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SAFTEY INFORMATION

About Photosensitive Seizures


A very small percentage of people may experience a seizure when exposed to
certain visual images, including flashing lights or patterns that may appear in video
games. Even people who have no history of seizures or epilepsy may have an
undiagnosed condition that can cause these photosensitive epileptic seizures while
watching video games.
These seizures may have a variety of symptoms including light-headedness,
altered vision, eye or face twitching, jerking or shaking of arms or legs, dis-
orientation, confusion, or momentary loss of awareness. Seizures may also
cause loss of consciousness or convulsions that can lead to injury from falling
down or striking nearby objects.
CDV Software Entertainment AG
Neureuter Straße 37b Immediately stop playing and consult a doctor if you experience any of
76185 Karlsruhe/Germany these symptoms. Parents should watch for or ask their children about the
above symptoms. Children and teenagers are more likely than adults to expe-
web: www.cdv.de
rience these seizures.
The risk of photosensitive epileptic seizures may be reduced by sitting far-
ther from the television screen, using a smaller television screen, playing in
a well-lit room and not playing when you are drowsy or fatigued.
If you or any of your relatives have a history of seizures or epilepsy, consult
a doctor before playing.

© 2003 CDV Software Entertainment AG and Nival Interactive. All rights reserved.
CDV, the CDV logo and Blitzkrieg are either registered trademarks or trademarks of
CDV Software Entertainment AG or Nival Interactive in the UK and/or other countries.

This product contains software technology licensed from GameSpy Industries, Inc.
© 1999-2002 GameSpy Industries, Inc. All rights reserved.

Uses Bink Video Technology. Copyright © 1997-2002 by RAD Game Tools, Inc. Used under license.

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NOTE TABLE OF CONTENTS
The complete manual can be found on the CD-ROM as Acrobat Reader File
(requires the program Acrobat Reader, program included on CD-ROM). For
more information please check the readme file.

How to install Acrobat Reader: SYSTEM REQUIREMENTS . . . . . . . . . . . . . . . . . . . .6


• Click on the Start button, then click on "Run...". WHAT'S INCLUDED . . . . . . . . . . . . . . . . . . . . . . . . .7
• In the new window that opens, click on the "Browse... "
button. Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
• Another window will open. At the top of this window is a MAIN MENU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
pull down menu labeled "Look in:".
• Click on the down arrow and then click on your CD-ROM-drive. GAME SCREENS . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Next, double-click on the "Adobe" folder.
COMBAT SCREEN . . . . . . . . . . . . . . . . . . . . . . . . .31
• A list of executable files will appear in the window. Click on the file
called "rp505enu.exe" (to select it) and then click the "Open" button. That MANAGING TROOPS AND TACTICS . . . . . . . . . . . .49
window will close, and you will be back to the "Run" window. Click on
the "OK" button. ATTACHMENTS . . . . . . . . . . . . . . . . . . . . . . . . . .68
• Now, follow the installation instructions on the screen. When the Setup
begins, click "Next". Click "Yes" to the Software Agreement. The next CREDITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72
item is "Choose Destination Location".
• Click on "Browse..." if you want to install Adobe Acrobat Reader to a dif-
ferent folder than the standard folder or click on "Next" to start the
installation.
• Now you are done installing the Adobe Acrobat Reader.

Acrobat® Reader Copyright © 2002 Adobe System Incorporated.


All rights reserved.

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SYSTEM REQUIREMENTS WHAT’S INCLUDED
• 2 CDs
• Box
Minimum Recommended • Manual
configuration: configuration:
• Windows 98/Me/2000/XP, • Windows 98/Me/2000/XP,
DirectX 8.1 DirectX 8.1 INSTALLATION
• Pentium II 366 MHz • Pentium III 800 MHz
Insert CD 1 in CD-ROM drive; game installer menu should appear on the screen.
• 64 MB RAM • 128 MB RAM Note: The Autorun function may be disabled on your computer. In this case,
• AGP Graphic 3D accelerator • AGP 4x Graphic 3D launch the Autorun.exe application located in root directory of CD 1. Then
Riva TNT class, 8 MB RAM accelerator GeForce DDR follow the on-screen instructions. You'll be prompted to select directory to install
the game (default directory is C:\Program Files\Nival Interactive\Blitzkrieg. The
class, 32 MB RAM installer will also suggest installing GameSpy client (you'll need it for multi-
• Monitor supporting 800x600
resolution • Monitor supporting player games via the Internet). After the files are copied to your hard disk, the
1024x768 resolution installer will check your DirectX version; if it turns out to be older than 8.1, you'll
• 4x CD-ROM have an opportunity to update it (you can also install DirectX manually from
• 32x CD-ROM \DirectX directory of CD 2).
• Sound adapter
• Sound adapter "Blitzkrieg" program group will be created in your Windows Start menu. It
• Internet Explorer 5.0 or includes links to Blitzkrieg commands, a "Readme" file with the latest information
higher • Internet Explorer 5.0 or about the game, an "Uninstall" command to remove the game from your com-
higher puter and links to Nival Interactive web page: www.nival.com and to the
Blitzkrieg home page.

You'll need at least 2.4 GB of free hard disk space to install the game.
It's recommended to have at least 500 MB more free hard disk space for Windows
swap-files and for saving your games. Uninstalling the game
To uninstall the game, click on the "Uninstall" command in the "Blitzkrieg" program
group in the Windows Start menu.

Launching the game


To launch the game, click on the "Blitzkrieg" command in the "Blitzkrieg"
program group in the Windows Start menu. After the introduction video clip
is played, the main game menu will appear on the screen. To start playing,
click on "New Game". Please refer to further sections of this document for more
on the interface and game options.

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MAIN MENU New Game
When you click on "New Game" command of the main menu, the following
When you launch the game, the introduction clip is played and then the main screen is displayed:
menu is displayed:
Tutorial: Here you can perform a num-
New Game: Start a new game: campaign ber of training missions, get tips on
or individual mission. using the game interface and managing
Multiplayer: Start a multiplayer game. combat units and groups, and learn
After you click on this command, you can combat tactics.
either join an existing network game or start Campaigns: The beginning of the game
your own. Please refer to the "Multiplayer plot. Displays "Campaigns" menu where
Game" section on CD 2. you can select one of the three sides
Load Game: Load a previously saved (participants of WWII) to play for.
game (if any). Custom Game: Provides access to a num-
Options: Set the game options. ber of unrelated missions and campaigns.
You can choose missions by participating
Exit Game: Exit to Windows. sides, the area or mission objectives.
Player Profile: Here you can enter your
user name, select difficulty level and
adjust the level of violence on combat
screen.
Zurück: Back to main menu.
GAME SCREENS
Load game
Game screens can be divided into several groups:
• Service screens (main menu, <Esc>-menu, new game, mission selection menu, When you click on "Load Game" command, the next level menu is displayed;
load game menu etc.) allow you to start a new game, return to an existing one, it includes the following commands:
save your current game etc.. Load Saved Game: Opens list of previously saved games.
• Campaign and chapter screens include maps of areas where WWII battles were Load Replay Demo: Opens list of game
fought, and their descriptions; here you can choose a mission to play. situations that can be recorded after the
• The "Mission objectives" and "Mission briefing" screens provide information about mission is completed, to view at a later stage
your mission objectives. in automatic mode.

• The "Combat screen" where you try to accomplish your mission objectives. Back: Back to main menu.

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Options
When you click on "Settings" command of the main menu, the following screen
is displayed:
Settings: Displays game options screen;
see the next section for more.
Cutscenes: Here you can view video clips
played during the game.
Credits: View information about the peo-
ple who created this game.
Load MOD: Loads game, future game
extensions and add-ons (MODs).
Blitzkrieg Map Editor and Resource
Editor provided with the game can be
used to create such MODs. See Map
Editor and Resource Editor help to get
more information.
Back: Back to main menu..

Settings
Buttons in the lower screen section allow you to:
The "Settings" screen includes a number of lists; click on the buttons in the left
of the screen to switch between them ("Video Options" screen is shown below reset all game options to default values suggested by the game
as an example). The lists may have switches, numeric and line fields and developers
sliders.
confirm all changes and return to Settings screen
• Switches allow you to choose one of several options; click on the field repeat-
edly to change the value. cancel all changes and return to Settings screen
• Numeric fields contain numeric parameters, line fields contain text. To change
the value, click on the field, type in the desired parameter and press <Enter>.
• Sliders allow you to change appropriate values gradually; press and hold the
left mouse button and drag the slider to desired position. The extreme left
position of the slider corresponds to minimum value, the extreme right - to
maximum value.

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List name Parameter- Default Note
<Esc>-Menu
name setting
You can call up the Esc-menu at any time by pressing the <Esc> key. This
Gameplay Player Name Player Displayed on campaign screens
menu allows to:
Difficulty Normal Easy, Normal, Hard, or Suicide:
affects opposition's abilities; Suicide
level doesn't allow in-mission saves Save Game: Save the current game. You
Mouse sensitivity 25% Determines how fast the mouse cursor can use the default name for every
moves on screen
game you save, or select your own.
Sound Music Volume 70% Volume of music Alternatively, use the <F5> key to save
SFX Volume 70% Volume of sound effects the game quickly without using the
menu.
Video Resolution 1024x768x32 Full list of available video modes:
(pixels in line) x (number of lines) x
(number of bits per pixel) Load Game: Load a previously saved
Texture Quality High High, Low, Compressed: game from the list. Alternatively, press
sets texture quality
<F8> to load the last quick save.
Blood On On, Off: displays violence during fighting
Options: Change the game's settings
Destination Markers Multiple Single, Multiple: determines how many (doubles the same command of the
markers are displayed when several
units are ordered to move main menu; please refer to the
Cursor Blitzkrieg Game, System: game cursor is more "Settings" section of this document).
colorful, but system cursor is faster
Brightness 50% Brightness of image Help Screen: Display help screen with keyboard shortcuts.
Contrast 50% Contrast of image
Mission Objectives: Displays list of current mission objectives; please refer to
Gamma 50% Gamma-correction of the monitor
the "Objectives Window" section of this document.
Effects Quality 100% Quality and number of particles dis
played on the screen simultaneously
End Mission: Stop mission and return to the main menu. Please note that exit-
Minimal FPS 5 Prevents dropped frames on slower
computers; enter 0 to disable ing to the main menu stops the game without automatically saving it.
Resume Game: Close the <Esc> menu and return to the current game.
Multiplayer Player Name Player Displayed in multiplayer game interface
Server Name Local Game Displayed in server list
Server Password None by default
Campaign screen
After you have selected a campaign, the "Campaign" screen will be displayed at
Time to Capture Flag 30 Time to hold captured flag to
(seconds) change ownership, seconds the start and between the chapters. The screen's title bar shows the name of the
Flag Score Limit 0 Number of flag points required to win selected campaign.
the game
Kill Score Limit 0 Number of frag points required to win
the game Campaign description
Time Limit (minutes) 15 Time limit of the game, minutes
The left section of the screen displays the description of the current campaign's
Game Speed Normal Very Slow, Slow, Normal, Fast,
or Very Fast historical events. It includes positions of forces, number of troops, each side's
objectives, the course and the outcome of the campaign. Use the vertical scroll-
bar to scroll through the text.

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Campaign map Chapter screen
The map of Europe and Northern Africa at the right shows the battleground of WWII. The Chapter screen is displayed when you begin the campaign and then every
The circles on the map indicate major battles corresponding to the game chapters. time you accomplish a mission. The name of the current chapter is displayed at
The current chapter is marked by circle with a bull's eye; completed chapters are indi- the upper section of the screen.
cated by circles with ticks. Campaign chapters follow each other chronologically, accord-
ing to WWII history.

Mission description

The left window displays the name of the current mission. The next line describes
Buttons in the lower screen section allow you to: the mission type. In each chapter, you must complete one scenario mission based
move on to the next chapter. This button becomes available after you accom- on a real WWII combat operation. This mission becomes available after you com-
plished all compulsory missions in the current chapter plete a random introductory mission. When you accomplish the scenario mission,
you can move on to the next chapter, or carry on playing other (random) missions
view «Recognition Manual» of the current chapter. The map and positions of troops for these additional mis-
switch to the current chapter's screen to select mission sions are generated randomly; an unlimited number of them can be played. These
missions have three difficulty levels (easy, normal, hard). The next line displays the
return to campaign selection menu name of the new combat unit you receive as reward for accomplishing the select-
ed mission. A brief description of the mission is given below.

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Chapter map Training is judged on the basis of how many of your surviving combat units were
upgraded at the end of the mission.
At the right section of the screen, there's a window with the map of the operation.
Areas controlled by your troops are displayed in dark color, the enemy’s territory is Art of War depends on how quickly you accomplished all mission objectives
- in a lighter color. Dark arrows show actions by your troops, white arrows indicate loading as few games as possible.
enemy actions. Circles on the map show individual missions of the current chap-
Sense of duty is rated according to how many mission objectives you accomplished
ter. The selected mission is indicted by circle with a bull's eye. To select another
(out of their total number).
available mission, click on the appropriate circle.
Your rank depends on the experience gained by your combat groups during
Buttons in the lower screen section allow you to: combat operations (please refer to the "Combat Screen" and "Objects Parameters"
sections for more). The High Command may reward your efforts with medals and
call up the window displaying your skills level and rewards orders. Some rewards can be given for taking part in a historic battle. The most
switch to depot screen to upgrade to a new weapon/vehicle prestigious orders are awarded for particular strategic and tactical achievements,
when maximum possible damage has been inflicted to the enemy while your own
save the current game situation forces suffered minimal losses.
switch to the selected mission's screen
return to campaign screen

Player screen
The Player screen displays a list of skills you need to master to manage troops and
fight successfully, and the results you achieved since the beginning of the
campaign (presented graphically). It also shows your rewards, current rank and
experience you need to gain to be promoted to the next rank.

How does High Command assess your skills?


Tactics is judged according to your ability to inflict maximum damage to the enemy
(in terms of manpower and equipment), while keeping your own losses as low as
possible.
Logistics reflects your ability to bring necessary supplies to your troops as quick-
ly as possible. Also includes ability to use air support.
Caution shows how efficiently you can destroy buildings captured by the enemy
while keeping your losses at the minimum.

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Buttons in the lower screen section allow you to: Large panel buttons in the left screen section allow you to group
encyclopedia articles into the following categories:
call up statistics for the whole campaign
All units - A full list of weapons and equipment used by all countries fighting
switch to chapter screen
the war.
Allied units - This group includes equipment used by the members of the anti-
Hitler coalition.
Recognition Manual Axis units - Here you can read articles about equipment used by Germany and
its allies (Austria, Romania, Hungary and Italy).
This screen displays the table of contents of the in-built game encyclopedia
describing all weapons, military equipment and vehicles used in the game except Soviet units - This section describes equipment adopted by the USSR, including
light firearms. Click on the "Recognition Manual" button on campaign screen imports from the Allied countries.
to call up the table of contents. Also, you can view encyclopedia articles direct-
ly from the screen displaying the list of your combat units, from depot screen The right screen section displays list of weapons and equipment sorted by type.
or upgrade screen, by clicking on the button to the right of the selected weapon's To view any section of the list, click on the panel with its name; click again to
or vehicle's image. collapse the list. Use the vertical scroll-bar at the right to scroll through lists.

The following types of weapons and equipment are listed:

• transport - trucks and cars • armor - armored automobiles, tanks,


motorcycles
• artillery - cannons, howitzers,
mortars and large-caliber • aviation - all kinds of aircrafts
machine-guns
• trains - locomotives and artillery
• SPGs - self-propelled artillery units platforms

Select the weapon type in the list and click on the button to the right of the image
to read the article:
The screen title shows the name of the piece of equipment described in the
article. The description is displayed in the left screen section. Usually it explains
the function of the equipment, tells about its historical background and com-
pares it with close analoges used by other countries' armies. Specifications
include tactical and technical properties of weapons and vehicles. The right
screen section displays the image of the current piece of equipment. Click on
the þ-button in the lower screen section to return to encyclopedia's table of
contents.

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After upgrading, the experience gained by the old combat unit is transferred
to the new one; the commander of the gun or vehicle crew remains the same.
The total number of your combat units does not change.
Click on the button to the right of the combat unit's name to call up the weapons
encyclopedia; it allows you to view tactical and technical properties of this par-
ticular weapon and read information about its design history and use during
WWII.

Upgrade screen
The Upgrade screen allows you to upgrade weapons and equipment used by
your "permanent" troops. There are two kinds of upgrading: bonuses and depots.
Bonus upgrading becomes available immediately after you complete your cur-
rent mission: it allows you to replace a combat unit with a new one made avail-
able to you for accomplishing the mission. Depot upgrading is available from
the "Chapter" screen before you begin mission (with the exception of the first
chapter); at the depot you can upgrade to any combat unit currently supplied
to your troops (see "Depot screen" for more). Buttons in the lower screen section allow you to:
The left screen section displays list of your combat units belonging to one of upgrade selected unit
two military branches - artillery or armored vehicles. Use the scroll-bar at the
left to scroll through the list. The window at the right displays a list of com- accept upgrades
bat units available. You can replace the selected combat unit (marked by a dark cancel upgrade and return to the game
arrow on the left side of the image) by a new one, or cancel an upgrade.

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Units performance in mission screen Statistics screen
This screen is displayed right after you finish a mission. It shows the performance The statistics screen displays a table with statistical data. The screen's title bar
of your core units. Units that were promoted during the mission are displayed shows the type of currently displayed statistics. When you switch to this screen
on the left (see the "Combat screen" section and the "Object parameters" sub- from the Chapter screen, it displays your results for the whole chapter ("Chapter
section for more information). Units that were lost during the mission are dis- Statistics"). When you complete a mission, this screen displays the mission's results
played on the right; they will be replaced with new units for the next mission. ("Mission Statistics"). A similar screen shows results achieved during a multiplay-
However, the loss of commanding officers means that new units will be less er game (please refer to the "Multiplayer game" section of this document for more).
experienced. The list of units can be scrolled up and down using scrolls bar
When you play a campaign, the Statistics table includes two lines: your results and
to the left of each list.
those achieved by the opposition. In multiplayer games, the table has an individ-
ual line for each player. Place the cursor over columns' headings to view their names
(pop up as tool-tips). The Statistics screen after multiplayer game has an additional
button in the left bottom corner that allows the saving of a mission replay.

Buttons in the lower screen section allow you to:


order the selected combat unit and switch to the "Upgrade" screen
exit to the "Chapter" screen

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Area map
Column Description
(sight) Number of enemy combat units destroyed (in brackets
- experience awarded for elimination of those troops;
the more valuable combat units you destroy, the more
experience you get).
(cross) Irreplaceable losses of your troops (in brackets -
experience awarded to the enemy for eliminating them)
(gun) Number of guns captured
(aircraft) Number of times air support was called
(automobile) Amount of supplies delivered to the troops
(house) Number of destroyed structures
(arrows) Number of upgraded combat units

Mission screen
The Mission screen is displayed after you select a mission in the "Chapter" screen.
It has several sections: title bar displaying mission name, the left section with the
list of mission objectives and briefings and the right section displaying a sketch The top section of the right half of the screen displays a sketch map of the area. It
map of the area and its description. shows terrain, forests, fields, rivers, roads, bridges, towns etc. Zones where mis-
sion objectives must be accomplished are marked with flags. The flag of the build-
Mission objectives ing selected in the list on the left will be highlighted with a color marker. This map
does not show positions of your own or enemy troops or fortifications. Still, taking
The left screen section displays a list of mission objectives that must be accom- a good look at the map can provide useful information even before you start the
plished. To complete the mission you have to accomplish its main objectives mission - for example, you can spot possible ambush locations on appropriate ter-
such as defeating the enemy forces and capturing their positions, or advanc- rain (road curves, thick forests) or areas through which you can covertly lead your
ing to a specified line; you can deal with mission objectives in any order you troops to a town captured by the enemy.
consider best. To read a detailed description of the mission objective, click on
the panel with its name (click again to close the description). Use vertical scroll-
bar at the right to scroll through the list of objectives as may be necessary.
Descriptions of mission objectives often include useful tips that will help you
to accomplish them with minimal losses and avoid unnecessary risks.

24 25
Mission briefing so please press the <left> or <right> arrow key first. Then click on the
þ button. If you leave the previously saved game's name unchanged, the old game
Below the area map there's a text window displaying the mission briefing. will be replaced with the current one.
Usually the text describes the current situation at this section of the front line
and sets and explains your mission objectives. Also, this window may offer Loading games
information on enemy positions, weapon emplacements and vulnerable points.
Select a previously saved game with the marker and click on the þ button.
Use vertical scroll-bar at the right to scroll through the list of saved games.
Buttons in the lower screen section allow you to: Please note that the High Command will be alerted every time you load a
previously saved game, and this will reduce your rating.
switch to "Combat" screen and start the mission
Quick save and autosave
switch to "Chapter" screen
The "Quick save" feature allows you to save your current game quickly without
calling up the "Save game" screen. Press <F5> to save your game quickly. The
Load/save game game saved in such manner will always have the name «quick.sav»; when you
This screen allows you to save the current game or load one of the previous- quick-save it again, the previously saved game is replaced. To load the last quick
ly saved games. To call it up from the "Combat" screen, use the <Esc> menu; save, press <F8>.
alternatively, click on "Load Game" in the main menu. Other load/save game The game is saved automatically every time you begin or end a chapter or mis-
screens are identical to this one; they allow you to load individual missions sion. An automatically saved game always starts with a campaign name and ends
and campaigns, play video clips, etc. with “auto.sav“.
The upper section of the screen displays list of games; the selected line is framed.
The list can be sorted alphabetically or by entry dates (click on the panel with Individual Mission
the column name). The arrow on the panel shows whether the sorting will be
done in ascending or descending order. The "Mission selection" screen allows you to start an individual game on one of
the maps included in Blitzkrieg. Click on the appropriate command in the main
menu to call up this screen. Each mission has a number of objectives that must
be accomplished. Mission names indicate which sides will be taking part in them.
The lower screen section displays the field for entering game names (only
Similar missions are used in the multiplayer game.
for saving games), and two buttons:
Confirm Mission maps must have "xml" or "bzm" extensions and be stored in «maps»
sub-directory, for example:
Cancel The upper screen section displays list of available missions; the selected line will
be framed. The lower screen section displays mission name and two buttons:
Saving games
Confirm Cancel
To save your current game, enter its name in the lower screen section. You can
use any letters, digits and characters except <~> (tilde) and <`> (left apos-
trophe) - these keys are reserved for the game. You can select a previously saved
game and modify its name. Please note that if you press any character key or
<Backspace> key when modifying the game's name, the value will be deleted;

26 27
Game cursors Observe cursor appears when you activate "Observe" command in the
infantry menu (applies to squad commander with binoculars or sniper
In the "Combat" screen the cursor changes shape according to the context. with optical sight); right-click to specify direction for observation.
Usually when you place the cursor over an object, its shape indicates which Binoculars and optical sight allow you to see farther but within a nar-
action can be performed by right-clicking on the object: rower sector.
Regular cursor: allows you to select a combat unit or a group and Call air support cursor: appears when you activate the "Air support" com-
activate any interface element by clicking on it. When an object is select- mand; right-click to set target for aircraft: reconnaissance area; bomb strike
ed in the "Combat" screen, the cursor changes shape. target; landing area for paratroopers; patrol area for fighters; target for attack
Select cursor (hand): appears when you place it over an object (com- aircraft.
bat unit or building) which can be selected. Enemy cursor (skull): appears when you select an enemy combat unit
Move cursor: shows that one or more combat units are now selected or a building occupied by the enemy (no default action).
and can be given an order (by default it's "Move to specified point"). Neutral cursor: appears when you place the cursor over a neutral build-
Follow cursor: appears if you set a unit to follow for the selected com- ing or building about which there's no information on enemy pres-
bat unit, providing the selected unit is mobile and can follow the tar- ence/absence (no default action).
get (e.g. an infantry squad can follow a tank). Enter cursor: appears if you select infantry and then place the cursor
Line-up cursor: appears when you press <Alt> to order a group of units over a building/fortification which can be entered (e.g. house or trench),
to move to a specified location and group together. or over a vehicle (tank) which can transport infantry.

Aggressive movement cursor: appears when you issue the appropriate Leave cursor: appears if you select a building or vehicle (tank) with infantry
command to selected combat unit or group via the menu. These troops inside and then activate the "Leave" command. Right-click to specify the place
+CTRL will start moving to a specified point and attack any enemies they see where the infantry should go after they leave the building/vehicle.
along the way; if necessary they may temporarily diverge from the route. Supply cursor: appears when you activate the "Supply" command in the sup-
Attack cursor (sight): appears when you place the cursor over enemy ply vehicle menu; right-click to specify the point where the vehicle should
combat units or buildings where enemy infantry took cover: right click deliver ammunition for combat units and infantry deployed nearby.
to begin attack. Reinforce cursor: appears when you select a supply vehicle which can
Zero in cursor: appears when you activate the appropriate command transport people. Right-click to specify the point where the vehicle should
in the gun menu; click on the map point to zero in on it. bring troops to replace personnel losses.

Suppressive fire cursor: appears when you activate the appropriate com- Replenish supplies cursor: cursor appears when a supply truck is select-
mand in gun menu; click on the target map point (can be outside the ed and you are pointing at your warehouse. Right-click on the warehouse
field of vision). to order the truck to return to the warehouse to replenish supplies.

Turn cursor: appears when you issue the "Turn arc of fire" command to Repair-Cursor: appears when you give your engineering vehicle a "Repair"
selected combat unit or group. Right-click to turn the arc of fire (the command. Right-click on the damaged unit or structure you want to
specified point will be in the center of the arc). repair, or near a group of units to repair all of them one by one.

Entrench cursor: appears when you are pointing at the selected unit that
is capable of entrenching itself (default action for tanks, SPGs, and artillery).

28 29
Build trench cursor: appears when you give your engineering vehicle a
corresponding command. Right-click where you want the trench to start,
COMBAT SCREEN
then release the mouse button, move it another location and right-click
again to show where you want it to end. Game field
"Build barbed wire fence" cursor: appears when you order your engineering This screen displays part of the area where you perform your mission. To view
truck to build a wire fence. It works in the same way as building other areas, move the camera using the keyboard or the mouse. You can view
trenches the whole area, its terrain, trees, rivers, roads, buildings etc., as well as depots
Build anti-tank obstacle: cursor appears when you give your engineer- and long-term fortifications belonging to the enemy. Enemy troops, combat units,
ing vehicle the command to build such an obstacle by selecting the cor- weapon emplacements, ground
responding option in the engineering vehicle menu. fortifications and buildings occu-
pied by the enemy can be viewed
Build bridge cursor: appears when you select corresponding command from only if they are located within your
the engineering vehicle menu. Bridges can be built at predefined places troops' field of vision or within cov-
only; look for half-transparent image of the bridge that marks such places. erage area of your reconnais-
sance, bomber and paratrooper-
Unhook gun cursor: appears when you issue the "Unhook" command to a
carrying aircrafts.
vehicle towing a gun; right-click to specify where the gun should be placed.
Hook gun cursor: appears when you click on the "Hook" command in
the vehicle menu (available for vehicles which can tow guns). Right-
Combat units
click to specify the gun. Combat units are armed groups of
minimal size or combat vehicles that
Capture gun cursor: appears when you have an infantry selected and can be issued commands as a single entity. Combat units in Blitzkrieg include artillery
point over a neutral artillery unit without a crew. Right click on the (cannons, mortars, salvo guns etc.), armored vehicles (tanks, self-propelled artillery
artillery unit to order your infantry squad to capture it. units etc.) and automobiles.
Clear mines cursor: appears when you click on the "Clear Mines" com- Infantry units, which in terms of weapons can be compared with squads, consist
mand in the engineering vehicle menu; right-click to specify the place of a few soldiers and an officer. Usually squads are considered individual units and
where sappers should work. carry out commands as a single entity. If need be, you can disband a squad and
Lay mines cursor: appears when you click on any command in the engi- give orders to each soldier and officer individually, and then again put them togeth-
neering vehicle "Lay Mines" menu; right-click to specify the place where er as a combat unit; please note that the squad's staff remains the same (please
mines should be set. refer to the "Managing Troops" and "Tactics" sections of this document for more). You
cannot reshuffle the staff of your infantry squads at will. The sniper (scout) is also
Marker cursor: appears when you click on the "Marker" button on Game considered an individual combat unit.
panel. Right-click to specify a place on the mini-map that will be vis-
ible to your multiplayer game partners. Gun crews are part of their combat units and cannot act without them. If you lose
some or all of a gun crew, they can be replaced providing the gun hasn't been
Hourglass cursor: appears when the game is not accepting any com- destroyed; if you lose the whole crew, the gun will not be operable until the crew
mands to show you that you have to wait. is re-manned. Gun without a crew can be taken and used by the opposition - in par-
ticular, you can capture the guns lost by the enemy and restore their functionality
by assigning new crews and, if necessary, repairing them.

30 31
Damage Structures
A framed colored bar is displayed above the combat units on the game field; it indi- Structures are man-made constructions on the terrain. Structures include build-
cates the unit's state in terms of hit points. For people it's the level of health, for ings (residential houses, public buildings, agricultural buildings, factory blocks,
machinery - it’s the amount of damage this particular unit can sustain. The bar length railway stations, churches etc.), fences, bridges, fortifications (pillboxes, for-
shows the amount of the remaining health or strength; the color shows the degree tified entrenchments, watching towers) and depots. Like weapons and vehi-
of damage: green - small damage, yellow or brown - medium and red - serious dam- cles, each structure has a number of hit points and can be damaged or destroyed.
age. Infantrymen, gun crews and engineers who have normal health level and are Damaged structures can be rebuilt by sappers and engineers.
not selected have no damage bars.
There can be ground fortifications in the area (trenches) and obstructive bar-
All damage that didn't disable the combat unit is considered reversible and can riers (barbered wire fences and anti-tank obstacles). Sappers and engineers
be repaired after a while. Engineers on support trucks can repair damaged machin- can build such fortifications during missions. Trenches are not considered struc-
ery. Medics (on the battlefield) and other soldiers (inside sufficiently large build- tures, have no hit points and cannot be destroyed. Obstructive barriers are also
ings) can heal the wounded. not considered structures, but they can be destroyed by bombs, shells or armored
vehicles; they cannot be repaired.
Permanent and attached units
Ownership of structures
The formation under your command includes troops that will be available to
you throughout the campaign, from one mission to another; but it may also Structures have protective properties, so they can be used by infantry as cover
include troops attached to you only for the current mission. Combat units from and as weapon emplacements. Ownership of structures and fortifications
"permanent" groups are marked with white ticks (^ - one or more) to the left depends on whose infantry is inside them. Unoccupied structures are consid-
and above the damage bar. The number of ticks indicates the rank of the unit ered neutral, as well as structures about which there's no information on enemy
(see "Objects parameters" for more). Attached units are not marked in this way. presence - until your troops find out that they are occupied by the enemy.
Structures which cannot be entered (bridges, walls, fences etc.) are always neu-
Replaceable and irreplaceable losses tral. Each depot is initially owned by one of the sides, but they can be cap-
tured. A depot is considered captured if troops took control of surrounding ter-
Losses of your personnel can be replaced by using supply trucks that can trans- ritory; there's no need to send your infantry inside if there are no enemy infantry
port people (the vehicles' menu on the Command panel includes the appropriate there.
button). An infantry squad's losses can be replaced as long as at least one soldier
remains alive. Loss of some or all of a gun crew can be replaced as long as the gun
is not destroyed. If you lose all supply trucks or they are not available, you cannot
replace personnel losses. If you lose engineers, these losses will be replaced auto-
matically as long as you have engineering vehicles.
Any irreparably damaged weapons and vehicles will not be replaced during the
combat. If you lose a combat unit, it will be replaced by another one of the same
kind after the mission is completed; the new unit commander's experience will be
one level lower than his predecessor's (i.e. instead of "veteran" you'll have "regular
unit").

32 33
Game panel Game control buttons

There are four control buttons under the mini-map:


<Esc>-Menu - pauses the game and calls up the <Esc>-menu; alter-
natively, press <Esc> or <F10>.
Last objective - displays information window with the last mission objec-
tive you received; alternatively press the <O> key.
The Game panel in the lower left screen area has three main sections: a mini- Air support - calls air support (if available in the mission). When you click
map with control buttons, indicators showing combat units' parameters under on this button, the Command panel displays buttons for selecting aircraft
the mini-map and the Command panel on the right. To the right of the Game panel available in the current mission (reconnaissance, bomber, fighter, attack
there's an Information panel; click on the button with an arrow to the right of the and paratrooper-carrier). The lower section of the button has an availabil-
Command panel or press the <B> key to open/close it. Information panel is not ity indicator; it displays the period of time after which you'll be able to call
available if the combat screen is in 640x480 resolution. air support again. You can also call air support by pressing <CapsLock>.
Set marker - allows you to set a marker on the terrain that will be dis-
Mini-map played on the mini-map (right-click on desired point). Use these mark-
The mini-map shows the terrain of a scaled-down area (forests, fields, rivers, ers to indicate key map points to your allies in multiplayer game.
roads). The brighter-colored areas are within our troops' field of vision. Green Alternatively, you can press the <M> key to do that.
arrows provide landmarks for mission objectives. Your troops are displayed
in green, visible enemy troops which can be seen - are in red. The current Information panel
area of the game field is selected on the mini-map with a rectangular frame.
A magnetic needle along the top right side of the mini-map shows north and south. The Information panel displays the parameters of the object the cursor is placed,
over or the selected object's parameters if the cursor is placed over a free map
Orange concentric circles indicate approximate positions of long-range enemy area or the Game panel. When the Information panel is opened, it displays the
artillery (when it starts firing, you'll receive reports from acoustic intelligence). following:
Blue circles appear when you click on the "Air support" button or <CapsLock>;
they show the section of the map edge where your aircraft will be coming from.
Objects' rank icon and its commander's name (only for combat units in
The mini-map can be used for moving around the terrain. Click on a point on "permanent" groups)
the mini-map and the game field will display the area around this point. To
look around, press and hold the left mouse button and move the cursor on the 4 digital armor parameters (front, side, rear and top armor plates) and
mini-map. 2 digital parameters of the main weapon ("Damage", "Armor piercing")
Object name

The rank icon's context tip displays the following (separated by slash marks):
rank name, current experience of the combat unit and experience which must
be gained to be promoted to the next rank.

34 35
Combat units' parameter bars Weapons properties
The parameters of combat units are displayed as four color bars in the lower sec- All weapons used in the game have two parameters: "Damage" and "Piercing".
tion of the Game panel. They display the following parameters in graphical form: For combat units equipped with various weapons (e.g. tanks), the Parameters
panel displays values of the most powerful weapon, i.e. in this example the
cannon.
Damage Main ammunition or Additional Current experience Damage - amount of damage inflicted when object is hit: "Health" (in the case of
(Health) amount of supplies ammunition relative to next level people) or "Hit points" (in the case of weapons, vehicles and structures) values will
be reduced by this value. Weapons parameters indicate the average amount of dam-
The length of the color bars indicates the parameter's value in relation to nor- age; in reality, it may be higher or lower. It depends primarily on the place the object
mal level; the color also depends on the value: green means close to normal, is hit and on several chance factors.
yellow and brown indicate medium value and red means low. Object param- Armor piercing - bullet's (shell's) ability to pierce object's armor. If there is no
eters are described in more detail below. armor or its value is lower than "Armor piercing", the object will suffer damage.
The weapons parameters indicate average "Armor piercing" value; actual results
Object parameters of the shell hitting an object may vary depending on chance factors.

Armor Damage level

This parameter describes object's protection - its ability to withstand damage inflict- This parameter shows remaining "Health" for people or remaining "Hit points"
ed by shells and firearms. Armor value depends primarily on properties and thick- for weapons, vehicles and structures. It's displayed as a color bar directly above
ness of material the object's made of, the armor plates' shape and the angle at which the object (also shown on the left color bar in the lower section of the Game
they are placed. Objects without protection have zero "Armor" value. When a shell panel).
hits armor, the object (and people behind the armor) will not suffer damage if the
"Armor" value is higher than the shell's "Armor piercing" value (taking into account Ammunition for main and additional weapons
chance factors).
Any combat unit carries a certain amount of ammunition - shells, cartridges, mines
Objects can have different protection from different sides; different "Armor" values
etc. The speed of spending ammunition during combat depends on the weapon's
are used in the game for object's front, sides, rear, and top. Usually combat units'
rate of fire. When ammunition is very low, a special yellow icon appears above the
"Armor" values for different sides vary greatly. Buildings mostly have identical "Armor"
unit. When ammunition runs out, the icon turns red; this weapon cannot fire.
values for all sides except the roof. A simplified model for calculating the effect of
To avoid running out of ammunition, replenish it by using supply units.
shell hitting armor is used in the game: the shell's angle is not taken into account.
Interaction between shell and armor depends on various chance factors; the panel
Artillery and infantry use ammunition of the same type - "artillery shots". This ammu-
displays average armor values. If the "Armor" value equals a shell's "Armor
nition is considered main. Most armored vehicles have
piercing" value, the probability of the shell destroying the object equals 1/2.
weapons of two different types, e.g. cannon and machine-
gun. Cannon shells are considered main ammunition, while
machine-gun cartridges - are additional ammunition. Main
and additional ammunition reserves are indicated by two
middle color bars on the Game panel. The amount of
supplies is displayed in place of primary ammunition for
supply trucks.

36 37
Experience and rank Command panel
Combat units in your "permanent" groups have two additional parameters: expe-
rience and rank. The Combat unit's "Rank" depends on its success in eliminating
enemy soldiers, vehicles and military equipment. The "Experience" value depends
on the destroyed targets: eliminating one enemy personnel unit (infantry, gun crew
etc.) increases experience by one unit; eliminating a piece of military equipment
or vehicle brings more experience points depending on what has been destroyed.
Most highly valued are enemy heavy armored vehicles and long-range artillery -
they are the hardest to destroy.
When a combat unit gains a certain amount of experience, it is promoted to
the next rank. "Rank" indicates the training level of the unit that affects its fight-
ing efficiency. Higher rank translates into:
• higher speed • quicker targeting
The Command panel displays a list of commands the selected unit or group can
• higher rate of fire • higher accuracy carry out. The panel includes 12 buttons; their functions depend on the select-
ed object and can vary. Place the cursor over a button and read the tool tip describ-
ing its function. Active buttons have a gray background with yellow image; these
There are four ranks in the game: "Recruit", "Regular", "Veteran", and "Elite". are commands the selected combat unit (group) can carry out. Inactive buttons
The Combat unit's current rank is displayed by appropriate number of ticks above have a dark background and gray image; the selected combat unit (group) can
it: from 1 to 4. When you upgrade a combat unit, its rank and experience are saved. never carry out these commands. Some buttons work as top level menus: click
The current experience and the number of points needed to be promoted to the on them and a new set of buttons appears on the panel, offering various options
next rank are shown in tool tip displayed if you place the cursor over the "Rank" for the selected command (e.g. if you click on the "Shell type" command for a gun,
icon in the upper line of the Information panel or over the right color bar on the two buttons for various shell types appear on the panel: regular shells and smoke
Game panel. shells; the "Formation" command to infantry brings up buttons with various for-
mation types: marching, combat etc.). To return to the regular set of commands,
click on the Back-button.

Command types
Simple commands are carried out immediately; you don't have to issue any
instructions. For example, if you issue the "Do not move" command, all selected com-
bat units will stop; the "Cancel" command terminates any previous command. The
command is carried out immediately after you click on the appropriate button.
Commands that are more complex involve specifying the object. For example, if
you select the "Turn arc of fire" command, the gun crew must be shown a point
on the map within the new arc. The "Follow" command involves specifying the
combat unit (e.g. a tank), and then the selected unit or group (e.g. an infantry
squad) should follow. When you click on such a command button, it turns red
and stays this way until you specify appropriate object. The cursor changes shape

38 39
according to selected command. To make bar above the selected units showing their damage level will be displayed in
the unit(s) carry the command out, right- a brighter color than the ones for unselected units. To unselect a combat unit
click; to cancel the command, left-click. or group, click on any free area on the map.
Finally, there are commands for which you
Selecting units of the same type
have to specify prolonged objects on the
terrain, for example, building a trench or To select all combat units of a particular type (model), double-click on one of
a wire fence. After you click on such a these units. It's a convenient way to select, for example, all artillery to start
command in the engineering vehicle's firing at enemy targets during artillery preparation
menu, you must right-click on the start-
ing point on the map and then move the Frame-selecting
mouse to the final point. A red line will appear on the map tracing the proposed
object's position. Right-click on the final point and the command will be carried You can select one or more combat units directly on the terrain by using a
out. If you left-click, the command will be cancelled. "rubber frame". Imagine a rectangle covering units you want to select. Then
place the cursor over one of the rectangle's angles, press and hold the left mouse
button and move the mouse along the diagonal to the opposite angle. The select-
Using the keyboard ed area will be displayed inside the
In many cases, it's convenient to use the keyboard to issue most common com- rectangle with a darker background
mands. The first four columns of buttons on the Command panel (regardless of and light borders. When you release
whether it's opened or closed) are always doubled by a group of keys in the left the left mouse button, all units with-
section of the main field: in the rectangle will be selected. If
somebody belonging to a pre-
Keyboard Panel (infantry) Panel (tank) defined group happens to be with-
in the rectangle (e.g. one or more
Q W E R soldiers of an infantry squad), the
whole group will be considered
A S D F
selected (in this example the whole
Z X C V infantry squad).

Please note that the two upper lines of buttons invoke the same commands to
combat units belonging to different military branches. This makes issuing Adding units to a group
commands to mixed groups of combat units easier.
To add a combat unit to a selected group, press and hold the left <Shift> key
and click on the new unit. When you finish adding new units, release
Selecting combat units the <Shift> key.
When the cursor is placed over an object (combat unit, structure or building),
the object's name and parameters are displayed on the Parameters panel. The Assigning a number to group
objects you can manage include your combat units and groups. To select a com- A convenient way to issue commands to a group and perform various tactical
bat unit, click on it. To select a group of combat units (infantry squad or a group maneuvers is to assign it a number. To do that, select a group of combat units
created by you, see below for more), click on any unit in the group. The color and press any of the following key combinations: <Ctrl>+<1>...<Ctrl>+<0>.

40 41
The selected group will be assigned a number ranging from 1 to 0; the num- Issuing and carrying out commands
ber will be displayed above all group members. You can set up to 10 independent
groups (each combat unit may be a member of only one group). To select any To manage your units you must issue them commands. First select a combat
of preset groups, press the appropriate number key (<1>...<0>). Assigning unit or a group; available commands will depend on the unit or the group's com-
numbers to combat units does not prevent you from giving them individual com- position (appropriate command buttons will become active).
mands or including the unit in any current group. A group of identical units can carry out all commands available to such unit.
For example, you can select several guns and click on "Turn arc of fire" after
Centring groups that, all gun crews will turn their guns in such a way their arcs of fire will be
centered on the specified point.
To locate a remote group quickly, press <Alt>+<1>...<Alt>+<0>; or press
<1> ... <0> twice. The area where this group is positioned will be displayed Groups comprising units of various military branches can carry out only "gen-
with the selected group in the center of the screen. eral" commands. For example, if you select a gun and a tank, the "Defensive
fire" command will be unavailable, since tanks cannot fire in such a way. So
you'll have to select only the gun and issue this command to it.
Combat units (groups) will carry out your commands using every available
means. If the command cannot be carried out, you'll hear a report informing
you of the reasons; this information will be also presented as text in the
message line.

Command sequence
Combat units can "remember" several commands and carry them out sequen-
tially one after another, beginning with the first one. For example, you can order
a gun crew to move the gun to a specified point and then open fire at the
target that is currently outside the gun's range. To achieve that, press and hold
<Shift> key and then click the appropriate command buttons in the desired
sequence. When you're finished, release the <Shift> key. To cancel the com-
mand sequence, issue any other command to the combat unit without press-
ing <Shift> key.

Autonomous actions
Combat units can perform certain actions by themselves, according to army
regulations and using their intellect. If a combat unit or group capable of open-
ing fire spots an enemy within its range, it will attack without waiting for your
commands. To stop your troops from attacking on their own initiative (e.g. when
they are in defense), issue the "Stay put" command to them.
If a combat unit cannot see the enemy (regardless of its weapons range), the
enemy will not be attacked. The enemy spotted by unit commander using binoc-
ulars or by sniper using optical sight won't be attacked automatically either
(you'll have to issue appropriate command).

42 43
If you specify a combat unit a target outside of its range of fire (to view unit's The Last Objective panel is displayed in the upper right corner of the Combat
range and arc of fire, press the <Alt> + <R> keys), the unit will move to the screen; it shows the description of the last objective you received. This panel
nearest point within range and attack. If the unit cannot move on its own (e.g. is opened at the beginning of the mission, when you receive your main objec-
a gun cannot be moved by the crew or a tank's track is damaged), the com- tives. To close the panel, click on the þ button in the lower window section.
mand won't be carried out. To open it again, click on the button on the Game panel or <O> at any time.
Please note that some objectives may be given while you perform the mission,
If you order your combat units to "Move" to a specified point, they'll attack all
so you should take a look at this window every now and again. You'll be noti-
enemies they encounter on the way but will try not to diverge from the route.
fied of any new objectives by a message in the message line and by a sound
Please note that WWII armored vehicles were unable to fire their cannons on
signal.
the move; only machine-guns could be used. To fire the cannon (e.g. at enemy
armored vehicle), the vehicle needs to stop. If you issue the "Aggressive move"
command, your combat units will chase enemies they encounter as far as pos- Message lines and Console
sible, and only after that will move on to the specified point.
Message lines
If the target is outside your combat unit's field of vision but within the range of
fire (e.g. long-range gun) and some other unit (e.g. sniper) can see it, the target Information about all-
can be attacked - just issue the appropriate command. The sniper will work as important game events is
a spotter adjusting the gun's fire. Reconnaissance aircraft can also act a spotter. displayed in the upper left
section of the screen. When
Attack aircrafts also can act on their own: fighters can locate enemy aircraft new information appears,
within their patrol range, but if you specify an enemy location to them, the tar- old lines are pushed up and
get will be destroyed more quickly. Bombers and attack aircraft can target their after a while disappear from
bomb or missile strikes - e.g. attack enemy tanks, guns or pillboxes if they are the screen (they are saved in the Console window). The line's color depends on
located close to the point you specified as the attack target. the message:
Green - information on accomplished objectives, technical messages (load-
Objectives window ing and saving games, changing game speed etc.)
Click on "Mission objectives" in the <Esc>-menu or press <Tab> to call up
Yellow - received objectives
the Objectives window. It displays the same information as mission objectives
list in Mission screen (see the Red - everything to do with the enemy (flights of enemy aircraft, actions
"Mission screen" section of this by long-range artillery etc.).
document). Click on objectives'
panels to view their detailed During a multiplayer game, players can exchange information using the mes-
descriptions; to the left of the sage line. The color of the text indicates who sent the message - ally or enemy.
objective name its current sta- Type your message in the lower left screen section and press <Enter>: the
tus is displayed (accomplished message will be displayed to all players on their screens. Please refer to the
objectives are marked with "Multiplayer game" section of this document for more.
ticks, failed ones with crosses).
Click on the þ-button in the
lower section of the window to
close it and return to the
Combat screen.

44 45
Console Adjusting game speed
Press the <~> (tilde) key to open the Console window; this key is reserved While you perform scenario missions, the game speed can be adjusted
for the game. The Console window allows you to view all message lines dis- within a wide range (10 steps to increase and 10 steps to decrease the
played on the Combat screen during the mission. The colors of the lines in the standard game speed are available). You can also pause the game. When you
Console window are the same as on the Combat screen. To view the message change the game speed, all events on the Combat screen will be speeded up
history, use the <PgUp> and <PgDn> keys (flick through the lines within the or slowed down accordingly. To adjust the game speed, use the Number key-
window). To close the Console window, press <~> again. pad and the Space bar:

<Num +> - increase speed by 1 step;


<Num -> - decrease speed by 1 step;
<space> - pause the game.

Information about the adjusted game speed is displayed in the message line
and in the Console; information about paused game is displayed at the cen-
ter of the screen. While the game is paused you can take a look at the terrain,
select combat units and give them orders - e.g. specify points to move to or
set targets. This mode is convenient for issuing command sequences (please
refer to the "Issuing and Carrying out Commands" section of this document).
You may want to speed the game up if your units have to perform some non-
combat (routine) tasks not involving direct contact with the enemy, for exam-
ple build trenches and position infantry there while you are in defense, bring
your main troops from initial positions closer to the area where the enemy con-
centrated their forces along a previously explored route etc. Before you engage
in actual combat, it's advisable to return the game to normal speed. It might
be useful to slow the game down when you manage large numbers of combat
units or when the front line is spread along a large distance, so you need to
move from one flank to another all the time to keep an eye on your subordi-
nates' actions. It's recommended to pause the game occasionally to assess the
current situation more accurately.

46 47
PLEASE NOTE:
MANAGING TROOPS AND TACTICS
You may need to slow the game down if your processor and/or video system
have low speed, so that calculation of objects' locations and displaying the scene
on the screen take up most of the computer resources and insufficient resources Stages of combat operations
remain for calculation of objects' behavior and interaction models. If this is the To begin and end a combat operation successfully, perform a mission, complete
case, controlling the game becomes difficult and the time the AI takes to react a chapter and ultimately win the campaign, you'll need to get the hang of man-
to the player's actions increases greatly. Slowing the game down can actual- aging individual combat units and groups belonging to various military branch-
ly increase the objects' speed of movement on the screen and speed up the es and, ensure that unit groups interact efficiently and receive sufficient sup-
AI's reaction, since more computing resources become available to the algo- plies (see the rest of this section for more). You’ll also need to learn general
rithms connected to the game model. If the Minimal FPS option in the Settings principles of conducting combat operations, design a strategic plan for the mis-
menu is set to some value, then game speed will be automatically lowered as sion, break it down into individual stages and set tactical objectives to be accom-
soon as number of frames per second drops below this value. plished at each stage.
In a multiplayer game you can adjust game speed only before the game starts, Before you begin a mission, you receive the map of the area, general informa-
and only if your computer acts as game server (please refer to the "Multiplayer tion about the opposition, information about your own troops and available sup-
game" section for more.) port (air force, reinforcements), and finally the objectives you must accomplish
(in real war situations these objectives are given as orders). Examine the map,
assess your enemies and your own forces, understand your objectives and make
a decision on how are you going to conduct the operation. Note that informa-
tion on enemy positions received from army intelligence may not be precise;
estimates of enemy forces may be understated; the opposition could quickly
move some of their troops to another area; during the operation they may receive
reinforcements etc. So the task of getting reliable information about the enemy
and using it efficiently is also yours. Depending on the High Command's plan,
you may be ordered to conduct offensive or defensive operations.

Offensive operation stages


• Make an offensive plan based on available information. Usually the plan sets
the sequence of actions to accomplish your objectives.
• Conduct reconnaissance of the area. You need to establish where enemy troops
and armored vehicles are located, positions of their artillery and fortified
weapon emplacements. Decide which enemy fortifications might be the most
difficult to take and how to deal with them: if your own forces are sufficient
or if you should use air support. Reconnaissance can be conducted using air-
craft, snipers, scouts, reconnaissance armored vehicles and occasionally
infantry groups (paratroopers).

48 49
Reconnaissance may be combined with suppressing enemy anti-aircraft Defensive operation stages
defenses and long-range artillery using small infantry groups. Use information
received by reconnaissance to adjust the plan of your operation. • Make a defensive plan.

• Set positions and routes for your forces, explore the routes. Move the troops • Conduct reconnaissance of the area. Establish the most probable places where
from their initial positions to combat positions. At this stage, you should try the enemy might advance, based of the terrain and available information about
to avoid clashing with the enemy and being detected by their scouts too early. the enemy. Adjust the operational plan accordingly.
Otherwise, your troops might become a target for enemy artillery and air force • Set positions for your forces and your defense lines. Move your troops from
before they deploy into combat formation. their initial positions, conduct engineering preparation of fortifications (trench-
• Conduct artillery preparation. At this stage you need to destroy enemy weapon es, minefields, obstructive barriers) and position your troops accordingly.
emplacements discovered at the reconnaissance stage (long-range and anti- Entrench artillery and tanks. Set arcs of fire to artillery. Pay particular atten-
aircraft artillery, pillboxes, fortified entrenchments, heavy armored vehicles tion to protecting your anti-aircraft and long-range artillery; position them
etc.), and secure passages through obstructive barriers and minefields. Artillery deep in the rear. Position supply units that will deliver ammunition and per-
preparation can be combined with bomb raids and aircraft strikes, providing sonnel. If possible, place infantry inside structures (pillboxes, fortified entrench-
enemy anti-aircraft defenses have been suppressed. If you have your ments, stone buildings etc.)
camouflaged scouts (spotters) or reconnaissance aircraft permanently present • Conduct air reconnaissance all the time, or send spotters (scouts) to the first
on enemy territory, the efficiency of your artillery fire may be increased greatly. line of defense (or even in front of it) in order to detect approaching enemy
Do not forget to ensure timely supplies of ammunition to your artillery. in advance and establish direction of their main strike. Suppress enemy air
• Advance on enemy positions using tanks and other armored vehicles sup- reconnaissance using your anti-aircraft artillery and fighter aircraft.
ported by infantry; capture enemy positions and destroy enemy troops. At • When artillery fire begins, counter long-range enemy artillery using a counter-
this stage, you need to detect and destroy (capture) remaining enemy artillery, battery technique. Resist enemy bombers and attack aircraft. Repair your dam-
destroy their armored vehicles, disrupt interaction between enemy forces, aged combat units using sappers and engineers.
break them into individual groups and cut off from rear support. At the final
stage, you need to surround and destroy small enemy groups successively. • When enemy armored vehicles and infantry begin to advance, send your
infantry to combat positions. Deter the enemy and destroy their armored vehi-
• Destroy enemy rear units and groups and capture the base (town, depot, bridge cles and infantry using all available artillery and tanks. Ensure timely sup-
etc.) according to the mission objective. plies of ammunition and personnel (to replace losses) to your troops.
• Crush advancing enemy forces and prepare to begin counter-offensive in order
to destroy remaining enemy troops, capture their bases, depots and accom-
plish the mission objectives.

Real operations may follow the above plans to varying degrees, depending on
the strategic plan you adopt. For example, while conducting an offensive oper-
ation you might make a quick raid or drop paratroopers deep into the rear lines
of the enemy, destroy or capture their long-range artillery and cut off supply
lines, and then surround and destroy the main enemy forces. On the other hand,
you may conduct a distractive maneuver in order to establish positions of long-
range enemy artillery, and then destroy it using counter-battery technique after
moving your main forces out of the range of retaliation strike. In a defensive

50 51
operation, you may decide to begin counter-offensive without waiting for the Local objects - thick forests and especially structures - can significantly reduce
main enemy forces to approach, and attack them on the march. Also, you can your troops' field of vision. This is especially true in towns, for example, the
let the main enemy forces attack you from behind, surround them, cut off sup- enemy may be hiding behind a wall and fire while remaining invisible. To improve
port and then destroy. Singularity of your plan and the ultimate success of the your field of vision, try to look at limited visibility areas from several sides simul-
mission will reflect the level of your commanding talent. taneously, or use your infantry groups in battle formation.

Terrain, passability, field of vision


The terrain of the area where you conduct your combat operations can great- Infantry
ly affect its course and outcome: assessing terrain incorrectly can lead to sig-
nificant losses of your troops while adequate use of terrain creates favorable Strengths and weaknesses
conditions for destroying the enemy. In terms of passability, terrain can be divid-
ed into impassable (rivers, swamps), passable only to infantry (thick forests, Historically, infantry was the first military branch, but it didn't lose its importance
mountains and steep hills), low passability where speed of vehicles, especially until the present day and was widely used during WWII. Infantry strengths include
wheeled ones, reduces greatly (ploughed fields, snow-covered fields), normal the ability to move on terrain impassable to other military branches, the ability
passability (sparse forests, fields) and roads where troops can move with max- to hold off superior advancing enemy forces (including armored troops) the use
imum speed. Roads need your particular attention: on the one hand, moving of fortifications and high camouflage ability. Without infantry, it would be
along them is quick and convenient, but on the other, sections of roads with difficult to capture individual structures and towns. Infantry can efficiently
limited visibility are often used to set up ambushes that can cause heavy loss- suppress enemy artillery positions. Losses of infantry personnel can be re-manned
es of your troops. To move along roads successfully, you should conduct recon- sufficiently easily. For a long time infantry's main weakness has been its
naissance using aircraft or infantry first, supported by high-speed maneuver- vulnerability. Outside of fortified positions, infantry is not
able armored vehicles. To negotiate water obstacles, use existing bridges or efficient on open ground. Another drawback is the low
crossings; alternatively, you can build them using your sappers and engineers. speed of movement in marching formation. It would be
Combat units' ability to see greatly depends on the terrain and presence of var- wise to use transport or armored vehicles (tanks)
ious objects. Pits and hollows limit the field of vision, hills and elevations increase capable of carrying infantry to transport them before the
viewing radius. Ambushes and fortified weapon areas are often set on eleva- combat begins. Finally, hand-held firearms' firepower and
tions, since the opposition can be spotted and attacked earlier. Try to use spe- range are insufficient.
cial places - elevations with steep edges - to set up your ambushes and con-
trol the surrounding area. And vice versa, try to avoid approaching a height
that can be taken by the enemy without conducting reconnaissance first.

52 53
Advancing infantry Infantry in defence
The squad commander can use binoculars and see much farther than regular To hold off the advancing enemy efficiently, infantry should take fortified
combat units (the squad must be stationary; binoculars cannot be used on the positions; usually its trenches are built by sappers and engineers, pillboxes
move). Several squads taking turns to move and stop to look around can spot and fortified entrenchments. In towns, infantry is positioned in structures. When
enemy fortifications and vehicles' positions early. However, this kind of you choose structures, remember to take note of their protective properties
reconnaissance takes a lot of time and is less efficient than air reconnaissance. ("Armor" value) and location (to ensure maximum possible field of vision from
In field conditions, infantry can conduct combat reconnaissance, eliminating windows, e.g. buildings located at crossroads). While waiting for the enemy
enemy infantry outside fortified positions and artillery crews. Infantry can be offense, infantry camouflage themselves; this reduces the distance at which
used with particular efficiency against enemy artillery positions located in towns. the enemy can spot the infantry. The infantry group that takes a defensive
position or is entrenched usually acts on its own and opens fire at enemy armored
Before you begin an offensive, you should change your infantry formation from
vehicles from anti-tank guns and at advancing enemy infantry from machine-
regular (marching) to combat. Infantry in combat formation is less vulnerable
guns, automatic weapons and rifles. When armored enemy vehicles are close
to artillery fire, while its speed of movement remains practically the same. Under
enough to the trench, the infantry starts throwing grenades aiming at the most
heavy fire, infantry should be ordered to "Get down" (usually it happens
vulnerable places - wheels, tracks, side or rear armor plates. To increase
automatically). Standing or running infantry can be hit by fragments of
efficiency of infantry defensive actions, it needs support from entrenched
high-explosive shells within a much greater radius than infantry lying on the ground.
anti-tank cannons, mortars or tanks positioned directly behind them. During
To break through enemy defense lines, infantry must have passage through breaks between enemy attacks, you should re-man your infantry squads to
barbed wire fences and minefields made in advance; usually it's done replace personnel losses. Don't forget to bring ammunition supplies to weapon
during artillery preparation. To strengthen advancing infantry, it should have emplacements either.
armored vehicles and artillery support to suppress enemy fire by cannons and
machine guns; for instance, you should provide cover to your infantry. Marching infantry
Infantry can capture buildings and structures, including ones occupied by the When the infantry moves from initial positions to combat ones via previously
enemy; in the latter case, fighting takes place directly inside the building (make explored areas, it should be set to marching formation, thereby providing the
sure that you have superior force first). Positioning infantry in buildings is highest possible speed. If possible, transport your infantry in supply trucks or
useful for many reasons. First, the building will be defended and the infantry on the armor of medium and heavy tanks that have specially designed places
will be able to observe the surrounding area all the time. Second, infantry inside to carry soldiers. Infantry cannot fire from trucks or tanks, so if they sudden-
buildings are better protected from enemy fire (by the value of the building's ly encounter the enemy, unload the infantry quickly and set them to combat
"Armor"). Infantry squad will take positions throughout the building formation (e.g. issue the "Get down" command).
automatically, using windows with maximum efficiency (to set up sub-machine-
guns and anti-tank guns). In structures built specifically for defense there are Snipers
weapon slots with weapons already set up (e.g. large-caliber machine-guns).
Third, sufficiently large buildings can be used to heal the wounded - either In some missions, you may receive snipers - either at your initial positions or
automatically or with the help of other soldiers. Finally, high buildings (e.g. watch- dropped with paratroopers. Snipers are controlled just like other infantrymen,
towers) increase field of vision. but they have certain valuable abilities. First, a sniper rifle with optical sight
allows you to see farther than squad commander's binoculars. Second, a sniper
can camouflage himself (and unlike infantry, he remains camouflaged even when
he moves). A sniper can be spotted when he opens fire; the more shots he fires,
the higher the chances of his discovery. Snipers should be used primarily for
reconnaissance purposes and for eliminating individual enemy soldiers - e.g.
sentries or artillery crews. Immediately after the target is destroyed, the sniper

54 55
should be ordered to move to another position to avoid detection by the enemy. Use of artillery in offensive operations
Snipers are particularly efficient for adjusting long-range artillery fire and adjust-
ing targets for bombers and attack aircraft. Lost snipers cannot be replaced. Artillery's main task in offensive operations is artillery preparation, before mobile
forces (infantry and armored vehicles) begin to advance. Artillery preparation
amounts to shelling fortified enemy positions (pillboxes, fortified entrenchments,
Support
buildings), concentrations of enemy armored vehicles, positions of long-range
During combat infantry needs ammunition supplies; wounded soldiers need and anti-aircraft artillery and obstructive barriers on defense lines (wire fences,
healing, dead soldiers need to be replaced. Usually you won't have any minefields etc.). Aimed artillery fire is most efficient when a gun crew or
problems with bringing in ammunition supplies: one supply truck can bring spotter (scout) can see the target. If the target can't be seen, artillery can wage
in enough ammunition and grenades for several squads. To heal wounded non-aimed (defensive) fire, though its efficiency is much lower.
soldiers automatically, use large structures with enough space to lie the wounded
Before you start artillery preparation, set targets and move guns to combat
down. In field conditions, you'll have to use medical vehicles that can find the
positions. Use reconnaissance aircraft, infantry groups or snipers for establishing
wounded within the field and help them. To replace personnel losses, use
targets' positions; the same forces can be used as spotters to adjust artillery
supply trucks equipped with facilities for transporting people; squads will be
fire. Since the enemy will try to counter your artillery by using acoustic
re-manned automatically.
intelligence data and sending reconnaissance aircraft and infantry on your
territory, remember to position your artillery accordingly. Artillery should be
Artillery positioned away from your main forces; set the guns at some distance from
each other. This will reduce possible damage by counter-battery enemy fire.
Strengths and weaknesses Remember to protect your artillery from enemy aircraft and ground forces. The
first objective can be achieved by positioning anti-aircraft guns nearby and/or
During the 20th century wars, artillery was called the "god of war", and with some by periodically calling up your fighter aircraft. The second problem might be
reason. Artillery can inflict serious damage on enemy forces even before they actu- solved by cutting off possible routes the enemy can take to approach: create
ally encounter opposing troops. During offensive and defensive operations artillery temporary defense lines or send patrols.
cover plays a very important role; practically no operation is conducted without
artillery preparation. Anti-aircraft artillery can wreak havoc with enemy air forces, When artillery preparation begins, make sure it's conducted efficiently: adjust
while making its own aircraft operations much easier. Artillery's weaknesses targeting in time, track enemy reaction to your artillery actions, bring in
include poor protection of gun crews from enemy fire during the shooting, diffi- ammunition supplies, and if need be replace dead crewmen. When artillery
culties in transporting guns (especially heavy ones), need for "external" defense accomplishes its objectives, stop the fire to allow your troops to advance on
of artillery positions from enemy infantry and high dependence the enemy positions and destroy them.
on ammunition supplies.
Close-range artillery (mortars, anti-tank cannons) is used directly during offen-
sive. Mortars are particularly efficient to hit targets located behind obstacles,
e.g. enemy cannons positioned behind houses in a towns. Mortars' advantage
over heavier artillery is that it can be carried by its crew and set on practically
any ground. Also, mortars can be used to attack the enemy from closed posi-
tions; this is especially important in towns. Mortars are good to use before
advancing on enemy defense lines manned by infantry, and on artillery not dis-
covered and destroyed during mainline artillery preparation.

56 57
Anti-tank cannons are seldom used in offensive operations due to their Artillery on the march
limited tactical abilities. For example, during combat reconnaissance of a towns
carried out by infantry, anti-tank cannons can hold off counter-offensive by enemy When troops are moving, artillery is transported using special vehicles -
armored vehicles if the infantry have to retreat; sometimes these maneuvers supply trucks. Heavy guns (long-range artillery and anti-aircraft cannons) can
are conducted deliberately. be transported only by using special tractors. Any vehicle capable of trans-
porting people can move mortars, including armored vehicles that can carry
soldiers on their armor. Attaching/unattaching guns to vehicles takes time.
Use of artillery in defensive operations
Artillery units on the march are vulnerable, so you should transport them from
All available artillery is used in defensive operations, with each type performing initial positions to offensive/defensive positions only along well explored routes
a particular task. To achieve maximum possible efficiency, your artillery must or in columns that include armored vehicles and infantry providing cover. Light
be positioned in a correct way. cannons that can be moved by their crews should be unattached at some
distance from enemy positions, to avoid bringing the vehicle under aimed fire.
Long-range artillery is mainly used for counter-battery fire against long-range Gun crews will place their guns in combat positions and set arcs of fire.
enemy artillery; try to spot their positions as early as possible. If you fail to do
that in advance, enemy artillery positions can be established during artillery
Support
preparation with the help of acoustic intelligence; however, in this case the
enemy may have time to inflict serious damage on your forces. To protect your During combat artillery will need ammunition supplies and replacements for dead
long-range artillery from capture by the enemy, position it deep behind crew members. With high density of fire during artillery preparation, a lot of ammu-
defensive lines. Cannons should be placed at a distance from each other, to nition is spent so make sure new ammunition is delivered in time. Ammunition is
reduce damage from enemy "carpet shelling". delivered by supply trucks; usually it's the same trucks that transport artillery. When
you bring in ammunition to defense line during combat, supply trucks should be
Anti-aircraft artillery's task at the beginning of the operation is to make air recon-
stopped at some distance from artillery positions - specify the point where they
naissance as difficult to the enemy as possible. At the next stages, anti-aircraft
should stop. Ammunition will be brought to the guns manually. To replace dead
artillery should counter enemy bomb strikes, attack and paratrooper-carrying air-
crew members, also use supply trucks capable of transporting people; crews will
crafts, acting jointly with your fighter aircrafts. Anti-aircraft cannons should be
be re-manned automatically.
positioned behind your defense lines in such a way that they cover the whole
front line. When you prepare your defenses, positioning your anti-aircraft can-
nons and ensuring their ammunition supplies should be your first priority. Armored vehicles
Close-range artillery - anti-tank cannons, mortars and large-caliber machine-
Strengths and weaknesses
guns - should be positioned on front defense lines to provide fire cover to for-
tifications manned by infantry. In field conditions, cannons and mortars should Tanks and other armored vehicles appeared during WWI; they quickly proved their
be placed directly behind trenches with infantry, and entrenched. Cannons in efficiency in offensive actions and began to replace the traditional cavalry on the
towns should be protected at the flanks; try not to place them at crossroads. battlefield. During the whole of WWII armored vehicles were continuously devel-
Mortars are usually positioned in towns between houses or in yards, to make oped; two main properties - strength of armor and firepower - grew, the number
them harder to spot by the enemy. Before your defensive operation begins, set of vehicles increased and a new military branch appeared - tank forces. Armored
arcs of fire for your artillery and make sure there are no blocked areas along vehicles can play an important role in both offensive and defensive operations,
the whole defense line. Note that it takes some time to change cannon's arc during direct clashes with the enemy. High speed and maneuverability, large fire-
of fire, and the cannon will not fire at all during that time. Most probable direc- power and high protection of crews are the properties common to all armored
tions of enemy attack (e.g. roads that can be used by armored vehicles) should vehicles, first to tanks. Specialized combat vehicles (assault, anti-tank, anti-aircraft
be covered by several guns; arcs of fire should be concentrated on the most self-propelled artillery units) are used for suppressing fortified weapon emplace-
probable directions. ments, tanks, aircraft due to their lower speed, maneuverability etc. The highest

58 59
combat efficiency can be achieved by using armored vehicles jointly with infantry, Armored vehicles in defense
both during offense and defense. Armoured vehicles' weaknesses include their heavy
weight reducing their cross-country abilities. Ammunition carried by armored vehi- During defense armored vehicles are used jointly with close-range artillery for
cles can detonate if the vehicle is hit; if that happens, the vehicle blows up. WWII deterring and destroying the advancing enemy troops. Armored vehicles should
tanks and self-propelled artillery units didn't have stabilizers enabling to use their be positioned at front defense lines, in specially equipped positions. Tanks and
main guns on the move, so they had to stop to fire their cannons. SPGs are usually placed behind or between trenches defended by infantry, and
entrenched; among other things, the entrenching vehicles camouflage them. In
towns, tanks should be positioned along streets providing good fields of vision.
Advancing armored vehicles
Like with artillery, concentrate the armored vehicles' fire on the most probable
The armored vehicles' main task in offensive operations was to break through enemy directions of enemy attack; these should be covered by several armored
defense lines using infantry support, immediately after artillery preparation was vehicles.
completed. Tanks and other armored vehicles advanced on enemy positions
suppressing their personnel by machine-gun fire; large targets (armored vehicles, Armored vehicles on the march
weapon emplacements, fortifications) were destroyed by cannon fire. Infantry in
combat formation moved behind the line of armored vehicles, if necessary using Due to armored vehicles' low vulnerability; they are often placed at the
passages in obstructive barriers cut by the armored vehicles. To avoid having your beginning and at the end of marching troop columns to protect the infantry, artillery
armored vehicles hit by direct fire from entrenched enemy artillery and armored and support units. It would be sensible to place several light or medium tanks
vehicles that survived the artillery preparation, conduct permanent reconnaissance at the head of the marching column and set them in a high alert state. Supporting
along the attack line using your spotters, air forces or infantry. In that case, your infantry should be positioned close by. If they spot enemy troops, they should
armored vehicles will be able to stop in time and prepare to hit the enemy target. attack them immediately, so the rest of the marching column would be able to
move to combat formation. The back section of the troop column should be
To make it harder for the enemy to maneuver their firepower, try to avoid positioning organized in the same way. When the column reaches offensive/defensive lines,
your armored vehicles too close to each other or in a chain. This will allow you to armored vehicles should move to their regular positions to provide cover for the
reduce losses from direct enemy fire. At the same time, vehicles should be able to rest of the troops, so they'd be able to deploy.
see their immediate neighbors to help in case of enemy fire. During your offensive
adjust the direction of the main strike quickly according to the enemy actions; do Support
not allow your armored vehicles pursuing the enemy to break away from the
supporting infantry. If you encounter superior enemy forces, stop your offensive in During combat, armored vehicles need ammunition supplies for their main and
time, move to good firing positions and switch to defense. additional weapons. In offensive operations you must ensure that ammunition is
delivered to the front line in time; use supply trucks. Like in case of artillery, stop
Specialized armored vehicles (anti-tank and assault self-propelled artillery units) the supply trucks at some distance from the armored vehicles' positions
are used for special objectives: destroying enemy tanks and breaking through the (specify appropriate map point). Ammunition will be brought and loaded into the
strongest defenses including pillboxes. These vehicles have poorer maneuverability armored vehicles manually. Damaged vehicles must be removed
than tanks, plus they must have additional support (in particular, they must be from the line of fire in time and repaired (use your
covered from enemy attacks on flanks). engineering units).
The armored vehicles' efficiency in towns is much lower than in field conditions
due to reduced maneuverability in narrow streets, reduced visibility and the
possibility of enemy attacks aimed at the most vulnerable sections of vehicles.
To avoid heavy losses of your armored vehicles in towns, conduct timely
reconnaissance of enemy weapon emplacements and use infantry that can surround
and suppress weapon emplacements in closed positions.

60 61
Air force most efficient for making strikes at previously explored fortified areas and for
cutting enemy defensive lines. Using bombers without prior reconnaissance
During The Great War aviation was mostly used for reconnaissance and against to spot targets and without suppressing enemy anti-aircraft artillery will not
enemy infantry and cavalry, but afterwards it rapidly developed and by the be efficient.
beginning of WWII became a military branch in its own right, playing a major
role in warfare. Different types of air forces appeared, specializing in recon-
Fighters
naissance, attacking various ground targets, deterring enemy aircraft and bring-
ing in troops for landing operations. Each air force type has its own strengths
and weaknesses depending on its specialization. But one, possibly the most Fighters are the most highly specialized aircraft; they are not designed for recon-
important drawback of all air forces should be mentioned separately: their high naissance or attacking ground targets, their only target is enemy aircraft. Fighters
dependence on weather conditions. In unfavorable weather, aircraft cannot take have high speed and manoeuvrability; they can fly at high altitudes, which makes
off, and the ones already in the air cannot accomplish their missions adequately. them less vulnerable to enemy anti-aircraft artillery. During combat operations,
fighters provide air cover and deter enemy aircrafts. If, after spotting enemy
aircraft, you call for your fighters quickly enough, you might prevent the enemy
Reconnaissance aircraft
from making reconnaissance of your positions and bombing them later on; it's
Reconnaissance aircraft are the simplest ones; they have low speed and fly at extremely important when you move your forces to positions and deploy them.
low altitudes. They can fly for a long time around the specified area spotting However, having fighters in the air all the time means that you won't be able
enemy combat units and tracking their movements. Reconnaissance aircraft to use other kinds of air support.
should be used in any situation (in both offensive and defensive operations)
to assess the general picture, determine positions of enemy forces and
fortified weapon emplacements, set targets (including to long-range artillery)
and adjust artillery fire. By using reconnaissance aircraft, you can greatly reduce
your losses during combat operations. Reconnaissance aircrafts' drawbacks
include lack of weapons (only a few models are equipped with firearms) and
an almost total lack of armor, which makes them an easy target for enemy
fighters and anti-aircraft artillery. These aircraft are most efficient when there's
no continuous front line and enemy forces are concentrated in scattered
fortified areas. When the enemy’s defensive line is well-organized and has a
lot of anti-aircraft units supported by fighters, reconnaissance aircraft will not
be very useful.

Bombers
The bombers' specialization is bomb strikes at stationary enemy structures,
large concentrations of troops, supply bases and communication lines, including
automobile and railway bridges. Heavy bombers carry large bomb-loads but
their strikes are not always efficient because the bombs they drop tend to
scatter around. Dive-bombers hit their targets with much higher accuracy, but
carry fewer bombs. Bombers have good armor and are equipped with light
weapons (some models have cannons), so they can deter enemy fighter
aircraft. However, their low altitude and speed dictated by the need for
precision bombing make them vulnerable to anti-aircraft artillery. Bombers are

62 63
Ground-Attack Aircrafts Support units
If bombers specialize in stationary targets, attack aircraft are designed to strike at Support units include several kinds of vehicles used for various support and
large individual enemy combat units - long-range and anti-aircraft artillery, tanks supply purposes, both before and during combat. Unlike combat units, these
and other vehicles. Attack aircrafts' high maneuverability allows them to attack mov- vehicles are not equipped with weapons or armor and are not designed for fight-
ing targets. Good armor, large-caliber machine-guns and cannons enable attack air- ing. During combat support vehicles must be kept at some distance from the
craft to defend themselves from enemy fighters. Attack aircrafts' drawbacks include front line, and follow combat units if necessary. When you move your troops,
insufficient firepower (missiles as compared with bombs), so attacking stationary the support vehicles should be placed in the middle of the marching column
fortifications is not very efficient. Also, their ammunition supply is relatively small. and be provided with reliable protection.
Attack aircraft are most efficient for suppressing enemy fire both during offensive
and defensive operations, creating favorable conditions for other aircraft types and Supply trucks
ground troops. If the enemy has strong anti-aircraft artillery, using attack aircraft
(as well as other air forces) will not be efficient. Supply trucks are used to deliver ammunition from depots, tug tow artillery
and transport its crews, carry infantry and replace losses of fighting units.
Transport aircrafts To haul artillery units, the supply truck must have sufficient power. When the
Transport aircraft specializes in delivering infantry units to particular areas (usual- gun is delivered, the supply truck should be taken some distance back: first,
ly behind enemy lines) to carry out their orders. Like bombers, transport aircraft have to allow the gun to be positioned appropriately and second, to reduce
good armor but low speed and altitude, which makes them easy targets for enemy probability of the truck being damaged in case the gun is hit by enemy shell.
anti-aircraft artillery. If your paratroopers are spotted by the enemy too early, the Supply trucks start delivering ammunition to combat units as soon as you issue
efficiency of the operation will be reduced due to the loss of the surprise factor. So appropriate command, and will carry on automatically. Supply trucks deliver
you should decide on landing areas and use transport aircraft only after conduct- ammunition to all combat units within their field of vision. When a supply truck
ing sufficient reconnaissance. Paratroopers are particularly efficient for capturing long- runs out of ammunition it goes to the nearest depot for more and then returns.
range artillery or fortifications deep behind enemy lines; reconnaissance, spotting When your combat units change positions (especially during offense), you must
targets, setting up ambushes, etc. Try to keep flight routes and places of landing adjust the supply area by issuing appropriate commands. The road to the
as secret as possible. Landing operations will not be very efficient without prior recon- nearest depot must be well explored or protected.
naissance of the flight route, under heavy anti-aircraft artillery fire or with a lot of
enemy forces located at the proposed landing area. When you transport your infantry or deliver replacement troops to combat units,
use well-explored roads or move supply trucks in marching columns. Replacement
troops (crews for captured enemy artillery) are delivered by supply trucks only
to areas within their field of vision. If more troops are needed than the supply
truck can carry, it will automatically return to depot for more.

64 65
Engineering vehicles Supplies system
These vehicles are used for delivering engineers and sappers, bringing in engi- Ammunition, materials and replacement for lost personnel are brought from depots.
neering equipment, mines and spare parts for combat units. Engineering and Usually each side has one main (stationary) depot, plus possibly a few additional
sapper units can perform a great number of various tasks. All these tasks must (field) depots. A depot's supplies are unlimited; however, you can use only as much
be completed before the combat begins, or be at a distance from the front line. as your units actually need at any given time. The main depot cannot be destroyed
but can be captured (if one of the side captures the opposition's depot, in effect
Building trenches, anti-personnel wire fences, placing anti-personnel or anti-
this determines their victory). Additional depots can be destroyed and/or captured.
tank mines are integral parts of defensive operations and must be carried out
Captured depots are automatically integrated into the capturing side's supplies sys-
before the actual fighting begins. While engineering vehicles and engineers
tem. Up to two house-shaped icons can be displayed over additional depots. If the
work, they should be protected from sudden enemy attacks.
right icon is green, it means you own the depot; if it's red, the depot belongs to the
Bridges across water barriers can be built only in certain places where the road enemy. The right gray icon appears when depot is not operational (either destroyed
comes right to the bank (bridge silhouette will be displayed on the map). or the main depot is captured, in which case all additional depots cannot be used).
Repairing destroyed bridges takes quite a while and might involve bringing
necessary materials from depots repeatedly. Places where construction/repair
works are conducted should be well protected.
To repair damaged combat units, engineering vehicles must be able to see them.
If possible take damaged combat units away from combat positions. If for some
reason it's impossible (e.g. the tank's tracks are broken), provide protection using
other combat units.
De-mining operations have certain specific features. To save an engineering
vehicle from blowing up on a mine, it stops at some distance from the
specified point and sappers begin to look for mines manually. Found but
still live mines are marked with flags; after that, combat units can move
automatically bypassing those flags. Collected mines are placed in engineering
vehicles for later destruction. De-mining operations involve certain risk. If
possible try to render mines harmless another way - blow them by "carpet
shelling" using your artillery or by "carpet bombing."

Medical vehicles
Medical vehicles are easily distinguishable by a red cross painted on their side.
Medics (not shown in the game) can heal wounded soldiers within their field of
vision right on the battlefield.

Staff cars
Staff cars are used to carry around high-ranking officers. Presence of a staff
car raises morale of all combat units who can see it. This is a way to compensate
for a drop in morale caused by troops moving too far from their depots.

66 67
ATTACHMENTS
General commands
Game controls
<F1> Help on control keys
Legend
<F5> Quick-save current game
Key combinations are indicated by the «+» sign; to activate the command, press
and hold the first key and then press the second. <F8> Load last quick save

<F9> Make screen-shot (saved into


"shot####.tga" file in the "screenshots"
Mouse controls: directory)
Symbol Description Action <F10> oder <Esc> Call up <Esc>-menu

<L_click> Left-click Press and release the left button <Tab> Display list of mission objectives
<R_click> Right-click Press and release the right button <Space> Toggle game pause mode (you can issue
commands to units while the game is
<Dbl_click> Double-click Press and release the left button
paused)
twice in quick sequence
<Num +> Increase game speed

<Num -> Decrease game speed

<Shift> Add command to command sequence


(command sequence will be carried out
as soon as you release <Shift> key)

<Backspace> Delete informational messages

<Alt> + <Q> Exit to Windows

<~> Toggle the Console window (commands


history and chat with players);

68 69
General commands Combat units controls

<PgUp>, <PgDn> Scroll through the list in the Console <L_click> Select object on screen; on free
window area - unselect object

<Enter> Type message/Send message. <Dbl_click> Select all units of this type
in multiplayer game
<R_click> Issue default command (move to
<Ctrl>+<Enter> Send message to allies only in point, attack target etc.)
multiplayer.
<Ctrl> + <R_click> Issue forced "Attack" command

<Alt> + <R_click> Issue alternative command, for


example, "Line up" when clicking on
Camera controls terrain, or "Storm house" when
clicking on the house
<up arrow> Move camera forward <Shift> + <L_click> Add unit to current selection
<down arrow > Move camera back <Ctrl> + <0>...<9> Assign number 0...9 to selected units
<left arrow > Move camera left <0>...<9> Select group 0...9
<right arrow > Move camera right <Alt> + <0>...<9> Select and center the screen on
group 0...9
<Ctrl>+<F2>..<F4> Remember map position

<F2>..<F4> Recall map position

Display active area

<Alt> + <R> Show ranges and arcs of fire


<Alt> + <Z> Show ranging areas

70 71
Natalia Brintseva Writers:
CREDITS Anna Nemkovich
Alexey Serkov
Alexander Valencia-Campo
Boris Yulin
3D Modeling: Technical Writer:
Max Serkov Iaroslav Tchebotarev
Dmitry Baroulin
NIVAL INTERACTIVE Daniil Shipitsyn Sound Director:
Eugene Melkov Denis Borzenkov
Game Design: Network Programming: 3D Animation: Music:
Dmitry Devishev Vitaly Berov Alexey Serkov Andrey „Archont“ Fedorenko
Alexander Valencia-Campo Max Serkov
Alexander Vinnikov Map Editor Programming: Olga Novikova Acknowledgements:
Boris Yulin Michael Melnikov Boris Korshunov Aleksei Gilenko
Igor Petukhov Konstantin Cherviakov Alexander Valencia-Campo
Serge Orlovsky Interface Art: Denis Borzenkov
Resource Editor Programming: Alexey Serkov Larisa Tsyplenkova
Executive Producer: Yaroslav Efremov Elena Pozhilova
Serge Orlovsky Alexey Galata Voice Actors:
Alexander Dmitrevsky Special Effects: Alexander Bykov
Tools Programming: Alexey Serkov Alexander Tsurkan
Project Manager: Michael Melnikov Andrey Yaroslavtsev
Dmitry Devishev Cinematic Director: Boris Tokarev
Additional Programming: Nikolay Kozlov Dmitry Filimonov
Assistant Project Manager: Andrew Goulin Dmitry Nazarov
George Ossipov Evgeny Ivanov Cinematic Artists:
Ivan Litvinov
Alexander Korabelnikov Mikhail Rosenberg
Lead Programmer: Lead Artists: Anna Nemkovich Sergey Chekan
Yuri Blazhevich Helen Richkova Eugene Melkov Victor Petrov
Elena Sevostyanova Igor Boblak
3D Engine Programming: Victor Zozulin
Art Directors: Lead Designer: Zhanna Nikonova
Yuri Blazhevich
Alexey Serkov Alexander Valencia-Campo Marketing:
AI Programming: Elena Pozhilova
Mission Design: Eugenia Bannikova
Vitaly Berov Nikolay Kozlov
Alexander Veselov Alexander Vinnikov Public Relations:
Concept Artist: Igor Petukhov
Interface Programming: Elena Churakova
Vsevolod Martynenko Ivan Tyaglov Mike Allenson
Yaroslav Efremov Yuri Polyakov Dilyara Mukatova
Alexander Veselov 2D Art and Textures: Anton Zvarinsky
Elena Pozhilova Community Managers:
Sound Programming: Elena Sevostyanova Historian:
Eugene Ermakova
Alexander Veselov Margarita Guryeva Boris Yulin Andrey Gorev
Irina Klimova
Special Effects Programming: Yuri Markin
Maria Shilina
Alexey Galata Irina Valencia-Campo

72 73
Posters and Marketing Art: Special Thanks: Karin Daiß
Ivan Troitsky Andrew Chernyshov
CDV SOFTWARE Torsten Weinstein
Irina Shestakovich Alexander Anikin Tony Bernadin
Stanislav Pidruchniy Alexander Shmatov
ENTERTAINMENT AG Per Piper
Christian Schüpf
Alexander Smolovoy
Localization Manager: Stefan Thome
Alexey Smolovoy Bogdan Trifan
Vassily Podobed Andreeva Anna
Development Director: Dennis Krätz
Aleksei Gilenko Artem Rybakov Simon Wiesmayr
Artur Smeliy Dirk Weber
Manual: Christine Jung
Elena Endelina Roland Thimister
Iaroslav Tchebotarev Producer:
Igor Fedorov
Konstantin Manurin Martin Deppe PR & Marketing Director:
Web: Leonid Cheorny Co-Producer: Eric Standop
Iraida Bashinskaya Marina Sukonina
Sergey Kutsenko Martin Löhlein Marketing Director:
Mikhail Matveev Axel Rathgeber
Arthur Gainutdinov Mikko Vedru Anita Gallitzendörfer
QA Manager: Nina Iskanderova Product Coordinator:
Oleg Belyakov Marketing Manager:
Alexey Musatov Jochen von Nida
Svetlana Gureshova Randy Dohack
Testers: Svetlana Leonova Localization Manager:
Svetlana Shmatova Chief Graphic Designer:
Alexey Sobolev Gabor Modos
Tatiana Kuznetsova Thomas Kröll Oliver Krainhöfner
Ilgiz Ahmetshin
Victor Trukhan ("VOX" studio) Sebastian Lindig
Kirill Suzev
Vsevolod Korolev Oliver Silski
Graphic Designer:
Nikolay Volnov Nicole Bleich
Yuri Rudenko
Sergey Kalmanovich Senior QA Manager:
Yuri Smolovoy
Peter Oehler Text Editor:
Administration: Stefan Linder
Alexander Ivanov QA Manager:
Alexander Roschin Thomas Heil Online PR Manager:
Dmitry Nemtchinov Frederic Cremer
Ekaterina Nepomnyaschaya Lead Tester:
Elena Rubanova Andre Dordel QA Manager US:
Maria Riazanova David Green
Olga Chapurskaya Lectureship:
Olga Fedeshova Oliver Koch Text Editor US:
Vladimir Filkov Mur Lafferty
QA Technical Advisor:
Thomas Steg Special Thanks:
Puschel, Panzer-Achim, Claire Grube
QA Tester: Icefeld, Doomsday
Güven Altun
Localization:
Tobias Henken
Mouse-Power, Martin Deppe
Alex Opatic
Pascal Renschler
Stefan Schreiber VOICE RECORDINGS & MANUAL
Eric Schreiber LOCALIZATION:
Christian Treiling Effective Media
74 75
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76 77
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www.cdv-blitzkrieg.com

Lua script language designed and written by


Waldemar Celes, Roberto Ierusalimschy and
Luiz Henrique de Figueiredo
Lua Copyright © 1994-2000 Tecgraf, PUC-Rio. All rights
reserved. Used under permission. See www.lua.org for details.

Ogg Vorbis Copyright © 2002, Xiph.org Foundation. Used


under permission. See www.xiph.org for details.

FMOD sound and music system, copyright © Firelight


Technologies, Pty, Ltd. 1994-2002. Used under license.

78

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