Play Guide

[size=150]Unit Guide[/size]

Great Britain, by mid-war, had one of the most well-trained, if numerically inferior, armies in the world. Those that did not see extensive (and successful) combat in North Africa and Italy spent most of the years leading up to the invasion of Normandy in 1944 undergoing extensive training. As a result, though they could never field the same numbers as the other major powers, their units are by and large of higher quality. They were also fairly technologically sound; their standard anti-tank weapon, the 17-pounder, is far more effective than the American’s 76mm, and provided British armoured forces the capability to effectively deter Germany’s extensive superiority in armour.

Great Britain

Infantry Types
Because infantry are built in squads which varying composition, we’ll start by noting the specifics of each individual infantry unit. British infantry are by far the best on an individual basis, with higher health and slightly more accurate weapons. They are, as a rule, more expensive and take longer to build; British forces will rarely outnumber their opponents.

Enfield Rifle
Long range, excellent accuracy and damage, low rate of fire.

STEN Submachinegun
Medium range, medium accuracy and damage, high rate of fire.

Bren Light Machinegun
Long range, medium accuracy and damage, high rate of fire. Effective at pinning troops at long range.

Vickers Heavy Machinegun
Long range, good accuracy, medium damage, high rate or fire. Very effective at pinning troops at long range. Must be deployed to fire. When deployed it is very strong against frontal attacks.

Scout
Short range, good accuracy, light damage, low rate of fire. Has large line-of-sight radius, can move around undetected.

Sniper
Long range, excellent accuracy, excellent damage, low rate of fire. Very effective at pinning troops at long range. Can usually kill with one hit. Can remain undetected when firing.

PIAT Anti-Tank
Short range, medium accuracy, very high damage, low rate of fire. Can kill light vehicles in one hit. Takes several hits to kill larger tanks. Can also be used as a short-ranged bomb against enemy infantry. Can move around undetected.

3-Inch Mortar
Long range, low accuracy, high damage, low rate of fire. Very effective at pinning troops at long range. Can fire over obstacles and terrain. Can also be effective against light vehicles (if they hit).

Commando
Medium range, high accuracy, high damage, high rate of fire. Can lay satchel charges which will destroy most structures in a single explosion. Very good at remaining undetected. Can set flares to call in for air-dropped re-enforcements. Has short-range anti-tank grenade. Just as vulnerable to damage as other infantry, however, and will die just the same.

HQ Section Squad
6-man combat squad deployed from the Headquarters Building, containing two riflemen, two submachinegunners, a Bren light machinegunner and a reconnaisance infantryman.

Besides deploying Engineers, the Headquarters’ main purpose is deploying small 6-man squads to supplement Barracks production. The British HQ squad is unique in that it contains both a light machinegunner armed with a Bren and a reconnaisance infantryman armed with a standard pistol, to supplement the two Enfield-armed riflemen and two Sten-armed submachinegunners.

Rifle Platoon
12-man combat section deployed from Barracks, containing 10 riflemen and two submachinegunners.

The Rifle Platoon is the standard infantry force. British riflemen are armed with the Enfield, a highly-accurate bolt-action rifle, while submachinegunners operate the Sten gun, a dependable, medium-power submachinegun.

Assault Platoon
12-man assault section deployed from Barracks, containing 12 submachinegunners.

The Assault Platoon is an infantry section armed solely with the Sten submachinegun. They are weak at long distances, easily outranged by rifles and machineguns, but are extremely powerful in close-quarters combat with the Sten gun, which has a good rate of fire and moderate power.

Machinegun Squad
Machinegun squads contain three machinegunners, two armed with the light Bren machinegun and one with the heavy Vickers, which must be deployed to operate.

Britain’s machinegun section combines tactical flexibility with power. Equipped with two highly mobile light machineguns and a heavy machinegun for additional fire support, they are able to lay down a lot of fire. The Vickers inparticular, although it can only be used once deployed, is a good long-range heavy machinegun.

Scout Team
The Scout Team contains three reconnaisance infantrymen, armed with pistols.

Scout Teams, or reconnaisance sections, are forward observers, armed with pistols and binoculars. Their sole purpose is to sneak around the battlefield, revealing enemy positions while remaining hidden. When caught, they are usually quickly killed.

Sniper Team
A Sniper team, containing one Sniper rifle and one recon infantryman.

Sniper teams operate in two-man teams, with a gunner and a scout. While the scout hurries ahead to spot enemy targets, the Sniper can sit back away from harm and pick off the enemy.

Anti-Tank Squad
Three-man team armed with three PIAT anti-tank launchers.

The PIAT is a spring-loaded, medium-ranged projectile launcher which fires large, shaped-charge explosives, producing a large and extremely powerful explosion. Man-portable anti-tank weapons such as these are quite capable of defeating almost any armour in one or two shots. Their main weakness is their incredibly short range, forcing those who equip them to sneak into firing distance of enemy armour. Although the warhead can be used with deadly effect against infantry, anti-tank soldiers are ill-equipped to defend themselves against infantry screening tanks.

Mortar Team
Three-man mortar team equipped with three 3-inch mortars.

Mortars provide infantry with a very valuable tool; the ability to attack enemy infantry and armour from great distances, over intervening terrain and other obstacles. Mortars, quite simply, launch high-explosive warheads high into the air, which then fall on the enemy. They are inaccurate but in numbers can saturate a large area with explosives. Because of the demoralizing nature of high-explosives raining down upon them, mortars are great for suppressing and pinning enemy infantry.

Commando Team
6-man team comprised of highly-skilled Commandos, armed with Sten submachineguns and explosive charges.

Commando teams are incredibly deadly squads of highly-skilled infantry who are able to wreak havoc behind enemy lines. Able to sneak around the battlefield, Commandos can weasel their way into important positions and lay explosive charges to destroy enemy structures and other hard, immobile assets. They are armed with a silenced Sten submachinegun which is used to deadly effect when they come up against enemy infantry, but are relatively defenseless against enemy armour.

Bedford QL
Utility truck which is capable of transporting a platoon of infantrymen (12 men) and can deploy into small supply piles.

The Bedford QL is the workhorse of the British Army. When infantrymen need to travel over long distances, the Bedford is capable of loading up to a platoon of them and moving them across the battlefield with haste. Once at their destination the Bedford can unload some supplies, deploying into a small supply stockpile which nearby units can use to re-arm. The Bedford is weak, however, and prone to everything from small-arms to high-explosives and has no defensive armament.

M5 Halftrack
Lightly-armoured utility halftrack, capable of transporting a platoon of infantrymen (12 men) and armed with a .50 caliber heavy machinegun for local defense.

The M5 is a highly versatile vehicle. Like the Bedford, it can transport up to a platoon of infantry to transport them over large distances. Unlike the Bedford, the M5 comes with some armour protection against small-arms, and is armed with a .50 caliber heavy machinegun for use against both ground and air targets. After deploying its platoon, the M5 makes for an excellent fire support platform, accompanying infantry with heavy machinegun fire.

Staghound AA
Armoured Car armed with twin .50 caliber machineguns in an open turret, for light mobile anti-aircraft duty.

Although the Staghound is an American creation, it never entered service with US forces. Instead, hundreds were leased to the British, many of which were retrofitted with a similar turret to those found on Britain’s Lancaster and other heavy bombers, housing twin .50 caliber machineguns on a light, armoured and mobile chassis. While not able to pour out as much firepower as its contemporaries, the Staghound has better armour than the various halftrack and truck-mounted mobile AA of other nations.

Daimler
Armoured Car, armed with a 2-pounder cannon and coaxial machinegun, for use against enemy light vehicles.

The Daimler is Britain’s premier armoured car. Armed with the versatile 2-pounder and a coaxial machinegun, it makes a good fire support platform, highly protected against smallarms fire thanks to its fully-enclosed hull. Its main use, however, is in fighting enemy light vehicles, where its 2-pounder can be best put to use. It is fast and highly mobile, making it excellent for raids as well.

Wasp
Light tracked vehicle, armed with a large flamethrower, for use against infantry, defenses, structures and light vehicles.

The Wasp is based on the Universal Carrier, a light jeep-sized tracked utility vehicle used extensively by the British and Commonwealth forces. The Wasp replaces the Bren of the original with a large flamethrower, with two large fuel canisters in its cargo compartment. It is a fast, maneuverable vehicle perfectly suited to providing infantry with light support in the form of a vehicle that can resist small-arms fire (unlike infantry flamethrowers), quickly flank the enemy and pour down liquid flame on him.

Kangaroo
Armoured Personnel Carrier, a heavily-armoured transport capable of wading through enemy fire to deliver combat infantry onto the battlefield.

Kangaroo is a term given to a number of battlefield modifications carried out by British and Canadian forces to turn armoured combat vehicles such as the Sherman, Churchill, Ram, Priest and other vehicles into fully-armoured transports. While the M5 Halftrack can be considered an up-armoured version of the Bedford Truck, the Kangaroo is far more armoured still, immune to small-arms and highly resistent to all but heavy cannon fire and other anti-tank ordnance. It is an excellent tool to use to transport infantry through the battlefield when your enemy is lacking in anti-tank firepower.

AEC Mk II
Light, wheeled tank destroyer, sacrificing armour for speed and mobility.

The AEC Mk II is a very capable light tank destroyer. Armed with the 6-pounder, it is capable of effectively dispatching all but the heaviest enemy armour. Its high speed and maneuverability allows it to easily flank slower-moving tanks to deliver its high-velocity armour-piercing ammunition. However, like most tank destroyers, it lacks high-explosive ammunition and is thus vulnerable to enemy infantry.

Q.F. 17-Pounder
High-powered anti-tank gun, one of the most powerful towed guns of the war.

The 17-pounder is one of Britain’s most powerful weapons and its best way to destroy enemy tanks. It is high-powered, long-ranged and very accurate, capable of defeating even the armour of the heavy Tiger tanks. It is armed only with armour-piercing ammunition, however, and is completely defenseless against infantry and aircraft.

Q.F. 25-Pounder
Highly-accurate light artillery piece.

The 25-Pounder is a versatile artillery piece. Being only 85mm, however, it lacks some of the range and punch of other contemporary artillery systems like the common 105mm, but more than makes up for it with its high rate of fire and accuracy.

A27M Cromwell Mk IV
Versatile medium combat tank armed with powerful high-explosives.

The Cromwell was designed to replace the Sherman in British Army armoured formations. Performance-wise, it is very similar to the Sherman, having similar armour, armament, speed and mobility. It is a capable duel-role combat tank, though somewhat lacking in its ability to defeat enemy armour. It makes up for this with a very capable high-explosive shell.

A27M Cromwell Mk VI
Medium support tank armed with a 95mm short-ranged howitzer.

The Cromwell Mk VI is armed with a short-ranged 95mm close support gun which provides increased performance against enemy infantry and soft-skinned targets. Its 95mm gun is also capable of defeating enemy medium armour with its high-explosive package, but suffers against heavily-armoured targets.

Sherman VC Firefly
Medium tank armed with the powerful 17-pounder anti-tank gun.

Although designed to replace the Sherman, the Cromwell proved unsuitable for re-armament with the 17-pounder anti-tank guns which were becoming increasingly necessary with Germany’s increased production of Panther, Tiger, and Tiger II heavy tanks. For this role they continued relying on the proven Sherman, upgunned with the deadly 17-pounder. Unlike the towed version, the Firefly is also equipped with high-explosive ammunition for dealing with soft-skinned and infantry targets, but its primary role is defeating enemy armour, which it does quite well.

SP Sexton Mk III
Lightly-armoured self-propelled 25-pounder howitzer.

The Sexton is a development of the American M7 Priest. It is a lightly-armoured tracked vehicle with a 25-pounder howitzer mounted on the hull and surrounded by a thin superstructure. It provides excellent mobile artillery support for armoured formations. It is also armed with a .50 caliber machinegun for anti-aircraft defense.

17pdr. SP Achilles
Medium tank destroyer armed with the powerful 17-pounder anti-tank gun.

The Achilles is a simple medium tank destroyer, based on the M10 Wolverine re-armed with the powerful 17-pounder anti-tank gun. Unlike the Firefly, it is not armed with high-explosive ammunition or defensive machineguns, though it has a .50 cal for air defense. It is cheaper but far less armoured than the Firefly.

Churchill Mk VII
Heavy support tank, armed with a 75mm gun and heavy armour.

The Churchill is the heaviest tank fielded by the British Army. It has thicker armour than the Tiger, although it is quite slow and its 75mm gun lacks anti-tank potential. Therefore it is more often used as an infantry support tank, where its heavy armour can protect it against enemy fire as it pummels soft enemy targets.

Auster AOP Mk V
Light reconnaisance plane, lacking any armament.

The Auster AOP is a light reconnaisance and liason plane with a single purpose; to circle an area and provide reconnaisance information. It has no armament and is lightly armoured, making it very vulnerable to enemy aircraft and ground-based air defenses.

Spitfire Mk XIVe
Interceptor aircraft with high performance and medium armament.

The Spitfire is a fast, nimble fighter, lighter than most, which serves as the RAF’s primary interceptor. It is highly adaptable and dependable, and armed with two 20mm and two .50 cal machineguns it is capable of defeating enemy fighters and larger aircraft with ease.

Tempest Mk.V
Heavy supremacy fighter with good performance and powerful armament.

The Tempest is the RAF’s premier supremacy fighter. It is heavily armed and armoured, able to duke it out with enemy fighters and heavy aircraft. It also has good range thanks to its large fuel tanks, allowing it to stay in the air for extended periods of time.

Spitfire Mk.IXe LF
Fighter-bomber armed with a 100kg bomb.

The Spitfire Mk IXe is armed with a single 100kg bomb and four .50 caliber machineguns. After releasing its bombs, it is more than capable of defending itself against enemy interceptors.

Typhoon Mk.IB
Ground-attack fighter armed with 3-inch rockets for tank-busting duties.

The Typhoon was the bane of German armour in France. Based on the same chassis as the Tempest, the Typhoon marries the heavy armour with powerful anti-tank weaponry in the form of a battery of 3-inch rockets, which are very effective at destroying any enemy tank.

Mosquito FB Mk.VI
Heavy Fighter-Bomber armed with a load of 50kb bombs for saturation attacks.

The Mosquito fighter-bomber is a heavy aircraft armed with a load of 50kg bombs, excellent for laying waste to large areas of enemy-held territory. With its high speed it is able to get in and out quickly.

Germany

Throughout the first half of the war, Germany’s armed forces, the Wehrmacht, were undeniably the most effective and powerful in the world. Throughout the 1930s as Germany re-armed they experimented with new technologies, tactics and strategies which saw them comprehensively defeat Allied forces in Poland, France, and Russia. But by 1943 Germany’s armies had suffered many losses, and began cutting back on training and utilizing the sub-par armed forces of allied nations in an effort to shore up their small numbers. In France inparticular, the bulk of their forces facing the Allied invasion of Normandy consisted of concripted “slave-soldiers” from captured territories, units made up of older conscripts, and under-strength units brutalized by fighting on the Eastern Front. Even more damning, the Allies had successfully adapted Germany’s innovative tactics and strategies and compounded them with their industrial superiority; while Germany in 1940 was able to amass no more than 400 medium tanks for the invasion of France, the Allies in Normandy would eventually field tens of thousands of them, supported by thousands of aircraft of all types and sizes.

Still, Germany held the technological edge in several fields, most notably their armour. The Allies never did match Germany’s superiority in armour; they fielded tanks far superior to that of its enemies, although in much lesser numbers. Their infantry, too, are somewhat well-trained, averaging superior to American and Soviet infantry forces.

Infantry Types
Because infantry are built in squads which varying composition, we’ll start by noting the specifics of each individual infantry unit. German infantry generally have moderately good health and accuracy. They are more expensive than US and Soviet infantry.

Kar 98K Rifle
Long range, medium accuracy and damage, low rate of fire.

MP40 Submachinegun
Short range, medium accuracy and damage, high rate of fire.

MG42 Machinegun
Medium range, medium accuracy and damage, high rate of fire. Excellent at pinning troops. Can fire when not deployed. When deployed, range, rate of fire and pinning ability increase, as well as defense from forward attacks.

Scout
Short range, good accuracy, light damage, low rate of fire. Has large line-of-sight radius, can move around undetected.

Sniper
Long range, excellent accuracy, excellent damage, low rate of fire. Very effective at pinning troops at long range. Can usually kill with one hit. Can remain undetected when firing.

Panzerfaust Anti-Tank
Short range, medium accuracy, high damage, low rate of fire. Excellent at destroying vehicles; it will kill most with a single hit. Can also be used like a short-ranged bomb against enemy infantry. Can move around undetected.

Panzerschrek Anti-Tank
Medium range, medium accuracy, high damage, low rate of fire. Most powerful infantry anti-tank weapon. Can kill anything in one hit. Not effective against infantry. Can move around undetected, although less effectively than Panzerfaust (larger detection radius).

GrW 34 Mortar
Long range, low accuracy, high damage, low rate of fire. Very effective at pinning troops at long range. Can fire over obstacles and terrain. Can also be effective against light vehicles (if they hit).

HQ Squad (Oberkommando Trupp)
6-man squad comprised of 4 riflemen and 2 submachinegunners.

The HQ squad is meant to bolster German infantry forces. With four Kar 98K bolt-action rifles and two MP40 submachineguns it provides a well-rounded infantry force.

Rifle Platoon (Schutzenzug)
12-man Platoon comprised of 10 riflemen and 2 submachinegunners.

The Rifle platoon is the mainstay of the Wehrmacht’s infantry forces. A platoon consists of 10 men armed with the highly-accurate, moderately-powered Kar 98K bolt-action rifles, and two MP40 submachinegunners. These riflemen have better range, power and accuracy than riflemen of the US or Soviet Union, but are slightly less skilled than British riflemen.

Assault Platoon (Sturmzug)
12-man platoon, all armed with MP40 submachineguns.

Assault Platoons are armed with the MP40, a highly-accurate, high-powered submachinegun with a good rate of fire and good range. The MP40 was one of the best quality submachineguns readily available during the war, but was somewhat pricy to produce and harder to maintain in the field.

Machinegun Squad (Maschinengewehr Trupp)
3-man squad armed with MG42 medium machineguns.

The MG42 is a highly versatile machinegun, able to fill the roles of both a medium and heavy machinegun. Supported by a bipod, it is light enough to be handled and fired by a single infantryman. When mounted on a tripod, its range and accuracy are greatly increased.

Scout Team (Aufklarungs Trupp)
Reconnaisance team of three soldiers armed with pistols and binoculars.

Scout Teams, or reconnaisance sections, are forward observers, armed with pistols and binoculars. Their sole purpose is to sneak around the battlefield, revealing enemy positions while remaining hidden. When caught, they are usually quickly killed.

Sniper Team (Heckenschutze Trupp)
Two-man team comprised of a sniper and scout.

Sniper teams operate in two-man teams, with a gunner and a scout. While the scout hurries ahead to spot enemy targets, the Sniper can sit back away from harm and pick off the enemy.

Anti-Tank Squad (Panzerjager Trupp)
Three-man team, armed with two Panzerfausts and one Panzerschrek.

The Panzerfaust is a simple device which launched a large shaped-charge warhead which is easily able to defeat most armour. The Panzerschrek is more of a recoilless rifle, launching a smaller but higher-velocity warhead. The Panzerschrek has much greater range and accuracy than the Panzerfaust, but is larger and more unwieldly, and is not quite as powerful as the Panzerfaust.

Mortar Team (Granatwerfer Trupp)
Three-man mortar team armed with 8cm mortars.

Mortars provide infantry with a very valuable tool; the ability to attack enemy infantry and armour from great distances, over intervening terrain and other obstacles. Mortars, quite simply, launch high-explosive warheads high into the air, which then fall on the enemy. They are inaccurate but in numbers can saturate a large area with explosives. Because of the demoralizing nature of high-explosives raining down upon them, mortars are great for suppressing and pinning enemy infantry.

Opel Blitz
Utility truck which is capable of transporting a platoon of infantrymen (12 men) and can deploy into small supply piles.

The Opel Blitz is the workhorse of the Wehrmacht. When infantrymen need to travel over long distances, the Opel Blitz is capable of loading up to a platoon of them and moving them across the battlefield with haste. Once at their destination the Blitz can unload some supplies, deploying into a small supply stockpile which nearby units can use to re-arm. The Blitz is weak, however, and prone to everything from small-arms to high-explosives and has no defensive armament.

Sd.Kfz. 251 Halftrack
Lightly-armoured halftrack, armed with a single 7.62mm MG42 and able to transport up to a platoon of infantry.

The Sd.Kfz 251 is a development of an unarmoured utility halftrack. Like the truck, it is able to transport a platoon of up to twelve infantry, providing them with protection from smallarms and fire support from its MG42 medium machinegun. Halftracks make excellent infantry support vehicles for these reasons.

Sd.Kfz. 250 Halftrack
Lightly-armoured halftrack armed with a 20mm automatic cannon and coaxial machinegun.

Germany lacks a light combat vehicle armed with a medium-caliber cannon like the Daimler or Greyhound. Instead, they have adopted the Sd.Kfz. 250, a design similar to the Sd.Kfz. 251, and armed it with a 20mm automatic cannon and coaxial machinegun. Although it is not able to penetrate medium armour, it is still easily capable of engaging lightly-armoured vehicles, and its automatic cannon is superior against infantry. The 250 also has limited capability against enemy aircraft, as its main armament is based on an anti-aircraft gun.

Sd.Kfz. 10/5 2cm FlaK 38
Light halftrack with a mounted 20mm FlaK anti-aircraft gun.

This vehicle is a standard utility halftrack with a FlaK 38 20mm anti-aircraft gun mounted on its rear in place of its cargo compartment. Unlike the Sdkfz 250 and 251 the Sdkfz 10 completely lacks any armour; the gun mount is heavily exposed in the firing position, leaving the vehicle vulnerable to everything from small-arms to shrapnel. However it is an effective mobile mounting for the 20mm.

Panzerjager Marder
Lightly-armoured tank destroyer armed with a 75mm anti-tank gun.

The Marder is a series of interim vehicles modified from captured and overhauled combat vehicles. All were armed with the 75mm anti-tank gun (of various subtypes) and are lightly armoured, susceptible to even small-arms fire. However, they provide Germany with valuable anti-tank firepower at low costs, and are best used in conjunction with the Sd.Kfz. 250, as the Marder lacks any high-explosive ammunition for use against infantry.

FlaK 30/38
20mm anti-aircraft gun.

The FlaK 30/38 is a 20mm automatic anti-aircraft cannon. It delivers far superior damage than .50 caliber machineguns, and is capable of firing high-explosive ammunition for local ground defense.

7.5cm PaK 40
Medium anti-tank gun.

The PaK 40 uses the standard 75mm ammunition type common in the Wehrmacht. The Marder, StuG III and Panzer IV are armed with this weapon (or versions of it). It is highly effective against enemy medium armour, but its high-explosive ammunition is sub-par.

10.5cm LeFH 18
Medium-caliber howitzer.

The 105mm is the most common medium-caliber artillery type for most armies. 105mm howitzers have good range, good power, and a moderate rate of fire.

15cm Nebelwerfer 41
Large-caliber, six-barrelled rocket launcher.

The Nebelwerfer is a large-bore, six-barrelled rocket launcher which is capable of launching a barrage of 6 rockets onto enemy targets in very short order. Rocket artillery is often preferred over conventional artillery because of its high-rate of fire and ability to quickly saturate a large area with explosives. Its range is generally much shorter than standard artillery of similar caliber, however, and it requires a long reload time after each salvo.

Pzkpfw III Ausf G-L
Light tank armed with a 50mm cannon and coaxial machinegun.

The Panzer III began the war as Germany’s premier combat tank. Over the course of the war, it was upgunned with a 50mm cannon to replace its original 37mm, but its role was quickly superceded by the Panzer IV. It was still fielded, however, as even with its smaller cannon it is more than a match for comparable light tanks from other countries. It is also relatively highly armoured for a tank of this class.

StuG III Ausf G
Medium assault gun armed with the 75mm tank gun.

The StuG was one of the most numerous combat vehicles in the Wehrmacht. Germany largely pioneered the development and use of assault guns – turretless tanks which bore a resemblence to tank destroyers but were usually armed with both support and tank combat in mind. The StuG is armed with the same 75mm gun as the Panzer IV and is capable against medium armour. It is lightly armoured, however, and its lack of turret makes it less versatile in combat, better suited for defensive roles.

Pzkpfw IV Ausf G-J
Medium tank armed with a 75mm cannon and coaxial machinegun.

The Panzer IV began the war in a similar role as the Churchill - an infantry support tank armed with a short-barrelled 75mm gun. As the war progressed, however, the need for a larger combat tank able to match the Soviet T-34 and newer British tank designs was needed and the Panzer IV was upgunned and upgraded. This version was armed with the very capable 75mm PaK, making it more powerful offensively than medium tanks of other nations, though its armour is somewhat lacking, being not much more resilient than the Panzer III and slightly inferior to the T-34 and Sherman.

Jagdpanzer IV/70(V)
Medium tank destroyer armed with a long-barrelled 75mm gun.

The Jagdpanzer is a formidable medium-class tank destroyer. Armed with the same long 75mm gun as the Panther, it is lethal to enemy armour, and has better protection than the Panzer IV on which it is based. However, like all turretless combat vehicles, it suffers from lack of maneuverability and is best used defensively.

leFH 18 auf Wespe
Lightly-armoured vehicle with a hull-mounted 105mm howitzer.

The Wespe was simply a merger of a light tank chassis with the 105mm howitzer. It is incredibly lightly armoured, susceptible to all forms of attack, but is a suitable mobile platform for the 105mm gun.

Pzkpfw VI E Tiger
Heavy tank armed with the infamous 88mm tank gun and coaxial machinegun.

The Tiger needs little explanation. When first fielded it was a shock to Allied tankers and remained a formidable foe throughout the war. Few tanks fielded by the Allies could match the Tiger on equal terms. Its powerful high-velocity 88mm gun was highly accurate and had excellent range, able to pick off enemy armour at ranges where the enemy’s guns were completely ineffectual. It was slow, however, and not suited for the often quick pace of tank combat, being better suited at picking off the enemy from range.

Pzkpfw V Panther
Heavy tank armed with a long-barrelled 75mm gun and coaxial machinegun.

The Panther was designed after German forces encountered the Soviet T-34. It could be thought of as of the design lineage of the Tiger, though superior in many ways. It has excellent speed and maneuverability, thick and well-sloped armour, and a dependable long-ranged gun which, at shorter ranges, outperforms the 88mm. The Panther is more than a match for most armour thrown at it.

Pzkpfw VI B Königstiger
Super-heavy tank armed with a long-barrelled 88mm gun and coaxial machinegun.

The Konigstiger, or Tiger II, was the one piece of German armour the Allies had no answer to. It was extremely well-armed and well-armoured, boasting up to 180mm of armour. It’s 88mm gun was a long-barrelled version of the original Tiger’s, with even longer range, better accuracy and more destructive power. In a face-to-face confrontation, the Tiger II is capable of defeating any Allied armour, and all but the most powerful anti-tank guns fail to even dent it from the front. It is incredibly slow, however, and easily outmaneuvered, where enemy tanks can take shots at its weaker side and rear armour. Its biggest vulnerability however is to enemy attack aircraft.

Fi 156 Storch
Light recon plane with defensive machinegun.

The Storch, like other liason and reconnaisance planes, is a simple, sturdy, light design. Not meant for direct combat, it has very large windows in its spacious cockpit to provide maximum visibility. It is armed with a single rearward-facing machinegun for defense against interception.

Bf 109K-4
Light interceptor with heavy armament.

Throughout the war the Bf 109 has served as one of the most important frontline fighters of the Luftwaffe. Although expected to have been replaced by the Fw 190, the 109 continued in service until the very end thanks to its acceptable performance, ease of maintenance and construction, and versatility. The K-series was the best the 109 had to offer. It is a light aircraft with moderate performance. It is also heavily armed, with two 20mm cannons and a single 30mm cannon in the nose – ideal for bringing down bombers and larger aircraft but not so well-suited to enemy fighters; although one or two hits with the 30mm is enough to bring any fighter down, the slow rate of fire and velocity of the shell makes it less than ideal at hitting fast fighters in mid-air.

Fw 190A-8
Heavy air supremacy fighter, with good performance and powerful armament.

The A-series of the Fw 190 was constantly upgraded throughout the war as an air supremacy fighter, while the G version was routinely designed with fighter-bombing and ground attack in mind. the 190 itself is a heavy fighter with a powerful engine, capable of mountain very heavy armament. In the case of the A-8 this is six 20mm cannons, more than enough to shred enemy fighters and heavy aircraft as well as pose serious threat to targets on the ground. However, the 190 isn’t as nimble an aircraft as other supremacy fighters.

Fw 190G-8
Fighter-bomber with a single 250kg bomb.

The G-series of the Fw 190 was most often used in the ground support role. Thanks to the 190’s heavy airframe it is capable of being armed with the heavy 250kg bomb, an extremely powerful weapon able to destroy any building in a single hit. It is more lightly armed than the A-series otherwise, with two 15mm and two 20mm guns.

Ju 87G-1 Stuka
Ground attack aircraft armed with two 37mm anti-tank cannons.

By the latter half of the war the Stuka’s lack of performance, namely speed and maneuverability, was becoming an increasing liability as faster enemy fighters began to enter service and the role of dive-bomber was replaced with fighter-bombers based on the Fw 190. On the eastern front, however, the Soviet Union’s massive hordes of tanks required the development of a specialized tank-busting aircraft. Stukas were modified to carry two 37mm anti-tank cannons on underwing gondolas. Although a smaller cannon, the Stuka’s ability to attack armour from above lets it hit the more vulnerable top armour of armoured vehicles. It is also armed with twin machineguns for defense against pursuing interceptors.

Me 262A-1a
Heavy jet fighter armed with four 30mm cannons.

The Me 262 was the most advanced fighter to see widespread service, though it came too late to have a large impact on the war. With its jet engines it is capable of immense speeds and of carrying very heavy armament. The 262 is armed with four 30mm cannons, the heaviest armament of any fighter, allowing it to tear through any target it may come across. Its one weakness, however, is its slow acceleration.

Fw 189
Fast recon bomber armed with four 50kg bombs.

The Fw 189, nicknamed the Uhu (Owl), is a successful design which combines the roles of reconnaissance and light bomber. Though lighter-armed than the bomber aircraft of other nations, the Fw 189 is in general much faster, and thanks to its enormous glass-pane cockpit affords its crew immense visibility. This allows the 189 to recon enemy positions before swooping in to unleash its small bombload.

United States

American troops focus on average units in great numbers - Sherman tanks and American infantry are generally mediocre. The US army lacks an acceptably effective counter to heavy armour; their 76mm anti-tank gun is not impressive by any definition of the word though it forms the backbone of their ground-based anti-tank capability. To make up for this, it was common for US forces to utilize larger-caliber artillery, such as the 105mm, to counter Germany’s heavily armoured tanks. Despite their somewhat sub-par combat effectiveness, however, their massive industrial might provides a sound base for good macro-oriented commanders.

Infantry Types
Because infantry are built in squads which varying composition, we’ll start by noting the specifics of each individual infantry unit. American infantry are moderately effective. They are somewhat weak individually but have several specialized weapons.

Garand Rifle
Medium range, accuracy and damage, medium rate of fire. Garands are semi-automatic and can fire quicker, but at shorter ranges than the other country’s riflemen.

Thompson Submachinegun
Medium range and accuracy, low damage, high rate of fire.

BAR Light Machinegun
Long range, medium accuracy, medium rate of fire. Good at pinning troops. Fires in short bursts.

Browning Machinegun
Long range, medium accuracy, high rate of fire. Excellent at pinning troops. Can fire when undeployed. When deployed, rate of fire, range and pinning ability increase, as well as defense against frontal attacks.

Scout
Short range, good accuracy, light damage, low rate of fire. Has large line-of-sight radius, can move around undetected.

Sniper
Long range, excellent accuracy, excellent damage, low rate of fire. Very effective at pinning troops at long range. Can usually kill with one hit. Can remain undetected when firing.

Bazooka Anti-Tank
Medium range, good accuracy, excellent damage, low rate of fire. Can kill vehicles in one hit. Larger tanks may take several hits. Can move around undetected. Ineffective against infantry.

M1 Mortar
Long range, low accuracy, high damage, low rate of fire. Very effective at pinning troops at long range. Can fire over obstacles and terrain. Can also be effective against light vehicles (if they hit).

Flamethrower
Short range, medium accuracy, brutal damage, high rate of fire. Incredibly effective at pinning troops. Can move around undetected, although ineffectively. Very good at destroying buildings and burning group of infantry. Damage on target will continue for several seconds after firing.

HQ Section Squad
6-man combat squad equipped with four rifles and two submachineguns.

Besides deploying Engineers, the Headquarters’ main purpose is deploying small 6-man squads to supplement Barracks production. The American HQ squad contained four semi-automatic M1 Garand rifles and two M1 Thompson submachineguns.

Rifle Platoon
12-man combat section containing 8 Garand riflemen, 2 Thompson submachinegunners, and 2 BAR automatic riflemen.

The Rifle platoon is the standard infantry fighting unit. The Garand with which they are equipped is semi-automatic, capable of faster firing than bolt-action rifles but at slightly reduced ranges. The two Browning Automatic Rifles (BAR) afford the rifle platoon increased long-range suppressive firepower. Overall, American rifle platoons can put out more shots than most other rifle platoons.

Assault Platoon
12-man combat section armed with submachineguns.

Standard assault platoon, armed solely with Thompson submachineguns for maximum short-range combat capability.

Machinegun Squad
3-man squad containing three medium machineguns.

Like the German machinegun squad, the .30 caliber Browning MGs fielded by this squad is capable of firing as medium machineguns from a prone position, as well as deploying into a heavy machinegun on a tripod mount.

Scout Team
3-man Scout squad armed with pistols.

Scout Teams, or reconnaisance sections, are forward observers, armed with pistols and binoculars. Their sole purpose is to sneak around the battlefield, revealing enemy positions while remaining hidden. When caught, they are usually quickly killed.

Sniper Team
A Sniper team, containing one Sniper rifle and one recon infantryman.

Sniper teams operate in two-man teams, with a gunner and a scout. While the scout hurries ahead to spot enemy targets, the Sniper can sit back away from harm and pick off the enemy.

Anti-Tank Squad
3-man team armed with Bazookas.

Bazookas are large weapons which fire a rocket-ignited anti-tank warhead over short distances. They are too large to allow their wielders to sneak, but are generally longer-ranged than weapons like the Panzerfaust and PIAT, though slightly less powerful.

Flamethrower Squad
3-man team armed with flamethrowers.

Flamethrowers are unique weapons which unleash torrents of liquid flame. They are excellent for use against buildings, bunkers, and often vehicles, and are potent against closely-grouped enemy infantry. They are also highly demoralizing.

Mortar Team
Three-man mortar team equipped with three 81mm mortars.

Mortars provide infantry with a very valuable tool; the ability to attack enemy infantry and armour from great distances, over intervening terrain and other obstacles. Mortars, quite simply, launch high-explosive warheads high into the air, which then fall on the enemy. They are inaccurate but in numbers can saturate a large area with explosives. Because of the demoralizing nature of high-explosives raining down upon them, mortars are great for suppressing and pinning enemy infantry.

GMC 2.5t Truck
Utility truck which is capable of transporting a platoon of infantrymen (12 men) and can deploy into small supply piles.

The GMC 2.5-ton general purpose truck is the workhorse of the American army. It is capable of transporting 12 infantrymen, and cap deploy into a small supply stockpile.

M3A1 Halftrack
Lightly-armoured utility halftrack, capable of transporting a platoon of infantrymen (12 men) and armed with a .50 caliber heavy machinegun for local defense.

The M3 is the variant of the Halftrack domestically used by American forces. LIke the truck it is able to transport 12 men, and support them on the field with a .50 caliber heavy machinegun.

M16 MMGMC
Utility halftrack mounting a four-barreled .50 caliber anti-aircraft machinegun.

The M16 MMGMC (Multiple Machine Gun Motor Carriage) is a standard utility halftrack with a Maxxson quad .50 caliber anti-aircraft turret mounted in the rear cargo compartment. It offers only sparse protection against small-arms but is a suitable mobile anti-aircraft vehicle. While the .50 caliber bullets it fires are not as destructive as the 20mm or 40mm of other anti-aircraft guns, it has an amazing rate of fire that spews out bullets in streams.

M8 Greyhound
Armoured Car armed with a 37mm cannon, coaxial and anti-aircraft machineguns.

The M8 Greyhound began life as a light tank destroyer. As heavier vehicles started being fielded, it was adapted into a reconnaissance armoured car. Its 37mm gun is still quite powerful, very effective against light armour, but lacking against infantry.

M8 Scott GMC
Light tank armed with a 75mm Pack Howitzer.

The M8 Scott Gun Motor Carriage is essentially a light self-propelled gun, armed with the 75mm Pack Howitzer, a decent infantry support gun. Although based on a light tank chassis, the M8 has decent armour, particularly for a vehicle produced from the Vehicle Yard. It has an open-topped turret however, and is somewhat vulnerable to small-arms and grenades from infantry.

M8 Pack Howitzer
75mm infantry support gun.

The Pack Howitzer is a design similar to the German leIG 18 infantry gun. It is light and man-portable and gives ground troops good direct-fire support when vehicles are not available.

M5 Anti-Tank Gun
3-inch (76mm) Anti-Tank Gun.

Earlier in the war, America’s standard anti-tank gun was only 57mm. As the war progressed the need for a larger anti-tank gun resulted in the 3-inch M5. It is a decent gun, though ineffectual against super-heavy tanks like the Tiger II and IS-2.

M2 105mm Howitzer
105mm field howitzer.

The M2 105mm is the standard light artillery piece of American forces. It has excellent range, accuracy, and firing rate for a gun of this size, performing better than its German counterpart.

M5A1 Stuart
Light tank armed with a 37mm gun and coaxial machinegun.

The M5 is an advanced light tank, with decent armour and speed. Although the 37mm sounds small, it has decent potential against enemy armour, having about the same penetration power as the larger 75mm tank gun. It has little high-explosive power for use against infantry, however.

M4A2 Sherman
Standard medium tank armed with 75mm gun and coaxial machinegun.

The Sherman is the standard tank used by US forces. Only the T-34 was produced in larger numbers. Though a decent tank, it is woefully insufficient in countering enemy heavy armour, and must rely mainly on mass of numbers to overcome them. It is armed with a decent high-explosive shell, however, making it excellent against infantry and other soft targets.

M10 Wolverine GMC
Thin-armoured tank destroyer armed with a 3-inch (76mm) anti-tank gun.

The M10 Wolverine was developed to afford US armoured forces some amount of anti-tank capability. Armed with the high-velocity 76mm gun, it is much improved at penetrating armour despite being only a millimeter larger than the standard 75mm gun. The Wolverine is based on a very thinly-armoured chassis, however, as it was designed as a high-speed tank destroyer, much like the M8 Greyhound, its predecessor. It is also open-topped, and with no high-explosive or machinegun armament, is vulnerable to enemy infantry.

M4A3(76) Sherman
Sherman tank armed with the high-velocity 76mm gun and coaxial machinegun.

The 76mm Sherman was a stop-gap measure to provide increased firepower for tank forces. Armed with high-explosive shells and a coaxial machinegun it is still capable against enemy infantry and soft-targets, unlike the Wolverine.

M4A3(105) Sherman
Sherman tank armed with a 105mm close support gun and coaxial machinegun.

The Sherman armed with a 105mm direct-fire support gun was developed to provide increased fire support for infantry. Like the 95mm-armed Cromwell, it is a capable tank, highly useful against enemy infantry, structures and defenses.

L-4A Grasshopper
Light Reconnaissance and Liason plane.

The L-4 Grasshopper was the standard observation plane used by American forces. It is light and slow, and vulnerable to interception and ground fire, as it has no armament.

P-51C Mustang
Escort/Superiority Fighter.

The Mustang is one of the most advanced frontline fighters to see service in any theatre during the war. Thanks to its powerful engine and large fuel capacity, it was one of the first single-engine fighters to escort Allied bombers over Germany. Armed with six .50 caliber machineguns, it is capable of throwing out a lot of damage, and thanks to its good top speed and good maneuverability, and its ability to stay in the air longer than most other aircraft, makes for excellent air superiority.

P-47D Thunderbolt
Heavy fighter-bomber.

The Thunderbolt is the heaviest single-engine aircraft fielded by the USAAF. By 1944 most, though not all, were adapted for the fighter-bomber roll. It is armed with eight .50 caliber machineguns, an immense armament for a single-engine aircraft, and carries a single 100kg bomb for use against enemy structures, defenses, and troop concentrations.

P-51D Mustang
Ground-attack fighter.

The Mustang proved an excellent platform for the 5-inch rockets which became the standard armament of choice for ground-attack missions. Rockets, unlike bombs, can be aimed with some accuracy and proved excellent at attacking enemy tanks. Infact, as heavier Tiger, Panther, and Tiger II tanks were being fielded in Europe, ground-attack aircraft armed with rockets became one of the sole ways to deal with these heavy tanks, as ground-based anti-tank guns were rather useless.

A-26B Invader
Heavy attack bomber armed with heavy machineguns, rockets, and bombs.

The A-26 is perhaps one of the most devestating weapons America’s enemies could face. It is a medium bomber adapted for close ground attack. For this role, it is armed with up to 12 .50 caliber nose-mounted machineguns, several batteries of 5-inch rockets, and a bombload of 100kg bombs. This multitude of weaponry allows the A-26 to attack almost any target, unleashing torrents of machinegun fire against enemy infantry and soft-skin vehicles, rockets to destroy enemy heavy armour, and bombs to flatten enemy structures.

Soviet Union

When Germany invaded the USSR in 1941, over 4,500,000 troops from Germany and its allies poured over the border along a 3000km-long front, the largest military invasion seen before or since. Within months they had driven Soviet forces to the gates of Moscow, had laid siege to Leningrad and Stalingrad and captured hundreds of thousands of prisoners. Despite the loss of most of their industrial sectors, the Soviet Union managed an industrial miracle, rebuilding its arms industry in a matter of months; by 1942 thousands upon thousands of new vehicles, tanks and aircraft began streaming out of arms plants in the east, and millions of soldiers conscripted from the USSR’s eastern territories began to arrive to bolster the front line.

The Soviet Union, above all others, is capable of fielding the largest amounts of units, particularly infantry. Although notoriously slow at gathering momentum, once that momentum is gained they are nigh-unstoppable, capable of simply throwing uncountable numbers of cheap troops and vehicles at the enemy to grind them down one meter at a time. Their units are generally of lesser quality than counterparts from other nations; their infantry are weaker and have less accuracy, their vehicles’ weapons are of generally poorer quality. The one thing that the Soviets did do well was build tanks; the T-34, their standard medium tank, was so well-designed that Germany would eventually use it as a base for the design of their Panther tank.

Infantry Types
Because infantry are built in squads which varying composition, we’ll start by noting the specifics of each individual infantry unit. Soviet infantry are generally the weakest, though most numerous. They are cheap and have a selection of highly effective, if specialized, weaponry.

Partisan
Medum range, low accuracy, medium damage, low rate of fire. Extremely weak “harassment” troops. Do not use as frontline soldiers. Can move around undetected. Best used to harass enemy supplies and bases behind the lines.

Mosin-Nagant Rifle
Long range, medium accuracy and damage, low rate of fire.

PPSh Submachinegun
Short range, medium accuracy and damage, very high rate of fire.

DP Light Machinegun
Long range, medium accuracy and damage, high rate of fire. Effective at pinning troops at long range.

Maxim Heavy Machinegun
Long range, medium accuracy and damage, high rate of fire. Can only fire when deployed. Very effective at pinning troops at long range. Very strong against frontal attacks.

Scout
Short range, good accuracy, light damage, low rate of fire. Has large line-of-sight radius, can move around undetected.

Sniper
Long range, excellent accuracy, excellent damage, low rate of fire. Very effective at pinning troops at long range. Can usually kill with one hit. Can remain undetected when firing.

PTRD Anti-Tank Rifle
Long range, excellent accuracy, excellent damage, low rate of fire. Fires 15mm armour-piercing round to rifle-range. Not effective against even light tanks and completely useless against medium and heavy tanks. Effective against light vehicles. Can also kill infantry in one hit.

RPG-43 Anti-Tank Grenade
Short range, low accuracy, excellent damage, low rate of fire. NOT related to the RPG-7 of modern-day infamy. Simply an anti-tank grenade with high explosive package. Can move around undetected.

M37 Mortar
Long range, low accuracy, high damage, low rate of fire. Very effective at pinning troops at long range. Can fire over obstacles and terrain. Can also be effective against light vehicles (if they hit).

Rifle Platoon
14-man platoon deployed from Barracks, containing 10 riflemen and 4 submachinegunners.

The Rifle platoon is the standard infantry unit of the Red Army, and contains 10 Mosin-Nagant bolt-action rifles and 4 PPsh-43 submachineguns.

Assault Platoon
12-man assault platoon deployed from Barracks, containined 12 submachinegunners.

The Soviet Union fielded large numbers of submachineguns in their armies – moreso than any other nation, so their assault platoons are cheap and numerous. The Ppsh-43 with which they are armed has an extremely high-rate of fire, but a relatively short range.

Machinegun Squad
Three-man squad armed with two light machineguns and one heavy machinegun.

The Soviet machinegun squad is armed with two DP light machineguns which can be used while prone and offer decent suppressing fire at long range, as well as a Maxim heavy machinegun, which must be deployed to use.

Scout Team
The scout team contains three reconnaisance infantrymen armed with pistols.

Scout Teams, or reconnaisance sections, are forward observers, armed with pistols and binoculars. Their sole purpose is to sneak around the battlefield, revealing enemy positions while remaining hidden. When caught, they are usually quickly killed.

Sniper Team
A Sniper team, containing one Sniper rifle and one recon infantryman.

Sniper teams operate in two-man teams, with a gunner and a scout. While the scout hurries ahead to spot enemy targets, the Sniper can sit back away from harm and pick off the enemy.

Anti-Tank Rifle Squad
3-man team armed with anti-tank rifles.

The PTRD anti-tank rifle is a large-bore, bolt-action rifle. It fires a 14.5mm armour-piercing bullet which is able to do moderate damage to lightly-armoured vehicles. It has the range of a rifle, much moreso than other anti-tank weapons, but is relatively useless against medium or heavy armour.

Anti-Tank Assault Squad
3-man anti-tank team armed with anti-tank grenades.

The main method of fighting enemy armour for Soviet infantryman was with the RPG-43 anti-tank grenade, a high-explosive, shaped-charge grenade that was hand-thrown at enemy armour. It has enormous damage potential, but no more range than a grenade. For self-defense, anti-tank grenadiers are also armed with a PPsh-43 submachinegun.

Mortar Team
3-man team armed with medium mortars.

Standard three-man mortar team equipped with the M1937 82mm mortar.

ZiS-5
Light utility truck able to transport a platoon of infantry.

The ZiS-5 was one of many truck designs used by the Red Army. It is a lighter truck than most, but fully capable of towing artillery pieces and transporting up to 12 infantrymen, as well as deploying into small ammunition stockpiles.

M5 Halftrack
Lightly-armoured utility halftrack, capable of transporting a platoon of infantrymen (12 men) and armed with a .50 caliber heavy machinegun for local defense.

The Soviet Union received thousands of M5 Halftracks from the United States during the first few years of the war as part of the Lend-Lease program. These sturdy vehicles were highly used as armoured infantry carriers, armed with a .50 caliber heavy machinegun to support infantry.

BA-64
Light scout car armed with a DT light machinegun.

The BA-64 is little more than an armoured jeep with a turret. Its light armour serves it well enough to allow the BA-64 to perform scouting missions, as well as support infantry with its light machinegun. It is still quite vulnerable to any opposition, however, and stands no chance against anything with armour or a decent weapon.

GAZ-AAA
Light truck armed with 4 Maxim medium machineguns in an anti-aircraft mounting.

The GAZ-AAA is the lightest mobile anti-aircraft vehicle. In stark contrast to the heavier 40mm 61-K anti-aircraft gun, it is armed with four relatively tiny Maxim machineguns which will have a hard time sufficiently damaging enemy planes. It is relatively cheap, however, and can be fielded in large enough numbers to bring down enemy planes through sheer numbers of tiny bullets streaking through the air.

T-60
Light tankette armed with a 20mm automatic cannon.

The T-60 was designed in the first year of war as a stopgap measure suitable for mass-production before larger tank designs became readily available. However, they still served through to the end of the war as light reconnaisance tanks and support vehicles. It has decent armour and its automatic cannon is deadly against enemy light vehicles.

SU-76
Light self-proppeled field gun armed with a 76mm gun.

The SU-76 was produced in the tens of thousands. It is a simple design based on the chassis of the T-60, adding a 76mm field gun in an open superstructure. The gun lacks armour penetration potential but has a decent high-explosive yield, making it deadly against infantry, structures, and light vehicles.

57mm ZiS-2
Medium anti-tank gun.

The ZiS-2 was one of the Red Army’s most important anti-tank guns, if only because other designs were simply low in number. Despite its small caliber, the ZiS-2 fires an incredibly high-velocity shell which is capable of penetrating more armour than its small size would lead one to believe. Though inadequate against heavy armour, it is more than a match for most medium armour types.

76mm ZiS-3
Medium field gun.

The ZiS-3 is an important weapon in the Red Army’s arsenal. It is a decent long-range medium cannon, which can fire both high-explosive and armour-piercing shells, though its anti-armour potential is somewhat lacking. However, in large numbers it is capable of bringing most targets down with relative ease.

122mm M-30
Medium artillery howitzer.

122mm was the standard caliber for light-medium artillery in the Red Army, whereas most other nations used 105mm for this role. This increased size gives the M-30 an advantage in sheer power. Otherwise, the gun performs adequately, with average range and accuracy.

T-70
Light tank armed with a 40mm cannon.

The T-70 was produced to replace the T-60, increasing its armour and firepower. Instead the T-70 found itself serving as a light battle tank. The 45mm gun, although inadequate against heavy armour, can pose a threat to medium armour and is devestating against light armoured vehicles.

T-34-76
Medium tank armed with a 76mm cannon and coaxial machinegun.

The T-34 was produced in more numbers than any other tank during the war – over 50,000 of it and its variants were produced. The most common armament found on this tank was the 76mm cannon. Like the SU-76 and ZiS-3, this gun performs better as a high-explosive shell than armour-piercing, but the T-34 can be produced in such numbers that any target will eventually fall through overwhelming numbers of T-34 tanks.

T-34-85
Medium tank armed with a high-velocity 85mm cannon and coaxial machinegun.

The T-34-85 was developed during the later years of the war as a replacement for the T-34-76. Though it only began arriving at the frontlines in 1944, over 10,000 were produced by the end of the war. Armed with a high-velocity 85mm cannon, it is much more of a match against contemporary medium tank designs and poses a threat to heavier tanks, especially in numbers.

SU-85
Medium tank destroyer armed with a high-velocity 85mm cannon.

The Su-85 was developed as one of Russia’s first dedicated tank destroyers. Like German designs, but unlike American and British, it has no turret, its cannon mounted directly into the front of the vehicle’s hull to save room, costs and production time. As a tank destroyer, it performs adequately against heavy armour and superbly against medium armour. Like all turretless vehicles, it is better utilized in defense.

SU-100
Medium tank destroyer armed with the heavy 100mm anti-tank gun.

The SU-100 is based on the same chassis (the T-34) as the SU-85 and visually the two are very similar. The SU-100 however is armed with the much larger and more powerful 100mm D-10 naval gun adapted for use as a heavy anti-tank cannon. With this the SU-100 is able to effectively deal with heavy armour.

BM-13N Katyusha
132mm Rocket artillery mounted on a light truck chassis.

The infamous Katyusha. Though many designs and mounts for Soviet rocket artillery were nicknamed Katyusha, this particular version contains 16 132mm rockets mounted on the back of a Studebaker US6 truck. This provides a cheap, mobile launch platform for these rockets, allowing them to move into position, fire, and move away quickly.

SU-122
Self-Propelled 122mm howitzer on medium armoured mount.

Unlike all other nations who fielded mobile artillery on open-topped mountings of various tracked vehicles, the Soviets fielded a self-propelled artillery piece more similar to tank destroyers and assault guns. Due to this the SU-122 is not as effective a long-range artillery vehicle as others, but it is much better protected, able to engage the enemy directly when called for.

IS-2
Heavy tank armed with a 122mm cannon and coaxial machinegun.

The IS-2 is a super heavy tank, proving much more than a match for Germany’s Tiger and on almost equal par with the Tiger II. Although classified as a heavy tank, and sometimes a super-heavy tank, the IS-2 actually weighs less than the Panther despite having a much larger cannon and much thicker armour. Its main weakness is its small ammunition supply, as it can only carry several of its large shells before needing to re-arm.

ISU-122
Heavy assault gun armed with 122mm dual-purpose cannon.

Unlike the similarly-named SU-122, the ISU-122 is not based on the same chassis or armed with the same gun. It is based on a modified IS-2 tank and is armed with the same 122mm gun as that vehicle, similar to the Panzer IV and StuG IV relationship. This provides the same level of firepower with equal or better armour at a much lower production cost, as there is no need for a rotating turret. One unavoidable drawback is its reduced tactical maneuverability, like all turretless combat vehicles.

ISU-152
Heavy assault gun armed with a 152mm field gun.

The ISU-152 was given the nickname “Animal Killer” by the Soviets for its usefullness in destroying Panther and Tiger tanks. Unfortunately, the ISU-152 lacks the consistent accuracy to make it a dependable tank destroyer, and it was more often used as a self-propelled support gun. Either way, it is one of the largest cannons mounted on a vehicle in the game.

Po-2 Kukuruznik
Light recon/observation plane.

The Po-2 is a simple, cheap yet sturdy biplane used for observation and reconnaisance. Because of its low speed and tendency to fly at low altitude while on reconnaisance missions, it is vulnerable to anti-aircraft fire, as well as interception from enemy planes.

Yak-3
Interceptor with light armament.

The Yak-3 was one of the Red Air Force’s main fighters during the war. It has good speed, acceleration and turnrate, though struggles against more advanced designs like the Fw 190, Spitfire, and Mustang. It is armed with two 14mm machinegun and one 20mm automatic cannon, the same weapon as the T-60. This armament is relatively weak, but sufficient against most enemy fighters.

La-5FN
Heavy air superiority fighter with medium armament.

The La-5FN was the Red Air Force’s premier superiority fighter for most of the war. It was a solid design with good speed, maneuverability, and acceleration. The USSR’s top fighter ace flew this plane, and it was an La-5FN which shot down the only Me 262 to be shot down by a Soviet plane (by the same ace). It is armed with a still relatively light twin 20mm cannons, a much lighter armament than other superiority aircraft.

Il-2 Shturmovik
Medium ground-attack aircraft armed with rockets and two 50kg bombs.

The Il-2 needs little introduction. It is armed with two 23mm automatic cannons, two 14mm machineguns, and a payload of anti-armour bomblets – canisters of shaped-charge bomblets which are released in a wide spread, falling on the top armour of enemy vehicles where the armour is thinnest. This effectively negates the inherent inaccuracy of bombing vehicle-sized targets, as so many of the small bomblets are released that it is almost impossible to miss. The abundance of small explosives can also tear through buildings and devestate grouped infantry.

Pe-2
Light saturation bomber armed with four 100kg bombs.

The Pe-2 was the standard light bomber of the Red Air Force. It was a simple design, fast and maneuverable and with a respectable bombload in an internal bay. Armed with several defensive heavy machineguns, it can drive off enemy interceptors as it speeds towards its target.

Play Guide

[size=150]RESOURCES[/size]

Command

“Command” or Command Points are used similarly to Metal in OTA. For S:44 the dynamic is a little different, however. Rather than building extractors or miners on metal deposits, Flags are placed on metal spots which can be captured. Capturing is simple; simply move some infantry into the radius of the flag (white circle) and they will capture it. If the enemy has already captured it, you will first have to “uncap” the flag. The length of this process depends on the number of units you have in the flag radius. Two of three infantry will do it very slowly, while 10-20 will do it very quickly. Tanks and other units can capture flags but at a very, very slow rate – almost unnoticable for most units.
Soviet Union is a bit different in this regard - their Commissars capture flags very fast, while regular infantry do so very slowly.

Other than that, Command is used as a “standard” resource. All units have a Command cost to build, deploy or request. However, Command cost is not unique for every unit; rather, the Command drain of building a unit is dependant on the factory building the unit. Infantry platoons generally drain -15 command while building; vehicles, -25; tanks, -50, -75 or -100 depending on the type of tank. The main balancing factor becomes, therefore, availability; production time largely determines how available a unit is. A Panzer III and a Tiger will always drain -50 Command when being built; the Tiger will simply take much longer, and cost more Command in the long run.

Below: Flags as they appear in extended view. Captured flag icons will appear in the teamcolour of the owning player. Nuetral/uncaptured flags appear white.

Logistics

Logistics has no counterpart in any TA convention.

Almost all units equipped with a weapon larger than a machinegun, from 20mm automatic cannons to 150mm artillery shells, use Ammunition. The amount of ammunition a unit holds varies, but generally, they all have a limited supply which will go down as they fire that weapon. The amount of ammunition a unit has is represented by small icons above the vehicle, which will show 3, 2, or 1 bullet, or three bullet casings with a red circle indicating it is completely empty.

To rearm a vehicle, you will need to move it into the Supply radius of a Supply-giving structure. HQ buildings, Barracks, and all Yards (Gun, Vehicle, Tank) are able to rearm units within a certain range – mouseover the structure and a yellow circle will appear, showing that radius. Of course, rearming at these structures means having to send your tanks way back to your base – which is why there are several other structures specializing in resupplying.

Two of these can only be made by other units deploying into them. These units are Trucks and Supply Trucks. All Trucks can deploy into a small supply stockpile, which has a small radius. The specialized Supply Truck deploys into a large-radius supply point. The third structure is built, by Construction Vehicles – they are Supply Depots, and have an enormous radius, and serve as a major hub for resupplying your forces on the battlefield.

Logistics doesn’t stop just there, however. You can’t simply resupply everything for an unlimited time. Every shell a unit gains by being resupplied takes away from your Logistics amount, so you can actually run out of ammunition for ALL of your forces, making it impossible to resupply anything. There is no way to increase the amount of Logistics you generate; your forces will receive a steady supply of Logistics, arriving in “waves” every 5 minutes, which will fill up your entire Logistics storage. Naturally, increasing that storage will increase the amount of Logistics you get every 5 minutes; if you only have 1000 storage, you’ll only get 1000 Logistics; if you have 10000 storage, you’ll get 10000 Logistics.

Other factors play into Logistics as well. Any unit that is in the resupply radius of a Supply source – whether or not that unit actually has a weapon that uses ammo – will receive a rate-of-fire boost, as their proximity to supplies allows them to “waste” more ammo. This is especially important for infantry, as although the rate of fire boost is small, it quickly multiplies when you’ve got 50 or so infantry with a rate of fire boost which almost acts like you’ve got an additional 15 infantryman firing.

Units that are not in a Supply radius will not only fire slower (well, fire normally), but they’ll also use a very small amount of Logistics with each shot. Though small-caliber weapons like Rifles, submachineguns and such do not have ammo, they will still drain a bit of Logistics (approximately 1 per shot) when firing outside of a Supply radius. This seems small, but can quickly add up over an extended period with a lot of infantryman. These units do NOT use up Logistics when they fire from inside a Supply radius.

Hence it is important to ensure your frontline forces have ample Supplies not only so that tanks and other vehicles can re-arm their weapons but also so that your frontline infantry have readily available supplies. This generates a sort of “supply line” mechanic, a you move supplies up to keep pace with your advancements.

Below: The crossed-out ammo icon shows that this tank is out of ammo. Move it into the radius of the Supply Stockpile so it can re-arm.

[size=150]GAMEPLAY[/size]

There are several gameplay factors which make S:44 unique from TA and other Spring engine games.

High-Explosive vs. Armour-Piercing

Many vehicles, mainly tanks and assault guns, have two types of ammunition for their main armaments – high-explosive and armour-piercing. Naturally, both types are used for different purposes.

High-explosive is a standard explosive shell which has a large splash damage. For this reason, they are prefered against infantry and what are known as “soft targets” – trucks and other unarmoured vehicles, as well as structures, as well as general suppressive fire. Vehicles equipped with both high-explosive shells will use that when force-firing. Though high-explosive is generally inadequate against armoured vehicles, there are some large enough that actually can post a threat; for instance, the high-explosive shell of a 75mm gun will still be quite dangerous against a light tank, and the high-explosive shell of a 105mm or 150mm artillery shell will do a lot of damage to even heavy tanks. Many vehicles have only high-explosive shells – these units are designed as fire support specifically for that purpose. Artillery, too, has only high-explosive shells.

Armour-Piercing is used to, you guessed it, pierce armour! They are solid-slug shells fired with great force to punch right through enemy armour, usually splintering into thousands of deadly shards to make swiss cheese out of the inside of enemy tanks. Because they rely on kinetic force and not explosive power, the penetrative and destructive potential of an armour-piercing shell depends greatly on how long it travels before hitting its target. Armour-piercing shells, in short, become weaker the further the range. This can easily be spotted (well, maybe not too easily, as those shells move damned fast) by the colour of the armour-piercing shot; they will start out red as they are first fired at their maximum velocity, and turn yellow as they slow down and become weaker. In some cases, an armour-piercing shell will slow down so much that it basically loses all destructive potential and is little different than a man pitching a hunk of solid metal at the side of a tank like a baseball.

Don’t worry, however; most of the time, a unit will not bother wasting armour-piercing shells when it has no hope of hurting anything, and will switch to high-explosive at long ranges (since high-explosive uses explosive and not kinetic means for causing damage, its damage is universal regardless of its range). For this reason, it is always best to move your tanks as close as possible to the enemy – though keep in mind your own tanks will also be getting hit with stronger-powered shots. Sometimes, though, this doesn’t matter; some tanks, like the Tiger, have very powerful guns which are capable of doing a lot of damage even at long ranges, while other tanks, like the Sherman, have guns with weak armour-piercing potential which will need to get up very close to a Tiger in order to have any hope of damaging it.

Some vehicles have only armour-piercing shells. These are Tank Destroyers – their only purpose in life is to kill enemy tanks and armoured vehicles. Tank Destroyers can take a variety of shapes, from turretless light tanks with a large gun on top, to vehicles with turrets that look a hell of a lot like a normal tank, but usually lack a machinegun and therefore are useless against infantry. Because armour-piercing shells are so worthless against anything but armour, they’re generally not wasted – no point in using a 75mm armour-piercing shell to snipe a lowly infantryman. Tank Destroyers will always save their ammo for their intended targets, and therefore can not attack anything but vehicles.

Below: The Cromwell on the left is firing an Armour-Piercing round, which starts out as a reddish-orange. The Cromwell on the right is firing a High-Explosive round, which starts and ends a yellowish colour.

Dynamic Armour

Along with the dizzying complexity of armour-piercing weapons, all tanks and armoured vehicles, and some other units, have directional armour. What this means, basically, is that they will be stronger when attacked from certain angles, and weaker when attacked from others. In general, the front of a tank is its strongest, while the back is the weakest – since, logically, most tanks will be fighting the enemy front-to-front, the heaviest armour is placed there, while the weakest is placed on the side the enemy is least likely to see.

The effect of this directional damage depends on the vehicle. For some, it may not mean much. For others, however, it can turn a tank into an almost invincible fortress – the Tiger II, for instance, has an insane amount of armour on its front which makes it nearly immune to any anti-tank weapon from any distance, though can be destroyed relatively easier by flanking it and shooting it in the side or back.

These two features – armour-penetration rounds and dynamic armour – may seem like dizzying complexity, but you don’t really have to worry about it that much. Just make it a habit to always try to get your tanks closer to the enemy and in a position they can attack him from the side or back, that’s all. Especially if its a heavy enemy tank.

Below: In the top image, the M4A3(76) Sherman fires at the front armour of the Tiger II, doing no noticable damage. In the second image, a shot against the rear armour of the Tiger II does dramatically more damage.

Infantry are not Kbots, and Tanks are not Vehicles

Okay, well, yes, tanks are vehicles technically, but what I mean is, the OTA-esque relationship between Kbot and Vehicles does not apply to Spring: 1944. Vehicles inparticular are used much differently – indeed, if yuo try to use them like you use TA vehicle, you will die.

There are two main mechanical factors for this, and several practical factors. Mechanically, all vehicles in S:44 are slower moving (including turning) and have much slower turret traverse rates. They simply do not have the flexibility and dexterity to be able to take part in high-mobility maneuvers, rushing around and through enemies and duking it out up close.

They’re not quite stand-off units, though. Although it’s hard to nail it down to a single statement, vehicles are simply more strategic and less tactical, but not to the extreme. It may take awhile before you become comfortable on vehicle usage, “learn the ropes” and understand what kind of gaming behaviour works and what doesn’t. Your first few attempts to “tank rush” will undoubtedly end in complete failure. Your tanks will either run into a swarm of infantry, who will jump all over the tank and shove grenades in hatches and shoot submachineguns through vision slits and quickly slay the crew (and thus kill the tank), or they may run across a single anti-tank infantryman who will plug a 10-pound shaped-charge explosive into it. But “tank rushing” is still viable – infact, the entire concept of “tank rushing” was invented in the Second World War with Germany’s “blitzkrieg” tactic, which is essentially using well-timed armoured thrusts to exploit a weakness in the enemy’s lines.

Let’s say, for instance, you’re playing on a rather hilly map, and your opponent is heavily dug-in near the center, with lots of artillery, anti-tank guns, infantry, minefields, and other horrors. A frontal attack, with even the strongest tanks, will most likely fail. However, if you take a small squadron of light tanks, make a quick flanking rush maneuver to exploit a weakly-held flank, and manage to penetrate his lines, they will make mincemeat of his defenses, destroy his Barracks and Yards and Supply structures, and could turn a losing battle into a quickly-won one.

Vehicles also have widely varied and very specialized roles depending on their armament, armour, and other factors, such as if they have turrets or not. Some tanks are designed as flexible “battle tanks”, which have armour-piercing shells to defeat enemy armour, high-explosive shells to use against soft targets, and machineguns to kill infantry. Other tanks may only have high-explosive shells to serve as close-support vehicles, or only armour-piercing shells to serve as tank destroyers, with no other armament. It is very rare that a battlefield “role” is duplicated – the only real universal instance of this is in Medium Tanks, which every faction has both a “standard” and an “advanced”. For instance, the “standard” US medium tank, the M4 Sherman, has all of the weapons above; the “advanced” medium tank, the M4A3 Sherman, has a 76mm gun, making it much more efficient against enemy tanks, and slightly more armour.

Defenses

There are few buildable defenses in S:44. Mines and obstacles are pretty much it. Otherwise, the role of defense is taken up by mobile units, some of which can deploy into static defensive units. For instance, Germany and the Soviet Union have many turretless combat vehicles which, because of their lack of turret, are much more useful as a defensive weapon than an offensive weapon. And all factions have Towed Guns, which can not attack while mobile but can deploy into an immobile, sandbagged defensive position armed with that gun. All of these guns have a limited field of fire; none offer 360-degree protection, so must be carefully positioned, as this makes them incredibly vulnerable to flanking maneuvers. You could have a line of heavy anti-tank guns forming an impenetrable wall of death, but a single infantryman armed with a grenade sneaking around the sides and coming up behind them will be able to kill them all given enough time unless you do something about it, like lay minefields or form defensive lines with multiple fields of overlapping fire.

Below: Three M-30 howitzers in various states. At the top is its mobile form, being towed by a ZiS-5 truck. Note that when selected, a firing arc will appear to show where the gun will be able to fire when deployed. In the middle is an M-30 in the process of deploying. At bottom, a deployed M-30, ready to fire.

Mines

Mines can be a very strategically important form of defense and area denial. Their functionality is simple; have an Engineer build a minefield (several mines will automatically plant around him for every minefield you build). However, mines don’t have fancy friend-of-foe indicators and will kill anyone who treads on them mercilessly. Anti-Personnel mines are set off by everything, and will kill infantry outright. They can also do heavy damage to lightly armed vehicles as they blow off tires, shatter tracks and otherwise cripple the vehicle. Anti-Tank mines are only set off by vehicles and tanks (infantry can roam freely over them) and will make mincemeat of any vehicle, no matter how big.

Because of their indiscriminate nature it is best to use mines to really deny an area to everyone; place minefields on flanks and chokepoints that you don’t want to have to bother with (and know you or a teammate won’t be sending vehicles through).

Clearing a minefield is fairly straightforward, and is done by Engineers. Move them close to a minefield, and hit the “Clear Mines” button. They will do a little dance and all mines within a small radius will poof and disappear, leaving little dug-up holes scattered about. This can be made complicated by enemy resistance, however.

Cloaking

Several types of infantry can Cloak. We call it “Sneaking” or “Hiding” because this is a WW2 mod and there were no cloaking fields back then. :stuck_out_tongue: Sneaking is a more subtle advantage than in TA. Cloak ranges are usually very high, often equal or even larger than the actual range of the weapon the unit has. What it does do, however, is allow you to move specialized infantry with some amount of secrecy in order to launch surprise sneak attacks, if you’re careful about it. The most efficient at this are anti-tank infantry, which can sneak up on unsuspecting tanks; observation infantry, whose sole purpose is to sneak around giving you increased line-of-site; and “Commando” style infantry. There are two types of “Commando” style infantry. The first are Soviet Partisans, though calling them “Commando” really doesn’t fit. Partisans are exceptionally weak, badly-trained soldiers – infact, they’re not even soldiers, but civilians who manage to get guns. They have very little combat potential even in enormous numbers, and generally are used as roaming sneaking bands of nuisances and miscreants who can pop up in unexpected places and cause a real headache for an unprepared enemy. They’re armed with Molotov Cocktails – bottles of gasoline or other flammable liquids which are set on fire and thrown at things. This can potentially lead to a lot of damage being done to soft targets – a rain of flaming molotovs descending upon a barracks will set it on fire quite quickly. The other Commando unit is actually a Commando – a British Commando, to be exact. As the name suggests, they’re basically powerful infantry, though not nearly as powerful as Commandos you may see in other games (such as C&C). Though they can easily take on double or even triple their own numbers, they’re usually outnumbered much more than that – you might be lucky if you manage to gather 3 Commandos in the same place. But as a strategic asset, they are nearly priceless. A single Commando who manages to sneak his way into the enemy’s base can lay waste to it, setting demolition charges and blowing up multiple buildings before he’s stopped, by which time it may be too late.

Artillery

Artillery is a very important weapon that deserves its own explanation. These are the longest ranged and most powerful weapons in your service. Though they fire extremely slowly individually, a small battery of 5 guns is more than capable of rending the enemy’s base asunder if you manage to get them within range. Against close targets they’re fairly useless, as they’re very bad at firing directly on specific enemy targets – they should only be used as saturation bombarders, throwing over barrages of indiscriminate death.

There’s one special type of artillery which is used by Germany and the Sovet Union – rockets! The Nebelwerfer and Katyusha were absolutely infamous weapons. In short, while a battery of 5 guns may be able to fire 20 shots in the span of about 60 seconds, rocket artillery can fire that many in 1/10th the time, unleashing a hellish torrent of flaming rockets to absolutely pound the enemy into dust in a very short span of time. Naturally, after firing a barrage, they take quite a while to reload for their second shot, and also cost a hell of a lot of Logistics to do so. But if you’ve got the Logistics to spare, these things can be real game-enders. They’re also noisy as shit, too.

Artillery comes in two forms: Towed and Self-Propelled. All sides have access to towed artillery, while some have self-propelled artillery guns, such as the German Wespe and British Sexton, which do not require deploying or undeploying. These mobile artillery units give your strategic bombardments much more flexibility, as you can easily move a squadron of these vehicles into firing position, let off a few volleys, and retreat to safety.

Below: A battery of American M2 105mm Howitzers saturates an area with explosives.

Below: A squadron of BM-13 Katyusha launchers unleash a barrage of rockets.

Suppression and Pinning

When you play the game for the first time, perhaps the most noticable thing you’ll see are small yellow and red stars over infantry. These are indicators for Suppression and Pinning states.

Suppression and Pinning are just as they sound (by their conventional military definition). Infantry who are Suppressed (yellow star) will drop to the ground and start crawling – obviously something the enemy’s shooting at them with has spooked them a little bit, and they’re not about to run around to get blown away. Pinning (red star) is more severe; those poor little infantryman have become so scared that they just curl up into a ball and lay there until the horror’s over, afraid that any movement they make will bring death upon them.

All weapons cause this effect, some more than others. The biggest causes are machinegun fire, sniper fire, and artillery/mortar bombardment. On the battlefield, these are usually the most demoralizing and scary weapons; machineguns fire sprays of bullets, any of which might hit you; you may get shot in the head by a sniper at any moment; or caught in a sudden explosion from a falling artillery shell and torn to pieces.

This plays an important tactical role in essentially robbing your enemy of his mobility. Place a good amount of mortars in range to support your infantry attacks, and those enemies you’re up against will find themselves unable to move or shoot, allowing you to quickly mop them up. Get some machineguns in a defensive position and they can stall and even halt an enemy infantry attack, holding up a great many of the enemy in order to buy you time to counter the attack. And get artillery in range of the enemy’s base, and you can tie all of his infantry down in there, robbing him of his ability to co-ordinate his forces over the map and allowing you to move up and move in relatively unopposed. Often times a unit’s ability to pin enemy infantry outweighs its actual destructive capability.

Below: The three infantry states. The top image shows infantry in their normal state, standing around and chilling out. In the second (middle) image, the infantry are keeping low to the ground to avoid being hit, and have a yellow star above them. In the last (bottom) image, the infantry are under heavy fire, some curling up into the fetal position while others bury their heads in the dirt, unable to move. Note the red star.

Vehicle Nomenclature

Vehicles in Spring: 1944 follow a certain, fairly simple and easily-understood nomenclature to describe basic unit functions so that descriptions are not 2 sentences long. These are:

Support - These units are essentially designed to provide fire support for infantry in various ways. Whether they use effective high-explosive shells or rapid-firing automatic weapons, their strongpoint is suppressing, pinning, and killing enemy infantry.

Combat (Tank/Vehicle) - These units are mainly designed to engage enemy armoured vehicles and tanks in combat, and also have a relatively minor ability to also provide support in the role above, as they also have high-explosive ammunition (though, naturally, they usually do not perform this function as well as dedicated Support vehicles).

Tank Destroyer (Vehicle) - These vehicles have only armour-piercing ammunition, and so can only attack enemy vehicles and armoured units.

Turretless (Vehicle) - Many vehicles and tanks do not have turrets, instead having a fixed forward-facing gun. This means their maneuverability and mobility in combat situations is limited, as they must stop and face their targets to fire. They are generally cheaper than turreted vehicles and so are often used as cheaper alternatives.

[size=150]TACTICS, STRATEGIES, HINTS AND TIPS[/size]

This is merely a quick run-down of some of the more popular tactics, strategies, hints and tips to help you get started in your first games of Spring: 1944. This section will be just as helpful to “veterans” of other Spring engine titles as much as to those who will be playing on the Spring engine for the first time.

Game Start

In “Traditional” game mode (building a base, gathering resources, building units, destroying enemy’s base - like Command & Conquer, Dawn of War, Company of Heroes, etc) each faction has a “Headquarters” or “Commander” unit. For Britain, the US, and Germany, a (Battalion) Headquarters building is provided (in Germany’s case, a bunker Headquarters) which will allow you to build Engineers and HQ squads (small, half-strength combat squads). The Soviet Union starts out with a Commander, who can build an array of buildings and units (but not combat units).

Generally, you have to keep two things in mind: You want to expand and take territory, but you also want to build Engineers and other structures to be used to produce better units. Your decisions in these first moments are pretty important: Do you build a bunch of Engineers so you can build an Infantry Barracks faster? Or do you build a few HQ squads to secure territory before investing in building up your base? Most players choose a comprimise – building an Engineer and HQ squad alternatingly until they have roughly 3-4 Engineers, at which point they set the Headquarters to produce HQ Squads and set it on “Repeat” so it simply builds HQ squads indefinately. With each infantry squad appropriated, more territory can be taken, while each Engineer hastens further basebuilding.

The Soviets are a special case. As noted, they start with a human Commander unit who can not build weaponry of any kind. What he can do, however, is “assign” Commissars; essentially he builds Engineers on-the-spot wherever necessary. This is important for two reasons. First, Commissars are the only effective way for the Soviet Union to secure territory (capture flags), as their infantry can only do so very slowly (while a single Commissar can capture a flag in seconds). Secondly, the ability of the Commander to build Commissars at an extremely fast rate allows Soviet players to gain a lot of ground early-on, as half a dozen or more Commissars split off to flags across the map. Usually, Soviet players build anywhere from 4-8 Commissars to secure flags, build barracks and partisan headquarters, and minefields. That’s another thing – unlike other nations, which rely on their standard HQ and a limit of no more than three Infantry Barracks, the Soviets can build 3 Barracks as well as several Partisan shacks, which can hide – a standard Soviet tactic is to build Partisan Shacks off in some desolate corners of the map, where they can assemble small armies of Partisans to harass the enemy from confusing directions. One downside to the Soviets’ ability to quickly gain territory is their inability to hold it. Because they must build a Barracks (or Partisan Shack) before they can build combat troops, their territory will quickly fall to the enemy’s forward troops.

After your first barracks is built, your main priority should be to appropriate as many basic combat troops as you can, as you race with your opponent to seize and hold territory. Usually players will repeat-build Rifle platoons for the first several minutes (and sometimes Assault platoons if the map has a lot of cover). Meanwhile, you can have your Engineers build another Barracks.

An important note: Be sure to keep track of your Command level. Erecting structures and aquiring troops can quickly suck up all your Command and leave you “stalling”, ie perpetually low on Command. Things will still build, but at a much slower rate; if you’re stalling and your enemy is managing to keep a steady Command level, he will out-produce you. So be sure to measure your building and recruiting to keep it in line with the amount of Command you have.

After you’ve built a couple of barracks and are “spewing” a nice amount of combat troops, and once your Command economy has stabilized, you can decide which type of combat specialization your little Battalion will have. Advanced Engineers built from Barracks can generally build two types of structures for you to aquire new combat equipment: the Gun Yard or the Vehicle Yard. Each produces different sets of units and will affect which units you can choose later on. Towed Guns are naturally limited in their offensive ability due to their immobility, but can be a good choice for defense. And if you’re feeling particularly audacious, you can try and build immense batteries of artillery, to pound the enemy into absolute submission inch-by-inch, Monty style. Or you can opt to go for Vehicles, which will give you access to many types of combat vehicles which will help you defeat your enemy on the battlefield, from Scout and Armoured Cars, to Halftrack APCs, and some other special units.

The Vehicle Yard can also produce Construction Vehicles, like the Sd.Kfz.9 and Matador. These take awhile to build, but they have access to some very special structures – namely, the Tank Yard and the Supply Depot. The Supply Depot is explained more thoroughly in another section, but in short, it is a massive logistics hub which can resupply vehicles over a huge area compared to the smaller Supply Stockpiles.

The Tank Yard will give you access to, you guessed it, tanks! They may also contain other armoured vehicles, such as self-propelled artillery and tank destroyers. Before you even think about trying to “go tanks” you’d better be sure your economy can handle it. After being built, Tank Yards can upgrade to give you access to different units, such as heavier tanks, more powerful tank destroyers, and other really special things.

It may take you awhile before you learn how to have a “good start”. It took me quite literally months of anger and frustration before it finally “clicked” – some players seem to be able to pick it up almost instantly.

Anti-Vehicle Tactics

This is one thing that will most likely happen very often to you – you’ll be cruising along early in a game, making some very decent ground with your combat infantry, and it seems like you may have victory clinched, until all of a sudden enemy vehicles start bombarding you with automatic cannon fire and high explosive shells. Then the painful realization hits you: you’ve done nothing to prepare for vehicles. It may happen that your enemy will be able to bombard you with a sudden onrush of vehicles, and decimate you in short order. But there are some tactics you can try to help deal with surprise enemy vehicles.

The first one is, of course, to be prepared anyway. Every faction has some sort of anti-vehicle infantry specialists, and others not particularly made to fight vehicles are quite good at it as well. First thing’s first, though, is that riflemen and submachinegunners have the capability to destroy vehicles quite easily – if they can manage to get close enough to lob grenades into engine grates, between tracks, into crew compartments or hatches, and so on and so forth. Sometimes the only way to deal with an enemy vehicle is to rush your infantrymen towards it in hopes they can get close enough to pummel it with grenades. This tactic can even work on heavier tanks.

Another method are mines. Most lightly-armoured vehicles are somewhat susceptible to anti-infantry mines and are, of course, utterly obliterated by anti-tank mines. Though anti-infantry mines contain only small amounts of explosives, it can often be enough to jam the wheels of a tank, or break its track links, pop off a tire or entire axle, and do other minor damage which will essentially cripple the tank and remove it as a threat. Placing minefields in places you suspect the enemy may try to send vehicles – such as out-of-the-way valleys and chokepoints that he thinks will let him smartly flank your forces – can do wonders to remove their threat. This also has the added bonus of being able to kill any infantryman who also try to move there (including your own, so watch out!)

Each faction also has dedicated anti-tank infantry, armed with a variety of armour-killing weapons, from the British PIAT, German Panzerfaust, and American Bazooka. These guys can make mincemeat of any lightly-armoured vehicle. Ontop of this, the US and Soviet armies have access to two quite useful units; the American Flamethrower and the Soviet Anti-Tank Rifle. The Flamethrower is quite a spectacular and deadly weapon; its wielder can slowly sneak up close to an enemy vehicle and rain liquid fire down upon it, quickly burning its crew alive. Anti-Tank Rifles, though useless against actual tanks, are still quite capable of penetrating the armour of armoured cars, scout vehicles, halftrack APCs and other lightly-armoured targets, and can do so from much longer range than other all of the other infantry.

You can, of course, try and rush-build a Vehicle Yard of your own, hoping that your anti-vehicle tactics delay the enemy long enough that you can field a real counter in the form of your own combat vehicles.

Cracking that Egg

Some players are notorious “porcers” – they like to hide behind row upon row of defenses, from minefields to anti-tank guns, field guns and artillery, hoping to blast the foe into absolute oblivion before he can even come into range with his infantry and tanks. Such a tactic can be quite effective, especially for the more attentive players who can pull a “Monty” and advance with alternating lines of artillery; while one line provides covering fire, the other moves up into position and deploys a new forward line, and when it’s up and running the rear line can move up and repeat the process. Although it’s slow, it can catch a player unaware, and subject him to a brutally slow, highly explosive death.

Artillery is fairly useful against almost any ground unit. With enough artillery shells, you can pummel any tank into a pile of wreckage. So you’ve got to figure out a way to get past it or destroy it successfully. A frontal attack is pretty much suicide, even with heavy tanks; you may do some damage, but ultimately, unless you have an enormous force of heavy tanks well-supported by Logistics units, you’re not going to crack that egg. Here are some other tactics you can try:

  1. Flank the line. It’s very unlikely that your opponent will be able to provide 360-degree fields of fire to protect himself from attack from any angle. Search for weakspots and exploit them; send fast-moving armoured cars and scout vehicles to penetrate weak points in the line and hit those artillery batteries from behind.

  2. Fight fire with fire. If you feel confident about it, you can try to best your enemy at his own game, producing your own lines of artillery. This may or may not work, however, especially if your artillery is shorter ranged than his.

  3. Self-Propelled Hit-And-Run. Most factions have some sort of self-propelled long-ranged ordnance, be it self-propelled howitzers, rockets or heavy assault guns. These can be very useful in hit-and-run artillery attacks on your enemy’s line. The tactic is simple; probe ahead to try and spot where your enemy’s positions are. Once you’ve spotted them, note them down. Then grab a bunch of self-propelled guns and move them up into firing range quickly, and have them douse the area with shells for awhile. If you start coming under fire, move away, and try from another position. The Soviet Katyusha truck-mounted rockets are exceptionally good at this – they’re able to unleash horrendous amounts of explosive ordnance in a very short period of time, allowing them to do quite a lot of damage and escape unharmed to re-arm and do it again. German Nebelwerfers, although not self-propelled like the Katyusha, can serve the same role, though their deployment time makes this riskier – they have to take the time to deploy into a firing position, which may give your enemy enough time to spot them and hit them before they can fire. But if you can get some Nebelwerfers into a good position, such as on a flanking hill or protected so that enemy scouts can’t get near, then go for it!

Sneak Tactics

Both the British and Soviets have special infantry units which are capable of performing “special operations” behind enemy lines. The British Commando is by far the better. Though small in number, they are quite adept at hiding (so enemy units have to get closer to them to spot them than other units that can “hide”), which makes them great at infiltrating behind enemy lines where they can wreak havoc, destroying supply structures, barracks, vehicle yards, and any other under-defended target.

Partisans, on the other hand, are ridiculously ineffective in your standard combat situation. They’re incapable of meeting anyone one-on-one, and usually require 3:1 or better odds to pull off a victory in combat – and even then they’re likely to lose most of their number. They can, however, be an incredibly demoralizing and confusion-sewing tool, thanks to the fact that they are built from hidden Partisan Shacks. A couple of Partisan Shacks built in far-off corners and hard-to-reach territory can spew out large armies of rifle-wielding, molotov-throwing nuisants which can descend upon undefended targets in a horde of badly-aimed shooting and downpours of flaming gasoline.

[size=150]Getting Started[/size]

For those not familiar with Spring RTS and it’s little nuances (and even for those who are), just trying to find out how to started a damned game can seem like a daunting task. This section of the guide will try and alleviate that problem.

Downloading and Installing

This part requires the least amount of work or foreknowledge. Download the installer, and run it. :slight_smile: It will create a new directory called “Spring” (by default) wherever you tell it to. This directory contains all relevent Spring game files, including the \mods\ and \maps\ folders which contain files for Spring games and maps, respectively. The Spring: 1944 game file will be placed into \mods\ (along with any future patches, versions, etc), as are all other games made for the Spring engine. Same with maps, in the \maps\ folder.

However, Spring also has a very nifty gimmick called the Archivemover. What this does is assign all Spring game and map file extensions (.sd7 and .sdz) to be handled by the Archivemover program, so that all you need do is double-click on the file and it will be send right to the appropriate folder in your Spring directory! Neato, huh?

Starting a Single Player Game

Spring currently has very little singleplayer support – it was an ethos of the original founders of the Spring project that “SP will never be supported”. Almost all of Spring’s ui elements and interface shells deal specifically with the multiplayer aspect of the game. Likewise, development of battle AIs is also somewhat regressive, particularly for Spring: 1944, as we utilize many features of the engine as well as LUA coding that current AIs made for other Spring games and mods can’t handle. This means, unfortunately, that for the time being there is no real Single player support for even “skirmish” style gameplay with an AI opponent. You’ll just have to drag yourself out there and meet people to play with! Don’t worry, we’re generally very nice, and quick to slap anyone who isn’t.

Starting a Multiplayer Game

Included in the installer is Spring Lobby, which will allow you to connect to other players in an IRC-style environment which allows you to chat, host and join games, and do other fun stuff. When you start the Lobby for the first time, you’ll have to Register a nickname, and then join, obviously. When you join you may not see many people – there are dozens of different #rooms on the Lobby server. You can check them all out by typing /list and looking at the Official server tab. However, the most important room is #S44, which is where we are.

There are multiple tabs for various sections of the Spring Lobby interface; Chat, Multiplayer, Singleplayer, Options, Replays, Downloads. Of those, Replays and Downloads should be the only one bringing up question marks. Whenever a game on Spring is played, by default your computer will record it, and save it on your hard drive (demos folder in the Spring dir). This allows you to go back and look and watch your games, which is pretty cool. Downloads is part of a built-in torrent system which allows transfering of files between Spring players (and only Spring files, not music or movies). You can turn this on and off in the Options menu.

To actually start a game, you’ll want to go to the Multiplayer tab. The first thing you will see is the game list, with various games going on (although all games and mods take place on the same server, we’ve set your Lobby to filter out non-Spring: 1944 games by default). You can join one of these games, if they’re open, or Host your own. When you host, simply set a game title, select Spring: 1944, your connection type and any other options you’ll see, and get goin’!

Once you’re hosting (or have joined a game) more tabs will appear next to “Battle list”. All have options that you can modify and change to suit your gaming glee:

Team: This is your Team #. By default, every player should have a unique Team ID. Sharing the same Team ID will mean you will “share” the same side as the other player; for instance, you’ll control the same units. In Spring jargon this is known as “Comm-sharing” (for Commander sharing).

Ally: This is your Ally ID. Players with the same Ally ID will be allies in-game (ie won’t attack each other, can share resources, will see what the other sees, etc, but can’t control each other’s units)

Color: Obvious enough, I hope? Sets your in-game teamcolour.

Side: Again, obvious enough I hope. Sets your side. Ignore “AI” sides for the time being; they are a rather brutish attempt to get some singleplayer and AI functionality. You DON’T want to play as an AI side yourself.

Spectator: By selecting this you will be able to spectate a game rather than play in it; you will see everything going on in the game but won’t be able to interact with anything. If you’re weary about playing your first game against an opponent, you can spectate others’ games to watch how things go.

Ready: Selecting this will set your status to Ready, which will allow the Host to start the game once all players are “Readied up” (if you’re the Host, or a spectator, you’re automatically Ready and this checkbox is greyed out).

Heading over to the Map tab will bring up a list of maps that you have available, selectable with the drop-down menu at the bottom of the screen or by pressing “Select”, which will bring up another selection view. Once you’ve selected a map, there are three different start configuration options you can choose from: Fixed, which will have players spawn on the map at game-start as determined by the numbers on the map according to their Team ID; Random, which will have players randomly spawn at one of the start positions indicated on the map; and Choose in game, which will allow players to set their start positions anywhere on the map. at first glance this may sound like it could cause problems; what if two opponents start right next to each other? When you select this option you can click and drag “Start boxes” on the map itself, which basically create an area for each team to start in; they can only select any position inside their box, and nowhere else on the map. Each box will have a number in it indicating which team it belongs to, and a “Metal: #%” which shows the approximate amount of territory Command points inside each box (to make sure teams start more or less evenly).

The Options tab has the most options. I won’t cover them all; they’re fairly self-explanatory. Yuo can set the amount of Metal (Command) and Energy (Logistics) players start with when the game begins; the maximum number of units each player can haev in a game (recommend no more than 500-1000 if you want your computer to survive the night); and others.

Once you’ve selected all your options and have a room full of players ready to go, you can start your game!

[size=150]Interface and Controls[/size]

This section covers basic interface description and controls for Spring: 1944. Much more in-depth information is available on the Spring RTS website, but for simplicity’s sake this section provides the basics of how to operate ingame. Note that, in line with Spring’s extreme modifiability, most controls and keys can be modified.

Camera

The Spring engine has several different camera modes to choose from, each with its own nuances. You can change camera mode by holding ctrl and either pressing backspace or the mousewheel.

TA mode is the “standard”. It is your average 3/4 view mode, however the view angle can be changed by holding ctrl and spinning the mousewheel. Another interesting viewmode is “FPS”. This basically gives you full 360 rotation and pitch for your camera to view anything from any angle (except from underground). In most mosts, pressing backspace or the mousewheel (without holding ctrl) will switch the control mode from fixed (a small cross will appear in the center of the screen, and any mouse movement while result in moving the camera) to normal (you will be able to move your cursor and select thing, and scrolling the edges of the screen will move the camera).

Selecting and Moving

To select a unit or structure, you can either left-click on it directly, or left-click and drag to select it, like most standard RTS games. When selecting 4 or less combat units, or any non-combat unit (and any structures that have the Move ability), your default Command will become a Move order – right click somewhere to tell those units to move there, and they will do so, not stopping (voluntarily) until they reach that point. When you select more than 5 units that default command will become “Fight” – it acts almost the same as Move, except your combat units will stop and engage any targets they come across (rather than walk by firing wildly from the hip). You can also right-click and drag to have your units move into a line formation – this is usually the best way to advance your troops (issuing a line formation Fight order) as they will spread out, maximizing their fields of fire.

When you manually select an order from the unit’s order menu, such as “Fight”, “Move”, etc, the trigger becomes the left mouse button.

Queuing build orders

Engineers, Barracks, and Yards can generate structures and units. Selecting them will show a build menu in their command menu. For Engineers, clicking the type of structure or unit you’d like to build will let you place that item anywhere; the Engineer will walk over and start processing the order there. For structures, clicking a build order will automatically build that unit, which, when done, will walk out.

Issuing orders to structures

Structures that build units (Barracks, Vehicle Yards, etc) have several commands available to them in their menu. Although the structure itself can not carry out these orders (a barracks can not sprout legs and move), the order will carry over for any unit built by that structure. For instance, if give a Barracks a Move Order somewhere outside of it, all infantry built there will move to that point once they’re built. In other RTS games this is known as giving it a Waypoint.

Behavioural orders

Most units have an array of behavioural orders that affect how that unit behaves:

Setting units to Hold Fire will cause them to, naturally, hold their fire, forever.
Return Fire will cause those units to only fire if fired upon.
Fire at Will will allow those units to fire at anything that comes into range.

Hold Position forces the unit to stay where it is. This can be useful for most vehicles, as with the Spring behavioural AI system vehicles have a tendency to want to move around a lot in sometimes very strange ways. If you want your vehicle to stay put where it is and never move, set it on Hold Position.
Maneuver will allow a unit to move when an enemy comes close; if out of range of weapons, it will attempt to get within weapons range (although often not successfully thanks to the above unit behavioural problems). The units will have a set “leash length” where they will engage any targets that come nearby.
Roam allows units to essentially pursue a target they happen to see nearby indefinately. Rather than pursue for a bit and then turn back, they’ll go hunting their target until it or they are destroyed.

[size=150]Setting Up and Joining a Multiplayer Game[/size]

This section will explain in basic detail how to Host and Join a multiplayer game using SpringLobby.

When you first run SpringLobby, after it prompts for any updating and other messages, the first thing you’ll want to do is to double-check that SpringLobby has properly found the main spring executable and unitsync library.

To do this, click the Options tab, and then the Spring sub-tab, and you will be brought to the window below:

Outlined in red are the two fields which point to spring.exe and unitsync.dll. By default both these files will be in the folder you installed to; you can simply press Auto Configure and SpringLobby should auto-detect these files, however if you are having problems then manually search for them. When done, hit “Apply” at the bottom-right corner of the window.


Now that that’s out of the way, you’ll want to create a new login and, of course, log yourself in. You will auto-join the S44 channel where most of our players hang out and where you can chat. Of course, do try and be civil! In the image below, the Player List is highlighted in red, which shows all people in that room (some of whom are bots). At the top, highlighted in green, are all the tabs of SpringLobby.


Now you’ll want to start or join a multiplayer game, so click on the Multiplayer tab. As shown in the image below, blue highlights show the list of all game rooms running Spring: 1944. At the very left of the list you will see status symbols. Generally, crossed swords means a game is in progress; green means the game is open (and joinable); red means the game is locked. Several of these – Springie2, Springie3, Shermanbot and Peanuts – are autohosts. They sit there waiting for people to join, and can be given commands inside the game room (they’ll tell you how when you join). Of other note, highlighted in yellow is the window which shows all players in the currently selected game room; red highlights show the Host and Join buttons. Clicking on Host will bring up a small window where you can select a Description (title) for your game room, select the game (1944, obviously!), number of players, port numbers and NAT traversal.

So do that, fill in your game’s info, and…


You’ll be brought to the Battleroom. As you see below , highlighted in green, more sub-tabs have appeared now that you’ve joined/hosted a game; Battleroom, Map, Options, Unit Restrictions. Battleroom is the room currently viewed in the image. It’s fairly straight-forward. In the blue box you have a player’s list showing all players in the game room. In yellow you have some faction options; Team (this is your unique Team ID; everyone should have their own unique Team ID, for if you have the Team ID of another person you will control each other’s units); Ally (this is your Ally ID, set it to the same as another player and you will be Allied in-game but control your own units); Color (the color your stuff will appear as in icons and on the minimap in-game); Side (GER, RUS, GBR, USA); Spectator (select this checkbox if you would like to watch the game rather than play in it, being able to see the entire map and everything everyone does, including tracking their camera movements!); and “I’m Ready” (click on this if you’re in a joined game and you’re ready to begin; the game can not start until all players in the game room are either Ready or a Spectator).

In the Red box there are some room options; Add Bot… adds an AI-controlled player (currently not supported); Autohost will toggle on limited autohosting capabilities (players will be able to give your SpringLobby rudimentary commands in order to play games); Locked will lock or unlock the room; Player Management will open up a drop-down list of options you can effect the room with (such as making sure everyone has a unique color, unique Team ID, divide players up into Ally teams, etc); and Start (this button will only be selectable if all players in a game room are Ready or Spectators).


In the next image we have the Map sub-tab options. This is fairly straightforward; select a map from the list (highlighted in red); set Start Position options (highlighted in green) – these are important, particularly for team games. The most popular Start Position option is “Choose in game” – this allows every player to select their start position. If you look at the Map (highlighted in blue, as if you couldn’t see it), you will see two boxes on opposite sides of the map – these are Start Boxes, and players will be limited to starting anywhere in that box. To create a start box, simply select the “Choose in game” option and then click+drag a box on the minimap; successive boxes will be assigned to successive teams (ie the first box you place will be for Ally team 1; second for Ally team 2; and so on).


Now for the next tab, Options. This tab has a multitude of various game options to affect your games. The image below shows the Options tab, which contains:

Maximum and Minimum game speed: Sets how fast and slow players can make Spring while ingame.

Starting Resources: Sets how much Command and Logistics you begin a game with.

Always Visible Flags: All Command/Flag locations on the map are visible. Also visible is who owns each flag (if it is captured by a player), regardless of LOS or alliances.

Undeformable Map: The map terrain will not be deformed by explosions and weapon impacts. Allowing deformation can drastically decrease performance under some circumstances.

Fixed ingame alliances: Determines whether you can make and break alliances while in-game (via console commands only at the moment)

Fixed Command Storage: If set to 0, your amount of overall Command Storage (how much you can accrue over time) is determined by the number of buildings you have constructed. However, you can also set it to a fixed amount, which can not be changed.

Max units: The maximum number of units each player may have (once they reach this limit they will not be able to produce any more, though losing units to bring your total back down below 1000 will allow you to continue producing more units)

Command Point Income/Battle Significance: Modified how much Command Points each flag returns (“Battle Significance” denotes how important this battle is and how willing the brass is to funnel re-enforcements and units your way for the fight). During Deployment games, this option determines how much Command you will have available to deploy units.

C.R.A.I.G. Difficulty Level: Sets the difficulty of our resident AI, C.R.A.I.G.

Game Modes: Choose between Traditional, Deployment, and Score (Ticket) game modes. Traditional is just that; you build a base, build units, and try to wipe out the enemy’s base and take positions on the map. Deployment mode allows you to deploy any number of units on the battlefield before game start (the amount determined by the Command Point Income level). No bases or construction; once the game starts, you and your opponent(s) battle it out with the forces you selected.

Score Mode: This option enables Score (aka Ticket) mode gameplay, which can be enabled both for Traditional and Deployment Game Modes. Score mode is a lot like the Ticket-style “Conquest” gameplay for multiplayer FPS games in that holding more than half the flags on the map will cause the enemy’s Tickets to “bleed” or begin running down; the more flags you capture, the faster their Ticket count-down is. When it reaches 0, that player will lose.

Score Limit: When Score Mode is activated, this is the amount of Tickets each player receives.

Start Time: This sets how long into the game must be reached before Score Mode will be activated. This allows a “window” for players to establish their control, fight for territory and capture and defend flags before the Ticket count-down begins. You will still be able to capture flags (and, in Score Mode, flag capturing still gives you Command Points) but it will not count towards the Ticket count-down until Start Time has been reached.

Logistics Resupply Frequency: Sets how often your armies receive Logistics. Default is 5 minute intervals. Shorter intervals means you do not have to worry as much about running out of ammunition for your units (the units themselves will still use ammo, but as you get Logistics more frequently, the drain they have on your Logistics supply when doing so is less severe). Longer intervals means you have to be very careful about how you use your units.


So there you have it, you should be able to start and join games. There is, of course, more to learn; keep at it and you’ll become familiar with all the ins and outs of SpringLobby and multiplayer gaming with S1944.

This has been replaced with the on-site wiki, and thus I am unsticking it.