manual -1

manual -1
- Left-click to select one or more units
- Left-click for an advanced command (advanced function button + left-click)
- Right-click to give a simple command: change location or attack
Move the camera
mouse wheel up/down
Zoom in/out
click on mouse wheel + mouse movement Rotate camera and change view angle (only possible
at some zoom levels)
Lock the camera on the selected unit.
Zoom in on the targeted position while the mouse
button is pressed.
Switch from unit view to satellite view.
; or M
Ctrl + w
[Note] These commands are executed by a left click
Give the order to destroy a target, or move to a
destination and stop to engage any enemy unit in
Order the unit to fire a salvo on location, even
without a visible target. Especially useful for artillery
Order the unit to travel as fast as possible to its
destination, using roads if there are any.
Order the unit to stop immediately.
Order a selected unit to split from its squad.
Regroup all selected units into a squad, within the
authorized limit.
Switch between high altitude, allowing you to see
above obstacles, and low altitude, allowing you to
hide behind obstacles.
Order an infantry unit to mount into the selected
Order any unit inside the selected transport to
dismount immediately.
Queue up orders
Activate/Deactivate the selected unit’s
characteristics display.
Activate/Deactivate the command zone display.
Ctrl+1 - 9
Ctrl + left click on a unit’s icon
Shift + left click on a unit’s icon
Allow you to field new units from any reinforcement
zone under your control.
Open game menu
Create a shortcut for a group of units
Select a group of created units
Keeps every unit of the same type selected
Deletes units from the multiple selection.
©2012 Eugen Systems and Focus Home Interactive. Developed by Eugen Systems. Published by Focus Home Interactive. Wargame: European
Escalation, Focus, Focus Home Interactive and their respective logos are trademarks or registered trademarks of Focus Home Interactive. All rights
reserved. R.U.S.E, IRISZOOM are trademarks of Ubisoft Entertainment in the U.S. and/or other countries. All other names, trademarks and logos
are property of their respective owners.
The contents of this manual have been updated to include the latest changes applied to the
game for its release.
Photosensitive seizures
A very small percentage of people may experience a seizure when exposed to certain
visual images, including flashing lights or patterns that may appear in video games.
Even people who have no history of seizures or epilepsy may have an undiagnosed condition that
can cause these “photosensitive epileptic seizures” while watching video games.
These seizures may have a variety of symptoms, including lightheadedness, altered vision, eye or
face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of
awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury
from falling down or striking nearby objects.
Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents
should watch for or ask their children about the above symptoms – children and teenagers are
more likely than adults to experience these seizures.
The risk of photosensitive epileptic seizures may be reduced by taking the following precautions:
Sit farther from the screen; use a smaller screen; play in a well-lit room; do not play when you
are drowsy or fatigued. If you or any of your relatives have a history of seizures or epilepsy,
consult a doctor before playing.
The world is about to fall into the feared 3rd World War. Wargame: European
Escalation plunges you into the midst of this conflict, through a big and explosive
military campaign!
Develop your tactics and unlock new units in order to add them to your ‘deck’ for
your next battles in multiplayer. Will you choose a crushing strategy with huge
numbers of weak yet cheap tanks, or will you try and manage small squads of
expensive but skillful elite units?
Eugen Systems
Technical support
If you encounter difficulties installing or running Wargame: European Escalation, do not
hesitate to contact our technical support department by email.
Technical support:
E-mail : [email protected]
Please provide a maximum amount of information on the problem encountered and the way it
occurs. Please attach to your mail a zip file with the following info:
- Your DXDiag
- The game’s settings files:
On Vista and Win7 >>> C:\Users\[USERNAME]\Saved Games\EugenSystems\WarGame
On XP >>> My Documents\EugenSystems\WarGame
SYSTEM REQUIREMENTS................................................................................5
GAME INSTALLATION.....................................................................................5
GAME LAUNCH................................................................................................6
PROFILE AND FRIENDS..................................................................................7
PLAYER LEVEL................................................................................................7
COMMAND STARS...........................................................................................7
FRIENDS & CLANS..........................................................................................7
SAVE/LOAD MANAGEMENT.............................................................................7
ON THE BATTLEFIELD..................................................................................8
DEPLOYING UNITS.........................................................................................8
BATTLEFIELD INTERFACE.............................................................................10
UNIT CATEGORIES........................................................................................15
UNIT TYPES..................................................................................................15
UNIT DETAILS..............................................................................................17
UNIT RANKS.................................................................................................20
CAMPAIGN MODE.......................................................................................21
MISSIONS OBJECTIVES................................................................................21
PAUSE MENU................................................................................................22
SKIRMISH MODE.......................................................................................22
OS: Windows XP SP3/Windows Vista SP2/Windows 7
PROCESSOR: AMD/Intel Dual Core 2.5 GHz
RAM MEMORY: 1024 MB (XP)/2048 MB (VISTA/7)
GRAPHICS CARD: 256 MB 100% DirectX 9 and shaders 3.0 compatible
ATI Radeon X1800 GTO/NVidia GeForce 7600 GT or higher
DVD-ROM: 2X drive
SOUND CARD: DirectX 9 compatible
Internet connection required for Online Gaming and Game Activation
OS: Windows XP SP3/Windows Vista SP2/Windows 7
PROCESSOR: AMD/Intel Dual Core 3.2 GHz
GRAPHICS CARD: 512 MB 100% DirectX 9 and shaders 3.0 compatible
ATI Radeon 3850/NVidia GeForce 8800 or higher
DVD-ROM: 2X drive
SOUND CARD: DirectX 9 compatible
Internet connection required for Online Gaming and Game Activation
TO&E AND DECK: MANAGING TROOPS................................................................22
To install Wargame: European Escalation, please insert the DVD into your DVD drive and then
follow the on-screen instructions. If no window is displayed after you have inserted the disc into
your drive, please do the following: double-click on the [Computer] icon on your desktop, then on
the [DVD Drive] icon to launch the install program; then follow the install program instructions
that appear on-screen.
License Agreement: The license agreement of Wargame: European Escalation is displayed before
you start the game installation. You must read it thoroughly and accept the terms of use before
installing the game.
TO&E [SOLO CAMPAIGN]..............................................................................22
MULTIPLAYER BASICS.................................................................................27
RANKED GAMES............................................................................................28
FRIENDLY GAMES.........................................................................................29
MULTIPLAYER MENU....................................................................................30
Notice about Steam: The product offered is subject to your acceptance of the Steam Subscriber
Agreement (“SSA”). You must activate this product via the Internet by registering for a Steam
account and accepting the SSA. Please see to view the SSA
prior to purchase. If you do not agree with the provisions of the SSA, you should return this game
unopened to your retailer in accordance with their return policy.
Product Activation on Steam: : The Wargame: European Escalation installation program
requires you to be connected to your steam account in order to install and activate the game on
your computer (after this 1st activation, the game will be linked to your steam account). If you
don’t have Steam installed on your computer, the installation program will prompt you to install it
and create a Steam Account.
Once you’re logged on, you’ll be asked to enter your Product Code to activate the game. This code
is printed inside your game box. The game will start to install once you have entered the code, and
then you can enjoy the game to the full!
Important: should a new “Product Activation” window appear requesting a serial number, please
enter your product code which is printed inside your game box.
Then follow the instructions to finalize the game installation.
At the end of the installation, a small update can be automatically downloaded and installed from
DRM: This game uses a DRM system (Digital Rights Management) that is automatically activated
when you start the game from Steam (you can find more information about this system at http:// If you are asked to activate the DRM, please use your steam game key and
select Automatic Activation.
If you are connected neither to Steam nor Internet, you can use the Manual Activation function.
Please note that you can also perform a manual activation from a smartphone connected to
You can manually start the activation/deactivation using the acpc.exe file from the game install
• handles Wargame: European Escalation
multiplayer system, friends and clans management system.
You must be connected to play multiplayer games.
At the game 1st launch, you can create your own player
account. Please enter your Player Key to finalize
your account creation. You can find your player
key in your game box. This is the same key as the Steam
Game activation key.
Your Wargame game key allows you to create one player
account on
Connect to the server using your login and password.
You can use the use the Forget password functions if you
have problems with your account.
You profile gather all your stats about your Solo and Multiplayer games.
When you are connected to your steam account when you start the game, your profile
displays your Steam Avatar.
On the right part of the screen, you can see your profile main info: Multiplayer Rank (League),
Level, unlocked stars (Command Stars), and global info.
Your player level increases when you play multiplayer, with each victory or defeat earning you
experience points that will allow you to reach higher levels. Every time you move up a level, you
receive Command Stars.
In solo mode you win Command Stars when you accomplish mission objectives. Secondary
objectives also allow you to gain more Command Stars.
When you start the game, you’re asked to connect to game serveur.
When you launch the game for the first time, Wargame:
European Escalation offers you start the Autosettings system
to automatically configure the game’s graphics options for
your computer’s configuration.
Afterwards, you are able to change the graphics options by selecting the [Options] button from
the main menu.
All your successes are rewarded in the solo campaign by Command Stars, depending on
objective’s difficulty.
In multiplayer mode, you will receive Command Stars every time you win a new player level.
Command Stars are the key to unlock new units that you can call as reinforcements in the solo
campaign (TO&E Menu), or to create new Army Deck for your multiplayer games (Decks Menu).
From, you can also manage your friends and join Clan(s). This system is independent of
the Steam Friend system and is only dedicated to Wargame.
At any moment during the game, you can check the online status of your friends, Clan
teammates, and send them invitations for multiplayer games.
The chat icon can be found at the bottom-right in the main menu, and
under the minimap during gameplay. Click on the icon to see your list of
friends (both online and offline) and click on a name to start chatting.
Wargame includes the Steam cloud save system. When you play the game connected with your
Steam account, the Steam cloud save system is activated. You can find back your progression and
stats when you are logged on with your account.
Your progression in the solo campaign is automatically saved (new missions are unlocked for
every mission accomplished), but you have to save manually during a mission - if you want to do
so – from the ESC menu, or with the Quicksave system (F5) (F9 for Quickload).
on the battlefield
Deployment points are used to call up reinforcements in Solo and Multiplayer games. Each game
unit has a point value, depending on its type and its experience. Use your deployment points to
select your new troops, and place them on the battlefield.
You start the game with an amount of points - depending on the mission or the game setting –
to deploy your units and start the game, and then you have to control Command Zones with a
command unit to get additional Deployment Points.
6. UNIT SPECS: Select the “Info unit” button in the order panel, or press “Tab”, and move your
mouse over an unit icon (4) to display its detailed sheet. It displays the units' weaponry systems,
characteristics and specifications. It also displays the unit's role: Anti-Air, Battle tank, Anti-Tank
troops, etc…
7. TRANSPORT DETAILS (for Infantry Units): Infantry units reaches the battlefield in their
Transport Vehicles. This shows the specs for their transport vehicle.
8. DEPLOYMENT ZONES: During deployment, you must place your units inside the coloured
zones (Blue for NATO, Red for the Warsaw Pact). For ingame reinforcements, as long as you have
the control of a Command Zone with a white arrow, you can place your units where you want on
the map. Units called in will arrive from the closest Deployment Zone and take the fastest way to
reach their destination.
9. LAUNCH BATTLE: When all players are ready and happy with their choice and placement of
units, click this button to start the game. Be sure to check all players are ready before using this
button! A countdown will begin, which you can cancel till it reaches 0.
5. UNIT RANKS: In Multiplayer (only) you can select experienced units. Experienced units cost
more Deployment points, but have increased efficiency in several fields: accuracy, reloading and
aiming speed, ability of detection, and crew morale. Click the experience’s icon instead of the
stripeless unit’s Icon to place an experienced unit.
[NOTE] You can actually move or delete the FOB and Command Unit placed by default on the map
during the deploying phase of a multiplayer game.
Here is the step by step method to deal with reinforcements
- Left click on the Deployment points Icon (top left corner) to open the Deck Menu.
- Left click on an icon to open the corresponding families.
- To buy units, left click to buy a unit and then left click on the ground to place it there.
- Right click cancels the purchase, and right click on the unit on the ground (during the
deployment phase only), cancels the purchase and placing on the ground of the unit.
Some Tips:
- Buying a squad: Ctrl + left click on a unit automatically buys 4 units (2 for helicopters), which
are then placed on the ground as a single squad]
- Delete selected units: Delete units from your selection with a right click on the unit icon, or
on the unit directly.
- Change location of a unit on the map before the battle starts: select the unit with a left
click and place it at another location.
1. DEPLOYMENT POINTS: this number decreases when you place your units on the battlefield.
You can get additional Deployment points by taking control of the Command Zones with Command
Units; these points will vary depending on the zone number.
2. UNITS CLASS: select the class to display available Units of this class.
3. UNITS: Unit types of the selected class are displayed here. Click to display all Unit Variants for
a given type.
4. UNIT UPGRADES: Some units have multiple variants, each offering different specs. Click on
the unit's icon to select and place it on the battlefield. Multiple clicks on the icon will increase the
number of unit you are about to place. You may use CTRL + mouse click on the icon to place full
squads (4 units compose a Tank Squad, 2 units for a Helicopter formation).
1. REMAINING DEPLOYMENT POINTS: These points may be used to call in for
reinforcements. You receive additional points for every Command Zone controlled under your
team’s control.
2. MINIMAP: when zoomed in, allows you to keep an eye on the whole battlefield. Orders may
be given to your units directly on the minimap.
3. TIME AND TEAM SCORES: displays score of each team, player, and how long the battle has
been raging or the allotted time.
4. COMMAND ZONES / OBJECTIVES ZONES: Take control of these zones for your team by
sending a Command Unit (the Command Unit needs to stay still). Every zone grants your team a
different amount of Deployment points over time, which is represented by the white number (the
higher, the better). Each zone is also named by a callsign for easy coordination with your team. If
both Sides have placed a Command Unit in the same Zone, the zone remains neutral.
In the solo campaign these zones are often linked to objectives (the zone to secure for example).
5. ZONE UNDER CONTROL: Zones under your team's control are displayed in Sat View in the
color of your team.
6. REINFORCEMENTS ENTRIES: White arrows indicate possible entry points for reinforcements.
In order to call for reinforcements, your team needs to seize control of a zone with an entry point.
(If multiple entry points are under control, reinforcements will take the shortest path to reach the
Clever use of the landscape provides a substantial advantage over your opponent. Below is some
information about the battlefield:
1. You can hide your units in Forests to benefit from heavy cover. Infantry units may also be
hidden in houses in the same manner.
2. Spotted but un-identified enemy units appear as a black “ghost”, and their call sign only
displays “----”. You can use your knowledge to identify yourself the unit from its outline.
3. Terrain has a strong impact on units’ line of sight and shooting range.
4. The type of terrain (crop fields, roads, forests, clumps…) has an impact on the units’ speed. Be
advised that units may sometimes get stuck momentarily on the more difficult terrain.
5. Your units. The target icon indicates they are aiming/shooting at a target. The Tools icon shows
a unit is damaged. Fuel icon shows the unit is running out of gas. Ammo icon indicates the unit
is about to running out of ammunition. You can use your supply vehicles (or FOB) to refill ammo
and fuel, or repair your units.
6. Roads can be used to move your units faster, with the “Move Fast” command.
7. Clumps, shrub edges, houses, and other elements of the landscape decrease and block the line
of sight of units.
8. LOG: Displays important events of the battle: units lost, reinforcements …
9. Unit Panel of the selected unit (see below for more info)
10. Camera Panel and Units Commands Panel: use advanced camera controls and give specific
orders to your units.
1. NAME: name of the squad leader.
2. RANK: Units gain experience through battle. Experienced units have better accuracy, reloading
and aiming speed, capacity of detection and morale.
3. EXPERIENCE PROGRESS: displays the progress to the next rank.
4. CONDITION: represents the condition state of the unit. Full white bar means the unit is in top
condition. Damages are indicated by red squares.
5. STATUS: units react perfectly to orders when they are Calm. Under fire, they can stress
and may start to be Worried, reducing slightly accuracy and reloading speed. When Panicked,
accuracy and reloading speed is dramatically reduced. When Stunned, the unit is temporarily
immobilized and incapable of reacting. Worst case scenario and the unit will Rout, in which case
they will attempt to flee the battle. You cannot give order to a unit with the "Rout" status.
6. FUEL: Fuel capacity is displayed here.
7. UNIT MODEL: Name and type of the unit
8. PRIMARY WEAPON: displaying the type of weapon, ammo left and caliber. Click the icon to
switch OFF the weapon to prevent your unit to fire this weapon. Click again to switch the weapon
back on.
9. SECONDARY WEAPON: Same as for the primary weapon.
10. TERTIARY WEAPON: Same as above
Fog of War isn’t displayed in Wargame. Therefore you may move your
camera anywhere on the battlefield to check out the landscape and
prepare your strategies accordingly. However, you won’t see enemy
units until they are in the line of sight of one of your units.
Landscape elements have a huge impact on your unit’s line of sight.
Some elements like buildings will block it. Others, like edges or
clumps, decrease the quality of the unit’s view.
We recommend you use Reconnaissance units in addition to other
units to gain a better vision of the battlefield, because these units
have better optics equipment that are capable of more rapidly
detecting small or hidden enemy units.
In Wargame, modern radio communications are simulated, so an
enemy detected by an allied unit will also automatically be detected
by the entire army.
[Note] you can deactivate a weapon by a left click on the weapon icon
Once an enemy is spotted, your unit starts aiming automatically. Moving the mouse cursor over
the enemy will display the line of fire. This line is composed of 2 parts:
Targeting icon: if the targeting icon is red, you can’t shoot the enemy. A text will indicate the
reason why: invalid target (the weapon can’t be used against this unit), out of range (the target
is too far), no line of sight (something is blocking the view of the unit or the line of fire), or
inefficient (weapon can be used against the target but the penetration power, at this distance, is
not enough).
If the targeting icon is green, then the unit will fire.
- Line of sight: can be composed of 4 different colors:
Moving the camera
• WASD or arrows > Move the camera
• Mouse wheel > Zoom/unzoom
• Keep the mouse wheel pressed down > Rotate the camera in any direction.
• Left click on the minimap > Move the camera to the spot clicked.
• White: your target is in your line of sight, but you are out of range
Camera view
• Zoom on a unit or Cursor on a unit, then N > Track Cam: the camera sticks automatically to
the target and follows it.
• H or Unzoom all the way > Sat View: Strategic view. The whole map and all Command Zones
are visible. Hit H again or zoom in to go back to normal view.
• Hold down Y > Auto Zoom: when you hold down the Y key, the camera instantly zooms in at
the cursor’s current location. Let go of Y to return to your initial camera view.
• White dotted line: something is blocking the unit’s view.
• Green: weapon in effective range. Can shoot and do damage.
• Light green: your target is in your line of sight, but below the best range. Unit
should move until it reaches the best range.
You may use the Fire Position function in order to check the line of sight of your units and be sure
that you really have a clear view of the zone.
The unit panel is displayed on the bottom center of the screen when the unit is selected.
On this example, a group of Leopards 1A3 is selected:
Basic Commands
• Select a unit / multiple units: left click on the unit, or lasso over multiple units to select one
or more.
• Move: when a unit is selected, right click on the ground/minimap.
• Attack: when a unit is selected, right click on an enemy unit.
• Shift (held down): queue up orders
Unit Groups:
• Create a group: when multiple units are selected, hit Ctrl + 1 to 9.
• Select a group: when you have set up groups, hit 1 to 9.
[Note] These commands are executed by a left click
• Move and Attack: Press Q. The unit moves to the selected location, but whenever it runs into
an enemy within firing range, it will stop and engage it.
• Move Fast: Press M. The unit takes the fastest route possible by taking roads, to the selected
location. It will not stop and fight if it encounters an enemy unit, but it will fire on the enemy
units while in motion.
• Fire on Position: Press T. The selected unit(s) will shoot with applicable weapons on the
selected position. Particularly useful for artillery or barrage attacks.
• Stop: Press E. Selected units stop and forget their current orders.
You can view all game units using the Armory button in the game menu or campaign pause
menu. It’s really important to know how to use your units, and to identify the enemy units in
order to take the right decision and dominate the battlefield. To understand a unit’s strengths and
weaknesses, it’s useful to know unit categories and weapons.
During a game, select a unit to get basic info on it. You can also use the [Info unit] button and
glide you mouse cursor over a unit to display its detailed sheet.
Unit squad
• Regrouping units - Method 1: To group units of the same type together, select one of the
units and then do a right click (like you would for a move order) on another unit. They move in
close together and form a squad of 2 units.
• Regrouping units - Method 2: : Select more than one unit of the same type and click on
Regroup in the interface. A squad is instantly created. Doing a left click on the ground after
clicking on Regroup will give the order for the units to group together at that location. The units
must be close enough to regroup.
• Splitting units: With the X or Split button in the interface, while a squad is selected, click on
the name of a unit in the selection interface at the bottom of the screen. The unit breaks away
from the squad and becomes its own unit.
• Loading an infantry unit: Either select the infantry and then click on transport, or vice-versa.
Both units come together and the infantry gets into the transport.
• Unloading an infantry unit: With the transport selected, click on Unload in the interface or
the U key and the infantry unit is instantly unloaded at the location where the transport is.
• Activating/deactivating weapons: With a unit selected, click on a weapon’s icon to activate
or deactivate it.
• Multiple selection interface: When several units are selected, use the multiple selection
interface and click on the unit’s icon to select one in particular. If the selection takes up several
“pages,” use the “Previous” and “Next” buttons to go back and forth through all selected units.
• Select/Remove units in the multiple selection interface: Shift + left click in the interface
deletes units from the multiple selection.
• Ctrl + left click on a unit’s icon keeps every unit of the same type selected.
- Logistics [LOG] : Logistics group supply and Command units.
- Reconnaissance [REC] : Reconnaissance units are indicated by the symbol [00]. They have
superior optics and special training to enable them to spot hidden enemies.
- Tanks [TNK] : Tanks are your main strike force, and often make up the core of a balanced army.
- Infantry [INF]: Infantry units will join your command along with their land or air transport
vehicle. Use the [UNLOAD] function to unload the infantry units from their vehicles. Infantry can
take cover in buildings, giving them significant protection.
- Support [SUP] : Support combines artillery units and anti-air vehicles. They are very useful for
supporting your primary fighting force from afar (artillery) and defending them from enemy air
- Vehicles [VHC] : Vehicles combine lighter and quicker vehicles. While they do not pack as
much punch as most main battle tanks, their mobility and lower cost make up for it.
- Helicopters [HEL] : Helicopters are extremely mobile, and offer a large line of sight. Some are
specialized in ground attacks (gunships), anti-air, transport, etc.
Supply: Truck capable of supplying fuel and ammunitions to combat units, repairing
vehicle damage and replacing lost infantry. They never break down, but are susceptible
to enemy capture.
Armored Supply: Same as above, although somewhat protected against light weaponry
and shrapnel.
Supply Helicopter: A helicopter with the same capabilities as the trucks described
above, with a generally higher load-bearing capacity. Must be grounded before it can
distribute supplies.
FOB: A secured facility capable of storing large amounts of supplies. Can only be
deployed during deployment phases.
Command Vehicle: Light unit used to effectively take control of an area and collect
reinforcement points, or bring in reinforcements from the edge of the map for
reinforcement zones. Must be stationary in order to control an area.
Command Armor: Same as above, but usually with more armor and sometimes more
Command Helicopter: Same functions as above, but for a helicopter. Must be
grounded to effectively control an area.
Recon Team: Infantry or jeep with a larger recon range than other units and able to
identify located units more rapidly. Recon teams are also less conspicuous than line units.
Armored Recon: Same as above, but while it is more conspicuous than recon teams, it
carries more armor and/or weaponry.
Infantry Fighting Vehicle: An armored and generally well-armed vehicle designed to
transport squadrons/infantry teams to the heart of combat and take part in the fighting.
Recon Helicopter: Same as above, for a helicopter.
Tank Destroyer: Vehicle equipped exclusively with anti-tank weaponry. Formidable
against armored vehicles, but tend to be vulnerable to other types of troops.
MBT (Main Battle Tank): Relatively heavy and well-armed combat tank designed for
combatting other armed vehicles.
Anti-Aircraft Helicopter: Helicopter armed with (either Strela or Stinger) anti-aircraft
missiles, specialized in combating other helicopters.
Cavalry Tank: Light tank that tends to be faster than MBTs, although with much less
armor. They are mostly used for supporting infantry, dangerous reconnaissance missions
and harassment.
Attack Helicopter: Helicopter heavily armed with a combination of rockets, machine
guns and/or anti-tank missiles, making them capable of engaging pretty much any
ground target.
Support Vehicle: Denotes several different types of vehicles, but most often refers
to heavy weaponry mounted on tracked/wheeled vehicles, allowing them to follow
the infantry they are supporting. Highly effective against infantry, but less so against
armored vehicles.
Armored Engineers: Vehicle equipped with an armored flamethrower that is highly
effective against infantry. Soviet flamethrowing tanks even keep their primary cannons!
Anti-Tank Team: Dismounted or mounted infantry carrying exclusively anti-tank
weaponry, deadly against armored vehicles, but tend to be particularly vulnerable to
other types of troops.
Transport Helicopter: Helicopter designed for transporting squadrons/infantry teams
over battlefields. Must be grounded to load troops on and off.
Unit information sheet
1) Name of the unit
Country and unit's value
Type of unit
Riflemen: Line infantry armed with assault rifles and a lightweight anti-tank weapon,
and sometimes even ATGMs.
2) Weapons (units can have up to 3 weapons)
Combat Engineers: Same as above, except instead of anti-tank weapons they carry
flamethrowers (particularly effective against infantry).
3) Weapons stats:
Range: maximum shooting distance of the
Accuracy: The precision value you see is
for the maximum range of the weapon. It
increases when approaching a target.
HE Power (HIGH EXPLOSIVE): weapon’s
efficiency against infantry or soft-skinned
vehicle, regardless of range. AP Power
(ARMOR PIERCING): weapon’s ability to
penetrate armor at maximum range. Those
weapons labeled “HEAT” do not increase their
penetration value when closing on target.
Special Forces: Special reconnaissance infantry units that vary greatly from country to
country. Some are better at stealth and intelligence (Fernspäher), while others specialize
in firepower (Delta or Spetsnaz).
Anti-Aircraft Missile: Infantry armed with MANPADS or SAM vehicles. Engages antiaircraft units only, from a greater distance than bullet-based anti-aircraft armaments,
however with slower firing and aiming rates.
Anti-Aircraft Artillery: Autocannon(s) with a high firing rate, capable of firing within
a very short time span, although with less precision and damage. Capable of engaging
ground targets.
Artillery: Vehicle capable of firing at great distances above obstacles, with high
explosive power on impact. Capable of firing without a line of sight on its target, and
will correct its precision if an allied unit does have a line of sight on the target. Typically
cannot fire below a minimum range, although some last-generation howitzers are
capable of flat trajectory fire.
Mortar: Same as above, but gives up a good deal of range in favor of greater precision.
Multiple Rocket Launcher: Vehicle capable of firing a barrage of rockets at a high
rate. Causes less damage than artillery, but more damage to enemy morale. Discharges
very rapidly and requires a good deal of supply. Cannot fire below a minimum range.
Armored Personnel Carrier: A reasonably well-armored and lightly armed vehicle
designed to transport squadrons/infantry teams within a close vicinity of where combat
is taking place.
4) Unit specification:
Speed: maximum speed of the vehicle on a
road (Move fast function)
Armor: Units have different armor values for
each side.
Stabilizer: reduce the impact of the unit’s
movement on its accuracy
Optics: The optics quality will determine how far away an enemy unit is revealed, according to its
size and cover.
Operational Range: the medium distance that the unit can travel with its fuel capacity
Fuel capacity: the unit’s maximum capacity of fuel. This is also the amount of fuel that can be
received during a fuel supply.
Color definition (from worst to best): Red / Orange / Yellow / Blue / Green
Infantry weapons and machine guns are anti-personnel weapons, deadly against infantry and
unarmored vehicles, but totally useless against armored ones. With the exception of hand
grenades, all infantry weapons and machine guns are able to fire at aerial targets, therefore may
engage helicopters at close range.
HEAT (High Explosive Anti-Tank) rounds were designed during WW2 to provide good anti-tank
capacity to weapons unable to fire regular anti-tank rounds with enough velocity to pierce armor.
Compensating their lack of penetration with the fact that they don’t have to get closer to deal more
damage, they always do maximum damage at any distance.
- Light Anti-tank Weapons (LAW) are anti-tank weapons carried by almost
all infantry squads. They may be of various calibers, but all are shoulder-fired,
short-range weapons, and deadly to any tank foolish enough to get near an
infantry unit. May only fire at grounded, armored targets.
- Rifles are semi-automatic weapons built after WW2. Able to engage targets
at the same range as more modern assault rifles, they do so with a much more
mediocre rate of fire.
- Recoilless Rifles are of older design than LAW, they deal less damage, but
have a much longer range. Usually mounted on light vehicles such as jeeps, APC,
etc., they turn into light tank destroyers, still dangerous to early 70’s tanks or any
light armor.
* Czech recoilless rifles (BZK vz.59 & Tarasnice) deal less anti-tank damage but have
an anti-personnel value that allow them to be used as light assault guns as well.
- Submachine Guns (SMG) are low-caliber automatic weapons with a high rate
of fire, usually at the expense of range.
- Assault Rifles are semi-automatic and/or automatic weapons, allowing their
users to deliver both a more precise and sustained amount of fire than a regular
- Anti-Tank Guided Missiles (ATGM) are the successors of the recoilless rifle.
Looking like oversized LAWs, they have a much wider range of fire, and the
missile’s course can be corrected during flight by the operator, as long as the
operator is immobile and conscious. ATGMs only deal anti-tank damage, and can’t
hit aerial targets. In the ATGM’s case, the “caliber” is actually its guiding system,
and the more recent, the more accurate. MCLOS (Manual Command to Line of
Sight) is the oldest design, SACLOS (Semi-Automatic Command to Line of Sight)
was the most widely used design from 1975 to 1985, and SALH* (Semi-Active
Laser Homing) was the most state-of-the-art guidance system of that period.
* Note that one SALH missile, the American Hellfire, is the only Fire & Forget
missile in the game, meaning that the operator may move after firing without
losing guidance control of the missile.
- Medium Machine Guns (MMG) are automatic quick-firing weapons, providing
a volume of firepower equal to a full infantry squad. Usually firing quite the
same caliber as infantry weapons, with the same amount of damages, they are
characterized by a much higher rate of fire.
- Heavy Machine Guns (HMG) are automatic quick-firing weapons, providing
heavy firepower. Using higher calibers (usually 12.7mm or 14.5mm) than MMGs,
they inflict the same amount of damage for a slightly lower rate of fire, but have
a wider range.
- Gatling Guns are multiple barrel rotary machine guns, providing tremendous
firepower. They come in many calibers, from 7.62mm to 20mm.
* The M197 Vulcan gatling gun carried by some AH-1 Cobras is the only one
loaded with both anti-tank & anti-personnel ammunition, thus having an antitank value.
- Grenades are the infantryman’s last resort before getting to hand-to-hand
combat. Used at very close range, they pack a lot of explosives to deal maximum
damage to their targets. The most common grenades carried by infantry units
are frag grenades, intended to tear apart enemy infantry or unarmored vehicles.
Other special force squads may carry specialized grenades, such as concussion
grenades (that deal less damage, but more stress) and flashbang grenades (that
deal no damage, but a lot of stress).
- Grenade launchers are quick-firing machine guns loaded with grenades that
are capable of firing a hail of fragmentation projectiles at a good distance. While
they don’t deal more individual damage than machine guns, the fragmentation
effect provides the ability to hit more targets at once.
- Autocannons are quick-firing small caliber guns (usually 20mm to 30mm),
exchanging armor penetration for a better rate of fire. Deadly to infantry and
unarmored or lightly armored vehicles alike, they compensate their low anti-tank
value with the fact that the hail of rounds they throw at an armored target will
quickly stress them. They are the only guns able to fire at aerial targets.
- Main Guns, or Tank Guns, are a tank main armament. Designed to fire various
types of ammunition, it has both anti-tank and anti-personnel value, allowing it
to engage any type of ground targets. Firing high-velocity rounds, the more they
close on target, the more their AP value increases.
- Howitzers & Mortars are artillery guns capable of high angle fire at more or
less long distance even above obstacles, or on units they don’t have a line-ofsight on themselves. The further they shoot, the less accurate they are, unless a
friendly observer has a line-of-sight on the target to correct the successive shots.
They fire HE (High Explosive) rounds, deadly to infantry and unarmored vehicles.
* Some howitzers are sometimes doubled with a main gun of the same name,
which means it is able to lower its barrel at ground level to provide direct fire.
Few can do that, and even fewer will be a real threat when used that way, so that
option should be kept in mind for self-defense situations only.
Rockets are anti-personnel rounds, compensating their low accuracy with a high rate of fire. While
they are anti-personnel weapons, they deal less damage than regular artillery shells, but have a
more substantial effect on enemy morale.
- Rocket pods are weapon systems used by helicopters to provide close air
support (CAS) to friendly ground troops. Rockets are anti-personnel rounds fired
directly at the enemy from above.
- Multiple Launch Rocket Systems (MLRS) are artillery units firing salvos of
heavy anti-personnel rockets instead of rounds. Less aare artillery units firing
salvos of heavy anti-personnel rockets instead of rounds. Less accurate than
howitzers, they have the distinctive advantage of being able to fire a full salvo in a
very short span of time, hence saturating a zone with a powerful artillery barrage.
SAM are guided missiles designed to down low-flying aerial targets. They can be
either man-portable (usually referred to as MANPADS) in Low Altitude Air Defense
(LAAD) units or mounted on specially designed vehicles, but all share the same
characteristics: they can only be fired at aerial targets.
In the SAM’s case, the “caliber” is actually its guiding system, and the more recent, the more
- MCLOS - MCLOS (Manual Command to Line of Sight) is the oldest and least efficient design
because, like ATGMs, the operator has to stay immobile and focused on target to guide the missile
after firing.
- Infrared tracking is quite accurate but needs the target to be closer in order to lock on it. It is
also Fire & Forget, meaning that even if the operator moves or dies after firing, it won’t stop the
missile from flying.
- The more powerful radar tracking system is not more accurate than the infrared one, but
allows a greater range of engagement, the target being locked from further away. Like the infrared
system, it is Fire & Forget.
Wargame: European Escalation campaign is composed of 22 missions, in 4 operations. Gain
experience with your troops, unlock new units and compose your army through the solo
Set in the rarely explored Cold War period of 1975-1985, Wargame: European Escalation explores
the battles 'that could have been' if history had taken a wrong turn at some point in the conflict.
On both sides of the Iron Curtain that tears Germany in two, the two military alliances, NATO and
the Warsaw Pact, are on the verge of war. The zeal of a patrol close to the East-German border
eventually leads to a firefight with their enemy brothers. Soon the local skirmish pushes the
already-tense relationship between NATO and the Warsaw Pact over the edge into all-out war.
Mission Objectives
Primary objectives must be achieved in order to complete the mission. Secondary objectives are
just bonus objectives that allow you to get additional Command Stars. Some of the secondary
objectives are hidden, and you’ll have to find them.
Mission objectives are rewarded with Command Stars. The number of Mission Command Stars you
earn depends on the difficulty of the objective.
Wargame: European Escalation also includes an achievements system that rewards certain actions,
mission completions and unit unlockings.
If a main objective of the mission cannot be reached (because of destroyed units for example) the
mission ends with a Defeat message.
Flamethrowers are terror weapons, designed to ignite large areas or quickly
eliminate infantry or unarmored units. They can be man-portable in the hands of
combat engineers, or mounted on vehicles or even tanks. While they don’t deal
more anti-personnel damage than machine guns, they inflict terrible stress, both
on unarmored and armored units.
In Wargame: European Escalation, units may gain experience during fights, allowing them to rank up.
Ranks play a big role on different aspects of the unit: its accuracy, reloading and aiming speed, and
ability to detect. Experienced units are also less susceptible to panic or rout when under heavy fire.
In multiplayer mode, at the start of a game or when you call for reinforcements, you may choose
to deploy ranked units; however, the higher the rank of the unit, the more Deployment points it
will cost. Also, a ranked unit will grant more Victory Points when it is destroyed.
Command Stars are the key to unlocking new units that you can call in as reinforcements in the solo
campaign. After each mission, or even during a mission, you can unlock units from the TO&E menu.
Command Stars and the unit unlocking system is the same in both Solo and Multiplayer mode. Units
unlocked in Solo mode are also available for your Multiplayer Deck.
Each mission starts with one or several objectives. Then, throughout the mission, you will get new
objectives and secondary objectives.
When you achieve certain mission objectives (for example: taking control of a strategic zone), you
will earn deployments points. These points can be used to call in reinforcements during the mission.
All units that have been unlocked from the TO&E (as well as from Multiplayer mode) are available as
reinforcements, depending on how many deployment points you have. Please note that there is a
limited number of units from each type that can be called in.
Please refer to the section [On the Battlefield] for details about the deployment system.
Your units gain experience through your victories on the battleground (Stress and damages received and
inflicted increase experience). With experience, units reach higher ranks, which improve their combat
efficiency: morale, accuracy, identification...
The level of experience reached during a mission with a unit unlocks the experience level in the
Reinforcement panel (and in the TO&E). This system encourages careful use of units, as experienced units
called in as reinforcements can make a real difference in the battle. This also points out the fact that
finishing a mission with 90% losses is not considered a total victory.
Pause Menu
During a mission, press [ESC] to open the pause menu. Here you’ll see an overview of the mission
objectives and their completion. The pause menu can also be used to display hints and tips for the
mission (Communication Tab). From the Pause Menu, you can access the TO&E menu, where you
can unlock new units.
Wargame: European escalation includes a Skirmish mode that lets you play against AI in 1v1
mode. You can choose the AI level in order to set the difficulty of the game. The game conditions
are the same as in multiplayer, except only 1v1 mode is available.
This mode allows you to develop strategies, test your decks, and gain experience on 1v1 maps.
The Skirmish mode is available from the SOLO menu.
Once you access the Skirmish menu, you have the same options as for a multiplayer game.
The conditions of victory and defeat are also the same as in multiplayer.
The TO&E - Table of Organization and Equipment - lists all units that are available as reinforcements in the Solo Campaign and allows you to unlock new units using your Command Stars.
As you progress through solo campaign you will earn Command Stars that are needed to unlock
new units (you can also get command stars in multiplayer mode). At the beginning of the campaign, only a few units can be unlocked. As you complete missions, the list of available units will
grow and you’ll have more possibilities for customizing your TO&E according to your preferences.
At the start of a multiplayer game, each player must deploy his units, thereby making up the army
they will use to confront their enemy/enemies. The Army Deck is a selection of units from which
you can choose your units for the deployment phase or for reinforcements.
As the game includes nearly 300 different units, this Deck system makes it easier to manage
When you start playing in multiplayer, you have 1 basic Deck available for each side. Decks are
separated for NATO and PACT and mixing NATO and PACT units is not possible.
The Deck system is linked to the Command Stars system. This means that your successes
and progress in Wargame multiplayer mode is rewarded by Command Stars (the Command
Star system is the same in solo and multiplayer, so you can also use Stars you earn during the
campaign). With Command Stars, you can unlock new units in order to create your own Deck.
Units unlocked from the TO&E are also unlocked for multiplayer in the Deck management menu.
Units unlocked in the Deck management menu for multiplayer are also unlocked for the solo
campaign, but as units are progressively added to the solo campaign, units unlocked in multiplayer
are only available in the TO&E when the campaign gives access to this unit.
1. Name of the battalion controlled in the current mission.
2. List of units sorted by categories and families. Unit families (also named original units) have
variants with various improvements such as additional weapons, advanced weapons, better
armor… Units highlighted in blue are already unlocked. These are the units you can call in as
reinforcements during a mission.
3. Units highlighted in grey can be unlocked using Command Stars.
4. Depending on their features, all units have a specific number of Deployment points. This is the
number of points needed to call in the unit during a mission.
5. Units that have not yet been unlocked are displayed with their number of Command Stars.
Please note that advanced units of families can be unlocked if previous variants have been
unlocked beforehand.
6. These numbers indicate the maximum amount of units for each category and model that you
call in during a mission.
7. Gaining experience for your units during missions unlocks these experience levels in the TO&E.
This will allow you to call in experienced units in later missions.
8. Your profile: your player level and available command stars are displayed here (Unlocked
9. Use the command panel to filter the units displayed and unlock the selected unit. The info
button displays the detailed sheet of the selected unit.
To unlock a unit, select it from the list and click the «Unlock» button.
After playing a few games, or if you start multiplayer after having played the solo campaign, you
can create or modify your own Decks.
The Army Decks offer you different categories and values of units. Keeping in mind the number of
command points you defined at the beginning of the game, select the units with which you want
to confront your adversary and place them on the map.
1. Your NATO Decks
2. Your PACT Decks
3. . Select here the Deck that you will have in Multiplayer for each side.
4. Your profile. Here’s where you can see the league level, player level and Command Stars you
have earned, in order to unlock units (unlocked stars).
5. Use the Action Panel to view the selected deck. You can also duplicate, rename or remove your
Deck, and create a new Deck from scratch. The Activate Button selects the Deck as your default
Deck for multiplayer games.
1. Name of your Deck and side.
2. List of units in your Deck. For each unit category, you can directly unlock units from the same
family directly in your Deck. Available units are highlighted in Blue.
3. Deployment points: every unit costs deployment points when you call it to the battlefield. Try
to remember this when creating your Deck, because using only high priced units can make it more
difficult to manage reinforcements.
4. Units overlined in grey can be unlocked using Command Stars.
5. The [Tech] column indicates the maximum number of original units for each category. There is
a maximum of 5 original units for each category in the Deck, so you’ll have to think through your
selection carefully.
6. The number of units that you can call up during a multiplayer game is limited. Depending on the
type and price of the unit, you’ll be able to place either 30 of the same type or only 10.
7. Use these options to modify the units that are displayed (with upgrades and/or available units
only). You can also manage your deck, unlock units, add new units or delete units.
Wargame: European Escalation provides a multiplayer experience as rich as the one it offers
through its solo campaign.
Friendly games are possible in order to take part in a short and fun skirmish between friends, but
competition is also very present, with official rankings supported and calculated through an Elo
Develop your tactics and unlock new units in order to add them to your ‘deck’ for you next
battles. Will you choose a crushing strategy with huge numbers of weak yet cheap tanks, or will
you try and manage small squads of expensive but skillful elite units?
From the Deck management menu, by clicking on [Add] you will display the list of all units in the
game (for the selected side: NATO or PACT).
1. Use filters to change the list of units displayed.
2. All units in the game are displayed here. Units highlighted in blue are already available. Units
highlighted in grey can be unlocked. Please note that units from the same family must be unlocked one by one: you must unlock previous variants in order to get the higher one.
3. The unit’s Deployment points.
4. Information sheet for the selected unit.
5. Use the Action panel to filter the units that are displayed and unlock the selected unit.
Use the [Add] button to add the selected unit to your deck. This action will directly bring you back
to the Deck management menu.
With more than 300 units with unique characteristics, tactical possibilities and strategic combinations are nearly unlimited. Wars of harassment with fast but fragile units, choking techniques
by attacking the enemy supply lines, squashing under overwhelming numbers; all strategies are
viable if you plan carefully! In the end, only the tactical acuity of the players will determine the
outcome of the battles. Do you have what it takes to reach the higher echelons of the official
world ranking?
Online services provided by EugenNet© allow Wargame: European Escalation to benefit from a
complete and easy-to-use multiplayer experience.
A multiplayer game contains 4 phases:
1. Starting the game: organize your team, select your map and set the game parameters. Then the game begins.
2. Deploying units: each player selects units from his deck and places them on the
battlefield. You can spend all your deployment points at this time or safely keep some of
your points in order to call in reinforcements appropriated to your opponent’s army. Please
check the “On the Battlefield/Deployment Points” section for all the info.
3. Once all players are ready, click on the [launch battle] button. The game starts,
all units appear on the map - now it’s time to play.
4. Once victory requirements on the multiplayer game are reached, the game
ends. All players get the end-of-game menu, with some info about players performances.
From here you can also save the replay. Press ESC to return to the map in order to check
the end-of-match situation, remaining troops, locations…
There are 2 modes in multiplayer:
- Friendly matches: play with your friends or with any other player. Matches are not ranked.
This mode allows you to play games with odd numbers of players: 1v2, 1v4 … as deployment
points are the same for both teams, the game remains balanced.
- Ranked matches: fight against players or teams selected by the matchmaking system based
on their player level. Compete in the world ranking system, increase your player level, get access
to advanced leagues and write your name in the top players list.
Wargame includes a system of World Ranking composed of several leagues from beginner level to
expert players. In the Ranked mode, you get a Player Rank based on your victories and defeats
in this mode. Your opponents are automatically selected from players that have a level close to
yours, so the matched games should be interesting and well balanced. Depending on your successes and defeats, you’ll get a better Player Level and you will rank in higher level leagues.
Your player profile that is displayed on the right part of the screen contains the following info:
- Player level: Your level is based on your progress in the game
- Rating: League level and player rating.
- Ranking: Your world ranking in the Wargame Community
Ratings are calculated using the standard Elo system (
system). For beginners, a special parameter is used in the matchmaking system in order to select
other beginners
The matchmaking system selects teams indiscriminately, as long as they are randomly composed
or arranged.
Once all players are in the lobby, the 10 second countdown starts. Be sure that you have the right
Deck and prepare yourself for the match.
Arranged Teams are integrated in Ranked mode. Once in the lobby (after having clicked on Ranked), all you have to do is change the number of players. You can then invite friends to join.
Ranked games have defined settings in order for all players to compete in similar conditions.
Maps are randomly selected by the matchmaking system.
List of leagues:
fight against a randomly selected 2-player team.
- 3 versus 3: Same as above, with 3 players.
- 4 versus 4: Same as above, with 4 players.
- Arranged Match: Here you can create a team with 1 to 3 friends and play a ranked game.
Your opponent’s team is selected by the matchmaking system based on the average level of the
players of the team.
Rating limit
2600 and over
Senior master
Game Mode
Points to Reach
Class A
Class B
Class C
Class D
Class E
Class F
Class G
Class H
Class I
Class J
The board below lists the match settings:
Note: these settings may change after the game release, based on player feedback
You can start a multiplayer game out of the ranking system with friends or any other players.
Use the [Host] button from the start menu to create a game and set the game parameters.
The [Multi] button displays the list of games waiting for players. Then just select the game you
want to join.
To start a Multiplayer Ranked game, click on the a ranked game type from the top left corner of
the multiplayer or host menu [Ranked Session]
Wargame offers several ranked games:
- 1 versus 1: Your opponent is selected by the matchmaking system based on your player levels.
- 2 versus 2: Your team partner is selected randomly from the matchmaking system and you’ll
The [Multi] button from the Menu panel opens the multiplayer menu.
1. Chat box: chat here with your team and other players.
2. Game options: select your game settings here (see below for more details).
3. Your profile.
4. Team 1: Blue team (NATO). Depending on which team you are (Red/Blue), your default army
Deck will be selected (NATO/PACT).
5. Team 2: Red Team (PACT).
6. Action commands:
- Team: change team
- Leave: leave the game
- Ready/Launch: be displayed as “Ready”/launch the game (for the host)
- Invite: send an invitation to a friend
- Add friend: send a friend invitation to the selected player
- Kick: the game host can use this button to kick a player off the server
Click here to start a ranked game and compete for the World Ranking System
Server info
List of created games. Use the [Refresh] button on the Action panel to refresh the list.
Your player profile
Action panel
Click on the [Host] button to create a multiplayer game in friendly game mode:
- Battlefield: maps are autoset for a recommended number of players, but you can change the
number of players if you want. Max no. of Players: by default, the number of players set for the
map is displayed here. You can change this value to limit the number of players. The game can
be launched with fewer players than there are slots. Since the balance of teams is based on the
number of command points, you can play 3v1.
- Visibility: public or private. In private mode, games can only be joined by friends.
- Type: here’s where you choose your battle type:
• Confrontation: two teams, two sides: NATO vs PACT
• NATO: both teams play with the NATO Army Decks
• PACT: both teams play with the WARSAW PACT Army Decks
- Points: this is where you define each team’s total number of command points. For
each team, the command points are distributed among all the players. This allows you to play with an odd (not even) number of players. Since the points are distributed evenly for each team, the armies of each team that don’t have the same number of players get balanced out (see the DECKS section for more info). You can get extra command points by taking control of the command zone.
- Victory: Here you can set the game’s victory requirements:
• Destruction: the first team to reach the number of victory points wins.
• Time: the game ends once the time’s up. The team with the most
victory points wins.
- Points to reach (or Time): here you define the number of points needed for victory (or the time, for Time games). You win victory points by destroying your adversary’s units. The number of victory points you win depends on the value of the units you destroyed. Once a player achieves the required number of victory points, the game’s over.
- My Deck: Select your Deck here if don’t want to use the Deck you have defined by
At the end of a multiplayer game, you can save the match replay. This replay is then saved and
you can watch it later on. When watching a replay, you can select the team (or display both) and
change the game speed. The camera options are the same as when playing a game.
Commander in Chief
Cédric Lagarrigue
Creative Director
Alexis Le Dressay
Lead Game Designer
Stephan Hernandez
Lead Level Designer
Michael Mavros
Game & Level Designers
Matthieu Brevet
Vincent Cambedouzou
Fabien Reiner
Additionnal Level Design
Olivier Delbos
Nathalan Regis
Alexandre Mainaud
Lead Project
Alexis Le Dressay
Assistant Producer
Julien Elma
Additionnal Production
Cédric Brand
Matthieu Brouri
Technical Director
Cedric Le Dressay
3D Leads
Timothée Raulin and Janos Boudet
3D & Low Level programming
Bertrand Augereau
3D programming
Maxime Coste
Sébastien Guido
Florent Isaia
Francis Lam
Paul Quemin
Arnaud Vallerent
Focus Home Interactive
AI Lead
Cyril Trévoan
AI Programming
Paul Chabas
Mehdi Chihaoui
Jonathan Connell
Thomas Feigler
Damien Fisson
Loïc Fosse
Florent Goube
Miguel Melan
Yves Parès
Laurent Vanaerde
Network Programming
Christophe Cavalaria
Nicolas Cofinot
Arnaud Lecocq
Tools Programming
Florent Paulais
Hardware & Technical Maintenance
Franz Weber
Additionnal Programming
Adrien Font
Julien Chaintron
Luc Eygasier
Louis Monestier
Hugo Damme
Art Director
Thierry Dunter
Jean-François Ott
Frédéric Thière
Gil-Ali Chadly
Charlotte Bouvet
Baptiste Agati
Intelligence unit
Thomas Barrau
Xavier Assémat
Vincent Teulé
Anne-Sophie Vernhes
Adrien Rotondo
Task Force
Luc Heninger
Mohad Semlali
Nathalie Phung
Thierry Ching
Florent D’Hervé
Théophile Gaudron
Front-line soldiers
Renaud Blondel
Morgan Salvi
Jérémy Boistière
Naddir Meridji
Julian Ricq
Olivier Baudart
Vincent Semat-Pariz
Marie-Thérèse Nguyen
François Weytens
Diane Dufraisy-Couraud
Manon Lestrade
Marie-Caroline Le Vacon
Nathalie Jérémie
Linda Hanoun
Estelle Labastide
Adrien Bro
Florette Nsele
Sebastien Lin
Lasconie Lukusa M.
Deborah Bellangé
Jean-Pierre Bourdon
Special thanks to
Adrien "Selkares" Pacaud
Antoine Aubert
Antoine Trouve
Brice Brouder
Damien Fangous
Florian Basso
Florian Bergeron
Guillaume Rocchiccioli
Hilaire Tribot
Laurent Mazollier
Michael Plantier
Olivier «Flef» Carrère
Perceval Preau
Renaud «Tarask» Meert
Sébastien «DS» Martagex
Thomas «Diana Olympos» Depierre
Thomas Gaëtan
Walter Belletti
French Foreign Legion
John Bert
Aurélie Rodrigues
Aline Janzekovic
Vincent Chataignier
Pierre Vinson
Heavy Artillery Regiment
Jean-Michel Hellendorff
Damien Duca
Jean-Joseph Garcia
Gildas Souka
Stéphan Le Gac Savoye
Camille Lallement
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