this example another 5 casualties were inflicted on the enemy but the Germans returned fire twice the first time 15 casualties were inflicted and the second time 14 fora total of 5 versus 29 casualties This is a terrible exchange and it is a result of the enemy unit being better quality and being fortified and in cover buildings while our units are vulnerable and in the open but we just have to keep Y whittling away at the unit in the hope of disrupting it Also we know that the German unit has now used opportunity fire three times and this is the limit on how many times a unit may use fire in a single turn 15 At this point we should try to move around and isolate the German infantry unit which will weaken it by isolation effects morale loss and will also cause it to eventually be low on ammo Select the 1 3rd Don Csk Regt unit in hex 9 8 and move it west to hex 7 8 We now are exerting a ZOC into all hexes around the German unit and it will be cut off and isolated next turn if the enemy does not relieve it This will not guarantee success but it will certainly make it easier to disrupt them later We have a couple of options at this point We can move the horse art
32. ut if anything is in Eydtkuhnen continue to move the Cossack unit one more hex to the southwest in order to move adjacent to the village Contact A German unit should now appear on the map in Eydtkuhnen If it fired on you then it would likely have inflicted substantial losses Left click now on the enemy unit that has appeared in Eydtkuhnen and look at the unit info area Ari t Infanterne Div i ee u s f i m Maler Putitie g Heyanon isiuiliey Siguly At this point we can observe a few things about the enemy First this is another unit from the 1 Infanterie Div and we can see that this is not a cavalry formation and it is instead an infantry formation there is no horse in the portrait and the soldier in is wearing the uniform of a German infantryman We can also see that it too has a strength of hundreds of men and we know that it is in good order because Disrupted text does not appear on their unit portrait If the unit fired on your Cossacks and heavy losses were inflicted then this would be another clue of the strength of the unit effective fire means that it is a very large well supplied and good order unit Below the German unit card is the information about the hex and in particular we can see IMPROVED 10 which means that the unit has constructed improved positions in this hex scrapes The 10 means that any direct and indirect fire on this unit will have its effectiveness reduced by 10 which
33. ves the side that holds it at the end of the scenario To win at least a minor victory in this scenario you will need to obtain or surpass 125 Victory Points Victory Points are calculated by adding up the total points awarded from objectives Objective Points and then adding the balance of points from friendly and enemy losses Victory Points are taken away from your total as your forces suffer casualties and are added when enemy forces suffer casualties You can also click on Info on the menu tool bar and then select Objectives This will bring up the Objectives Dialog box which shows all of the objectives in the scenario their point value the current owner i eee and the hex coordinates in which they are located Left clicking on the actual objectives in the box will take you to the hex where the objective is located on the map Click OK to close the Objectives Dialog box 8 6 value 750 0 5 value 50 TURN 1 The First Contact started scenario covers an initial Russian cavalry skirmish with German troops on the East Prussian border a Units Info View Al Usually the first or last thing you want to do in your turn is plot indirect fire missions artillery However in this particular scenario you have no indirect fire capable artillery support but if you did then you would access it with the button that appears like a radio in the Tool Bar Clicking that button opens the Artillery Dialog
34. which allows you to plot artillery fire if eligible artillery units were available You can read more about this in the User Manual or you can try out the more artillery specific Guns of August introductory scenario in France 14 This particular tutorial concentrates on movement direct fire assaults and specifically cavalry At this time hold the Left Shift key down and observe that labels will appear on the map you may toggle the style of map labels in the Settings menu by selecting Alt Label Style Map labels can be a useful way to keep track of your objectives and to give you your bearings when it comes to determining your location from turn to turn and in this tutorial we will refer to the objective at hex 8 6 as Eydtkuhnen Note that when you left click on the map the currently a af A 7 z 4 c s Russian c i i i i z re Mg se 4 amp 7 selected map hex s coordinate is shown in the bottom right of the window this is where you will see the hex coordinates that are referenced throughout this tutorial Even though you do not have any indirect artillery in this scenario you do have some regular cavalry Cossacks and a division level machine gun company and horse artillery battery direct fire field guns Your Cossack units are good for KES Hen 100 Morale reconnaissance and not much else so let s send PMpyements2t gt Fatigue them forward first hoping to bump into and spot
35. y only that the map will now highlight the area that the selected unit can move with the Movement Points it has remaining We can now see that the machine gun unit can move very quickly down the road and we need to bring it within firing range of Eydtkuhnen this turn or we will not be able to utilize it since the scenario will be over before it can be brought to bear Select the machine gun unit and move it to hex 10 6 which is the same hex that the 3rd Horse Artillery Bn is occupying Note that although 1914 infantry units only have a one hex engagement range machine gun units can fire two hexes and field gun units can ca ee i Usually fire out to the maximum visibility level limit hea up to 5 hexes as best To see more information about the direct fire range of a unit move the mouse pointer over the unit s portrait and hold the right mouse button as described at the beginning of the tutorial since the machine gun unit has moved it cannot deploy this turn This means that we are essentially finished with our turn the only unmoved unit is the 2 3rd Don Csk Regt in hex 9 5 but it is better to keep this unit in place to back up your dragoons and help protect them from being isolated Press the Next Turn button now to end the turn TURN 3 Once the Al has played through its turn again view the Command Report and press the OK button again No reinforcements this turn so let s get down the business of overrunning Eydtkuhn

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