WarPlan Europe
WarPlan Europe
Contents 9. Advancements 50
10. Specialties 53
5
game that highly impacts the Axis powers while being less important Advancements are the simplest and most predictable portion of the
for the Allies. Manpower affects Germany and Russia mostly. game but with some choices.
Logistics is the ability to field an army which replaces the standard The map is based on a Peter’s map scale projection. This means
force pool model most games have. This creates decision points that the map is scaled according to the curvature of the earth.
for the Western Allies more than any of the other countries. With Map areas represent 40–80 km, 25–50 miles, in diameter per hex.
an abstract logistics system, players have greater flexibility without WarPlan has beach hexes in which an invader can land recreating
exploiting the game. Advanced unit types use more logistics to put more accurate situations during invasions. Having a land unit on a
in play so players need to make a balanced force to succeed. Creating beach makes it more vulnerable to air attacks. Invasion forces can
too many armor and air units will cause difficulty in rougher terrain be supplied and supported by naval forces from shore. Air forces are
and urban areas, use more oil, and use more supply, while generating there to reduce the effectiveness of the defenders, do some damage,
less physical land forces. Creating all infantry units will slow down and slow down their movement, but not destroy them outright.
frontline progress while being vulnerable to armored and air units. Invasions need to be planned, and control of the surrounding sea is
Large navies drastically impact logistics as they are costly to maintain. paramount for support and supply.
The advantage the Axis have, specifically Germany, is that of combat The supply system mimics the complexity and problems of
unit experience and a large early military vs individual opponents. overseas supply. One can’t simply place 10 corps in Africa as the
The Allies have a resource and logistical advantage but start with Axis and steamroll into Egypt. The Allies can’t easily take one
a smaller number of weaker forces. WarPlan is about manipulating port during the Normandy invasions and supply 1,000,000 men.
resources, logistics, time, and territory. Each port has a supply capacity that allows for a limited amount
Most countries have their unique land military forces specific of strength points and oil it can support. Range from a port also
to their country. England is the default average value for land units; plays a role in supply cost. Players do have other options in using
France is weaker in experience; the USA has more firepower; the extra supply trucks to maintain a higher supply and effectiveness or
USSR has more strength; Germany has more experience; Italy has dumping supplies on shore from ships. This makes invasions much
less of everything but has a decent air force and a good navy. Minor more difficult to execute.
countries have different attributes which represent their equipment The naval system is based on stacks of naval groups. The scale is
and training at the time of the war. Most naval and air units are the 2 capital ships per unit to match the scale of the game accurately.
same for all countries. While aircraft carriers hold considerable firepower, 2 carrier groups,
Advancements represent yearly improvement in technology and or 4 real carriers, are required to compensate for an equally trained
combat doctrines. It is a simple system to keep the game balanced. air force on land. Naval units are used to contest sea areas and to
support or prevent land forces, air forces, and supply. There are no
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interceptions of other naval units as they move along a path. A player The computer A.I. was designed with a single notion, to not do
can intercept a fleet once it has stopped. A player must move toward anything stupid as best it can. It will not follow history but instead
an enemy and attack it. Reconnaissance levels provide the ability to follow what makes logical sense for the countries to do. Germany will
detect an enemy fleet and engage it in combat. Naval fleets out at take key countries earlier in the war to gain operational advantage
deep sea are very difficult to find. in France. Italy will not invade Greece on its own. The Axis might
not even invade Greece at all if they don’t have time. There are
Half the Royal Navy was sent to hunt down the Bismarck. The naval
limitations on how well a computer opponent can play in a game
system allows for some tactical opportunities of maneuver and
deception during a naval operation. of this complexity. A computer opponent can’t beat a fair human
player in this type of game without help. No A.I. in a game of this
The air system is can be automated if a player chooses. Air units scale can when the field is balanced, not yet at least. The intricacies
can attack production and other units impacting their strength and of strategy are too complex for a single home computer to handle in
effectiveness. a reasonable amount of time. The Allied A.I. is designed to play with
absolute historical forces. This means that the Russians will have the
Air forces in World War 2 were not as effective in destroying
massive amounts of men they actually had in the war to compensate
ground forces as reported. This is reflected in WarPlan as only
a portion of the damage applied to land and air units is actual for their tactical blunders.The Western Allies will have a vast air force
damage to their strength. and naval superiority.This game will be best when played vs another
person or as the Axis vs the Allied computer. If players want a better
The land system is designed to move and attack as long as a challenge, they can adjust the level of experience and supply the A.I.
unit has operation points. WarPlan makes it as easy as possible to receives to make for a tougher game.
attack a hex from multiple sides. Different land units have different
functions in the game. Infantry is more effective at taking difficult
terrain while armor is more effective in open terrain. Units can be 2. Introduction
specialized to help in difficult situations through the accumulation
WarPlan is a corps/division level wargame that simulates World
of specialty points.
War 2 campaigns using land, naval, and air forces to represent each
WarPlan has specific rule sets and modifiers for different
of the countries involved in the conflict. There are economic and
situations which make it exclusively a World War 2 game. Some of
political aspects of the game that allow flexibility while keeping
these include bottoming of ships, truck supply, limited port supply,
the play balanced. The play is very similar to board wargames of
specialties, and combat modes.
the same genre. Each side takes its turn moving and attacking. The
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turns rotate back and forth between both players. In the main 1939 Unit Scales
scenario, there are events that happen throughout the game that Division = 15,000–20,000 soldiers
mimic important historical events that affect the players. Mostly Small Corp = 30,000–40,000 soldiers – usually paratrooper,
these events are targeted at neutral minor countries and their part mountain
during the war. The game is balanced for heads up play via PBEM. Large Corp = 50,000–60,000 soldiers
Included are other variants of the main scenario for flavor Army (USSR only) = 35,000–70,000 soldiers
and more flexibility. I strongly suggest these scenarios be played Air Unit = 300–400 combat aircraft
exclusively vs another player as there are too many variables to Carrier Group = 2–3 aircraft carriers with 150–200 combat aircraft
account for with a computer opponent. Battle group: 2 battleships/battle cruisers + support ships
Cruiser group: 4–6 heavy cruisers + escorts
3. Installation Requirements Patrol group: 4–6 light cruisers + escorts or a destroyer patrol
Sub group: 10–15 active submarines out at any one time
OS: Windows 7 SP1+ Escorts: 8–10 frigates, escorts, and corvettes for trade routes
Graphics card with DX10 (shader model 4.0) capabilities Merchant Marine: approximately 200,000 tons of active convoys
CPU: SSE2 instruction set support
Map Scales
Game Play Screen Resolution 1366x768 or higher
The map for the main scenarios is based on a Peter’s Map design.That
Editor Screen Resolution 1920x1080 or higher
type of map defines actual distances between locations accounting
for the curvature of the earth. Some locations were purposely made
4. Game Scales smaller to accommodate better play, for example, Northern Russia
where Norway, Sweden, and Finland are. Most of the main scenario
Scale of Strength Attribute maps are 40–80km, 25–30m, per hex scales with the northern part
Land Strength Point = 1,500–2,500 soldiers representing more miles per hex.
Air Strength Point = 15–25 front line combat aircraft
Turn Length
Naval Unit (5–6 strength points) = 2 capital ships or 3–5 cruisers
After each side has performed its turn, the game advances 2 weeks.
with supporting vessels per unit
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5. Main Menu Main Menu – When the game first loads the main menu will
appear. From here you can choose to play a new game vs the
If you are familiar with wargames, you can get into the game right computer or hot seat, load a saved computer or hotseat game,
away by loading a scenario and using the help and tooltips. Almost multiplayer, edit and create your own scenarios, change options,
all buttons and toggles have a tooltip to understand their function. look at credits, or quit.
An activity report appears before each turn starts to review any
important action that has happened militarily, economically, or
politically that your side is allowed to see.
Square icons are buttons, hex
icons are toggles, circle icons are
game functions. The game functions
appear on the far right of the screen.
The “?” circle button on the far-right
side gives information about play,
hotkeys, and units. It will describe
how to use the mouse to move and attack with units. This is the
easiest and quickest way to learn the game system.
The objective of the game is New Game (computer or hotseat) – Starting a new game is easy
to expand, capture, and hold as on the main menu. Selecting New Game will bring up a list of
many victory objectives as long scenarios and scenario options. Toggle through the buttons on the
as possible throughout the game. left to select which side to play vs the computer, or heads up. If
The game is scored on how well playing the computer chose your computer land experience and
an individual country performed supply effectiveness for a more challenging game. Hitting Start
and how well the Axis or Allies begins the scenario.
performed. This allows players to Load Game – This allows you to load a previous computer or
work toward higher victory score hotseat game.
goals as they play more games.
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Multiplayer Game Login Editor – If you want to make
– Login to the system, If you your own scenarios or edit
have an existing PBEM++ current ones, use the game
account, or create a new editor. You can choose from
account. Your serial number an existing game or create a
will automatically be registered new one.
on the server.
If you want to delete a
PBEM Game Menu – After scenario, go to the directory
you log in to the account, two the scenario is in. The ability
windows will appear. The left to delete campaigns from the
menus has been purposely
window allows you to select removed, so players won’t
your game, side, and a private game password.The right side shows remove key game data or accidentally delete their own work from
the current challenges issued by other players and the games you the game.
are currently playing. Both panels have information about your
game and buttons to accept, start your turn, cancel a challenge, or Options – These change many
resign a game. of the game play features of
the game.
Map Scroll Speed – How fast
the map moves when using
the arrow keys or the mouse
with Scroll On option
My Attack Delay – How
long before the battle popups
vanish on your attacks
A.I. Move Delay – How fast
you see the computer opponent move
A.I. Attack Delay – How long before the battle popups vanish on
computer attacks
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Land, Air, Naval Statistics – How information is displayed for Save – Saves the current option settings to file so it will be loaded
units on the map next time the game is started.
ToolTips – On or off in game and in the main menu
Autosave – When on, a file will be saved at the end of each human 6. Sequence of play
turn for hotseat or computer opponent games.
Scroll – When on, the mouse can move the map when on the edge Each turn calculates all functions of the game before the player is
of the screen. allowed to play their turn. Both players take turns controlling their
side’s actions. Once they are done, they click End Turn and it is the
Details – When on, the details panel is always on for a unit.
opponent’s turn. Once both sides have played, the date changes and
Battlecam – When on, the camera will follow the computer the weather is updated. During a turn, players build, move units,
opponent battles. perform political actions, and deploy forces. Between turns all other
Reset Panel – If the information panel has gone off screen, this will aspects of the game are calculated including production, resource
reset its position to the lower left. and rail repair, convoy battles, supply, unit upgrades, research, supply,
Centering – When on, a selected unit will center if it is too far away out of supply effects, tracing trade routes, and calculating supply ship
from the center of the screen. interceptions. This allows players to focus on playing rather than
Click – When on, the mouse click will be audible when items are micromanaging game resources. The previous turn’s movement and
selected. battles are shown on the map and can be viewed via the Combat Logs.
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buttons. On the far right are the game functions including ending CTRL + move over friendly land units = Add this unit to the stack
the current turn, help, options, save, and quit. By default, tooltips for a land attack.
is turned on. Most buttons and icon have tooltips. The arrow keys SHIFT + move over enemy = Select all land units to attack a hex
may be used to scroll the map. The mouse may be used to scroll the ALT + move over friendly = Merge selected land units
map, but this option may be disabled in the Options menu. ARROW KEYS = Scroll the map
Using the arrow keys, or moving the mouse to the edge of the Right Mouse Button Hold + move mouse = Scroll the map
screen, moves the map. Using the scroll on the mouse, or the + and N = Next unit with operation points
– keys, will zoom in and out on the map. Mouse scrolling can be P = Previous unit with operation points
turned off in the Options menu. When a unit is left-click selected, + and – or Mouse Scroll Wheel on the map = Zoom the map
its information and options become available on the left side of the in and out
screen. Menu items are selected by left-clicking. Units on the map Mouse Scroll Wheel on a panel – Scroll list of present panel
are selected by left-clicking and doing an action by right-clicking.
Placing units on the map from the deployment queue is also done 7.2 Game Toggles
by left clicking.
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7.3 Undo, Previous Unit, Next Unit to take them to the location of the information. Hovering over the
button will give information about the warning. The icons also tell
Undo Move – On the right is the undo move you what kind of problem it is. Clicking the button takes you to the
button. This button is available when the moving location and removes the button.
land unit has not affected the map or enemy units in any form
Mini Map – On the lower right
including revealing information.
corner of the map there is a smaller
Previous and Next Unit – This moves to the previous/next unit version of the map. When players
that has operation points remaining. click a location on the mini map, the
If your resolution is 1366x768, the undo and previous/next unit
large map will move to that location.
icons will appear as smaller icons to the left of the production Information Panel – The lower left corner of the map shows a
button. moveable hex information panel showing information about the
hex over which the mouse is hovering. The panel has a grip on
7.4 End Turn, Help, Options, Save, Quit the left side so it can be moved anywhere on the screen.This panel
can be reset to its original
On the far right will be found the end of turn, position from the Options
help, options, save, and quit buttons. menu item Reset Panel.
Country Selector – Within each menu item appears a row of flags
7.5 Map Information
of countries that are currently in your alliance, Axis or Allies. A
Critical Display Buttons – player may select any one of these flags in the current menu item to
The right side of the screen perform menu actions for that country.
is reserved for important Map Selector – The map uses a map selector icon to indicate
information about the where you are clicking and on what you are clicking. Different
game. When something of colors differentiate units and locations.
importance occurs relative
to supply or partisan activity,
a column of buttons will
appear on the right side. A
player may click the button
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7.6 Menu Items appear green when a player has more than enough ships to transport
resources and red when a player is short of ships for the resources
it is shipping.
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Logistics – This indicates the total logistics for the country which Support Pool – This shows how much a player has of each support
allows it to build units. A country is limited in how many units it item and how much of it is in use. Some items are consumed upon
can build by the logistics number. Each type of unit costs a different use. Others are used until released.
logistics amount. Buying Units – The bottom half of the production screen is
Shipyards – As with logistics a naval unit also needs shipyards in dedicated to producing military and support units. Players can select
which to build. Shipyards are in use while the unit is being built the tab of the military arm for which they want to buy.This will list
and released when it is complete. Each naval group has its own the units, advancements, names, costs, and features of the unit. If a
shipyard cost. particular unit can’t be bought, the purchase button will be in red.
Strategic Resources – This shows how many strategic resources A player may type in a custom name for the unit. If a player types
the player currently controls. As long as the strategic resource is in in a custom name for a unit this name will be used instead of the
supply of any kind it increases the economy of the country by +1%. names on the list.
Specialty Production – This allows players to give special abilities If the purchase button is red, a player is lacking in one or more
to units. The points gained each turn are based on the production resources required to produce the selected unit.
of the country. Countries with higher production yield greater
specialty points. Help button – In the upper right corner just below the close
Upkeep – After each turn, this displays how much production and button, there is a help file for production. This explains all the small
manpower was used to reinforce and upgrade units and maintain panels in the game in case you need to refresh yourself.
them with oil. Command Point Production – Each turn players generate
Stockpile – This lists what a country has left for use in each category command points for their countries. Command points are only
shown. shown on headquarter units. While part of an alliance, a country
generates 1 command point per turn. While neutral they have a
Reinforcement and upgrade – The amount set is allocated to
50% chance to generate a command point per turn. Command
repair and upgrade units on the map. No more than the amount set
points are used to assign generals to headquarters. A country also has
will be spent on repairs and upgrades per turn. If a player sets the
a chance to generate a second command point based on how much
amount to 0, then no production will be used to repair and upgrade
of its logistics is used. The more of its logistics is used, the more
units. If it is set to equal to or more than what is available in the
command points and the higher the chance the country will get
stockpile, then all production will be used.
a 2nd command point. The better the generals, the more command
points they cost.
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owned. A green arrow indicates an import, a red arrow an export.
Trades that travel by convoy use merchant marine and are subject to
raiders and submarine attack along their route. Each resource point
sent requires one merchant marine. A trade can be blocked if the
route can’t be connected to its destination port. Trade routes follow
convoy routes in water hexes. Trades created in this menu may also
be canceled or altered during a turn. Event-created trades may not
be canceled manually. Some neutral countries offering resources
might cancel their trade if certain events happen during the game.
Some neutral countries might create a trade for the same reasons.
The bottom right panel shows all the convoy routes, unused
escorts, and assigned escorts next to each convoy route name.
Escorts are a support unit. They can be transferred from one zone
to another or removed from a zone and placed in the available
pool. Escorts protect convoys from submarine units attacking them.
Escorts have no effect on non-submarine naval fleets nor can they
Convoys and Escorts – Here a player can find all overseas convoys be affected by them. Only subs have a small chance of sinking an
and trades between countries. A player can view, setup, and cancel escort during the convoy attack calculations.
trades during the game. Trades transfer the selected production and
oil every turn to the target trade partner. No more than 25% of a Convoy Route Icons
Import Designation Effect
country’s total production and 25% of its stored oil can be traded An allied minor country is sending 50% of its production and all of its
Allied
unused oil.
away. Conquered and owned countries resources only show up on A country is sending resources due to a trade agreement setup or part
Agreement
of the scenario
the trade list if they are traveling by naval convoy. Trades travel via
Owned Owned and controlled hexes not in main supply overseas
undamaged rail or convoy routes. Conquered resources yield only 1/3 their value while conquered oil
Conquest
yields the full value
All production resources yield full value to the country that owns
Supply This convoy is providing supply to a port
and controls the resource. If a player controls but does not own the
Import Resources are coming into the country
resource, it will yield 1/3 of its amount.
Export Resources and supplies are leaving the country to the destination
The bottom left panel of the screen shows all current trades Convoy route hexes for transporting resources appears on hexes which
and their status. Trade types can be allied, agreement, conquest, or Route are considered water. Hovering over the icon on the map will show the
name of the convoy route
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Romania sends Germany most of its oil via rail. This is a trade
much was spent or saved. The more spent on a field, the greater
agreement via rail. Sweden sends Germany resources via rail and chance it advances, but it has diminishing returns per point invested.
convoy. The latter will be on the convoy route list while the former As a player increases in an advancement, field the success rate also
will not.
drops to attain the next level but more research centers may be
assigned to that advancement.
Advancements – Attaining advancement levels allows upgrades A maximum of 4 researchers can be placed in a 1939 level
to units. A player may use available research points to increase field. Each new advancement year allows a maximum of 1 more
investments in a specific advancement field.The left panel shows the researcher to be allocated to that field. When a new research
name, acquired year, investment, and days left until the next year’s point is available, the advancement menu button will light up. The
advancement. Once the days reach zero days, the advancement will number of unassigned researchers appears on the top far right of the
be moved to the next year and the number of days will reset to 365. advancement screen.
Each turn a player has a small chance to get new research points.
The chance is based on the current production regardless of how The year is 1941 and the USA has an anti-tank of 1939. A maximum
of 4 researchers is allowed. But their strategic bombing field has
advanced to 1941. A maximum of 6 researchers is allowed to
advance that field with the base of 4 + 1 for each year after 1939.
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but is presently neutral. It will be more susceptible to influence by
nations of that alliance.
The Status column shows how close a country is to becoming
part of an alliance. When the status reaches 100%, the country will
align to the closest major power of that alliance.
The Morale column shows how close the country is too
surrendering and at what morale level it will surrender. When
the morale break is greater than its morale, the country can be
forced to surrender. If morale goes to zero, a country automatically
surrenders. A country with Endless morale never surrenders. All
the Allies except France will never surrender. Italy can surrender
without losing its capital. Germany surrenders when its morale
is at zero. Taking brown or green circle hexes reduces the morale.
Surrendering nations usually have their convoys, escorts, and naval
units transferred to the control of the closest ally. On the map naval
units are sent to their controlling major power’s build queue to
production.The War Panel icon will light up when a new influence come out next turn or be destroyed in some cases. Morale also
point is available to be used. shows if a country has surrendered.
At the top are shown the influence power, influence points, The Influence column shows how strong or weak the political
victory points, and its victory point requirements for a major and situation is in the country. Countries with weaker influence are
minor victory. more prone to being influenced and have less influence on others.
The far left of the panel lists the status of the currently selected On the far-right side there are 4 buttons for actions that a player
country at the top to those countries in the panel. Red crossed rifles can take vs another country.
mean this country is at war with the selected country. If the icon is a Crossed Rifles (Declare War) puts both countries and all their
dove, the two countries are at peace. Clicking on a flag of the listed current allies at war with each other. Neutral countries with a
country will move the map to the capital of that country. status of less than 100% may not declare war on another country.
The Alliance column shows what alliance a country is part of. A
Dialog Bubbles (Influence Country) uses an influence point to
dimmed alliance name indicates this country is favoring an alliance
bring that country closer to your alliance by a little.
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Fist (Intimidate) is a high-risk, high-reward action with a
small chance to succeed. It generates a lot more of a status
shift if successful but will cause a reverse status shift if it isn’t
successful. Intimidate can be used only on minor countries.
Treaty (Negotiate Surrender) – This is available when a country’s
morale is below its morale break point and above zero. This
allows a negotiated surrender without reducing morale to
zero. France and Italy can be forced to surrender. Players
do not have to force a country to surrender. In a negotiated
surrender all of the country’s fleets are removed from the game
as part of the surrender so they don’t fall into enemy hands.
In surrender by conquest all the fleets go to the enemy side.
The major power with the most land units within the country that
surrenders will gain control of all the hexes of that country under
the surrendering nation’s control.
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Deploy New Units –
Purchased units are listed
with their arrival date to be
deployed. Air units that are
overrun will also be placed
on the deployment queue.
When a unit is selected that
is ready to be deployed, the support units, use logistics. Each unit has its own abilities and rules of
Deployment menu item will light up. Units on the deployment list where it can move and what it can do. Naval units, called naval groups,
that are ready will also show a Deploy button to reveal all available are the only units that form up in stacks, called a fleet, within a single
locations to place the new unit. Left-clicking on a location will counter on the map. Land and air units are themselves individual
place the unit. A land or air unit may only be placed in a main counters on the map. A hex may contain 1 land, 1 air, and 1 fleet
supply center or any hex around it that is in main supply. A naval unit counter. Stacked hexes show as a shift in the unit types that are there.
may only be placed in a port with a size 5 or more in main supply. It is possible for an allied land or air unit to occupy the same hex as
Support units, such as fortifications or anti-air guns, may be placed in an enemy naval unit on some partial hexes and vice versa.
any appropriate location that is controlled and in any kind of supply. Unit Appearance – In the options menu players may select from
3 different informational displays for land, air and naval counters
8. Units
Unit Types – Countries are limited in the unit types they can build
depending on the organization of their military. A country’s logistics
impacts how many units it
can have on the map and
in the deployment queue
at any one time. Units are
divided into land, naval,
air, and support units. All
types of units, except some
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on the map. Players have a choice between NATO and silhouette Reinforcement and Upgrade Order
counter images. Condition Type Order a
goes down when manpower drops below 50% of its maximum. Reinforcements off Naval, Land, Air Doesn’t reinforce or upgrade
Countries with less than 50% may increase their default experience a
All units will be repaired in the order of lowest strength first per category
through combat to a maximum of 50% default experience.
8.1 Land Units
Some countries have higher than the default maximum of 50%
experience in different branches. Land units operate on land tiles and beaches, may be transported,
may invade, have 2 advancement types, and have 6 specialty types
Reserve Units – Scenarios include some units on the deployment allowing for a single land unit to have 14 different configurations.
queue labeled as “reserve.” Reserve units are trained men that can Land units attack other enemy land units and overrun unguarded
be called up at any time to serve in the army. They will be available enemy air and naval units. Air units that are overrun are partially
for deployment once the nation is not neutral. Reserve units take damaged based on their effectiveness and go on the deployment
time to ready and may be able to be deployed in as short as 1 turn, queue of the enemy. Overrun naval units retreat to an empty sea
usually come in within 3 turns, but may take longer. hex. Land units have a lot of operation points and a range of 1.
Upgrading and Reinforcing – All unit types automatically Headquarters – HQs increase supply in their area and improve
upgrade and reinforce over time if in supply. A player may choose surrounding units’ combat effectiveness depending on the general
to set a unit to priority reinforcements and upgrades. Priority assigned to the HQ. HQs defend but can’t attack. A supply truck used
ensures those units get reinforcements first. It also ensures those on a headquarter will supply all units within a 1 hex radius of the
units are upgraded immediately. Units upgrade and reinforce in headquarters using the appropriate amount of supply trucks for each
a particular order and condition. unit. The HQ must be in a supplied hex to use this ability. HQs also
increase the map supply level of friendly hexes within a 5-hex radius
by +1 to a maximum of 8. Hexes not in supply will have a map supply
level of 1.
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Infantry Units – There are up to 4 different types of infantry Only infantry units can be set to garrison status if they are in
units depending on the country: divisions, small corps, large corps, supply. Garrison units have 50% movement and 50% offensive
and armies. All infantry corps and armies generally have the same firepower but return 25% logistics and 25% production, and use
attributes and function in the same way. Some countries have 25% less supply stockpile. A garrison status unit that has not moved
slightly different factors for their own infantry class units. Instead can be returned to active status at any time as long as a country has
of generating a large number of infantry units with different minor the logistics and production available to do so. It costs the same
purposes WarPlan allows players to detach smaller units from larger amount to bring units back to active status as the amounts returned
ones to cover garrison duty or activity behind the line while from setting them on garrison status. Setting a unit on garrison
assigning specific advancements and availability of reinforcements. status or active status uses all the unit’s operation points.
Infantry units are the only units that may be divided and split up. Infantry Division – 10 strength, can form a small corps with
Large and small corps can be merged or split off into small corps another division or a large corps with a small corps
and divisions. Armies can be split into two smaller armies. A division Infantry Corps Small – 20 strength, can form a large corps with
can merge with a division or a small corps to make a small or large a division or split into 2 divisions
corps. A small infantry army can merge with another small infantry
Infantry Corps Large – 30 strength, can be split into a small
army to create a large infantry army. The merging unit will adapt
corps and a division
the advancement of the unit into which it is merging. The lower of
Infantry Army – 15 to 36 strength, can be split in half forming
the two advancement levels will be the new advancement level of
2 smaller armies of 7–18 strength each
the merged unit. Some countries, such as Italy, can’t split or merge
due to the small size of their historical division and inherit lack The only major power to have army units is Russia.
of combat effectiveness as a single division within the scale of the Cavalry Corps – 20 strength, lightly armed, fast moving unit
game. Small corps can’t merge into a division. Marine Division – 10 strength, does not suffer damage when
invading next to enemy units, has slightly higher attributes than
To split a corps or armies, go to the details of the unit. To merge
other infantry type units, resists invasion landing damage
smaller infantry units into a larger one, hover over a friendly unit
while holding down the ALT key and right-click on the target unit. Paratrooper Corps – 20 strength unit, with the capacity of using
When merging only divisions can merge into other units. A split an air transport to drop on an enemy hex without moving within
army can merge into another split army. Small corps can’t merge
8 hexes of its location. They have higher firearms but lower guns
into a division.
and artillery. To parachute onto a hex the paratrooper needs to have
100% effectiveness and an available air transport, and not be next to
an enemy unit.
38 39
Mountain Corps – 20–30 strength, with a +15% combat bonus Tactical Air Group – 20 strength medium-range versatile aircraft,
when fighting in mountains or hills as an attacker or defender with escorts, that can perform all bombing missions with fair
Mechanized Corps – 30 strength infantry unit, with armored effectiveness
transports, tank battalions, and assault guns.They are less effective vs Strategic Air Group – 20 strength long-range aircraft, with long-
hexes that have natural tank defenses such as forest, hills, mountains, range escorts, that are primarily used to attack an enemy’s production
or urban. They increase the chances a defender will retreat in open
terrain more than do infantry units. There is a +3% retreat bonus 8.3 Naval Units
for each tank factor.
Naval units operate on water tiles and friendly ports. Some tiles are
Armor Corps – 30 strength balance units, with a combination of both land and water tiles. Enemy and neutral minefields and ports
infantry and armor divisions. They are less effective vs hexes that block their movement. They can provide invasion supply, resupply
have natural tank defenses such as forest, hills, mountains, or urban. at sea, escort transports, attack other enemy navies, and interdict
They increase the chances a defender will retreat in open terrain enemy port supply. Aircraft carrier units also have the ability to
more than do mechanized units. There is a +3% retreat bonus for act like an air unit. They contain an air strength component that
each tank factor. is replaced as the ship repairs automatically. A maximum of 9 naval
units may occupy a fleet counter at sea. Any number of ships may
8.2 Air Units be in a port. Submarines may only be in a fleet of their own type
Air units operate on land in a valid terrain type that allows for air outside of a port. No more than 3 aircraft carriers may be in a single
placement or an airfield. They may be transported by rail or sea. fleet at sea.
Each air unit has 2 to 4 advancements available. Air units have 4 Submarine Group – 5 strength, may attack enemy fleets and
mission attack types: naval, land, airfield, and production. Air units convoy lanes. Only air groups, carrier groups, or escorts protecting a
have 2 operation points and varying ranges. They can move and/or convoy route may target a submarine group in any hex type. Other
attack twice in a turn. naval groups may attack a submarine group only if the submarine
Air Superiority Group – 20 strength, only air unit that can group is next to a hex that is not all water. Submarines are the only
intercept enemy air units surface naval group that can attack another fleet at a range of 5 hexes
representing their patrol area. If they attack another naval group,
Ground Attack Group – 20 strength short-range attack aircraft,
they have a chance to surprise that group and deal damage first.
with escorts, that are most effective supporting land attacks or
Submarines have a unit supply level 5, compared to 3 for all other
attacking naval groups
40 41
units. If a submarine has the long-range submarine advancement, Support Units Land
their unit supply level is increased to 8. Attribute
Supply Air Coastal
Airfield
Anti-Air
Truck Transport Defense Guns
Patrol Group – 5 strength weak surface group with excellent Production Cost 30 120 30 30 15
Manpower 0 10 1 1 1
submarine defense
Logistics Cost 0 10 0 0 0
Cruiser Group – 5 strength fair surface combat group with fair Build Days 90 150 120 45 90
42 43
3 turns in a row if the unit does nothing for those 3 turns. This Anti-Air Defense – May be added to any hex. Up to 6 points of
represents an accumulation of oversupplying the unit, usually for a anti-air may be added to a hex. Anti-air points defend against any
major offensive. Supply trucks are permanently expended upon use. air attack.
For every 10 strength of a unit, 1 supply truck is expended. If there
Hexes with an anti-air symbol show that the hex has at least 1 anti-
are not enough supply trucks for a unit due to its strength, a player
air defense factor.
can’t use the function. If a supply truck is used on an HQ, then all
land and air units within 1 hex of the HQ will get the supply trucks
Merchant Marine – Used for transporting resources overseas.
instead of the HQ.
Escorts – Used to defend merchant marine from submarine attacks.
The Soviet player wants to use a supply truck for the 4th Guards Escorts scatter vs surface fleets.
Mechanized Corps which starts the turn in map supply level 5. He Note: Hexes that already have a resource on them may not be
can only use the supply truck ability while the unit has a map supply
level of 1 or higher in main or port supply. If the unit moves into
improved to coastal defense or an airfield.
enemy territory, it won’t be able to use a supply truck. The unit has
A city already has natural defenses and is an airfield. A player may
30 strength and will use 3 supply trucks to increase its effectiveness
not put a coastal defense or airfield on this hex.
and unit supply level.
Air Transport – Used for dropping paratroopers or giving supply 8.5 Unit Attributes
to an out of map supply unit that hasn’t moved yet. They may be
intercepted and shot down.Their availability resets each turn. Supply Units have attributes that affect different parts of the combat
via air transport adds 2 unit-supply levels and the base effectiveness sequence, their actions, and their defense. Different countries have
amount of 6%. A player must have an air unit within 8 hexes of the different attributes for similar units. Advancements increase these
land unit to perform a supply airlift. attributes as units upgrade.
Shipyard – Allows for the construction of naval groups and naval Strength – How much damage a unit can take before being
support units. Each naval group or naval support unit logistics cost removed from the map
requires the same amount of shipyard to build. Once the unit is Effectiveness – Moral, fatigue, and damaged equipment a unit has;
built, those shipyards will be available for other units. the higher the number, the better the unit fights
Coastal Defense – Reduces attacks that come from coastal hexes. Experience – How trained a unit is; the more a unit fights, the
Airfield – Allows a hex to be an airfield even if the terrain does not more its experience goes up; the lower the experience, the faster a
permit it. Impassable hexes and terrain may not be improved. unit gains experience
44 45
Supply – How many turns a unit has for supply before it starts Different air units vary on their ranges which are affected by
suffering negative effects advancements. Naval units have a fixed range of 24 hexes with 2
Entrenchment – How well a unit’s position is fortified and operation points. Attacking any unit requires an operation point.
prepared for an attack. To increase its entrenchment level, a unit Land units show their operation points as a number. Naval and air
cannot have moved. The maximum entrenchment level is 2. Each units have the option of showing their operation points as dots as
level of entrenchment decreases the damage a unit takes by 10%. they have only 2.
Firearms – Rifles, machine guns, heavy mounted machine guns A player may modify the display to have unit statistics appear in
Guns – Anti-tank weapons, tank destroyers, assault guns different ways including showing numbers for air and naval units.
Defense – Armor, detection, and maneuverability of a unit Logistics Cost – The cost per strength point of the unit for logistics;
infantry have the lowest cost while naval groups have the highest
Range – How far a unit can move or attack in one operation point
cost per strength
Operation Points – How often a unit may move and attack
Oil Use – How much oil a unit uses to move and attack. An oil-
according to its range. Land units have a range of 1 and many
dependent unit uses oil only once for movement no matter how
operation points allowing them to move and attack often. Air
many times it stops to attack. Land and air units use oil each time
and naval units have 2 operation points but a much greater range.
46 47
they attacks. Naval units use oil each turn if they are away from a Default Values for Air Units
port, no matter their action. Attribute
Air Superiority Ground Attack Tactical Air Strategic Air
Group Air Group Group Group
Strength 20 20 20 20
Default Values for Land Units
Air Combat 8 4 5 6
Attribute HQ Infantry Cavalry Marine Para Mountain Mechanized Armor
Tactical 2 8 5 3
Strength 10 10–36 20 10 20 20–30 30 30
Strategic 0 1 5 8
Firearms 4 4 3 5 5 4 4 3
Naval Air 1 3 2 1
Guns 3 2 1 2 1 1 3 1
Anti-Sub 1 3 3 3
Artillery 2 3 3 3 2 3 2 4
Anti-Air 2 2 2 2
Tanks 0 0 0 0 0 0 2 5
Defense 7 4 6 6
Anti-Air 2 1 0 1 1 1 2 2
Range 6 6 10 20
Defense 5 5 4 6 5 5 6 7
Move Eff. Cost 15% 15% 15% 15%
Range 1 1 1 1 1 1 1 1
Combat Eff. Cost 6% 6% 6% 8%
Operation
4 6 7 6 5 6 8 8 Days 180 120 150 180
Points
Move Eff. Production Cost 250 250 300 400
1% 1% 1% 1% 1% 1% 1% 1%
Cost Logistics Cost 3 3 3 4
Combat Oil Use 2 2 3 4
– 6% 6% 6% 6% 6% 6% 6%
Eff. Cost a
Unit Supply Level 3 3 3 3
Days 120 60 120 120 200 120 130 200
Movement Cost 15% 15% 15% 15%
Production
60 60–180 120 100 100 180 300 360 Combat Cost 6% 6% 6% 8%
Cost
Logistics
1 1 1 2 2 2 2 2 England and USA ground attack air group: +2 range
Cost
Oil Use 0 0 0 0 0 0 2 2
Unit
Supply 3 3 3 3 3 3 3 3
Level
Movement
1% 1% 1% 1% 1% 1% 1% 1%
Cost b
Combat
6% 6% 6% 6% 6% 6% 6% 6%
Cost c
48 49
Default Values for Naval Units Infantry Type Units
Submarine Patrol Cruiser Battle Carrier
Attribute
Group Group Group Group Group Assault – Increases the firepower of infantry type units in a balanced
Strength 5 5 5 6 5 method for offense and defense
Air Combat – – – – 4
Tactical – – – – 3
Anti-Tank – Increases the firepower of infantry type unit’s defense
Strategic – – – – 2 giving up some offense capabilities
Naval Air – – – – 8
Surface 7 4 6 9 4 Armor and Mechanized Units
Anti-Sub 0 4 2 2 4
Anti-Air 0 3 3 5 4 Breakthrough – Mechanized and armor units gain extra operation
Defense 6 4 5 8 5 points at the sacrifice of firepower and armor.
Range 5 1 1 1 5
Move Eff. Cost 0% 0% 0% 0% 0%
Heavy Armor – Mechanized and armor units gain more firepower
Combat Eff. Cost 8% 8% 8% 8% 8% and defense but no bonus operation points.
Days 100 210 240 700 540
Production Cost 200 300 450 600 800 Air Superiority
Logistics Cost 2 3 3 4 5
Oil Use 1 2 2 4 3 Interceptors – Focus on increasing air-to-air combat ratings of air
Unit Supply Level 5a 3 3 3 3 superiority groups
Movement Cost 0% 0% 0% 0% 0%
Combat Cost 8% 8% 8% 8% 8%
Escort Fighters – Focus on increasing range of air superiority
groups at a slight cost to air combat
a
Submarine groups with long-range advancement will have an 8-unit supply level
Fighter Bombers – Focus on increasing bombing capabilities of air
superiority groups with some loss to air combat
9. Advancements
Bombers All Unit Types
There are 17 different advancements representing research into Close Support – Focuses on increasing tactical ratings of bomber
different improvements of unit armament and doctrines. Most groups
advancements increase combat ability; some increase operation Strategic Bombing – Focuses on increasing strategic ratings of
points or range. Units automatically start updating their advancement bomber groups
level each turn. Countries with less of their logistics filled upgrade
Naval Air Training – Focuses on increasing naval air ratings of
faster. There is no manual upgrading for a unit. Upgrading a unit
bomber groups
uses production points.
50 51
Detection and Electronics – Focus on electronic anti-sub detection 10. Specialties
increasing anti-submarine values
There are 6 different specialties that only land
Naval Battle Groups
units can acquire. Countries gain specialty points
Large Warships – Greatly increase surface combat ratings and based on their production. The production
defense for battle groups only. No other group type may use this screen shows on average how many specialty
advancement. points a country receives per turn. Land units
Germany’s H-Class battleships or the USA’s Iowa-class battleships
may specialize which gives them an added
would be an example of the large warship advancement. benefit for certain actions in combat. When a
country gains 100 specialty points, the player
may use them to assign any of the abilities to any non-HQ land unit
All Naval Surface Groups
selected. Neutral countries gain at half this rate. As the game gets
Warships – Increase surface combat ratings for any type of naval further along this number increases due to production increases.
group
Elite – The unit is composed of highly trained and experienced
Convoy Escort – Increases anti-submarine ratings for any naval veterans. The unit gains a permanent +10% experience.
group
Engineer – The unit gains a specialized engineer battalion that
Carrier Groups reduces the penalties of attacking across a river by 50%.
Carrier Operations – Increase naval air ratings for carrier groups. The Soviet 12th Army is attacking across the Dnieper River. Due to its
No other naval group may take this advancement. engineer specialization, the river penalty is only 25% instead of 50%.
Submarines Heavy Artillery – The unit gains a battalion of specialized artillery for
Attack Submarine – Increases surface and defense for submarine offensives.This removes 1 entrenchment from a unit when attacking.
groups An attacker may benefit from only one heavy artillery per attack.
Long-Range Submarine – Increases the maximum supply for Infiltrator – The unit specializes in mobile combat tactics of
submarine groups to 5 at the expense of firepower and defense infiltration to penetrate enemy defenses gaining +5% bonus to
force a defender to retreat. An attacker may benefit from only one
infiltrator per attack.
52 53
Tank Destroyer – The unit gains a self-propelled gun attachment of approximate value will be given of that unit, the type, and the name
assault guns and tank destroyers increasing their guns values by +2. of the unit. Reconnaissance levels may be very low, low, medium,
Winter Combat – The unit is trained with special winter combat high, and very high.
tactics and equipment that allow them to fight better in snow or Ownership – A hex has an owner and a controller. The owner is
blizzard weather. They gain a 30% bonus in combat during these the original country to which that hex belongs. The controller is
weather conditions. who is occupying it at the moment. Ownership is displayed only
on the map with the country’s border. The information panel will
show the hex’s current controller.
11. The Map
In some cases, ownership includes other territory. Corsica is French
The map consists of hexes which may be land, water, or both. Each owned and controlled. It is part of their home country.
hex may have features due to its terrain and resources. A hex may
be the same terrain or resource as another hex but have different Partisans – Each country has a partisan value. Partisans turn rail
values affecting movement or combat depending on how much of into damaged rail and only affect countries in which their owned
that hex is filled. territory is now occupied by a country they are at war with. Any
Reconnaissance Level and Fog of War – Reconnaissance unit protects vs partisans in their own hex. Corps and Armies
levels determine how often a fleet is found at sea and how much protect vs partisans in their hex and the surrounding 6 hexes.
information a player gets from enemy units of all types. High Control – When a country controls a hex, the hex will change to
reconnaissance levels are present near a country’s territory and that country’s color. Control allows the use of resources in that hex.
drop off as the player gets farther from the country’s controlled Modifiers – Rugged, airfield, combat modifier, land movement
land. Enemy land and air units that have a low reconnaissance level modifier, supply source, morale, production, oil, naval repair.
do not show any information unless if they are a land unit or air
Rugged – Oil dependent land units cost 1 more operation
unit. Naval units still have their original symbol but their type and
point to move into the hex; tank factors and retreat chance
quantities are unknown. The only distinction is from submarines
is halved.
fleets and surface fleets. Submarine fleets have one naval symbol
while other fleets have multiple ship symbols on their counter. Airfield – The terrain type allows for air units to be placed
Units with a medium to high reconnaissance level not next to a there.
friendly land unit have their general types identified but not their Combat Modifier – Resources, terrain, and rivers modify the
combat values. If an enemy unit is next to a friendly land unit an attacker’s strength.
54 55
Land Movement Modifier – Some terrains increase movement There are many types of terrain in the game. Each terrain type also
costs for land units. But not all of a specific terrain type has different possibilities that affect units.
generates the same effects on units. It depends on how much
Terrain Attributes
of the hex is that type of terrain. Land/Air Operation
Terrain Type Rugged Airfield
Combat Modifier Point Cost
Supply Source – This resource is a main supply source.
Depression, Alpine, Ice Sheet – – No Impassible
Morale – This resource generates manpower and morale. Plains No None Yes 1
Woods > 50% cover Yes –5% No 1
Production – This resource generates production points,
Woods < 51% cover No –5% Yes 1
manpower, and morale. Forest a
Yes –10% No 1
Rough Yes –20% No 2
Oil – This resource generates oil points.
Mountains Yes –60% No 3
Naval Repair – A port of 5 capacity or more can repair naval Marsh Yes –40% No 2
units. Naval units automatically repair 1 strength per turn Swamp b
Yes –40% No 2
Desert No –10% No 2
unless set not to repair or the owner doesn’t have enough
Desert (with hills) Yes –10% No 2
production to repair the unit. Tundra Yes –10% No 1
Jungle Yes –25% No 2
11.1 Terrain Bocage Yes –20% No 1
Polder Yes None No 2
River c
No –50% No effect 0
a
Most forests in Northern Russia and Scandinavia are 2 operation point cost movement
b
Swamps are treated as forest in snow or blizzard.
c
Rivers only affect land combat if those units are attacking a hex across it. Engineer specialization
reduces the penalty to –25%.
11.2 Resources
56 57
Resource Attributes Port Attributes
Land Combat Supply Port Size Naval Groups Supplied Defensive Gun Value Repair Ships
Resource Type Naval Airfield Production Oil
Modifier Source
1 1 3 No
Repair +
Port > 4 None Yes Port None None 2 2 3 No
Protection
3 3 3 No
Port < 5 Protection None Yes Port None None
4 4 4 No
–35% to –66%,
Fortifications None Some None None None 5 Unlimited 5 Yes
Rugged
–25% to –66%, 5–25 + 6 Unlimited 6 Yes
Urban Large None Yes Main None
Rugged Morale 7 Unlimited 7 Yes
Urban Small None –10%, Rugged Yes None None None 8 Unlimited 8 Yes
Oil Field None None No None None 5–40 9 Unlimited 9 Yes
Synthetic Oil
None None No None None 5
Plant
Airfield None None Yes None None None Urban – Urban hexes are considered rugged as a terrain type.
Strategic
None None No None +1% None
Resource Strategic Resource – Each strategic resource a player controls
–20% vs beach
Coastal Defense None
attacks, Rugged
No None None None increases production by +1%
Supply Source Repair None Yes Main None None Minefield – A naval unit may move through a minefield only if
Move if
Minefield
control
None No None None None it controls the hex it is in. Minefields appear only on beach hexes.
Loop Movement Movement No None None None
Iron Ore None None No None 5–0 None 11.3 Weather
Ports – Ports range from a size 1 to a size 9. A port with a capacity Weather – Land, air, and sea hexes are
of 5 or higher repairs naval units. Ports generate 20 port supply affected by weather. This can impact
stockpiles for every point of capacity they have. Each supply stock air units, movement, spotting, and land
provides supply for 1 strength point of land or air unit. Ports also combat.The game has many weather zones
protect ships from being attacked. Ships reduced to zero strength that change during a year.
in a port have a high chance of not being sunk and of having 1
strength. A port has a minimum of 3 naval gun defenses and a
maximum of 9, scaling with its size. Any number of naval groups
may supply at a major port. Minor ports are limited to supplying
as many naval groups as their port size. Ports can hold any number
of naval groups but minor ports have a supply and repair limitation.
58 59
Weather Attributes the bottom of the map take 2 turns to move through. Units in a
Weather
Movement Land/Air Combat Reconnaissance
Invasion loop may not be attacked.
Effect Modifier Level Modifier
Clear None None None Yes Convoy Route – They are indicated in ocean hexes by a small
Cold None None None No
transport symbol. These routes are used to carry resources from
Rain +1 –50% / 50% –1 Yes
Heavy Rain +2 –50% / Can’t Attack –2 only surface combat No
locations not connected by land to the Capital of the resource’s
Snowa +1 –35% / 50% –1 No controller. Merchant marine are used to carry the resources on a 1
Blizzarda +2b –50% / Can’t Attack –3 only surface combat No
for 1 basis per production or oil point. Convoy routes have no effect
Frozen Porta +2b –50% / Can’t Attack No surface combat No
on port supply.
a
The USSR and Finland are winterized countries that fight better when there is snow or blizzard
compared to non-winterized countries. A winterized country has no snow or blizzard effectiveness
Convoy Route Name – Each route has a name signifying its escort
penalties. If they also have winterization specialty, they gain +30% combat bonus. zone. Convoy escorts are assigned to a zone. Any escorts in that
b
Fleets in water hexes that are under blizzard conditions are considered frozen and can’t move.
zone will protect all production and oil going though that zone
11.4 Logistics from enemy submarines. A maximum of 10 escorts can be used to
attack a submarine regardless of the number of escorts in the zone.
Rail – Land and air units may use rail points to move across the When resources travel through a zone, they are in one large convoy
map. This kind of movement uses no oil. Each strength that a unit being protected by any escorts in that zone.
has costs a rail point to move. Rail also moves supply and resources
to the country’s capital.
12. Supply
Some countries have a scorched earth policy. Countries with this
policy automatically damage rail as the enemy occupies hexes that All units need supply to recover strength, effectiveness, and upgrade.
switch control. Rail is repaired at a rate of 2 hexes per turn. Both
Main Supply Source – Any urban resource with production in
Germany and the USSR have scorched earth policies.
a home country hex that is owned and controlled by a country
Road – Terrain effects are ignored when moving on a road. which has not surrendered is a main supply source.
Naval Loop – Naval
It is January 1945. London generates production and is owned and
units entering a loop
controlled by the United Kingdom. It is a main supply source for the
appear at its other end USA and the United Kingdom. Paris generates production and is
in a certain amount of controlled by the United Kingdom but owned by France which has
turns. The naval loops at surrendered to the Germans. It is not a supply source for the United
Kingdom.
60 61
Port Supply Source – 132 stockpile cost near Tobruk. Tobruk is a size 3 port and Bengasi
Any controlled port is a a size 5 port within 10 hexes of the units. Together they can supply
(5 + 3) * 20 = 160 strength of units in Libya. If the Axis were near
supply source providing Alexandria, they would be short supplies as Bengasi would be more
a limited supply stockpile than 10 hexes away and the cost to transport supply to these units
for units. would increase.
units a supply source can 0–10 1 for 1 Base + HQ bonus + map supply level x 2
supply. For each strength 11–20 4 for 3 Base + HQ bonus + map supply level x 2
21–30 2 for 1 Base + HQ bonus + map supply level x 2
a land or air unit has, 1 Can’t receive supply
31+ Base / 2 or 3%, can use supply truck
stockpile is used to supply stockpile
Out of port supply
it. Main supply sources stockpile
– Base / 2 or 3%, can use supply truck
provide an unlimited
stockpile. Port supply sources provide 20 supply stockpiles per Naval Unit Port Supply – When naval units are at a major port,
port size level. Port supply increases in cost the farther it is from size 5 or greater, all naval units are resupplied at no cost to supply
the source. Oil dependent units cost 20% more supply stockpile stockpile.When naval units are in a minor port, the number of naval
for every oil they use. When there isn’t enough supply stockpile groups that can be supplied is equal to the port size. All other naval
to supply a unit, the land or air unit only recover 3% of their groups will not be supplied.
effectiveness but their full unit supply level. This represents getting
the bare minimum for the soldiers and local repairs of damaged The UK controls Pyla in Cyprus which is a port size 2. Up to 2 naval
groups can port here and get supply from the port. If there are 3
equipment using what is available. If a partial amount is recovered,
naval groups the 3rd naval group will not be resupplied and will
then the unit recovers effectiveness based on the ratio of what they suffer a supply loss as if it is at sea.
received from the stockpile relative to what they need.
Map Supply Level – The supply level of a hex affects the amount
The Axis have a German armored corps (20 strength costing 28
stockpile because it is oil dependent), 2 Italian infantry corps (20 of effectiveness recovered each turn by any units in that hex. Hexes
strength and 20 stockpile each), 1 German air superiority group with zero supply level are considered out of supply. Map supply
(20 strength costing 28 stockpile), and 1 Italian ground attack group levels start at 9 from the supply source. For each hex away from the
(20 strength costing 28 stockpile) for a total of 100 strength and a
62 63
supply source, this number is reduced by the motorized movement Unit Supply Level Effects
cost of the hex. A map supply level of 9 does not reduce when Unit Supply
Effect on Land and Air Effect on Naval
Level
connected by undamaged rail. A unit takes an additional 10%
effectiveness loss and is at 50% their
Zero Can’t attack, defends at 50% effectiveness
operation points.
Germany controls Kiev which is continuously connected by
Land units lose 20% of their strength
undamaged rail to the Berlin main supply source in Germany. Kiev A unit takes an additional 10%
1 Normal operations
will have a supply level of 9 as supply levels are not reduced when effectiveness loss
moving across rail. The supply level is reduced as it spreads to 2 Normal operations Normal operations
non-railway hexes or damaged railway hexes. If the hex 3 tiles 3 Normal operations Normal operations
to the left of Kiev had rail damage, Kiev would be a map supply 4 Using supply trucks when in supply Normal operations a
level 5 in clear weather provided the Axis had no other rail lines 5 – Normal operations – Submarine groups
connecting to Kiev. 6 – Normal operations – Submarine groups a
7 – Normal operations – Submarine groups b
8 – Normal operations – Submarine groups b
Unit Supply Level – This indicates how long a unit can stay in a
9 – Normal operations – Submarine groups b
hex of zero map supply level before suffering negative effects. A unit
loses 1 unit supply level each turn in zero map supply level hexes. a
Fleet in port using oilers
b
Submarine groups with long-range advancement
Naval groups lose 1 unit supply each turn from being at sea. Land
and air units suffer penalties from having a zero unit supply level Oil Supply – Oil-dependent units use oil to move and attack. Oil-
when their unit supply level is 1 or lower. Naval units can’t attack dependent units also cost 20% more supply stockpile per each oil
when their unit supply level reaches zero and defend at 50% their use point. These units include naval groups, armor, mechanized,
effectiveness. USA infantry, and air groups. The table below shows the impact of
a nation having no oil on oil dependent units.
Effectiveness Modifier – The total of supply is discounted by
how high in effectiveness a unit is. The less effectiveness it has, the Land Unit Oil Dependency – There are 2 unit classifications for
more it recovers as part of the full amount. This reflects normal oil dependency. Land units that have more tank factors than anti-
wear and tear usage of supplies and parts, soldiers getting ill, errors tank factors are considered fully motorized. Land units with more
in logistics. anti-tank than tank factors are considered partially motorized. The
only partially motorized unit in the game is the USA infantry unit
which has an oil use of 1.
64 65
Oil Effects On Unit Movement and Combat Effectiveness Recovery – Map supply levels increase the
Unit Type
Movement
Movement Combat effectiveness recovery of a unit. Headquarters also increase the
Oil Use
Land non-motorized 0 No effect No effect effectiveness recovery of a unit. The base recovery is 6%. Each
Land partially motorized 1 No effect No effect map supply level adds 2% recovery. A unit within the range of a
50% operation points b
3% effectiveness loss per
headquarters adds another 4% to its recovery. Using a supply truck,
Land fully motorized 1 Can’t attack, can defend
operation point beachhead, or air transport supply option on a unit gains a base
Loses 20% of their strength
Air 1 No effect Can’t attack or defend a recovery of 6% and +1 unit supply. A maximum of 34% effectiveness
0 may be recovered per turn. A unit can benefit from only one HQ
Naval Only uses oil to Uses oil if stays at sea Can’t attack, can defend
stay at sea per turn.
a
An air unit defending over friendly territory has a 50% chance of using no oil to defend.
Weather Effects – Snow and blizzard reduce effectiveness recovered
b
A fully motorized is a land unit which has more tank than anti-gun factors. They can’t lose more than by 20% and 40%, respectively. If a country is winterized, the weather
half their strength from this action.
has no effect on their units.
Supply Convoy Interdiction – After supply is calculated for a port,
friendly and enemy fleets are automatically calculated for interdicting The USSR and Finland are winterized countries that have no
the supply line. Port supplies can be affected by enemy naval and air adverse effects from snow or blizzard.
forces in the area with at least 1 operation point at the end of the turn.
Naval forces need to be within 4 hexes and enemy air forces within Special Hexes – Some hexes are impassable such as Alpine, blocked
8 hexes, or less if the air unit range is less, of the port to have a chance off map corners, and blizzard blocked hexes. The last are special
to affect supply delivered. Friendly air and naval forces automatically hexes where the weather is so bad during blizzards no trains can
escort within the same ranges. Port levels can’t be reduced lower than pass. These hexes allow no supply to pass into them.
1. The further away an interdicting enemy fleet is from the enemy
Only Sweden has blizzard blocked hexes which impact the Nordic
port, the less chance the fleet has to interdict the supplies. There is route iron ore shipments in the 1939–1945 scenarios.
a small chance a transport point will get sunk if the supply convoy
is interdicted. Escorts have no such penalty as they are considered as Logistics Recovery Bonus – Each country gets a bonus +0 to
being with the supply transport coming into the port. +2 effectiveness recovery per unit depending on how the ratio of
A truck supply or beachhead supply is in addition to other logistics is used to their maximum. The closer a country is to their
supply sources. Beachhead supply does not use trucks to generate maximum, the lesser bonus they may have. This reflects the ease of
extra supply. The supplies are considered dropped on shore. supplying a small army with a larger military capacity.
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Supply Trucks – The use of a supply truck on a land or air unit Supply and Effectiveness Recovery Table
already in map supply increases the unit’s supply level by +1 and Map Supply Effect Unit Supply Level Effectiveness Recover
Base Recovery Maximum to 3 +6%
increases their effectiveness by +6%. Effectiveness can exceed 100%
HQ Bonus – +4% to units within 5 hexes
for a maximum of 110% over 3 turns with the unit doing nothing Main Supply, map supply
Maximum to 3 Base + (2 x map supply level) + HQ bonus
level 1 or higher
but using supply trucks. A player can’t use a supply truck with a unit
Port Supply, map supply level
not in supply. 1 or higher
Maximum to 3 Base + (2 x map supply level) + HQ bonus b
the IV Panzer Corps has been receiving extra supplies with trucks to Port, no stockpile remaining,
Maximum to 3 Base / 2
any level
maximize its effectiveness at 110%.
No supply source –1 per turn –
Using supply truck +1 Base bonus
Oiler – Oilers replenish the fleet’s supply level to maximum but Using beachhead supply c +1 Base bonus
have no effect on effectiveness. Oilers can be used at port to put Weather is snow – –10% effectiveness recovery
Weather is blizzard – –20% effectiveness recovery
fleets above their standard unit supply level. Impassable, blocked,
0 None
blizzard blocked
Headquarters – Each headquarter unit increases the map supply
level by +1, to a maximum of 8 map supply, and gives a +4% a
HQ command range is 5 hexes
b
Port supply effectiveness recovery is based on the port supply stockpile available
effectiveness recovery to units within 5 hexes. This bonus also c
A fleet may not supply an invasion if it is carrying land or air units
extends to level 0 map supply levels as long as the headquarters is in
map supply level 1. A truck used on a headquarters will not supply The HQ with Rommel and the German D.A.K. Armor is near
Alexandria and is in port map supply level 0. The armor corps is
the HQ but will supply all non-HQ units within a 1 hex radius of
getting 50% of base effectiveness recovery but may use a supply
the headquarters using the appropriate number of trucks. truck or beachhead supply to recover more effectiveness.
Railway – Railway does not reduce map supply levels for main or
port supplies. Putting It All Together – The blue port stockpile number, on the
information panel, indicates how much supply stockpile a port has
left for units within the 30-hex range. This tells a player roughly
how many more units a player can send to that port within 30
hexes and supply it. A player only needs 1 available transport to send
supplies to a port. Enemy ships within 4 hexes, or enemy planes
within 8 hexes, can interfere with the supply stockpile of a port.The
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closer the interdicting force is to the port, the higher the chance upgrade their advancement levels as time passes. The closer a player
of success. Friendly naval and air forces within those ranges will is to the maximum logistics, the slower the units will automatically
protect the incoming supply transport. Their range is irrelevant to upgrade. A player may also turn off automatic repair/upgrade when
the protection level they provide.Thus, it is harder to attack supplies the unit is selected. A unit will repair 20% of its full strength each
than to protect them. No port can be completely put out of action. turn if possible. Repairs and upgrades happen before the turn starts.
At the very least units within range of the port will get the very Repairing Resources – Resources are repaired automatically at a
basics of supplies so they don’t wither and die. rate of 2 per turn if they are in a main or port supply hex.
Port supply and invasions are a matter of sea control. Losing control
means the quick death of any invasion force that is challenged.
13. Map Interface
Oil Maintenance – All units require oil to keep them in. If no oil
Clicking on Enemy
is available for an oil unit, the units do not get the base recovery
– Selecting an
for effectiveness but do get the supply level and headquarters
enemy gives a player
effectiveness recovery. For land, air, and naval units in port, 1 oil
some information
stockpile of maintenance is used for every 10 units/naval groups
about that unit. How
on the map. For naval units not in port the naval group’s oil use
much information
factor is used keep them at sea. Keeping naval units at sea is very
is given on a unit
expensive. Units on a map supply level 9 do not use oil as they
depends on the
get supplies directly from the train. Oil maintenance reflects trucks
reconnaissance level
driving supplies to the units from the rail.
of the unit. If the
Oil Use In Combat – Oil dependent units also use oil to attack
enemy unit is far from the front line, no information will be given.
and defend. Land and air units will use their oil use factor every
The counter will only indicate if it is a land, naval, or air unit.
time they attack in a turn. They will use it once if they move. Naval
Information Display – At the bottom left of the screen is the hex
units are not subject to combat oil use as this is already factored into
information display. It will show various kinds of data about the hex.
their maintenance. Defending air superiority groups have a 50%
That bar may be moved anywhere around the screen by grabbing
chance not to use oil when defending over friendly territory.
the left side grip of the bar. If the bar does not show on the screen,
Repairing and Upgrading Units – Units are automatically
it can be reset in the Options menu with the Reset Panel button.
repaired and upgraded if they are in supply. Units will automatically
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X, Y, Controller, Supply Source and port supply stockpile, Zone of Control indicator in red. For land units hovering over an enemy will indicate if you
Name of location, resource name, terrain, weather
Move Grip can attack it. This icon displays the movement point cost. All hexes
Reconnaissance level
Port size, supply level, anti-air guns, defense value, production or oil with damage
not within the full movement of the unit darken. All hexes that are
within movement range are lighted or partially lighted. Partially
lighted hexes represent hexes a unit can move into, but the unit
may not attack enemy units nearby because the move will expend
all operation points.
Map Transport Icons – These icons display hexes which land units
can transfer from sea to land or vice versa which include ports,
beach hexes, and land hexes next to a sea hex.
Enemy Target Icons – These display hexes which land, naval, and
air units can attack.
When a friendly land is selected and the mouse hovers over an
enemy land unit next to it, a red hex appears over the enemy
signifying it may be attacked.
When a friendly air unit, or fleet with carriers, is selected, enemy
targets will be red according to the air mission selected.
When a friendly naval unit is selected, enemy fleets will only
Map Selector Icon – The map selector is a semi-transparent white
light up in red if that fleet is next to the friendly naval unit.
hex shape when it rests on no unit or when an enemy unit is
selected, and it is a white circle when a unit is selected. If you have Targets will only light up if the unit has at least 1 operation point
a stacked hex with multiple units, left-clicking cycles through the remaining.
units and changes the position of the map selector to show the unit
type selected. Selected units are allowed to move, attack, and do
other functions.
Map Action Icon – After you select the unit you want to use,
moving the mouse will show the operation point cost to move the
unit. For air and naval units enemy hexes that can be attacked are lit
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Unit Information and Options Land units have a split or detach option. A player may disband a unit
to recover its logistics cost and half of its production. Only a land
or air unit in supply may be disbanded to recover the manpower
and 50% of its production value. Naval units may not be disbanded.
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primary or port supply. They raise the unit supply amount +1. Air points that general costs. Each country generates command points
transports are subject to interception and can be destroyed. every turn to add generals to new or existing HQs. When a unit
Supply Trucks – Using a truck increases the unit supply level and is in combat, it will locate the closest HQ to its location within 5
effectiveness. Supply trucks can be used only on land and air units. hexes to call upon its general for support in the battle. In each battle
fought in land combat, the general has a chance to increase mobility
Rail Move – A unit on a rail hex can strategically move to any
or combat attributes. There is a very small chance a general will get
other level 9 supply rail hex connecting to its origin. One rail point
killed in action. If this happens, a subordinate will replace him. A
is required for each strength point being moved. Land and air units
player can replace the general if that player has enough command
may use rail move.
points.
Modes – Land units have two different configurations
Call Air Offensive – An HQ may call an air offensive to bomb all
Defend – The unit will hold position as best it can until forced to
enemy land units within the HQ’s command range. Air offensives
retreat by combat.
use every available bomber in support mission mode. Each enemy
Hold – Two retreat checks are made instead of one. If the first retreat unit within range will be attacked once by a bomber.
check is successful the unit takes an additional 33% combat losses
Air Missions – Players
instead of retreating. If the second retreat check is also successful the
select the air mission for
unit retreats but still takes the additional damage.
the unit to perform.
Specialty – A non-HQ unit may have a specialty. If enough specialty
Naval – Lights up naval
points are available, a bottom panel will appear on a land unit giving
targets within range
it the option to specialize. Only land units may gain specialties.
Land – Lights up land
Headquarter Special Abilities targets within range
Command Range – HQs have a command range of 5. Units Airfield – Lights up air
within 5 hexes may use the HQ’s benefits. HQ actions taken and targets within range
benefits affect units within the command range. Strategic – Lights up strategic targets within range
General – If the unit is an HQ, it will also have a general panel Embark – Same as land units but in addition air units require full
attached at the bottom. A player may change the HQ’s general operation points to embark.
for another using command points. A player can always choose a Supply Truck – Same as land units.
subordinate for no cost. The better the general, the more command
Strategic Move – Same as land units.
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Mode – Air units have two different support modes carrier groups per fleet. Submarines can only stack with themselves
Mission Support – Air units fly player-directed missions only outside of a port. Carrier groups have the same air missions as land-
on their turn. Air superiority doesn’t escort or intercept. Bomber based air unit have.
groups do not support ground units in land combat even on an Invade – The invade toggle lights up available landing locations:
enemy turn. red if an invasion landing hex (enemy controlled) and green if a
Full Support – Air superiority groups automatically fly intercept disembark landing hex (friendly control without a port). Each
and escort missions even on an opponent’s turn. Bomber groups strength point of a land unit uses 1 landing craft when invading or
automatically fly ground support missions even on an opponent’s disembarking to a coast. Landing craft are consumed when a unit
turn. invades or disembarks into a friendly non-port hex. Invading puts a
fleet in fleet mode, uses all remaining operation points, and removes
Use Mission Mode to set air units to rest so they can recover strength the night movement indicator. A fleet may move and invade if it has
and effectiveness.
2 operation points.
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Raider – The fleet purposely tries to avoid combat except when of control in the hex it just left. Enemy air units overrun by land
attacking convoys for production or supply. When the fleet is in units lose strength according to their current effectiveness and go to
raider mode, the reconnaissance level of the hex is lowered by 1. the deployment queue to be redeployed next turn. A land unit may
Fleets in raider mode can’t attack enemy fleets but can defend vs not enter a hex if it does not have all the operation points to do so
attack. A fleet needs at least 1 operation point to change modes. unless it has not moved. Land units are always allowed to move at
least 1 hex regardless of weather, zone of control, or terrain. Land
units may not move into lakes or beach hexes but may invade or
14. Movement disembark on them. Units lose 1% effectiveness per operation point
Movement is done with operation points. Naval fleets have 2 they use to move.
operation points. Land units have many operation points, and Oil-Dependent Land Units – These units require oil to attack.
their movement is affected by terrain and weather. Air units have 2 This includes armor, mechanized, and sometimes infantry classes
operation points, and their movement is not affected by weather but depending on the country.
may be affected by terrain. Out of Supply – Land units with unit supplies of 0 get 50% fewer
operation points.
14.1 Air Unit
Motorized Movement Penalty – Land units that are oil dependent
An air unit may move only to a friendly controlled land hex that are subject to a motorized movement penalty of +1 in any terrain
is an airfield by terrain type or constructed airfield. Only 1 air unit that is considered and rugged unless it also contains a road or
per hex is permitted. Each operation point allows the unit to move undamaged rail.
its range. Terrain hexes that prohibit an air unit without an airfield Overrun – Land units may overrun enemy fleets and air units.
are mountains, forest, alpine, jungle, swamp, and marsh. Air units lose Fleets retreat to sea and air forces are placed on the deployment
15% of their effectiveness when they move. Players may purchase queue taking damage according to their effectiveness.
airfields to allow air unit movement to the terrains normally not Zone of Control (ZoC) – All corps and army-sized land units
allowed. exert a zone of control in the 6 hexes surrounding them if they
can normally move to those hexes. The ZoC costs an additional 2
14.2 Land Unit
movement points to enter. Divisions do not exert a ZoC. ZoC is
A land unit may move according to its operation points. Terrain, exerted even if there is an enemy unit in the hex.
weather, and zones of control determine how many operation
points are used to enter a hex. A defender that retreats loses its zone
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14.3 Naval Fleet 14.4 Reconnaissance
A naval fleet may move only to empty water hexes, beach hexes, Naval ID Level – Information on enemy fleets is determined by
friendly canals, friendly minefields, or friendly ports but may not the reconnaissance level of the hex the enemy fleet is in. At the
pass or enter enemy ports, canals, or minefields. Naval units get start of a turn all enemy fleets have a check run on their current
2 operation points. Each operation point allows the fleet to move reconnaissance level for information on the fleet. Only fleets with
24 hexes. a low reconnaissance level or higher have a chance of revealing
Surface Fleet – This fleet has only surface naval units which information. If a player left-clicks an enemy unit, the reconnaissance
include battle, cruiser, and patrol groups. This group can only report on that unit will be shown.
engage in surface combat. Surface combat is fighting other fleets, , Very low – No identification is shown. Only counter
or submarines that are next to or on a non-ocean tile. identification shows if it is a submarine fleet or a ship fleet.
Carrier Fleet – This fleet has a mix of surface and carrier units. Low – The number of ships in the fleet is estimated and will
This group engages other fleets with air missions. Carrier fleets may show on the unit.
attack any other fleet type.
Medium – As low level but information on one capital ship is
Transport/Invasion Fleet – This is any fleet with a land or air unit. revealed. High – The full composition of the fleet is shown.
This fleet may not attack other fleets but does defend vs attacks.
Italy has a fleet of 3 naval units in Naples and a fleet of 3 naval
Submarine Fleet – Submarine units may base at a port with
units just outside Cyprus which is owned by the U.K. The Allies
other naval units but may only travel outside the port with other player doesn’t know the composition of the fleet in Naples because
submarine units. Submarine fleets may be attacked by surface fleets the reconnaissance level is very low. But the fleet off Cyrus has
only if they border a non-ocean hex. Carrier fleets and air units may a high reconnaissance level. There is a high chance of detailed
information about this fleet at the start of the Allied turn.
always attack submarine fleets.
Night Move – A fleet that starts in a port, has 2 operation points, Land and Air ID Level – Land and air units are also subject to
and has moved 6 hexes or fewer will be considered doing a night reconnaissance. Land and air units next to an enemy reveal the most
move. Fleets with carrier units can’t perform a night move. Night information with estimated combat value shown. If enemy unit is
moves are not subject to air attacks from air units or carriers. at a reconnaissance level of high or better, the type and name will
Night moves drop the chance of being found and finding other be shown. If enemy unit is at a reconnaissance level is less than high
fleets by 50%. a land or air symbol will be shown.
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15. Combat Note: For a fleet to qualify as a carrier fleet, it must have at least
1 carrier group that has a supply level of 1 or higher. Otherwise
it will be considered a surface fleet. Carriers with supply levels of
Units may keep attacking as long as they have operation points. zero can’t fly their aircraft.
Land units and surface naval fleets have a range of 1 and can only
attack units next to their hex. Air units, Submarine fleets, and
15.1 Land Combat
Carrier fleets have ranges greater than 1 and can attack without
being next to an enemy unit. Fleets with carrier groups that attack Land combat is the most important combat aspect of the game.
use only the carrier groups to attack but defend vs air strikes with Land units take victory hexes and protect territory. WarPlan is
all the ships in the fleet. Fleets with carrier groups can’t conduct primarily a land combat game.
surface attacks against naval surface groups, only air attacks. After Once a land unit is selected, it can attack alone or add other units
each combat all units involved in an attack lose readiness and that are adjacent to the potential enemy as long as they are on the
gain experience from the combat. Attackers and defenders suffer same land mass. Holding down the Control key and hovering over
effectiveness loss from attacks. a friendly land unit adds that unit to the attack. Holding down the
Shift key and hovering over the enemy land unit adds all the units
surrounding the enemy to the attack. Left-clicking anywhere on
the map clears the attack. Attacking costs 1 operation point and
6% effectiveness. A defending unit loses 3% effectiveness per attack.
Hovering over an enemy hex during an attack will display the
attack odds and levels of defender entrenchment. Attacks with 2:1
odds or less are generally poor attacks. Attacks with 4:1 odds or
greater are generally good attacks. Those with 3:1 odds have a fair
chance of success. The higher the attack odds, the greater chance
an enemy unit will retreat. Defender entrenchment levels lower the
amount of damage inflicted on the defender and impact the odds.
During a land battle attackers and defenders have a chance to
send in a bomber to support ground units with a fighter escort/
interceptor if the air unit has operation points available. Any air units
set to support mode will assist with air support. The strongest air units
in ground support mode are called in for support on both sides.
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Land attacks also use the general closest to their location within Shatter Overwhelming Odds – Defending land units in which
the 5-hex command radius to the battle. If no headquarters are the odds are 10:1 or greater have a very good chance of being
within 5 hexes, then a subordinate commander will be used for destroyed regardless of their remaining strength. When a unit
the battle. Subordinate commanders have lower ratings than named shatters it is completely destroyed with some manpower returning
generals. Each country has different values for their subordinate to the owner’s pool. Units also shatter if they have no retreat path
commanders. and are next to a friendly land unit. When a unit shatters, each
strength point has a 10% chance to escape being destroyed. Strength
When performing land combat, the odds might not seem correct
points that escape are added back to the player’s manpower pool
in some cases. All units and odds are rounded as part of the fog
of war system. For example, an enemy unit might show as a 4 along with the production for those strength points.
defensive combat factor but might actually be 4.1 or 4.4. The odds Shatter with No Retreat Path – Defending units that are forced
might show as 3:1 but actually be 2.5:1.
to retreat but can’t due to too many friendly units surrounding can
shatter as long as they can trace a friendly path to a supply source.
Contested Hex – The hex a land combat occurs marks that hex as
When a unit shatters in this manner, each strength point has a 90%
contested until the end of the turn. Empty contested hexes may not
chance to escape from being destroyed.
be used for calculated retreat.
Land Combat Rounds –Each round of land combat fires a certain
Land Retreat – The combat odds, experience, and some modifiers
attribute of the units involved in the battle. In each round damage
determine if the defender retreats. Terrain, tanks, generals,
is applied to each side by that type of attribute.
entrenchment, and the defender’s ant-tank gun factor modify the
Round 1 – Artillery
base chance of retreat. High odds, 4:1, tank factors, and infiltrator
specialty increase the chance the enemy retreats.Terrain, tanks, anti- Round 2 – Defender Guns
tank specialty, and guns lower the retreat chance. A land unit may Round 3 – Tanks (halved in rugged terrain)
retreat up to 2 hexes. They retreat to their closest friendly supply Round 4 – Attacker Guns (halved attacking)
source. If a hex is not available within one move, then a unit checks
Round 5 – Firearms
if it can retreat 2 hexes. It may always retreat over friendly land units.
If it can’t retreat within 2 hexes, it shatters if it can trace to a supply Damage – Units receive and defend against damage taken. Damage
source or surrenders if it can’t. A land unit can’t retreat through that isn’t blocked by a unit’s defense has a 40% chance to be
enemy controlled or empty contested hexes. Retreating land units converted to an effectiveness loss representing injured men and
will select hexes not next to enemy land units as a priority when equipment.
retreating. The hex of the retreated unit loses its ZoC.
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Invasions – For a player to invade a location the player must embark Generals – HQs may have generals attached to them which affect
a land unit on to a transport at a port. If there is a fleet at the port all units within its command range in land combat. If no general is
already, the embarked land unit will be part of the fleet. The fleet assigned, then a default general, called a subordinate, will be assigned
then can move to a location next to or on top of hexes that can who will be weaker than a selected general. Generals have 3
be invaded. Any hex that has water on it can be invaded. Full land attributes: combat, mobility, and tenacity.When land combat occurs,
hexes can’t be invaded. Hexes in which more of the hex is water the attacking and defending generals compare their attributes which
are coastal hexes. Hexes in which there is more land than water are affects combat. Generals improve with combat experience.
land hexes. Disembarking is unloading on a friendly hex that meets Combat – Affects how well each general is at inflicting damage on
the criteria for an invasion. the enemy and reducing damage to their forces
When a fleet is on or next to a valid invasion/disembark hex, the Mobility – Affects the chances of retreating
player clicks the Show Invasion Hexes toggle within the fleet. This Tenacity – Affects the intensity of combat and the chance a defender
will display invasion hexes in red and disembark hexes in green. surrenders in low attacks with a less than 34% retreat chance
Now a player selects the land unit to invade or disembark and right-
clicks one of the lighted hexes. The game will auto select the first Assigning a high combat and mobility general to an HQ would be
a good idea when attacking. Putting a high combat, low tenacity
unit in the fleet by default. Invading or disembarking will use all of
general would be better when delaying. And putting a high
the fleet’s remaining operation points and the amount of landing combat, high tenacity general would be better when defending a
craft required for the unit to disembark the unit onto the hex. A position you don’t want to give up. Generals with a 9 tenacity
fleet may travel up to 24 hexes and invade in the same turn. rarely surrender.
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4 air units are involved in air combat. An air unit may fly a mission, scoring two levels of critical hits. It is possible for one damage hit
support, escort, or intercept twice a turn including the enemy’s turn. to sink a naval unit. Each critical hit level doubles the initial damage
Air Strike Military Units – Players may use an air unit to attack point. A maximum of 4 strength damage is possible from one hit
another unit. Air units damage the effectiveness of other units. Some due to critical hits.
hits damage the strength of a unit. An air unit can’t destroy another Supply Convoy Raider – Air units within 8 hexes, or fewer if their
unit except a naval unit or a unit that is being transported by sea. An range is shorter, of an enemy port that have remaining operation
air or land unit destroyed at sea also destroys the transport points it points at the end of their turn might intercept and attack the supply
is using. Land units subject to an air strike have diminishing returns convoy of an enemy and reduce its stockpile for the port.
on their effectiveness from further ground strikes. Each air strike on Air Transport Supply Drop or Paratrooper Drop – An unescorted
a land unit also has a fair chance to interdict its movement. If a unit air transport is always shot down if the defender has air superiority
becomes interdicted, it will lose 33% of its operation points on the groups in range in support mode. An escorted air transport mission
opponent’s turn. An interdicted unit’s Operation points show as a has a high chance of success depending on air-to-air combat results.
red down arrow on the unit information panel of the opponent. It The more losses the escort receives, the greater the chance of the
will not show up on the attackers turn. Any land unit on a beach air transport being destroyed. If a paradrop mission is unsuccessful,
hex will take three times as much strength damage from air attacks the player loses an air transport, the paradrop unit loses 50% of its
as land units on a partial or full land tile. strength, and its effectiveness is drastically reduced.
Air Strike Production – Bombers may bomb and damage resource
Malta has a garrison in a land hex and a coastal hex. Paratroopers
hexes with production or oil. Land anti-air fire in the hex will shoot
can’t occupy coastal hexes and can’t land on a land hex that already
at attacking bombers before strategic bombing damage is applied. has a unit. Last turn the Axis embarked the German XII Corps in
Resources repair over time on their own at a rate of 2 per turn. Taranto, moved it to hex 162,21 and successfully invaded the
coastal hex using 1 operation point to move and 1 operation point
Ground Support – During land combat air units in support mode to invade. The Italian fleet and air force have drastically lowered
on the attacker’s side will attempt to provide directed air attacks supply to Malta by consistently air striking the garrison there from
toward the defending unit adding bombing factors to the attack. the air for the last 6 turns. The garrison’s effectiveness is low. This
turn the German XII Corps attacks and with its last operation point
The defender will attempt to do the same. Only one bomber unit
forces the Malta garrison to surrender. The XII Corps does not have
can be sent by either side to a single combat. Air units must have any operation points left to move into Malta. The Royal Navy has a
operation points to perform ground support. fleet and unit ready to move into Malta on the next turn. The Italians
use their Folgore Paratrooper to directly land in Malta’s land hex
Naval Damage – Naval units are subject to damage more often
that is now unoccupied by land forces.
than land and air units. Each damage on naval units has a chance of
90 91
Anti-Air – Anti-air values are a separate factor that fire before any Target Profile Values
air mission applies its damage. Each anti-air point has a chance to Naval Groups Air Attack Surface Attack Submarine Attack
Carrier group 6 1 6 or 9 if damaged
damage an air unit or carrier air factor. Anti-air in a hex adds to the
Battle group 4 2 4
anti-air value of a unit. Hex anti-air may not be moved once placed. Cruiser group 2 3 2
Patrol group 1 3 1
15.3 Naval Combat Submarine group 1 1 1
Transported Unit 4 1 4
All naval units are visible on the map. What is not known is their
composition and numbers. At the start of every turn reconnaissance The Italian fleet was attacked by two carrier groups of the Royal
levels are calculated for the map. The level of reconnaissance is Navy in the Central Mediterranean while trying to support an
higher closer to land a player controls and lower the farther away invasion of Malta. The Italian fleet consists of a battle group, 2
the hex is from land controlled. Players must find enemy naval units cruiser groups, and 2 patrol groups. In total they have a 10-point
at sea to engage them in combat and identify their composition. target profile. For each hit a roll of 1–4 hits the battle group, 5–8 hits
Different modifiers affect the reconnaissance level of the hex which one of the cruiser groups, and 9–10 hits one of the patrol groups.
affects how often they are spotted. Surface or Carrier Attack Qualification – Each group in a fleet
Targeting Profile – Depending on the type of naval engagement, must have a supply level of 1 or higher for the whole fleet to attack.
target profiles will be different. In naval air or air to naval attacks Any naval group that has a zero supply level will prevent the fleet
carrier and battle groups have a higher target profile for attackers from attacking. A player may remove zero supply naval groups by
and are more likely to get targeted. In surface engagements cruisers moving them to another location so the fleet can attack. Fleets that
and destroyers are more likely to get hit since they are usually the are transporting land or air units may not attack but can defend.
screening force. When a submarine fleet attacks any other kind Fleets in a port may not attack but can defend. Defending naval
of fleet, damaged carrier groups get targeted even more often. fleets have no requirements about supply but any ship at zero unit
Targeting is done by adding all the target values together on a list supply will fight at 50% its current effectiveness.
then rolling a random number from zero to the total of the list. Zero Supply Naval Groups – If a naval group has a zero supply
level, it defends at half its values.
92 93
Reconnaissance Table Searching – When a fleet right-clicks on another fleet to initiate
Condition Reconnaissance Level Modifier combat, a search is performed based on the reconnaissance level
Clear None
and information available of the unit. Different modifiers apply due
Rain –1
Heavy Rain –2 to mode, day or night mission, fleet size, and weather. A larger fleet
Snow –1 has a greater chance of spotting and being spotted. If a search is
Blizzard –3
successful, combat occurs. If the search is unsuccessful, an operation
Night Move Spotting chance halved
ID Level of the enemy fleet +0 to +3
point is spent and combat does not occur. Regardless of results,
Raider mode –1 any fleet that attempts to engage in combat will have its own
reconnaissance level increased.
Naval Combat Permission Table
Attacker Fleet Defender Fleet Defender Location Attack Possible The Allied player notices a German fleet counter in the North
Carrier Carrier Any Yes Clear, Cold, Rain, Snow Atlantic raiding its convoys but doesn’t know the composition of
Carrier Surface Any Yes Clear, Cold, Rain, Snow the enemy fleet. Unknown to them this fleet includes a single naval
Carrier Sub Any Yes Clear, Cold, Rain, Snow group, the Bismarck battle group. The Allies send 4 fleets to hunt
Carrier Surface or Sub Night Mission at sea No it down. Each fleet is trying to increase the identification level of
Surface Carrier At sea Lower chance to spot
the Bismarck to make it easier to find and to gain information on
Surface Carrier In Port Yes
the Axis fleet. The Bismarck’s reconnaissance level is very low. The
Surface Surface Any Yes
Allies will have a hard time trying to find the evasive battleship.
Surface Submarine In Port or next to coast Yes
Sub is on or touches all
Surface Submarine No
ocean hexes Patrolling Enemy Naval and Air forces – Enemy air, submarine
Submarine Carrier Any Yes
Submarine Surface Any Yes
naval forces, and surface naval forces have a chance to intercept
Submarine Submarine In Port Yes a moving fleet at their destination hex. Enemy fleets need to be
within a 5 hex range of the destination. Air units need to be within
Note: No fleet can attack out of a port. It must move to a non-port hex to attack an enemy.
a 10 hex range, or less if their range is less, of the destination hex.
The hex just outside Kiel will be a high reconnaissance level on the The closer a moving fleet is to the actual location of the patrolling
Axis turn. Axis fleets will have an easy time spotting Allied fleets unit the higher the chance of interception. Units patrolling do not
that enter that hex. On the Allied turn the reconnaissance level of
change positions.They simply attack any fleets entering their radius.
that hex is very low. Allied fleets will have a difficult time searching
for Axis fleets on their turn. A moving fleet may only be intercepted once per operation point
used. An enemy fleet or air unit may only intercept twice during a
turn. If a moving fleet is intercepted a round of combat is fought.
94 95
Fleets must be set to fleet mode at a non-port water hex to patrol. Carrier Units – Carriers act as floating air units. They can fly air
Air units must be in support mode to patrol. missions vs land, air, naval, and production targets just as an air unit
can. It still must search for enemy naval fleets. Carrier fleets that
The Italian navy sails an invasion force of 2 patrol groups and a
engage with other carrier fleets exchange air attacks. Opposing
division to invade Cyprus. A fleet of 3 Royal Navy cruiser groups
are patrolling next to Cyprus. The Italians move to the Northwest carrier fleets will fly air missions vs one another in an attempt to
coast to attempt an invasion and get intercepted. The cruiser fleet win the naval battle. Naval air ability to fly is affected by how much
inflicts more than 50% damage on the enemy patrol groups. The damage a carrier group has taken as well as how much air strength
Italian fleet retreats.
it has left. If the carrier fleet has taken more than half damage of its
maximum strength, the air component can’t fly. A carrier can carry
Surface Combat – Fleets with only battle, cruiser, or patrol
twice as much air as it has maximum strength.
groups may engage in surface combat with other carrier, surface,
or transport fleets. A surface combat fleet attacking a carrier fleet Ambush – If the random factor of a naval combat favors one side
has a much smaller chance of being able to engage it in surface or another greatly, the word ambush will appear next to the fleet to
fleet. Surface combat uses the surface factors of a fleet. Each surface indicate they received a favorable result from chance.
factor has a 25% chance to score a hit. Each hit has 2 chances to An example would be when the Bismarck sank the Hood with one
score a critical hit which can cause 4x the initial damage. A ship’s shot. The Royal Navy had the advantage in this engagement but
defense check can halve the damage. An experience check can luck favored the Kriegsmarine.
reduce additional effectiveness loss from damage. If a defending
fleet suffers more than 50% of their total maximum strength, not Surface Naval Combat Targeting – In surface combat most
including transports, it will retreat to the lowest reconnaissance level damage will be applied to cruiser and patrol groups over other
sea hex within 3 hexes. group types with carriers having the lowest target profile when
damage is applied.
A German Patrol fleet, with 5 strength points, and an infantry
division are just off Narvik ready to invade. After an ineffective air
Naval Air Combat Targeting – In naval air combat most damage
strike from a small carrier fleet the British player sends a fleet with is targeted at battle and carrier groups.
one battle group to engage the German fleet. It spots and inflicts 2
points of damage on the German patrol fleet, not enough to make it It is best to have a mixed fleet of various ships to help take losses.
retreat. The German invasion continues. If 3 points were inflicted or The difference in naval combat values is minimal compared to the
the German patrol group had only 3 strength, they would retreat as ability to absorb losses.
the damage would be over 50% of their maximum strength.
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Convoy Attacks – Naval units in convoy lanes attack production Merchant Marine and Escorts
points with their surface combat value. If the fleet is a carrier fleet, Escort Count in Protects Escort Count in Protects
Zone Merchants Fully Zone Merchants Fully
then it attacks with its air bombing values. All naval units use the 1 5 6 30
naval combat system to attack convoys except there are no critical 2 10 7 35
3 15 8 40
hits. Submarines have a 50% chance to convert a surface factor to a
4 20 9 45
damage point on a merchant marine.These attacks destroy merchant 5 25 10+ Any amount
marine factors and occasionally an escort factor.
Supply Convoy Attacks – Naval units near an enemy port that On September 1, 1939 the United Kingdom has 57 resources in
has its port supply active are subject to having their supply convoys the North Atlantic convoy route, 60 resources in the South Atlantic
convoy route, and 65 resources in the African Coast convoy route
attacked.Transports may be sunk when raiding a supply convoy.The
they need to protect vs German U-boats. They start the game with
closer a fleet is to the enemy port, the higher chance of intercepting 24 escorts. Their escorts can work at full capability if they are split
the supply convoy. A naval unit must be within 4 hexes of the enemy between the 3 convoy zones. But they will not maximize protection.
port to have any chance of affecting the supply convoy. The supply If the United Kingdom player places 10 in two zones and 4 in the
African Coast, they can fully protect and maximize the capability of
interdiction targets the port capacity. A port can’t be reduced below their escorts in the North and South Atlantic but the African Coast
1 from a supply convoy attack. convoy line will be weaker in the capacity for escorts to protect the
Convoy Escorts Attacking Submarines – Players can assign escorts merchant marines.
to production convoys. The escorts attack only submarines but will
scatter vs a surface or carrier fleet as best they can. A submarine has The only way to defend vs surface and carrier fleets attacking a
a 10% chance to hit an escort. Convoy defense is determined by two convoy route is to attack them with fleets.
factors: the number of escorts and the ratio of escorts to merchant Anti-Submarine Operations – A surface combat fleet may only
marine. An escort can defend 5 merchant marine at maximum attack a submarine that is adjacent or on any non-ocean hex.
capability. A maximum of 10 escorts can defend vs a convoy attack The attacking fleet uses its anti-sub factors vs the submarine. The
at maximum efficiency no matter the size of the convoy.This means submarine uses half its surface factors vs the surface fleet.
for every 5 merchant marine only 1 escort is required to maximize Submarine Attacks – A submarine fleet may attack any unit within
protection in any one convoy route. Escorts have 1 anti-sub value 5 hexes of its position. Submarine fleets have a chance to surprise
that increases as the convoy escort advancement increases. the enemy fleet and be able to attack and apply damage before
being attacked back. It is possible for a submarine fleet to attack
twice in a turn if positioned correctly. When attacking submarine
fleets, use their full surface factors.
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Invasion – A fleet with land units and enough landing craft may Combat Effectiveness Loss
toggle the invasion button to show the potential hexes. The map Unit
Attacking Defending Amount
Convert
Additional
Secondary
Type Damage Loss
selector will choose the first land unit in the stack of ships but any Land 6% 3% 3% Yes 40% No None
land unit may be selected. Right-clicking a red-lighted hex will Air 6% a 6% 2% Yes 33% No None
Up to 4x
move the selected land unit to that hex as an invader. If the hex is Naval 8% 8% 2% No Yes b
damage
lit green, the land unit will disembark to the friendly target hex. 1st naval critical chance 30%
2nd naval critical chance 10%
If more than one land unit is selected, the 1st land unit in the fleet a
Strategic bombers lose 8% effectiveness.
If random roll 0–100% < Experience % the unit takes addition
will invade instead. Land units that invade lose half their operation
b
effectiveness loss.
points. If they land next to enemy land units, they may take damage.
A player may toggle off the invasion icon to cancel the invasion.
Invading uses all of the fleet’s operation points.
16. Production
Naval Shore Support – A naval unit will automatically provide
offensive and defensive shore support with its surface factors if it is Countries generate production points from urban areas, iron ore
in a hex with a land unit to support attacks out or attacks directed resources, strategic resources, and trade that represents mostly steel.
at the land unit. Countries generate oil from oil fields and oil synthetic plants to
Strength Loss in Combat for Land and Air Units – Any unit be used to move and engage in combat with oil-dependent units.
that takes damage in combat has a chance to resist damage with its Production and oil are connected via supply lines, railways, and
defense value. If a defense check is successful, the damage is resisted. convoy routes. Resources must be transported to the capital of a
If the defense check is missed, a casualty check is made. A successful country to be used. Resources that generate production are always
casualty check converts the damage to a loss of effectiveness. on a railway or have port access. Production may be affected by the
Strength Loss in Combat for Naval Groups – If damage is scored enemy in only two ways: strategic bombing a resource or attacking
on a navel group, there are 2 chances of doubling that damage with a convoy. Production is modified by status level, strategic resources,
critical hits, 30%, and 10%. This has the capability to quadruple the and a country’s economic multiple. As the game progresses each
damage a naval group takes. Any unit that takes damage in combat country’s economy multiple increases. Each country has a different
has a chance to resist damage with its defense value. A resist chance economic multiple value. Unused production and oil is saved each
halves the damage. A naval group also makes an experience check. turn in the stockpile. There is a limitation to the amount of oil a
If the check is missed, additional effectiveness is lost. country can save based on their oil silo capacity.
100 101
Economy Multiple – This is how much of the industry and workers Production might be transferred overseas in cases where there
a country is utilizing for military production. is no direct land route to a nation’s capital. Resources follow the
Production, and Oil in owned and controlled in supply via closest convoy route available.
rail or convoy – Full value is added to the stockpile. Any resources Merchant Marine – Resources transferred over a convoy route
going over convoy routes are subject to being raided. If a production require merchant marine. The game automatically calculates how
resource is conquered and controlled, it yields 33% of its original many merchant marine a country will need to transport the resources.
value. Oil resources always yield 100% of their value even if If a player lacks the ships required, the difference percentage is taken
conquered. from the total shipped. Production and oil are equally affected. The
Strategic Resource Controlled in Supply – Each strategic game pulls merchant marine from the receiver of the trade. If the
resource increases the total production by 1% country that is the origin of the trade is a major power, it will then
pull its merchant marine if the destination country doesn’t have
Saved Production from Allied Minor – Major power gets 50%
enough ships to transport the resources and the originator is part of
of the production from its cooperating minors that are part of its
the destination players alliance. Convoy attacks are only conducted
alliance. The player is responsible for building minor country units
vs any countries at war involved in the trade.
with any resources that the minor saves.
Saved Oil from Allied Minor – Major power gets any extra oil Sweden delivers 25 production points to Germany via a trade
from the minor country that cooperates. A minor will first use agreement. Germany has only 20 convoy ships. This means only
80% (20 ships / 25 ships required) will be delivered to Germany.
its own oil to supply oil-dependent units. Some minor countries Only German convoys are used.
produce no oil and need oil shipped to them so their armies can be
maintained properly.
Germany trades 20 oil to Finland. Finland only has 5 merchant
Oil Silos – Each country has a limited amount of oil they can marine. Germany will provide the other 15 merchant marine to
refine into fuel and store based on the total of their base 200 + trade the resources.
production (with economic multiple) + base oil production or 200
oil whichever is greater. Manpower – Each country produces manpower. Manpower is
used to create new units. Each strength point of a unit consumes
The USSR produces a large amount of oil and can store a significant
amount. But if the Axis powers take the Caucasus with all its oil 1 manpower to purchase it. Repairing units requires production
fields, the USSR is dependent on its oil current stockpile to recapture and manpower. If manpower drops below 50% of its maximum,
this area before it becomes critical. the default experience also begins to drop. Manpower production
102 103
drops when home country resources with production or morale are 17. Diplomacy and War
captured by the enemy.
Logistics – Each country has a set amount of logistics. This value Countries have 7 different attributes that impact how diplomacy:
determines how many units a player may purchase and have on the morale, morale break point, status level, loyalty, alliance, influence
map or deployment queue. Each unit uses logistics for each strength points, and political power. They have 4 different actions vs other
point it has. Some units use more logistics than others per strength countries: declare war, influence, intimidate, and force surrender.
point. Regular infantry type units use the least amount of logistics Major and Minor Countries – U.K., France, U.S.A., U.S.S.R.,
while naval units use the most. Once logistics reaches zero, a player Germany, and Italy are major countries in the game. All other
may only build support units with no logistical cost. Logistics is countries are minor countries. A minor country automatically
measured from a unit’s maximum strength not its current strength. declares war on its major country’s enemies when it joins an alliance
Shipyards – A country may only purchase, or have in the or declares war on another country. Minor countries have their own
deployment queue, the shipyard value of naval groups no greater production and statistics. With few exceptions the closest major
than the number of shipyards it owns. Shipyard cost is based on the power to a minor country will be the one it aligns to if it joins an
logistical cost of the naval unit being built. alliance either by game event, entry, or being declared war on. If
Trade Agreements – Countries may send production and oil to its major country ally surrenders, it will choose a new major allied
their allies. Some trade agreements are already set up as events country.
in the game depending on certain situations occurring. Event Morale – Morale is the willingness of the country to fight. If morale
trade agreements may not be canceled, but voluntarily created is reduced to zero, a country will surrender. Morale also impacts
agreements may be canceled. Trade agreements follow the same manpower. As morale drops, manpower production also drops for
resource transport rules as controlled production. that country. Morale is directly linked to large urban areas which
affect population.
Oil from Romania goes directly to Berlin via rail as part of their
trade agreement. This oil can’t be attacked. The Swedish iron ore Morale Break Point – Most countries have a morale break point of
shipments use a convoy route for some of its travel to Berlin. This zero. This means all the major urban production resources must be
trade can be attacked by fleets.
captured to force them to surrender. Some countries such as France
and Italy will have a higher than zero break point. If the morale
Unit Cost – Each unit comes with a specific cost in production
drops below the break point the enemy can be forced to surrender.
points. A unit’s advancement year increases the base production cost
Some countries have endless morale and will never surrender.
of the unit. When replacements are sent to reinforce a unit, these
same costs apply.
104 105
Status Level – This reflects how close a country is to entering 18. Advancements
an alliance based on its loyalty. When the status level is 100%, it
becomes part of that alliance. Advancements represent new technologies and strategies learned
Loyalty – Loyalty is the alliance a country is leaning towards. throughout the war in different categories. They improve the
Influencing countries of the same loyalty as your alliance has a attributes of a unit with each higher level. Most units have at
better success chance than influencing countries of opposite loyalty. least 2 advancements in their category. Once a unit selects an
advancement category, it may not change it. Some countries start
Alliance – When a country is 100% status, it joins an alliance.
with advancements ahead of the current game year. The maximum
Only a non-neutral major power may declare war on any country
advancement year is 1945.
not of their alliance. Minor countries automatically declare war
on enemies of that alliance based on which major power is their Infantry Units
ally. The alliances are Axis or Allies. An alliance of Neutral simply Infantry –A balanced advancement build for attack and defense
means the country has not chosen a side. Neutral countries may not
Anti-Tank – A unit defending better than it attacks
declare war on another country but may influence or intimidate
another country. Armor Units
Once Italy’s status is at 100%, it may declare war on any country Breakthrough – More operation points
but is not forced to declare war on all countries that are part of the Heavy Armor – More tank firepower and defense
Allied alliance.
Fighters
Influence Points – Each country generates influence points Interceptors – Highest air combat values
during the game. Up to 5 influence points may be saved at any one
Escort Fighters – Longer range
time.
Fighter Bombers – Better tactical bombing attributes, worst air
Influence Power – This reflects how politically strong a country
combat values
is. Stronger countries have a better chance to influence other
countries and a lower chance to be influenced. Bombers
Note: It is highly recommended that scenarios are played with
Close Support – Improved tactical bombing
diplomacy turned off.
Strategic Bombing – Improved range and strategic bombing values
Naval Air Training – Improved naval air values
Sonar and Electronics – Improved anti-sub warfare values
106 107
Naval Groups Each scenario will detail the victory points required for a minor
Large Warships – Battle groups gain the best surface and defense victory or a major victory. It is possible that neither side achieves its
values. Other naval types may not take this advancement. victory point conditions and the game is a draw. At the end of the
game a tally of all victory points is shown. An alliance automatically
Warships – Battle, cruiser, and patrol group naval gun and defense
wins if it conquers all the major powers on the opposing side.
improvements
Carrier Operations – Improves carrier group attributes. Only
carrier units may take this advancement. 20. Multiplayer
Convoy Escort – Improves anti-sub warfare for escorts and ships
Play by email uses Matrix’s Multiplayer server system. This uploads
Submarine and downloads turns to the matrix server. Players that need to save
Submarine – Improves defense of submarines in the middle of the turn save their games to the server.
Long-Range Submarine – Improves attack and gives +3 unit
supply 21. References
Units are automatically updated with new advancements.The more
units a country has on the map, the slower the improvements are Brute Force, John Ellis
distributed. Advancements cost 10% of the production value per The World War II Database, John Ellis
level to upgrade a unit. Why the Allies Won, Richard Overy
The Military Atlas of World War II, Chris Bishop
19. Victory How to Make War, James F. Dunnigan
Wages of Destruction, Adam Tooze
During the game each side and each country on each side score
victory points by capturing and holding objectives. Objectives can Encyclopedia of the Second World War, Wheal, Pope, and Taylor
be viewed in the War Panel. A side that scores the greatest number of Black May, Michael Gannon
victory points by the end of game and still has a major power that is Eagle Against the Sun, Ronald H. Spector
not conquered wins the game.Victory is also scored per individual
Japan’s War, Edwin P. Hoyt
country. If Italy takes more territory and holds out later, it can win
the game for itself more than Germany. This allows the game to be When Titans Clashed: How the Red Army Stopped Hitler, David M.
played as a team or as individual victory. Glantz and Jonathan M. House
108 109
Struggle for the Middle Sea:The Great Navies at War in the Mediterranean market. Finding flaws in the game system, making recommendations,
Theater, 1940–1945,Vincent P. O’Hara putting in features I missed, and finding bugs is a difficult and long
process that one man can’t do alone.
22. Credits Art – Jose Ramon Faura designed the map, resources, game play
icons, and unit counters art.
I would like to thank the following people for making WarPlan Art – Jeremy Simmons designed map, logo, and background art.
possible. Music – Ian Laurence created 12 pieces of music for the game.
Angy Brooks – She is wife and soul mate who pushed me to do Editing – Carol Gustafsond
what I am passionate about. She is also an amazing UX designer.
Angy assisted me in developing the interface and user experience Slitherine
for the game to make it flow well. Chairman
Hubert Cater and Bill Runacre – They are Fury Software and JD McNeil
put out an excellent series called Strategic Command. I created a Development Director
popular mod based on World in Flames for Strategic Command 2 Iain McNeil
and designed 2 expansion packs for their Strategic Command 2 Technical Director
Series. I created their image importer for Strategic Command 3. Philip Veale
Hubert helped me get my foot in the door with Slitherine/Matrix
Creative Director
to make my game come to life. They are both incredibly good
Richard Evans
people and I enjoyed working with them. They create great games
Marketing Director
which are available at Matrix Games.
Marco A. Minoli
Lane Brody – He has been a friend of mine for over 20 years who
Senior Producer
is well versed in World War 2 military history and an excellent war
Bart Schouten
gamer. Our countless hours of discussion and play testing improved
the A.I. systems for Assault on Communism. He assisted me in Producers
designing and balancing the game model that led to WarPlan. Tamas Kiss, Adam Grace, Erik Rutins
The Game Testers – Thank you for all your patience and input to Product Manager
make this game a reality. It took 4 years from conception to Beta Alberto Casulini, Daniele Meneghini
testing. Without all of you this game would have never come to
110 111
Media Relations
Paolo Paglianti
Production Design
Adriana Bienati
Manual Layout
Myriam Bell
Production Lead
Matthew Ravenwood
Production Team
Joe Stephenson, Sam O’Neill
Administration
Dean Walker, Annick Tuesley
Customer Support Staff
Paulo Costa, Joseph Miller
Web Development
Valery Vidershpan, Andrea Nicola, Fernando Turi
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