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Tigers on the Hunt Manual Abstract

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GAME MANUAL Siliconsoft System Inc
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Page 1: Tigers on the Hunt Manual Abstract

Game manual

Siliconsoft System Inc

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in which case only the unit tree control panel will display text; we can right lick on a hex.

Rick clicking on the German stack will display the Pop-Up window. While the right mouse is down, the pop-up window will display all

units in the hex as well as counter of all non-possessed Support Weapons and Ordnance. Once the player releases the right mouse button the pop-up window will disappear.

To display the pop-up window for longer period of time without holding down the right mouse button, right click the mouse (and while the right mouse button is down) and move the mouse over the pop-up window and then release the right mouse button. This way the pop-up window will stay displayed without holding down the right mouse button for as long as the pop-up window is needed. To close the pop-up window, simply left click anywhere within the pop up window.

5. PLAYING SCENARIOOnce the player selects a scenario he/she would like to play from the scenario list on the Scenario List manager window, the Scenario Configuration dialog will be displayed. The user will be presented with the game tactical map view. Here is where all the game action takes place.

5.1. Personnel Counter InformationThis section as well as sections 5.2 and 5.3 describes various icons/markers that appear on unit counters during the game.

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The golden Triangle in the upper right corner indicates that a personnel unit has spent all of its movement points in a Movement Segment.Red Triangle in the upper right corner indicates that a personnel unit has ASSAULT moved. In addition, the Red arrow displayed indicates which personnel unit is currently moving.Green Triangle indicates that a personnel unit moved in the Advance Segment.Blue Triangle indicates that a broken personnel unit used LOW CRAWL type of movement in the Rout Segment.

5.2. Ordnance Counter InformationGold triangle indicates Covered Arc/Facing of an ordnance weapon.

5.3. AFV Counter InformationGreen triangle indicates the AFV Crew is buttoned up as well as its hull orientation/covered arc.

Red triangle indicates the AFV Crew is exposed as well as its hull orientation/covered arc.

If an AFV has turret, and the turret covered arc is the same as hull covered arc then only the green/red triangle will be displayed.

The picture above shows the PzKpfw VIE Tiger I with its crew buttoned up (green triangle), next to it is Tiger I with its crew exposed (red triangle) and Su-76M with its crew exposed (red triangle). Open top vehicles like Su-76M have its crew exposed so that they can fire and move on the battlefield.

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NOTE: For most AFVs, in order to be able to fire its Anti-Aircraft MG (assuming it has one), the crew needs to be exposed.

Yellow Triangle indicates the AFV turret covered arc. Yellow triangle is only visible for AFVs that have turret and only if the current turret has different

covered arc than the hull’s covered arc.

5.4. Example of Play – Playing Training ScenarioThe purpose of the following example of play section, is to introduce the player to the important features of the game as well as to help the player get started playing the game.

To get started, run the game executable Tigers on the Hunt.exe, select the Training Scenario 1 from the scenario list screen (see 3.1.Play a New Scenario screenshot) and click on New Game button on the scenario manager list interface.

In the Scenario Configuration screen, set the Side A (American Play) to COMPUTER PLAYER and set the difficulty to EASY (this

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gives you total control over your units; your units will always follow/execute your commands, the computer opponent units will however follow command and control rules). Disable Fog of War - after all this a tutorial scenario; leave the Path Quality set to HIGH and click on the ok button.

The computer player (American) sets up his units first, so the Pre-Game Setup Segment for the American side will executed first, once that’s done we will find ourselves in our own German Pre-Game Setup Segment. In the Tutorial 1 Scenario all of our units are already placed on the map therefore there is nothing for us to do here so let’s click on the next segment button.

In the German Administrative Segment, personnel leaders stacked with broken personnel units will automatically try to rally them, all units will try to repair their broken

weapons and if available, new reinforcements would come on board as well. Since this is the first turn of the scenario, every unit is in good order, no weapons are broken and for this specific scenario no reinforcements will be coming on board. There isn’t much for us to do here this time so click on the next segment button.

The computer player will take care of its own units in the American Administrative Segment. Once done, the control of the game will be returned back to us and we will now find ourselves in our German Fire Segment. If you scroll down the map (by moving your mouse to the bottom edge of the screen) you will be able to see all your units on the map. There are two ways to review your order of the battle for a scenario.

Option1: You can either individually click on each friendly hex on the map, example let’s click on hex 9,32 unit control panel on the bottom left

side of the game screen will now display all units and weapons currently present in the hex.

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We can see that hex 9,32 contains a personnel leader (rank Lieutenant B* with veteran experience) as well as Waffen $$ squad experience of veteran equipped with light machine gun support weapon.

Option2: The other way to quickly see the whole friendly side order of the battle for the scenario is to click on the OOB button on the toolbar.

The Order of the Battle window will now be displayed, showing you all the units and weapons where they are on the map as well as their status (since we are playing without Fog of War we can see here units and weapons for both sides, German and American).

Let’s click on the OOB toolbar button again to close the order of the battle window.

At the beginning of each Fire Segment command and control is determined for both sides of a scenario. Since we are playing on easy difficulty, all of our German personnel units will always be in command for the duration of the whole scenario.

The action log window will display reports about various actions performed in various segments, like for example fire action, command and control determination action, fire interdiction action

and other actions/events. Currently the action log window is displaying status of all our units; since we are playing on easy difficulty all of our units are in command.

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Currently, our units are too far away from the enemy; remember each hex is about 40 meters. To see how far a unit

or support weapon/ordnance/AFV can fire, left click on the hex 9,32 (should be currently selected), left on the squad personnel unit in the unit control panel and then the Fire Range button on the toolbar.

You should be able to see white dots in the centre of each hex around the hex 9,32 indicating how far the personnel unit can fire.

Even if we select the attached light machine gun you can see that we simply don’t have the necessary range for any of the units or support weapons to engage the American units defending the village.

Therefore, there is not much we can do with our units in the Fire Segment. Click on the next segment button. We are now in our Movement Segment. This is great time to review our objective for the scenario.

To review our Scenario Objectives, go to the Status menu and select Scenario Victory menu item.

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On the top left side of the window we can see that the American side controls 3 victory point objective (VPO) hexes on the map. You can see the hex location of each VPO hex as well as the victory point value for each VPO. On the right side of the window you can see that we are not going to get any points for killing enemy units (neither is the computer opponent) and also exit hexes are not used in the scenario therefore nobody is getting any victory points for exiting units off the map. Scenario Outcome field shows that currently the scenario is a major German defeat (so let’s do something about it). Close the window by clicking on the OK button.

Let’s now take a look at the scenario attributes dialog:You can see that Grain is in season, what this means is that each

grain hex is a hindrance. This means moving through the grain hexes will make it a bit harder for the enemy units to see and to shoot at our friendly units; 6 hexes of hindrance will actually fully block line of sight. Orchard hexes, regardless of the season; will always provide

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hindrance. In addition, Orchard hex, if it is in season; will block line of sight if a source or target hex are not on the same elevation. You can also see that the scenario is 7 turns long, which gives us plenty of time to position our units to attack the village. Close the window by clicking on the OK button.

Taking a look at the Victory Conditions window, you can see that the VPO hex at 8,6 hex has the highest value of all VPOs in the scenario, 4 Points. Also the VPO hex at 6,10 location has 2 points. Taking these two VPOs will give us minor victory. Both of these VPOs at this point are not

controlled by any enemy units. So let’s bypass the American units stationed in hexes 7,18 and 6,15 (never mind the other two American units in hexes 7,14 and 8,15 hexes) by moving to the west of the village and then going after the VPOs in hexes in 8,6 and 6,10. Now, it’s possible that the computer opponent will send a few of his units to engage us, to counter that possibility; we are going to be setting up good defensive positions (wood and stone buildings) and the computer is going to be moving towards our defensive positions.

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You can move a stack of personnel units (assuming units are in command and in good order) stacked in a hex together or 1 AFV at the time; you cannot move personnel and AFV units together.

NOTE: Ordnance weapons do not move in the game.Left click on the hex 9,32; notice that on the right

side of the game screen interface three buttons will be visible.

Move (Regular movement), Assault (one hex movement and best way to move in LOS and in range

of enemy units and their weapons) and Double time (running is the least safe way to move on the battlefield but units can move furthest on the map). To move the leader and the squad together in the hex 9,32; (units moving together with a leader get movement bonus, units moving from start to finish on the road hexes that are connected together get additional movement bonus) left click on the leader Lieutenant B* unit then hold down CTRL key on the keyboard (and while the CTRL key is down) and then left click on the Waffen $$ squad. Let us use Move type of movement - since we have 7 turns its plenty of time to get to the scenario objectives. If we would use Double Time type of movement our units would be running but at the same time the units would get tired and would fire their weapons with penalties.

Stacking: The game allows 3 squads (or 6 half-squads, 1 squad = 2 half-squads), 4 leaders and 1 AFV per hex.

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Now that I have two personnel units selected (attached support weapons don’t need to be selected), you will see white outline on each hex that surrounding the 9,32 hex the selected units can move through. To move to a new desired hex simply right click on the target hex.

This picture below shows how far the stack can move; notice the yellow dot in each hex – this indicates each hex the stack has passed through.

Once you move all your units, click on the next phase button. The computer opponent performs his defensive fire actions in Defensive Fire Segment. No friendly German units are in range of computer controlled American personnel units so this segment should be over very quickly. For now we don’t care for German Advancing Fire Segment so just click on the next phase button. Since we don’t have any broken personnel units yet there is nothing to be done in German Rout Segment, so click on the next segment button again.

Once we get to the German Advance Segment, we can move all our good order personnel units by one hex. When you are done moving all your units, click on the next segment button. Since none of our units advanced into enemy occupied hexes, nothing happens in Close Combat Segment; click on the next segment button. Once this

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is done, the second part of the turn is activated where the computer opponent is now the ATTACKER, meaning computer opponent units get to perform his fire action in Fire Segment and movement action in Movement Segment etc. The German player is now the DEFENDER. Continue to go through the segments until you arrive to

turn 2 in your movement segment again. Continue to move your units along the west part of the map to try to bypass the computer opponent units in the process.

It seems I have run into an enemy opposition in hex 3,19 and if I don’t engage the American units in that hex; the American leader

and the squad could trigger defensive fire while my units are moving in the Movement Segment. This is something I’m trying to avoid, so I’m going to engage the enemy hex 3,19 with my units in hex 1,23.

To fire with units in the game is the same way as to move units, first you left click on the hex 1,23 and then you press the CTRL key down on the keyboard to select all the units including the light machine gun.

Since my Fire Range button is in pressed state on the toolbar I can clearly see that the inherent fire of my squads as well as attached machine gun can fire at the enemy

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hex at 3,19. The leader will provide his leadership bonus to direct the fire. NOTE: only one leader at the time can be used to direct fire (or provide movement bonus in the Movement Segment). With all my units/weapons selected I now right click on the target hex 3,19. After a brief fire animation being displayed on the screen, I now review the fire result report in the action log window.

========================== FIRE =============Source HEX: [ 1, 23 ] >>> FIRE VS >>> Target HEX: [ 3, 19 ][GE] LEADER: Sergeant C* ID#: 22[GE] SQUAD: FallschirmJager ID#: 16+--- [GE] SW: LIGHT MG ID#: 3[GE] SQUAD: Waffen-$$ ID#: 14[US] LEADER: Corporal D* ID#: 9 is Broken[US] LEADER: Corporal D* ID#: 9 failed Experience check, [ Veteran ] and will be replaced by [US] LEADER: Corporal D[US] SQUAD: Airborne ID#: 2 is Broken[GE] SW: LIGHT MG ID#: 3 does not keeps its ROF

I got lucky, according to the report; I was able to demoralize both the American leader and the squad. The American leader as well failed his experience check and therefore the leader was replaced with the lower quality leader which has reduced leadership bonus. Both of the American units have now been flipped over to their broken state as well as B+ is displayed on each personnel unit counter indicating that the units are in Broken+ state (please see section 8.2.1 for details on personnel unit states). One other thing to keep in mind,

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all personnel squads/half-squads/crew and some support weapons/ordnance/AFVs do not have a rate of fire. On the other hand, some support weapons/ordnance/AFVs do have rate of fire. Rate of Fire (ROF) can be either none, low, medium or high. Support weapons/ordnance/AFVs that do have rate of fire, the higher the rate of fire the higher the chance that the support weapons/ordnance/AFV can fire again in the same the same segment. For a complete list of support weapons please see section 8.2.2; section 8.2.3 for Ordnance and section 8.2.4 for AFVs.

In the American Defensive Fire Segment, leader and half-squad possessing medium machine gun in hex 5,15 engaged my friendly units in hex 1,23; luckily without any consequence!

I have decided not to fire in the Advancing Fire Segment. Since none of my units broke due to enemy fire there is nothing for me to do in the German Rout Segment, I click on next segment button to continue.

In the American Rout Segment, both broken units (leader Corporal D as well as Airborne squad) need to rout away because the hex 3,19 is in LOS of German good order units in hex 1,23 as well as the American broken+ units are in open ground hex (open ground does

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not provide any defensive terrain bonus value) so the broken+ units have to rout away. Failure to rout would get both American broken+ units killed at the end of the American Rout Segment. The computer opponent routs away his broken+ units from German units as far as he can. Since Orchard hex is not an open ground terrain from routing movement perspective, I can’t use my personnel units or light machine gun (it’s only weapon in range of American broken units in hex 4,18) to interdict the enemy broken+ units. Here is the situation on the map after all the rout movement of the American broken+ units at the end of the American Rout movement.

At this point, you should have good general understanding how to play the game, I wish you good luck and have fun!

5.5. Ordnance usageOrdnance weapons have covered arc; ordnance has to face the enemy units in order to engage them. If an enemy unit is outside of the ordnance covered arc the ordnance has to be rotated in order to face the enemy target unit. Ordnance that changes its covered arc will pay “to hit” penalty in first shot against the enemy target unit. Ordnance can fire the following ammunition type: AP – Armour Piercing, HE – High Explosives, APCR – Armour Piercing Composite Rigid, APDS – Armour Piercing Discharged Sabot or HEAT – High Explosive Anti-Tank. Some Ordnance can also fire SMOKE (Smoke or White Phosphorous rounds). Ordnance firing smoke is only available in hot seat game.

To fire with an ordnance weapon, first left click on the hex with ordnance in it, select the weapon and then right click on the target. If the target hex

contains personnel and AFV units then the following fire type dialog will be displayed.

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If an ordnance does not have specific ammunition type, then that option will be disabled in the dialog. In the screenshot above German 75mm Anti-Tank Gun PaK 40 does not fire White Phosphorous rounds therefore that type of ammunition is not available.

If ordnance fires against AFV, the following ammunition type dialog will be displayed.

Notice that the German 75mm Anti-Tank Gun Pak 40 only fires Armour Piercing rounds.

5.6. AFV weapons usageAn AFV just like ordnance has covered arc, one for hull and one for turret – if an AFV has turret. An AFV pays “to hit” penalty if its weapon covered arc is not facing the enemy target unit. Some AFVs have both hull and turret like for example German PzKpfw VIE Tiger I; while other AFVs only have hull like for example German StuG IIIG Assault Gun. An AFV can have main armament like for example German Tiger I has 8mm/L60 gun, other AFVs like some half-tracks only have machine guns, for example German SPW 251/1.

An AFV can have Main Armament and up to three machine guns: Coaxial, Bow or Anti-Aircraft. The weapon selection dialog only appears when

firing with AFVs as Ordnance only have one weapon to fire with.

6. PLAYING CAMPAIGNPlaying a campaign is basically the same thing as playing a scenario. With the only difference being that a campaign uses a day and night as an abstract concept. Full day is split into day portion and night

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LENGTH: 9 turnsVISIBILITY: UnlimitedCOMPLEXITY: Medium High

NAME: Counterattack at CarentanDATE: June 13th, 1944LOCATION: Carentan, FranceFIRST SETUP SIDE: AmericanFIRST MOVE SIDE: GermanLENGTH: 7 turnsVISIBILITY: UnlimitedCOMPLEXITY: Medium

9. HOW-TOThe purpose of this section of the manual is to describe how to quickly access basic functionality of the game.

9.1. Unit Movement

9.1.1. Personnel with a Leader Movement

Good Order Personnel units (Squad, Half-Squad, Crew) can move further (In Movement Segment only, as in Advance Segment personnel units can maximum move one hex) when they are stacked together with one good order leader. NOTE: in friendly Rout Segment only

broken+ personnel units possibly stacked together with good order Leader can move together.

Friendly Movement Segment, Left Click on a hex with friendly personnel units that also contains a

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leader, the example picture above shows such a hex. In order to move the Leader ID #20 and say SQUAD ID #16 which has Light Machine Gun ID #3 attached, simply press the CTRL key on the keyboard and left click on the Leader ID #20 and while the CTRL key is down left click again on the SQUAD ID #16. Hexes that the stack can move

into together will be highlighted with the white band, simply right click on the desired target hex. A unit/stack that starts its movement on dirt/paved road and continues to move on a road hex will get an additional hex movement bonus.

NOTE: A personnel unit attached to a leader that moves together will have the leader ID attached to it, as in this example SQUAD ID #16 will have leader’s ID #20 attached. This indicates that during the rest of the movement segment, if for whatever reason the leader

ID #20 is unable to move with the SQUAD ID #16, no new additional leader can be attached to the SQUAD ID #16.

9.1.2. Personnel without a Leader Movement

Selecting and moving single personnel unit is very easy, simply left click on a hex with good order personnel unit; left click on the desired personnel unit on the unit control panel and right lick on the desired (with band highlighted hex) target hex.

To select multiple personnel units together, simply press CTRL key down and left click on which ever personnel units should move together as a stack.

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9.1.3. AFV Movement

Important: Only One Good Order AFV can move at the time and only during the friendly Movement Segment. However, before an AFV moves; the vehicle engine has to be started either in going forward or going backward mode (section, 4.6.3.8 AFV Engine Start).

Friendly Movement Segment, Left Click on a hex with friendly AFV unit, the example picture above

shows such a hex. In order to move the PzKpfw V G Panther ID #1 forward, simply left click on the AFV and left click on the Start engine forward button (AFV engine start sound will be played) on the game interface. At this point the covered arc arrow (green) will determine what hexes the AFV can move to (highlighted with white band).

If the AFV would like to move into different adjacent hex, the AFV’s hull needs to be rotated, this

is accomplished by pressing rotate covered arc buttons (counter-clockwise, clockwise).

To stop an AFV from moving (stationary AFV has better fire accuracy), select an AFV by left clicking on

a hex that contains moving AFV then left lick on the AFV in the unit control panel and click on engine stop button (section 4.6.3.10 AFV Engine Stop) on the game interface.

9.2. Unit Fire

9.2.1. Personnel Fire

Firing with personnel unit follows the same basic principle as moving personnel unit. Left click is used to select units and right lick is used to fire on target.

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Example, in the screenshot above we see 3 Russian Squads led by a Leader all of which are in good order state. Let’s say we are going to fire with all the Russian squads and the Leader (Only

Squads, Half-Squads, and Crew have inherent fire power. The Leader can only direct fire.) against the target hex containing 3 German Squads. The Russian Assault Squad has a fire range of two hexes (this can be confirmed by selecting any of the Russian Assault Squads and then click on the “Fire Range” button on the application toolbar. White dots will indicate how the Assault Squad can fire) so we are in range to engage the German occupied hex. Just like section 9.1.1 we simply press the left CTRL key down and while holding the CTRL key down we select all the Russian Squad and the Leader. Now that we have all the Russian units selected (Only one leader at the time can direct fire) simply right click on the German occupied hex. A personnel fire sound will be played as well as fire line will be shown to the targeted hex. Here is a result from the fire, however if fire result will be different - no fire result will be the same.

The screenshot below shows the fire result in the game action log window. The fire line “Source HEX: [3, 14] >>> FIRE VS >>> Target HEX: [5,14]” display what source target fired at which target hex. Then All the Russian units involved in the fire will be listed.

The last section will display if any target units got affected. In this fire example all the German personnel units failed their morale and check and they broke.

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Here we can see the map with the fire result as well as updated unit control panel. Notice that the German Leader is now marked with < Directing Fire > status as well as all the German Squads are marked with < Fire > status. Squad/

Half-Squad/Crew can only fire once in a segment with inherent fire power.

NOTE: If we did not fire with the Russian Leader, the Russian Squads could have possibly cowered (please see the glossary for definition), which means that the group fire power would have been halved reducing the impact of the fire on the target hex.

9.2.2. Support Weapon Fire

Support weapons (please see section 8.2.2) cannot fire by themselves; they must be attached to a personnel unit. Not all personnel units can fire all the different kinds of support weapons. For example, only a Leader can use Radio and only Russian Crew can use Molotov Projector.

Some support weapons, for example machine guns; have rate of fire (low, medium or high), this means that they can possibly fire more than once in a segment (Rate of Fire is randomly determined). A leader can fire a machine gun, however without rate of fire.

Squads can fire both their inherent FP as well their support weapon in a segment. However, Half-Squad or Crew have to choose one or the other but not both. Some support weapons are one time fire weapons, like for example Demolition Charge or Panzerfaust. Machine Guns, Flame Thrower (can run out fuel), Light Mortar and LATW can break down, and if they do; they will need to be repaired before they can be used again.

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In this screenshot above the Light Machine (Low Rate of Fire) ID #0 is attached to the Russian Assault Engineer Squad ID #1. To fire with the LMG, select the Leader and the Assault Engineer ID #1

including the LMG ID #0 by left first pressing the CTRL key down (and while holding the CTRL key down) left click on the personnel units as well as the LMG SW on the unit control panel; then simply right click on the target hex.

Notice the fire result, the LMG ID#0 keeps its Rate of Fire. This indicates that the LMG can fire again with the Leader (as he can direct fire again) however the Russian Assault Squad ID #1 is now marked

as fired therefore the personnel unit cannot fire again in the current fire segment.

9.2.3. Demolition Charge

The Demolition Charge (DC) is a support weapon that has to be placed on an adjacent enemy target hex in the movement segment in order to be used. Placement of a DC is considered movement action therefore an enemy unit can respond with defensive fire against the personnel unit that is trying to use the DC. Assuming the personnel unit that is placing the DC in the enemy hex survives the defensive fire, the DC then explodes in Advancing Fire Segment. If the DC placing personnel unit gets pinned or broken then the DC is not placed and it is returned to its personnel unit hex.

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To actually place a DC, first move the Assault Squad ID #1 adjacent the German occupied hex. Let’s assume that the Russian Assault Squad survived the defensive fire from the German units in the adjacent hex. Next click on the “D.Charge” button on the game interface, then left click on the SW Demo Charge ID #1; in that instance the placement hex will be highlighted with white pattern (a DC can only be placed in an enemy hex that is actually occupied by enemy unit(s)) and now right click on the target hex, in this case the 1st Line German units occupied hex. The DC is now detached from the Russian Assault Squad and placed in the target hex.

Once the game is in the Advancing Fire Segment, the placed DC automatically explodes.

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Notice that once the DC explodes, it is eliminated from the game scenario.

9.2.4. LATW fire

Bazooka, Panzerschreck, Panzerfaust, Piat, Anti-tank Rifle and Molotov Projector are all considered Light Anti-Tank weapons, which mean they can be used to destroy an enemy ordnance (emplaced) or AFV (please see 8.2.2 Support Weapons for more information). In addition, Bazooka, Panzerschreck, Panzerfaust and Piat can also fire against enemy personnel units which are in a building (or rubble).

Anti-Tank Rifle or Molotov Projector can be used to fire against enemy personnel units in any terrain hex (not just a building), against ordnance (emplaced or not) or against an AFV. Panzerfaust is a one shot weapon; which means once it is fired it is destroyed.

With the exception of Anti-Tank Rifle (which can be selected and used vs personnel units like LMG support weapon and fired as a support weapon), a LATW support weapon fires on their own

(meaning the attached personnel unit cannot be selected in conjunction with selected LATW).

To fire a LATW simply select it on the unit control panel and right click on the enemy target within range of the LATW. The picture above shows an example of a Panzerschreck defensive firing vs T-34 Russian tank.

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9.2.5. Ordnance Fire

Ordnance (please see section 8.2.3), just like support weapons; cannot fire by themselves; they must be attached to a Crew personnel unit. Ordnance (gun) can only be moved around on the battlefield in Human vs Human type of game. Ordnance fire on their own, meaning their firepower cannot be combined with any other weapon or personnel unit. Some of these weapons may fire multiple types of ammunition, Armour Piercing (AP), Armour Piercing Composite Rigid (APCR), Armour Piercing Depleted Sabot (APDS), High Explosive Anti-Tank (HEAT, also used by Bazooka, Panzerschreck, Panzerfaust and PIAT), High Explosive (HE), Smoke (SMK) and White Phosphorous (WP). There are five types of ordnance in the game: Mortar (MTR), Anti-Tank Gun (AT), Anti-Aircraft Gun (AA), Infantry Gun (INF) and Artillery (ART). All of these types from game perspective are used in direct fire role. Just like support weapons, ordnance weapons may break down, if they do; they need to be repaired before they can be used again. All ordnance in the game have facing, meaning in order for ordnance to hit enemy target it has to be facing (covered arc) the enemy target. Most of Ordnance have rate of fire, however some ordnance can only fire once during a segment; for details please see the ordnance charts in section 8.2.3. The game imposes stacking limit on attached ordnance, only one attached ordnance to a CREW can be present in a hex. CREW possessing ordnance = SQUAD from stacking perspective (CREW not attached to ordnance is = HALF-SQUAD).

Most of Ordnance in the game are classified as non-turreted (like for example SutG IIIG Assault Gun/Tank Destroyer); this means that if the NT Ordnance has to change its facing to fire at enemy hex it will pay a heavy fire penalty. Some Ordnance are classified as turreted meaning they are classified as 360° degree guns (see the # note at the end of the 8.2.3 section), they pay light penalty when they have to change their facing to target an enemy hex which is outside of the ordnance covered arc.

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In this screenshot, German Pak 40 Antitank gun is facing Russian T-34 tank. To double check if the T-34 is within the Pak 40 covered arc, left click on the hex with the German Pak 40 gun and then left click on the gun in

the unit control panel. Now, click on the “Covered Arc” button on the tool bar. Thee green dots will indicate that indeed the T-34 is in the covered arc of the German Pak 40 gun. To fire on the T-34 tank (make sure the German Pak 40 gun is selected on the unit control panel), simply right click on the T-34 hex. Weapon Target type dialog will be shown:

Since the target hex does not contain any enemy personnel units, the INFANTRY button is disabled. The German Pak 40 gun

can fire Smoke rounds but it cannot fire WP so WP button is disabled as well. Click on the AFV button:

The Ammunition Type dialog shows that the German Pak 40 has an option to use AP or APCR shells. Note that from game

perspective APCR is “special” type of ammunition. Each individual ordnance weapon (including AFVs) in a scenario is given a limited (randomly determined) quantity of APCR shells. The “special” shells

are of limited quantity and should be used carefully. For the purpose of this example left click on the APCR button.

The German Pak 40 gun fired and scored direct hit on the T-34 tank (the T-34 tank was turned into a wreck which can provide positive defensive

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modifier for any personnel units present in the same hex). The log window indicates that the German Pak 40 gun acquired the enemy target hex (meaning if the Pak 40 would fire again at the same target next time, assuming the gun didn’t run out of Rate of Fire; it would get a fire bonus), the log window also indicates that the Pak 40 run out of Rate of Fire and hence was marked with “Fire” marker as well as the gun used its last APCR shell to destroy the T-34.

9.2.6. AFV Fire

AFV is essentially an ordnance weapon mounted on a mobile armoured platform. AFV is a unit on its own, meaning it is not attached to a personnel unit. The game supports 5 different types of AFV: Armoured Car (AC), Assault Gun (AG), Half-Track (HT), Tank Destroyer (TD) and Tank (TK).

AFVs are also classified as turreted (meaning an AFV has a hull and rotating turret) and non-turreted (hull + superstructure, example German SutG IIIG Assault Gun/Tank Destroyer). Turreted AFVs pay light penalty when they need to change their turret to face an enemy target. Non-turreted AFVs like say German StuG IIIG pays heavy penalty when firing against a target that is currently outside of the AFV covered arc because the whole AFV hull has to change position in order to face the enemy target.

AFV, just like Ordnance; fires on its own, meaning an AFV cannot combine its fire with any other support or ordnance weapon or personnel unit. Furthermore AFVs in the game are also classified as closed topped (example American Sherman tank) or open topped (American M10 tank destroyer). Open topped vehicles are more susceptible to indirect fire like Mortars or Off-board artillery (or personnel units firing at open topped AVF from higher elevation) because the top part of the vehicle doesn’t have armour protection for its crew. AFVs usually have more than one weapon, AFVs have at least a main armament as well one or more machine gun. From the game

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perspective an AFV can have maximum of four weapons: Main Armament, coaxial machine gun (hull mounted), bow machine gun (turret mounted) and anti-aircraft machine gun. For more details please see 8.2.4 section the manual.

The screenshot above shows a German Panzer Mk 4 J facing a Russian hex which contains personnel units, MTR ordnance attached to a Crew as well as T-34 M43 tank.

The picture on the right shows in detail what it is in the Russian occupied hex.

To fire with the German Panzer Mark 4 J, left click on the hex with the German tank, left click again to select the tank on the unit control panel and then right click on the Russian target hex. The game will present Weapon Type dialog.

The German Panzer Mark 4 J tank can fire at the target hex using Main Armament, or its machine guns. If the MA

or the various machine guns already fired/are broken, the buttons on the Weapon Type Dialog will be disabled. Left click on the “MA” button.

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The Target Type dialog will be presented; since the target contains personnel units as well as AFV unit the dialog will display “INFANTRY” as well as “AFV” button. In addition, since Pz IV J MA also can fire smoke the “SMOKE” button will also be enabled as well. Let’s attack the personnel units in the target hex, so left click on the “INFANTRY” button.

The screenshot above shows the Pz IV J firing HE shell against the personnel units in the target hex. The MA of Pz IV J run out of Rate of Fire, therefore the MA is marked as “< MA Fire>”, the MA also acquired the target hex (if MA would break, the target hex will not be acquired). Since MA was marked as fired, this also means that the MA cannot be used again in the current fire segment to fire again to target the Russian T-34 tank or to fire Smoke into the target hex.

The HE shell pinned the Russian Half-Squad ID #7.The German Panzer IV J can still use its Coaxial and Bow

machine guns and fire them (one at the time) against the personnel units in the target hex. However, since the Pz IV J is buttoned up it cannot fire its Anti-Aircraft machine gun. To fire with a machine gun (Coax or Bow) simply select the Panzer IV J tank and right click on the target hex, then on the weapon type dialog select “COAX” or “BOW” button.

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9.3. Enemy Defensive Fire in friendly movement segment and ROF

To understand how enemy defensive fire functions in friendly movement segment is to perceive that an enemy personnel unit can possibly fire an almost unlimited number of times against moving friendly units. Weapons, once they run out of ROF may not fire again. The purpose of this logic is to prohibit the moving units in the movement segment without worrying about enemy defensive fire.

First Fire:A personnel unit that is not marked First/Final marker fires at full potential. Personnel units (Squad/HS/Crew) once they fire are marked with First Fire marker. If a weapon that has ROF fires and maintains ROF, it can fire again. A weapon that loses ROF cannot fire again.

Subsequent Fire:A personnel unit that is marked with First Fire marker can fire again but at ½ of its fire power. Once the personnel unit fires, it is marked with Final Fire marker.

Final Fire:A Personnel unit marked with Final Fire marker can only fire into adjacent hex; in addition the personnel unit marked with Final Fire marker has to perform morale check. If the personnel unit fails its morale check, it breaks (broken+ state).

Terrain Effect Modifier Impact:If a friendly personnel unit moves into a hex with none or low TEM terrain hex and in LOS of enemy weapon with ROF, the enemy personnel unit/weapon may only fire once against the friendly personnel unit.

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If a friendly personnel unit moves into a hex with a medium TEM terrain hex and in LOS of enemy weapon with ROF, the enemy personnel unit/weapon may only fire twice (assuming it passes its ROF check, it can fire again) against the friendly personnel unit.

If a friendly personnel unit moves into a hex with a heavy TEM terrain hex and in LOS of enemy weapon with ROF, the enemy personnel unit/weapon may only fire three times (assuming it passes its ROF check, it can fire again) against the friendly personnel unit.

Once a weapon (ROF capable) runs out of ROF, it may not fire again.

9.4. Off-Board ArtilleryThe Off-Board Artillery (OBA) has to be assigned to a scenario in the scenario editor in order to be available during a scenario in the game. The Radio support weapon has to be assigned to a leader for the side that OBA was assigned to (AI doesn’t need Radio support weapon in order to use OBA in a scenario).

· The player requests for OBA support in either Fire or Defensive Fire Segment.

· The player first selects radio support weapon attached to a good order leader and right clicks on enemy units in LOS.

· If this is the first time that OBA is going to be used in the scenario, the player (assuming there are two OBAs in the scenario) gets to choose in a small pop-up window which OBA module the radio will be associated with. If there is only one radio then the radio is automatically associated with the one OBA.

· The play right clicks on the enemy hex in LOS to choose desired target hex.

· Radio contact check is initiated, if the radio contact fails, nothing happens and the radio can be used again in the next allowed fire segment.

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· If the radio passed the contact check a battery contact check is performed; if it fails the player cannot use the radio again in the current fire segment. On top of that if battery contact fails twice then the OBA is permanently lost for the rest of the scenario (consider this as the OBA resource has been assigned to another area of the battlefield outside of the scenario).

· If battery contact is successful the hit error (drift) from the desired hex is determined and the OBA crosshair is placed on the map at a target hex.

· If the OBA was called for in the player’s Fire Segment the OBA will fire in Defensive Fire Segment and vice versa.

· The OBA fires twice before the fire mission is complete (for example if the OBA fires/resolves in the player’s Fire Segment it will also be resolved in the players Defensive Fire Segment in the next turn).

· The OBA fires at the target hex and the six adjacent hexes.

9.5. Routing Broken UnitsPersonnel units that fail their morale check will break. A personnel unit in broken+ state represents soldiers that panicked (broken+ state is a more sever state of broken state). In the Rout Segment of the game turn, both sides (first ATTACKER then DEFENDER) broken+ units that are:

· adjacent to good order enemy units,

· in terrain hex without any TEM protection and LOS of enemy units without hindrance,

must rout away or they will be eliminated (not applicable to personnel units that are in less severe “broken” state).

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A broken+ unit while they move in the rout segment may be interdicted (please see the definition of interdiction in the glossary).

Broken+ units that move (not using low crawl) during Rout Segment in LOS (without any hindrance) and within range of good order enemy units (personnel, support weapon, ordnance, AFV) are susceptible to enemy interdiction fire. A Broken+ personnel Squad which fails its morale check will be casualty reduced (only once per segment). Broken personnel Half-Squad (including Crew) that fails its morale check will be eliminated.

The broken+ personnel units may use normal rout movement (by default) or use low crawl. The broken+ personnel units that use low crawl option may only move one hex.

The advantage of using low crawl movement option is that enemy units cannot use interdiction fire (see glossary for the explanation of what is Interdiction Fire) vs the broken+ moving personnel units. The disadvantage of low crawl is the fact that the broken+ personnel units may only move one hex.

The advantage of normal rout movement is that the broken personnel units can move up to 6 hexes away from the enemy. The disadvantage is that enemy units can possibly interdict the routing broken+ personnel units.

A good order leader stacked with the broken+ personnel units may choose to rout away. The broken+ personnel units (possibly stacked with a good order leader) have to rout away from the enemy units. The best terrain would be buildings, rubble or woods; as this type of terrain provides rallying bonus as well as hexes that contain good order leader.

GAMEPLAY TIP: A broken personnel unit may become broken+ when it is attacked by an enemy unit. A broken+ state is reduced to broken state at the end of the Rally Segment.

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To help with the Rout Segment, the game interface provides Rout Tool button (see 4.3.3 section of the manual). When enabled, at the beginning of Rout Segment the game will highlight all broken+ personnel units are in danger to be eliminated if they will not rout away.

9.6. Rallying Broken UnitsPersonnel units in Broken/Broken+ state are rallied automatically in The Administrative Segment. The best way to recover broken/broken+ personnel units is to stack them with good order leader in rallying bonus terrain like woods, building or rubble hex.

10. GLOSSARYAAMG: AFV Anti-Aircraft Machine Gun (range of 8 hexes)

Acquired Target Hex: An ordnance or stationary AFV receives fire bonus when firing vs a stationary enemy unit in a target hex. Ordnance loses its Acquired Target Hex bonus when the Ordnance crew break/out of command, ordnance fires a smoke/WP round. An AFV loses its Acquired Target Hex bonus when its Main Armament (MA) breaks, AFV rotates its MA, its Coaxial MG is firing at different direction than MA, AFV fires smoke/WP round, AFV moves in Movement Segment, AFV is Stunned/STUNNED/Shocked or AFV goes out of Command

AFV: Armoured Fighting Vehicle

Ambush: Please see section 8.1.9.1 of the manual

BMG: AFV Bow machine gun (range of 8 hexes)

Bog: temporary immobilization of an AFV

AP: Armour-Piercing


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