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TABLE OF CONTENT
I.
INSTALLATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
II.
MAIN MENU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
A
B
C
D
E
F
G
SINGLE PLAYER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
MULTIPLAYER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
OPTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
RATINGS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
REPLAY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
CREDITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
QUIT THE GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
III. GAME CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
A
B
C
D
E
F
G
H
I
J
K
L
DISPLAY ELEMENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
MOVING ON THE MAP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
SELECTING UNITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
UNIT STATUS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
MOVING UNITS, HOLDING FORMATIONS, TROOP GATHERING . . . . . . . . . . . . . . . . .18
PERFORMING ACTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
PAUSE MODE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
GAME MENU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
KEY CONFIGURATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
END OF THE MISSION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
RATINGS MENU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
GAME FEATURES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
IV. MULTIPLAYER MODE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
A
B
C
D
In order to ensure that you have the latest GameSpy Arcade
software installed, please download the current version from
http://www.gamespyarcade.com/download/
Thank you.
V.
THE AIM OF THE GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
REINFORCEMENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
SPECIAL FEATURES OF THE MULTIPLAYER MODE . . . . . . . . . . . . . . . . . . . . . . . . . . .29
COMPLETING A MULTIPLAYER GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
DESCRIPTION OF THE VARIOUS UNIT TYPES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
A
B
C
D
E
INFANTRY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
ARTILLERY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
TRUCKS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
SUPPLY TRUCKS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
JEEPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35
F
G
H
I
J
K
L
M
N
TANKS AND ARMORED VEHICLES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35
MOTORCYCLES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36
MOBILE ANTI-AIRCRAFT CANNON . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36
MOBILE MISSILE LAUNCHERS AND ARTILLERY . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37
SHIPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
TRAINS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
CRUISERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39
AIRCRAFT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39
V2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
VI. DESCRIPTION OF ADDITIONAL OBJECTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41
A
B
C
D
E
F
AMMO BOXES AND CONSTRUCTION PARTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41
BUILDINGS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41
TUNNELS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41
BRIDGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
OIL TANKS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
RAILWAYS AND AIRFIELDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
VII. SHORT DESCRIPTION OF THE CAMPAIGNS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
A
B
C
D
E
GERMAN CAMPAIGN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
RUSSIAN CAMPAIGN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
BRITISH CAMPAIGN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43
US CAMPAIGN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43
JAPANESE CAMPAIGN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43
I. INSTALLATION
II. MAIN MENU
Insert the Sudden Strike II-CD into your CD-ROM
drive. The installation program should start automatically. If the installation program does not start automatically, the AutoPlay function of the CD-ROM drive
is probably deactivated. In this case, you can start the
installer manually by double-clicking the file
SETUP.EXE on the Sudden Strike II-CD.
Then follow the instructions of the installer. After installation is complete, you can start Sudden Strike II
via the shortcut on your desktop or from the start
menu. If the installation was cancelled for some reason, you can remove all components that have so far
been copied to your hard drive by choosing the shortcut UNINSTALL SUDDEN STRIKE II in the Sudden
Strike II group folder in the start menu.
After the program has started, the Main Menu will
open. In this menu you can select the desired game
type, change the game parameters and view
previously saved replays and game ratings.
A. SINGLE PLAYER
Select the option SINGLE PLAYER in the Main Menu
or press the S key in order to open the Single Player
Menu. From this menu you can select the single
player mode you want and start both a new
campaign and single missions. You can also load a
previously saved game, add new player names and
delete or rename existing players.
If you would like to add the name of a new player,
enter the name into the box in the upper left corner,
VIII. HINTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44
A
B
SCOUT, SCOUT, AND SCOUT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44
WHY DO MY UNITS DISOBEY MY ORDERS? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45
IX. FAQS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
LICENSE CONTRACT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47
SAFETY INFORMATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48
CREDITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
5
If you would like to pause the briefing, click PAUSE
or press the P key.
To start a new customized campaign click the CUSTOM button or press the C key. The custom campaign
list will appear. In the list you can select a customized
campaign and proceed to the first mission briefing by
clicking the START button or pressing the S key. Click
the CANCEL button or press the ESC key to return to
the Campaigns Menu.
You can create your own campaigns with the Sudden
Strike II editor or download customized campaigns at
www.suddenstrike2.com.
Click the CANCEL button or press the ESC key to exit
from the Campaigns Menu and return to the Single
Player Menu.
2. STARTING A SINGLE MISSION
Click the SINGLE MISSIONS button or press the S
key to start a new single mission. Select the desired
and press the ENTER key or click the NEW button.
In order to change an existing player name, select
the desired name in the list by left-clicking it, then
enter the new name into the box in the upper left
corner and click the RENAME button. The highlighted
name from the list will then be changed.
NOTE: If you press the ENTER key instead of clicking
the RENAME button, the name of the player will be
added.
To delete an existing player name select the name
from the list, and click the DELETE button. Confirm
your action by pressing the ENTER key or clicking the
YES button, which deletes the player name as well as
all the player's saved games and existing replays.
To exit from the Single Player Menu and return to the
Main Menu, click the CANCEL button or press ESC.
6
mission from the displayed list by left-clicking. You
will see a mission description as well as information
about the map size and a reduced map image to the
right of the screen. Click the START button or press
the S key in order to access the mission briefing.
Click the CANCEL button or press ESC to exit the
Single Missions screen and return to the Single Player
Menu.
3. LOADING A SAVED GAME
If you would like to load a previously saved game,
click the LOAD button or press the L key. A list containing all saved games will appear where you can
select the desired saved game by left-clicking. Then
click the LOAD button or press the L key to continue
the game.
You can exit the Load screen and return to the Single
Player Menu with the CANCEL button or the ESC key.
1. STARTING A NEW CAMPAIGN
If you would like to start a new campaign, click the
Campaigns option or press the C key in the Single
Player Menu. In the Campaigns Menu, you can select
the country you would like to play as - Germany,
Japan, Great Britain, the United States or the Soviet
Union. After choosing a country, you will proceed to
the first mission briefing. Here you will be informed
about the general circumstances and aims of the upcoming mission.
NOTE: All campaigns differ in type and difficulty level
(see page 42 for details).
Click START or press the S key in the Briefings Menu.
If you would like to repeat the briefing, click
RESTART or click the R key. You can view your mission objectives with the buttons to the left of the map.
Click CANCEL or press ESC in order to return to the
Campaigns Menu.
7
B. MULTIPLAYER
Select the MULTIPLAYER option in the Main Menu or
press the M key to open the Multiplayer Menu. In this
menu, you can modify some of the multiplayer game
parameters as well as enter new player names and
delete or rename existing players.
You can select the connection IPX/SPX (local), TCP/IP
(local/Internet) and modem with the button to the
upper left of the screen. If you would like to change
the connection type of the current multiplayer session, simply click the button to the right of the description of the connection.
In this screen you can add, rename and delete player
names just as in the Single Player Menu (see section
"Single Player", p. 5). Along with player names, you
can also enter additional information such as Name,
Clan, URL, Info. This information will be available for
all the players in the multiplayer game. Enter this
additional information by clicking the appropriate
text box, typing the info in it and pressing the ENTER
key.
You can exit the Multiplayer Menu and return to the
Main Menu by clicking CANCEL or pressing the ESC
key.
1. CREATING A NEW GAME
Simply click the CREATE button or press the C key if
you would like to generate a new multiplayer game.
A list with all available multiplayer missions will appear where you can select your desired mission by
left-clicking. To the right-hand side of the screen you
will see a mission description as well as information
about player limitations, the map size and a reduced
image of the map. You can proceed to the Multiplayer
screen with the button OK or the ENTER key.
Exit the Create Game screen and return to the
Multiplayer Menu by clicking the CANCEL button or
pressing the ESC key.
2. JOINING AN EXISTING GAME
4. THE MULTIPLAYER SCREEN
Click the JOIN button or press the J key to join an existing multiplayer game. A list containing all hosts will
appear. Select the host you want to connect to and
click the JOIN button or press the J key to
proceed to the next screen.
All players who have already joined the game are
displayed in the list with their selected colors. The
player's country, team, standby status and the ping
rate (a measure for the quality of the network connection - smaller values are better) are displayed
after the player's name. To view additional information such as real name, clan, etc., click on a player's
name.
NOTE: For an automatic search of all available
sessions waiting for players leave the text box HOST
NAME blank and press JOIN.
If you would like to add a new host to the list, enter
the corresponding name or the IP address into the
text box HOST NAME, and press the ENTER key or
click the NEW button.
To delete an existing host, simply select the name
from the list and click the DELETE button.
In the next screen you can view a list of all games
that are still waiting for players. Select the game you
would like to join and proceed to the Players screen
with the button JOIN or the J key.
Exit the screen and return to the Multiplayer Menu by
clicking the CANCEL button or pressing ESC.
3. LOADING A SAVED GAME
You can load a game previously saved by a particular
player by clicking the LOAD button or pressing the L
key. A list containing all saved games will appear
where you can select the desired saved game by leftclicking. Click the LOAD button or press the L key to
proceed to the Players screen.
Exit from the Load screen and return to the
Multiplayer Menu with the CANCEL button or ESC.
8
4 A. GAME SETTINGS AND GAME START
Please select the nation and the team you would like
to play for in order to start the game.
Click the field COUNTRY or the button to the right of
that field in order to select the nation. You can play
for Germany, Japan, Great Britain, the USA and
Russia. If you would only like to watch the game,
select the option OBSERVER.
Click the field TEAM or the button to the right of it
for the team selection. You can select one of the four
available teams. Units of one team do not shoot each
other. You can change your color in the game with the
colored buttons to the upper right. Colors already
chosen by other players are deactivated and
therefore displayed in gray. Click READY to confirm
your choice or press the R key. As a host you
have to wait until all the other players are ready.
Then the button START will be activated. Click START
or press the S key in order to start the game.
The chat field in the bottom right corner enables you
to send short messages to the other players. These as
well as the other players' messages are displayed in
the window under the player list.
NOTE: If the mouse cursor is within the chat field, you
cannot use short keys to confirm your readiness and
the game start.
9
Click CANCEL or press the ESC key if you would like
to leave the menu and return to the multiplayer
menu.
4 B. LOCKING/UNLOCKING PLAYER
SLOTS, EXCLUDING PLAYERS
As a host you can change the number of players in
the game by locking and unlocking player slots.
Click the button to the left to do so.
As a host you can also exclude unwanted players
from the game. To do this, click the button to the right
of the player's name.
4 C. GAME OPTIONS
As a host, you can modify the game options as you
like. You cannot change any settings if you have only
joined an existing game.
The following game options are available:
10
Game Speed: To change the game speed, use the
GAME SPEED slider in the upper left corner
Zeppelin Inactivity Period: This is the time after
the start of the game, when a zeppelin group (see
page 28 for details) can be taken for the first time.
An inactivity period makes surprise attacks at the
beginning more difficult.
Zeppelin Capture Delay: This refers to the time a
zeppelin group can be held until it is defined as
captured.
Time-Out Defeat Delay: When a player has no
zeppelin for longer than this time, the game is considered lost.
For all time options, the time is given in Minutes :
Seconds. If you would like to change one of these
values, left-click on the displayed time, enter the new
time and press the ENTER key.
Encrypt Saved Games: This option allows you to
protect your saved games with a code algorithm,
which can prove useful in tournaments. If this option
is activated, the game will save a little bit more
slowly.
Victory Score and Score Type: The VICTORY
SCORE indicates the score necessary for winning the
game. Your score increases every time you eliminate
an enemy unit. The SCORE TYPE indicates who has
to achieve the victory score - the whole team or any
one of the team members. If you would like to play
without score limitation (default), enter zero into the
box VICTORY SCORE. In this case; the button
SCORE TYPE has no effect.
up some of the game parameters for single and
multiplayer modes.
The following options are available:
Game Difficulty: Choose between Recruit, Private,
Officer and General by clicking the button to the
right. This option applies to single missions and campaigns only and has no effect in multiplayer games.
Game Resolution: To switch between the three
predefined screen resolutions, click the corresponding
button to the right of the text box. The selected game
resolution applies to all game modes.
C. OPTIONS
Units in Player Color: If this option is enabled,
your units are displayed in the selected colors in
multiplayer games. This option cannot be used in
single player missions and campaigns.
Select OPTIONS in the Main Menu or press the O key
to enter the Options Menu. In this menu, you can set
Use Details:
This option displays rain or snow when enabled.
11
Save Replay File: If you choose this option, a
replay file will be saved in a special format every time
you save the game. Replays can be watched in the
REPLAY Menu (see page 13). This option applies to
all game modes.
Skip Intro: If enabled, the introduction will not be
shown. (The intro can also be cancelled by pressing
the SPACEBAR.) Click the OK button or press the
ENTER key to exit from the Options Menu and return
to the Main Menu with all changes applied.
If you do not wish to apply the changes, click the
CANCEL button or press ESC to exit the Options Menu
and return to the Main Menu.
12
D. RATINGS
E. REPLAY
Select the option RATINGS in the Main Menu or press
the R key to open the Ratings Menu. Here you can
view the ratings for all the single player missions you
have won.
You can browse the campaigns (custom campaigns
excluded) and individual missions with the button in
the upper left corner.
If you select a mission from the right-hand list, the list
to the left will display successful attempts to complete
this mission along with the name of the player who
completed it. The same player name can appear
multiple times if this player completed the mission
more than once. Left-clicking on a player name shows
you the rating of this attempt in the right window.
Click the CANCEL button or press ESC if you would
like to exit the Ratings screen and return to the Main
Menu.
Select the REPLAY option in the Main Menu or press
the P key to open the REPLAY screen. You can view
replays of previously played games in this screen.
In order to watch a replay, you must first select a
player name from the list to the right.
If you would like to watch replays of single missions
or campaigns, click the button SINGLE PLAYER or
press the S key. Then you can select a replay from the
list and click the REPLAY button or press the R key.
You can view the replay of multiplayer games with
the MULTIPLAYER button or the M key. Then select
a replay from the list and confirm your choice with
the REPLAY button or the R key.
NOTE: Replays are only saved with the game if the
option SAVE REPLAY FILE is enabled (see page 12
for details).
Click the CANCEL button or press the ESC key in
order to exit the Replay Menu and return to the Main
Menu.
F. CREDITS
In the Main Menu you can select the CREDITS option
or press the C key to view the Credits screen containing all the people involved in the creation of this
game.
To exit from the Credits screen and return to the Main
Menu, press the ESC key.
G. QUIT THE GAME
If you would like to exit the game, click the QUIT
button or press ESC in the Main Menu.
13
III. GAME CONTROLS
A. DISPLAY ELEMENTS
1. MAIN WINDOW
The main window displays a detailed view of the units
and terrain. Areas within your units' line of sight are
displayed brighter than others; these are the only
areas where you can see enemy units. Areas outside
of the range of all your units are darker; enemy units
within these regions will not be displayed (this of nonvisible areas is often referred to as "Fog of War").
2. MAP
The map provides you with a bird's-eye view of the
entire playing field on a smaller scale. Areas within
14
your units' line of sight appear brighter, the remainder of the map is dark. Your units are displayed as
green dots, enemy units within line of sight are displayed as red dots. Allied units under enemy attack
will be briefly displayed with concentric red circles
around them.
3. TACTICAL MAP
The tactical map provides you with an enlarged view
of the map. Press and hold down the M key to view
the tactical map. Your units are displayed as green
dots, enemy units within line of sight are displayed as
red dots just as on the map. Map objects (like buildings, bridges, etc.) are also displayed. In this mode,
you can change the position of the main window with
the mouse or arrow keys as usual, but it is not possible to select units or give them any orders.
3. INFORMATION AREA
The information area contains information on the
unit which is currently positioned under the cursor.
its maximum, it will rise again slowly, until soldiers
have recovered. Minor repairs to vehicles will be
made by the crew themselves. If the value is too close
to zero, it will continue to sink slowly (e.g. after serious injuries or severe damage leading to consequential damages). If this value reaches zero, the unit is
lost.
Description
Experience (Ex; displayed in reddish pink)
Displays the unit's name and primary weapon,
if available.
Displays the unit's experience. The highest possible
experience level is 1000; the bar displays the unit's
experience as a percentage of the highest value.
Units with higher experience levels can shoot more
accurately and suffer less damage through scattered
fire and direct hits. Units with higher experience levels also make better use of the natural cover provided by the landscape.
Life (L; displayed in green)
The length of the bar represents the unit's current status in percent; the number below the bar represents
the unit's status in absolute values. This way players
can compare different units. If this value sinks below
15
Morale (M; displayed in blue)
B. MOVING ON THE MAP
C. SELECTING UNITS
Displays the unit's morale. Like experience, morale
has effects on the unit's parameters, but unlike experience it can increase or decrease during the game.
Low morale influences the experience level negatively. Units with a high morale have parameter
bonuses even if they are not experienced at all.
Officer's morale increases during the course of the
game. Other units' morale values equals the average
morale value of all officers nearby. If there is no officer nearby, the value is 500 (neutral default value).
A unit's morale can be decreased by enemy leaflets
and propaganda vehicles.
You have following options for choosing the section of
the map to be displayed in the main window:
There are various ways of selecting a group of units.
Selecting another group of units invalidates all previous selections (Exception: selecting units while holding the SHIFT key).
Primary Ammo (A; first yellow bar)
2. CHANGING THE VIEW WITH THE MOUSE
Determines the amount of remaining ammunition for
the unit's primary weapon.
Moving the mouse to the edge of the screen or to one
of the four corners will turn the cursor into an arrow
pointing in that direction. The section of the map that
is displayed in the main window will move continuously in that direction (the speed of the section
change can be altered in the Game Menu - see page
23 for details).
Secondary Ammo (A; second yellow bar)
Determines the amount of remaining ammunition for
the unit's secondary weapon. The values for the two
ammo types represent the exact number of shots that
can be fired using this weapon. (However, anti-aircraft cannon or rocket launchers use up a lot of bullets in a very short space of time. You can find further
information in the section "Description of the Various
Unit Types").
NOTE: The amount removed from the supply trucks
when reloading (see page 34 for details) not only
depends on the amount of ammunition that the corresponding weapon requires, but also on the particular weapon type. Because a supply truck may carry
ammunition for various types of weapon, its cargo is
measured in weight rather than shots.
16
1. LEFT-CLICKING THE MAP
Left-clicking a particular point of the map displays the
area within the rectangle in the main window.
NOTE: Unlike left-clicking an area in the main window, left-clicking the map does not select any units.
However, right-clicking has the same effect in both
cases.
3. CHANGING THE VIEW WITH THE
ARROW KEYS
By pressing the arrow keys (in combination), the section of the map that is visible in the main window will
be moved continuously in the respective direction
(the speed of the section change can be altered in the
Game Menu - see page 24 for details).
4. SAVING THE POSITION OF THE MAIN
WINDOW ON THE MAP
Map areas can be saved in up to 8 slots by pressing
the keys Ctrl-F1 to Ctrl-F8. The corresponding
function keys then select the different positions of the
main window.
1. LEFT-CLICK/SELECTION
SHIFT key while selecting them by clicking, drawing
a rectangle, double clicking or pressing a number
key. Units can be removed from the selection by holding the SHIFT key and then left-clicking the unit or
units.
D. UNIT STATUS
Clicking the left mouse button selects the unit currently under the cursor.
2. LEFT-DRAG/SELECTION OF SEVERAL
UNITS
Pressing and holding the left mouse button while
moving the cursor across the screen draws a selection
box around the units. Release the mouse button to
select all units within the generated rectangle.
3. LEFT DOUBLE-CLICK/SELECTION OF
ALL UNITS OF THE SAME TYPE
Double-clicking a unit with the left mouse button selects this and all other units of the same type within
the main window. Hold the Ctrl key while doubleclicking a unit to select all units of that type on the
entire map.
4. NUMBER KEYS
Existing selections can be saved to one of 10 slots by
pressing CTRL-0 to CTRL-9. Pressing the respective
number key reselects the units in the assigned group.
Pressing the number key twice quickly reselects the
units and centers the view around them.
The status bar is displayed for the selected units on
the screen.
All data from the information area are displayed for
every unit. These are from top to bottom: one or two
bars for ammo (in yellow; depending on whether the
unit possesses secondary ammunition), one for
morale (in blue), one for experience (in red) and one
for life (in green). For vehicles which are capable of
transporting other units, the number of available
places is displayed above the status bars as an empty
or filled box.
Objects containing units (e.g. cannon controlled by
crew, trucks towing cannon, etc.) display the status
bar of those units when they are selected. Buildings
(houses, watchtowers, etc.) are an exception: If these
contain units, their status bars are displayed even if
the building has not been selected.
5. SELECTION WITH THE SHIFT KEY
Units can be added to existing groups by holding the
17
E. MOVING UNITS, HOLDING
FORMATIONS, TROOP
GATHERING
Once you have selected one or more units, right-click
in the main window or the map to display the corresponding position on the terrain (unless the units do
not have MOVE as their standard command).
If the formation of these units is divided or separated
due to the structure of the terrain, try to gather your
troops again once they have reached their target.
Hold the CTRL key when giving the order to MOVE.
Your units will move to the specified location and then
gather together as closely as possible in their respective groups.
In any case, right-clicking displays concentric green
circles indicating the position the unit is approaching.
F. PERFORMING ACTIONS
1. MOUSE CURSOR, RIGHT-CLICK
Actions can be performed by selecting units and rightclicking a location in the main window or the map.
The first option available is the respective unit's standard command (usually MOVE; the cursor changes
into a circular crosshair with a dot in the center).
Move the mouse cursor over another unit or object
your selected unit (or units) is to interact with. Then
the cursor will automatically change into the appropriate icon (for example, if you have selected a truck
and you move your mouse over a cannon, the cursor
will change into the LOAD icon; if you have selected
infantry units and move the cursor across a building
or transport vehicle, it will change to the ENTER icon,
etc.). If you have selected several units at once, the
cursor will change if at least one of these units is ca-
18
pable of interacting with the object under the cursor.
If you have selected an order from the Orders Menu,
the cursor remains unaltered but the chosen action is
still carried out. If you have selected different unit
types and not all of these are capable of performing
the selected action, then only those capable of doing
so will carry it out. You might, for example, order
multiple trucks to UNLOAD; only those trucks which
actually have a cargo will move to the specified location.
in red), units will not move automatically to attack
their opponents. This option makes sense when establishing a front line just outside enemy defenses as
it stops your units moving into the firing range of the
enemy artillery. If only some of your selected units
have the STAND GROUND option active, the cross
and the movement arrow will be gray.
The order to STAND GROUND stops the supply truck
automatically driving up to units in order to
repair/reload them (see page 34 for details).
2. ORDERS MENU
4. HOLD FIRE
The Orders Menu is located to the right of the map.
There is a 3x4 grid of boxes displaying only those orders which your units are capable of carrying out.
Left-click on one of these orders to issue it (if it is an
order that does not involve interaction with another
object). Otherwise, the cursor will change into the
appropriate icon and the order will be carried out as
soon as you right-click an object in the main window
or a location on the map. If the desired action cannot
be carried out with the object you clicked on, nothing
will happen. The actions represented in the Orders
Menu can be chosen by clicking on them or by pressing the following keys, representing the 3x4 block of
boxes: Q-W-E-R, A-S-D-F, Z-X-C-V.
3. STAND GROUND
This option can be toggled on and off using the G key
or by clicking the STAND GROUND button. When
giving this order (the movement arrow is crossed out
This option can be activated and deactivated with the
T key or by clicking the HOLD FIRE button. When
given this order (the target crosshair is crossed out in
red), units will not automatically open fire on enemy
units which enter their line of sight. This option make
sense if you want your units to move quickly across
the terrain without attracting attention. If only some
of your selected units have the HOLD FIRE option active, the cross and the movement arrow will be gray.
If all of the selected units have this option active, the
cross will be red and the target crosshair will be gray;
The order to HOLD FIRE stops the supply truck automatically driving up to units in order to REPAIR/RELOAD them (see page 34 for details).
5. SPECIAL ORDERS
You can give some types of unit so-called special
orders. This option can be toggled on and off using
the B key or by clicking on the appropriate button.
The following special orders are available:
This increases the tank's line of sight but that particular soldier has absolutely no protection against
enemy fire. When a tank in the March Mode is attacked by the enemy, it automatically switches to
Combat Mode.
• Foot/Crawl Mode for infantry. The Foot Mode
is the usual mode for infantry units. In the Crawl
Mode, a unit has a decreased line of sight, but
better protection against enemy fire. It will also
fire more accurately.
• Auto Repair Railway/Airfield option for supply trucks. If this option is enabled, the supply
truck will automatically repair damaged railways
or airfields, and then return to its previous position. If the option is disabled, the supply truck will
ignore railway and airfield damage.
• Distribution For Buildings. This option allows
you to redistribute your soldiers inside buildings
using three predefined orders. SEQUENTIAL
DISTRIBUTION allows you to distribute your infantry sequentially - at first occupying all rooms
on the ground floor, then on the first floor, etc.
EVEN DISTRIBUTION allows you to distribute
your infantry evenly on the different floors - with
this distribution mode, every floor will have at
least one soldier on it. DISTRIBUTION BY VISIBILITY has soldiers with better line of sight occupy upper floors in order to get a better view.
Moving soldiers manually between floors is called
USER DISTRIBUTION of soldiers inside the
building.
• Combat/March Mode for tanks and anti-tank
units. The Combat Mode is the usual mode for
tanks. In the March Mode, a crew member of the
tank leans out of the tank.
19
Information On Different Aircraft Types
6. MANNING VEHICLES AND
UNLOADING UNITS
Every vehicle in the game has a crew (with some
exceptions - motorcycles, for instance). An empty
vehicle is neutral. Vehicles can be manned by crew
and officers. Planes can be manned by pilots.
To unload crew from a vehicle, right-click on the
respective soldier's icon which is to the right of the
unit's name.
If the number of a vehicle's crew is equal to the
number of soldiers needed for steering it, you can
drive it. If you have a complete crew on the vehicle,
it will be able to carry out all commands.
In addition to the crew, you can also transport passengers with a vehicle. If there are any passengers
inside, you will be unable to unload the crew. You can
right-click on the respective soldier's icon or the
UNLOAD button and determine the unloading point
in order to unload passengers. Another way to unload
passengers is to give the UNLOAD order by holding
the A key. If a truck is pulling a cannon, you should
first uncouple the cannon together with its crew, then
unload the passengers and finally the truck's crew.
NOTE: The best way to unload cannon boats and
landing ships is to find shallow waters. Navigate
landing ships with the bow to the shore. You can
unload infantry from a cannon boat by navigating its
rear side to the shore.
20
7. MOVING UNITS WITH EQUAL SPEED
To unite fast vehicles with limited line of sight and
slow infantry with good line of sight in a group, you
can use the MOVE GROUP WITH EQUAL SPEED
order. This button appears in the Orders Menu when
you select more than two units with at least one
vehicle. When you give the MOVE GROUP WITH
EQUAL SPEED order, the speed of all selected units
adjusts to the speed of the slowest vehicle or the
fastest soldier in the group. If the slowest vehicle is
slower than the fastest soldier, the vehicle will move
behind the selected group.
NOTE: Infantry cannot change its speed.
8. AIR SUPPORT
In some missions you will be supported by aircraft,
i.e. transport planes dropping cargo and paratroopers, bombers, interceptors or air scouts.
If you move the cursor across the aircraft icons, the
information area will display the type of plane, the
number of loaded (READY) planes and the number of
aircraft currently on the remote airfield (BOMBERS,
SCOUTS, TRANSPORTS, INTERCEPTORS) as well as the
number of cargo loads (BOMB CARGOS, REFUELS,
PARATROOPS, CARGOES) including those already
transported.
The cargo currently being transported by air is not
represented.
Every aircraft you send will have exactly one cargo
load on board; you can never request more planes
than there are fuel cargos remaining at the airfield,
even if there are more aircraft available (in short:
You cannot send for empty planes).
Requesting Air Support
You can request air support by clicking on the respective planes icon. This will open the Air Support Menu
in the Orders Menu. This menu consists of one to five
buttons (depending on how many aircraft you have
at your disposal) for selecting the requested number
of planes, and the CANCEL button. CANCEL allows
you to terminate your request at any time before the
air support has been dispatched.
Setting Waypoints
When you click on an aircraft icon, the mouse cursor
in the main window and in the map will change to the
WAYPOINT icon. You can now set waypoints by
right-clicking on the desired location in the main window or the map, depending on the type of aircraft
you have selected. Once you have set at least one
waypoint, the buttons REMOVE LAST WAYPOINT and OK will be added to the Orders Menu.
Selecting the option REMOVE LAST WAYPOINT will
delete the last navigation point of the flight path.
Selecting the option OK confirms your request for air
support; the aircraft will be dispatched soon after.
Maximum Possible Amount of Waypoints
per Aircraft Type
Planes transporting paratroopers and supplies can
only drop their freight at one waypoint per flight.
Interceptors can patrol one determined area or
eliminate one unit. After that, interceptors will find
targets close to the selected location automatically
and attack enemy aircraft.
Air scouts can patrol up to twelve waypoints in the
same order they were entered. At each waypoint they
will fly a bit lower (as shown by a yellow bar below
the aircraft) and scout the area they are flying across.
The lower they fly, the greater the danger that they
will be hit by enemy air defenses. Air scouts usually
fly a few loops around each waypoint and then
continue to the next one. However, clicking the
button MOVE TO NEXT WAYPOINT (e.g. when
under heavy anti aircraft fire) will stop your aircraft
scouting the area around the waypoint and send the
air scout straight to the next waypoint. The MOVE
TO NEXT WAYPOINT button is always available
when a scout is circling a waypoint. Clicking the button will make all air scouts currently circling a
waypoint proceed to the next.
Bombers can drop their charges at up to three waypoints. These three locations can be identical (rightclick the same place three times), but bombers can
only drop a certain amount of bombs per attack flight
(a third of their cargo). Therefore, they must fly a
loop before repeating their attack at a waypoint.
NOTE: For safety reasons, all leftover bombs are
dropped before landing. Therefore you should order
a bomber to attack at least three waypoints, as the
unused cargo will be lost otherwise.
21
Selecting a Plane in the Air
9. ORDER SEQUENCES
G. PAUSE MODE
You can select an aircraft in the air and have it land
on an airfield. To do so, select an aircraft with the
mouse while holding the CTRL key, click the LAND
ON OUR AIRFIELD button and finally click on the
desired airfield.
Order sequences are very effective and easy to carry
out. If you hold the SHIFT key while clicking to start
an action, the order will not be carried out immediately but added to a list of orders. All further orders
given while holding the SHIFT key will also be added
to the end of this list. The unit will perform the actions
in the order in which they were added to the list. This
enables you to set a waypoint and tell a unit to patrol
a route or program a more complex series of orders
in a simple and intuitive way.
Pressing the PAUSE key toggles the Pause mode on
or off. Orders can still be issued in the Pause Mode,
i.e. you can still view information on your units, issue
single commands and order queues or change your
units´ MOVE/ATTACK/SPECIAL mode. These orders
will be carried out when you leave the Pause Mode.
This option allows you to coordinate the actions of
large numbers of units at the same place, e.g. in
order to attack the enemy from two sides at once or
shake off pursuers by ordering your troops to retreat
in various different directions.
Orders
Select a motorcycle, right-click a location on the terrain, right-click further locations while holding the
Shift key.
Actions
The motorcycle will drive from the first location to
the second in the same order which was entered.
Select a truck, right-click a cannon, select the
UNLOAD icon, right-click the location while holding
the Shift key, click another cannon while holding
the Shift key.
The truck will tow the first cannon, take it to the specified location, drive to the second cannon and tow it.
Select a soldier, right-click a location, left-click
The soldier will move to the specified location and
take cover once he has arrived.
COVER in the Orders Menu while holding the Shift
Click the MENU button or press the ESC key to pause
the game and enter the Game Menu.
The Game Menu contains the following options:
Save
key.
If an action in the list cannot be performed, it will be skipped and the next order will be carried out. This
enables further effective orders, especially when selecting multiple units:
22
H. GAME MENU
Select a group of soldiers, right-click several bunkers
and buildings while holding the SHIFT key.
The group of soldiers will move to the first building.
As many soldiers as possible will enter the building,
the remaining ones will continue this process from
building to building until all soldiers have entered
the buildings or there is no room left inside the
buildings.
Select a few trucks, right-click several cannon while
holding the SHIFT key, select the UNLOAD order
and right-click the location while holding the SHIFT
key.
The trucks will drive up to the cannon and tow them
to the specified location.
Click the SAVE button or press the S key to enter the
Save Menu. You can save the current game in this
menu. Enter the name of the current game into the
text box in the upper right, and click the SAVE
button or press the ENTER key. After saving, you will
automatically return to the game.
To delete an unwanted saved game, you can select its
name from the list and then click the DELETE button.
You will be asked to confirm by pressing the ENTER
key or clicking the YES button. The selected game as
well as the corresponding game replay (if any) will be
deleted.
Load
Click the LOAD button or press the L key to enter the
Load Menu. You can cancel your current game and
load a previously saved one.
To do so, select the game's name from the list, click
the LOAD button or press the ENTER key.
Just as in the Save Menu, you can delete saved
games from the Load Menu.
If you would like to exit the Load Menu without
loading a new game and return to the Game Menu,
click the CANCEL button or press the ESC key.
Sound
Click the SOUNDS button or press the O key to enter
the Sound Menu where you can set the audio options
of the game.
You can adjust the sound and voice volumes with the
corresponding sliders.
The REVERSE STEREO button switches the assignment of the left and right stereo channels.
23
To exit from the Sound Menu with all changes applied
and return to the Game Menu, click the OK button or
press the ENTER key.
Graphics
Click the GRAPHICS button or the G key to enter the
Graphics Menu and set the game display options.
Map Gamma: This slider allows you to set the
gamma value (i.e. the brightness) of the main
window and the game map.
Interface Gamma: With this slider, you can set the
gamma value of the control elements.
Message Delay: Use this slider to set the amount
of time a message remains visible on the screen.
You can exit the Graphics Menu with all changes
applied and return to the Game Menu by clicking the
OK button or pressing the ENTER key.
Speed
Click the SPEED button or press the P key to enter
the Speed Menu. In this menu, you can set the game
speed options according to your wishes.
Game Speed: This slider allows you to set the game
speed.
Mouse Scroll Speed: With this slider, you can
determine how quickly the map section displayed in
the main window shifts when the mouse is moved to
the edge of the screen.
Keyboard Scroll Speed: Use this slider to
determine how quickly the map section displayed in
the main window shifts when pressing the
24
LEFT/RIGHT/UP/DOWN arrow keys.
I. KEY CONFIGURATION
To apply all changes, exit from the Speed Menu
screen and return to the Game Menu, click the OK
button or press the ENTER key.
Q
Orders Menu, Position 1
W
Orders Menu, Position 2
E
Orders Menu, Position 3
Objectives
R
Orders Menu, Position 4
A
Orders Menu, Position 5
S
Orders Menu, Position 6
D
Orders Menu, Position 7
F
Orders Menu, Position 8
Z
Orders Menu, Position 9
X
Orders Menu, Position 10
C
Orders Menu, Position 11
V
Orders Menu, Position 12
T
Hold Fire on/off
G
Stand Ground on/off
Click the OBJECTIVES button or press the J key to
enter the Objectives Menu. A short summary of your
mission objectives is displayed.
You can exit the Objectives Menu and return to the
Game Menu with the OK button or the ENTER key.
Quit
Click the QUIT button or press the Q key to enter the
menu for quitting the game where you can exit the
current game. If you would like to exit the current
mission and restart it, click the RESTART MISSION
button or press the R key. If you would like to exit
the current mission and the game, click the QUIT TO
WINDOWS button.
If you would like to exit the current mission and view
the Ratings screen, click the option RETURN TO
MENU.
NOTE: When you exit the game, a confirmation
dialog will appear. Confirm by pressing the ENTER
key or clicking the YES button.
You can exit this menu and return to the Game Menu
by clicking the CANCEL button or pressing the ESC
key.
Return to Game
Click the RETURN TO GAME button or press the ESC
key to exit the Game Menu and return to the current
game.
B
1 to 0
Special Order on/off
+ Ctrl
1 to 0
Save unit selection with respective number
Select saved unit selection with respective number
TAB
Center view around selected units
SPACEBAR
Center view around last event (red circle)
ESC
Control Options Menu
PAUSE
Pause Mode on/off
F1 to F8
+ Ctrl
Save position of main window section on the map
F1 to F8
Load position of main window section on the map
F9
Display mission objectives
F10
Exit game
F11
Open Save Menu
25
F12
Open Load Menu
selectable
+ SHIFT
Add order to the end of list
MOVE order
+ Ctrl
Gather at destination
Left-click
+ Ctrl
While entering a message:
Selection map
Double left-click on unit
Determine recipient on map
+ Ctrl
Select all units of the same type on the entire map
;
Display number of reinforcement units on their way
BACKSPACE
Pass command over units to a different player
ENTER
Message to team number
ENTER
+ SHIFT
Message to everyone
ENTER
+ Ctrl
Message to enemy
CONTINUE button or press the C key.
Once all mission objectives have been fulfilled or if
the mission can no longer be completed successfully,
the Mission End Menu will be displayed. Click the
QUIT button to exit the mission and display the
Ratings screen. If you would like to continue your
mission, click the CONTINUE button.
NOTE: The CONTINUE button will not be available
if the previous mission was not completed successfully or if it was a single mission.
K. RATINGS MENU
Once you have exited the mission or it has ended automatically, the game statistics will be displayed.
Here you can find a list of rankings containing the
names of all players who completed the mission successfully to the left. On the right-hand side of the
screen, the statistics of the current attempt are displayed. If you would like to see the statistics of another attempt, click the corresponding player's name
to the left.
26
To start the next mission of the campaign, click the
J. END OF THE MISSION
Click the REPLAY button or press the R key to restart
the mission from the beginning.
Click the EXIT button or press the ESC key, to exit
the Ratings Menu and return to the Main Menu.
NOTE: The game will not automatically be saved
when a mission has been completed. If you wish to
interrupt the game at this stage, start the next mission and save the game before quitting.
L. GAME FEATURES
1. TERRAIN TYPES AND WEATHER
The map can contain up to three different types of
land - ground, water and shallows. Ground units
(such as infantry or tanks) can move across the
ground and shallows. Water units (such as gunboats
or landing ships) can move across water and shallows. Cruisers can move across water only.
The weather can be clear, it can rain, be foggy or
snow. When the weather is not clear, the line of sight
of all units will decrease.
2. RECRUITING NEUTRAL UNITS
You can recruit neutral units during the game.
Neutral units neither belong to you nor to your
enemy. If you keep close to such a unit with your officer or general for some time, the unit will join your
side.
3. PROPAGANDA AGAINST ENEMY
OFFICERS
If you get enemy officers or generals to defect to
your side (by using propaganda vehicles or leaflets),
for a short time you will be able to see enemy forces
which are usually invisible to you because of the fog
of war. You will also see a point where there is currently the highest amount of enemy units.
27
IV. MULTIPLAYER MODE
A. THE AIM OF THE GAME
The aim of the multiplayer game is the destruction of
all enemy units. The last player to own any unit is the
winner (that is not necessarily the player with the
most points). If you enter a win score value in the
Players screen though, the team reaching this score
will win.
B. REINFORCEMENTS
Most important for winning the game in the multiplayer mode is superiority in numbers. This is
achieved through as many reinforcements as possible.
1. ZEPPELIN GROUPS
You can obtain reinforcements by taking a zeppelin
group. Such a group consists of several zeppelins of
the same color which are displayed as dots in their
team's color on the map. If you move the mouse
cursor over a zeppelin on the map, all the zeppelins
of the same color will be displayed with a white
rectangle around them. If you left-click a zeppelin on
the map and hold the left ALT key, a detailed
description of this ZEPPELIN'S reinforcement will
appear on the screen.
they can share this task). If this condition is fulfilled,
all the zeppelins of the respective group are usually
displayed in gray in the main window as well as on
the map.
NOTE: You cannot select the INFINITE REINFORCEMENTS option in the Players Menu as it can only be
set in the editor.
The zeppelins in a group keep their color for the
other players, which means that reinforcements by
taking that zeppelin group are still possible.
As long as your team has taken zeppelins of one
group, the captured zeppelins (also visible for the
other players) are displayed with the number of respective team members in the main window. They are
surrounded by a green rectangle on the map.
Zeppelins taken by an opposing team are framed in
red. If there are units of different teams in range of
a zeppelin, it will be defined as not taken.
3. COUNTDOWN
There is another way of losing the game apart from
the destruction of all units: If there is no zeppelin controlled for more time than the 'Time-out defeat
delay' period (see page 10 for details). As soon as a
player has no zeppelin, the countdown starts, which is
displayed in the top left corner of the screen. Your
team loses when the countdown reaches zero.
C. SPECIAL FEATURES OF THE
MULTIPLAYER MODE
In the multiplayer mode, you can send messages to
your team members using the ENTER key. A text line
appears where you can enter a text message.
While you are in the enter mode, you can highlight a
point on the map by holding the CTRL key and clicking with the left mouse button. The highlighted point
is briefly displayed with concentric green circles for
your team members when they receive the message.
Press the ENTER key once more to send the message.
If you press the ENTER key while holding the SHIFT
key, you can address a message to everybody (including your opponents). You can send this message
by pressing the ENTER key as well.
You can also send the message only to your opponents by pressing the ENTER key while holding the
ALT key.
You can delegate the control over some of your units
to a team partner. To do this, just highlight the units
and press the BACKSPACE key. The mouse cursor
will change to a yellow arrow as soon as it is over a
team member's unit. Right-click to delegate the
command over the highlighted units to the player
whose unit the mouse cursor is next to.
Pressing the ; key displays information on the number of reinforcement units which are on their way to
your base. This feature is also available in the single
player mode.
D. COMPLETING A
MULTIPLAYER GAME
After the end of the mission you will receive an
evaluation. At first you get an overview of the
distribution of points. You can view a more detailed
listing of the eliminated units by clicking the GAME
STATISTICS button.
Here you can find a list stating in different categories
how many enemy units of a type were destroyed by
each player, and how many units of the same type
were lost. Clicking the GAME STATISTICS button
once more displays the amount of enemy units destroyed minus the amount of own units lost. Clicking
the GAME STATISTICS button another time takes
you back to the screen where the distribution of
points is displayed.
Click the EXIT button or press the ESC key to return
to the Main Menu.
2. TAKING ZEPPELIN GROUPS
A zeppelin group is defined as taken for as long as
units of whatever kind are next to each zeppelin
group (with more than one player in the same team,
28
29
V. DESCRIPTION OF THE
VARIOUS UNIT TYPES
• Sniper: He is equipped with a sniper rifle and
binoculars. He has a wide line of sight, a very
wide range, and a low rate of fire. His binoculars
have a narrow range of sight and aspect sector.
• Commando: This unit is equipped with throwing
knives and flare pistols. It has a small range, a
low rate of fire, and can drive any vehicle like the
crew.
NOTES:
MOVE: The selected units move to the target position
without attacking enemy units which come into their
range.
• Officer: The officer is equipped with pistols and
binoculars. His line of sight is extremely wide. He
has a small range, a low rate of fire, and does a
low amount of damage. His binoculars have a
wide range of sight and an average aspect sector.
He can drive any vehicle just like the crew.
• Portable mortar infantry: This unit is
equipped with a portable mortar and has a wide
range, a low rate of fire, and does an extremely
high amount of damage to infantry and lightly armored vehicles.
ASSAULT: The selected units advance towards the
Range always refers to the shooting range.
A. INFANTRY
The infantry represents the basic unit of any army. In
Sudden Strike II, you can choose between a multitude
of different infantry units. Each of them has its own
weapons, range, line of sight, firing rate and special
abilities. The following types of infantry are in the
game:
• Submachine gunner: He is equipped with a
submachine gun and grenades. He has an
average range and a high rate of fire. Grenades
damage light-armored vehicles and guns very
effectively.
• Rifleman: He is equipped with a rifle and has a
wide line of sight, a wide range, and a low rate of
fire.
• Crew: Crew members are equipped with
submachine guns of average range. They have a
high rate of fire and can drive any vehicle (except
planes).
• Pilot: He is equipped with pistols and has a low
rate of fire and does a low amount of damage but
can navigate any type of plane.
• Heavy machine gunner: He is equipped with a
machine gun. His rate of fire and his amount of
damage against infantry are extremely high.
30
• General: He is similar to the officer, but with an
average line of sight and excellent binoculars with
an extremely wide range of sight and a good aspect sector.
• Flamethrower infantry: He is equipped with
flamethrowers and has a very small range, but
does an extremely high amount of damage, even
against heavily armored vehicles.
• Tank hunter: He is equipped with anti-tank
rockets, and has a low rate of fire but his fire
pierces tanks. He inflicts a high amount of
damage on vehicles and their crew, and can lay
anti-tank mines.
• Bazooka unit: These units are equipped with
bazookas and have a low rate of fire. They are
armor-piercing and have do an extremely high
amount of damage to vehicles and their crew.
• Engineer: He is equipped with a rifle, has a wide
range, a low rate of fire, and he can lay anti-tank,
antipersonnel and delayed-action mines.
• Medic: A medic is equipped with a rifle and a
first-aid kit. He has a wide range, a low rate of
fire, and can heal infantry.
• Kamikaze unit: This unit is equipped with a
bomb that can be activated near the target with
an extremely high amount of damage, even
against heavily armored vehicles.
target position. If there is an enemy unit within
reach, the units will change to ATTACK mode and
pursue the enemy.
COVER: The selected units try to find an area with
better protection. Such protection can be provided by
some trees growing close together.
The LAY MINE order can only be carried out by
anti-tank gunners and engineers. The LAY ANTIPERSONNEL MINE and LAY DELAYED-ACTION
MINE can only be carried out by engineers.
Infantry units can enter buildings (bunkers, towers,
etc.) and shoot from there. Buildings reduce the
damage for the units within when they are hit but do
not prevent damage completely. For more informa- The HEAL order can only be carried out by medics.
tion about special abilities for units inside buildings,
see the "Buildings" section on page 41.
Standard orders:
Infantry units can enter and use any ATTACK (enemy units)
vehicle, plane and cannon by right-clicking. All in- RELOAD (ammo boxes)
fantrymen can find and defuse mines, but only engi- ENTER (vehicles, planes and buildings)
neers can defuse antipersonnel mines without any MOVE TO POINT (anywhere else)
risk. When standing, infantrymen have a
Orders:
better line of sight than while running.
Some of the infantrymen also have the
ATTACK (W)
ASSAULT (E)
LAY ANTI-TANK
special Foot/Crawl Mode option available MOVE (Q)
MINE (R)
(see page 19 for details).
DEFUSE MINES USE BINOCU- COVER (D)
SCATTER (F)
MOVE TO POINT: The selected unit (A)
LARS (S)
moves to the target position; enemy units LAY DELAYED- MOVE GROUP LAY ANTIPER- STOP (V)
which come into range are attacked. ACTION MINE / WITH EQUAL SONNEL MINE
Afterwards units proceed directly to the HEAL UNITS (Z) SPEED (X)
(C)
target position.
Not included in the Orders Menu:
ENTER, RELOAD, MOVE TO POINT
31
B. ARTILLERY
A cannon is neutral for as long as it is not held by an
infantry unit. If it is taken, it is owned by the corresponding player from that time on. A cannon cannot
be taken by two soldiers of different sides. At least
one soldier is necessary to fire a cannon. If the crew
consists of two soldiers, the rate of fire increases. In
order to draw a cannon by hand, a crew of at least
two is required, but you can only advance very slowly
in this situation. Some of the heavyweight cannon
cannot be transported by hand. Some of the huge
howitzers cannot be transported even by heavy
trucks.
The following types of artillery are in the game:
• Anti-tank cannon (AT): These cannon do not
fire ballistically, but directly (a clear target line to
the object is absolutely necessary) and use armorpiercing ammunition. The range and rate of fire
of the cannon depends on its caliber.
If a group of anti-tank cannon is highlighted, all
of the anti-tank cannon shoot at the highlighted
target object (cannons which are not ready to fire
will reload and fire first). Several target objects
can be indicated by enabling ATTACK and SHIFT
plus right mouse click. The cannon shoot one after
another at each of the given target objects.
• Anti-aircraft cannon (AA): These cannon have
the same properties as anti-tank cannon (direct
fire only) but rotate much more quickly (the cannon can revolve and is fixed on a stationary
base), and they can target aircraft. Anti-aircraft
cannon fire salvos and can be useful against large
amounts of enemy infantry.
• Light (field) howitzer: In addition to direct
fire, these cannon can fire ballistically (there does
32
not have to be a clear line to the target object). In
the indirect fire mode, they have a wide range. In
this mode, several target objects can be selected
and fired on one after the other without holding
the SHIFT key. If a group of howitzers is selected,
the targets are divided among them, i.e. each
target object is only fired at by one howitzer. A
gun can only shoot again when all other howitzers
of the group have fired. In indirect mode, the rate
of fire is lower than with direct fire.
• Heavy howitzer: These cannon only fire
ballistically, have a low rate of fire, an extremely
wide range and do a high amount of damage. All
of the cannons listed above can be towed by
trucks or armored vehicles for faster transport.
• Coastal artillery: These cannon fire ballistically
only, like heavy howitzers. They have an extremely wide range, an extremely high damage
radius, a very low rate of fire. Their ammunition
is very low , but their rate of damage is very high.
These cannon cannot be towed, even by heavy
trucks.
• Heavy mortars: They fire ballistically only,
have a wide range and an average rate of fire.
• Grenade launchers and stationary heavy
machine guns: Unlike the cannon listed above,
these guns can be crewed by only one man.
Grenade launchers have the same properties as
heavy mortars but their range is not as wide.
Heavy machine guns have an average range, a
high rate of fire and do a high amount of
damage to infantry. For transportation, these
guns must be placed inside trucks instead of being
towed by them. They cannot be transported by
hand.
NOTES:
NOTES: You cannot give the order to attack a target
in the air. Anti-air targeting is triggered automatically.
UNLOAD unloads the truck with the following
order: If there are cannon, they are uncoupled first
and manned with their crew. Next, all soldiers not
belonging to the crew as well as any heavy machine
guns or mortars are unloaded.
The crew of a cannon can automatically reload ammo
from boxes of ammo located nearby.
Orders:
MOVE (Q)
UNLOAD (A)
HITCHING CANNON:
ATTACK (W)
LONG-RANGE
FIRE (S)
ROTATE (R)
Cannon can be hitched to and towed
by trucks. In order to do this, the cannon has to be manned with at least
STOP (V)
one infantryman. The crew of the cannon helps to connect it to the truck and
then gets into the truck. After uncoupling the cannon, its original crew
mans it again. If there are not enough free seats for
the crew when hitching the cannon, some of the soldiers who are already in the truck must disembark in
order to make room for the cannon's crew.
Not included in the Orders Menu: ENTER
Standard orders:
ATTACK (enemy units)
NOTES:
UNLOAD: The crew leaves the cannon.
C. TRUCKS
Orders:
MOVE (Q)
UNLOAD (A)
A truck is a transporter which can carry a
STOP (V)
certain number of soldiers, stationary
Not included in the Orders Menu: ENTER, LOAD.
heavy machine guns, mortars or ammo
LOAD: Loads soldiers, grenade launchers, heavy machine guns
boxes. Heavy machine guns and mortars
or ammo boxes.
take two places each: one for the gun itself
and one for the gunner.
The ambulance is a special truck which gradually
increases the life value of the soldiers in it to the
maximum.
Standard orders:
ENTER (tunnels)
LOAD (own artillery, soldiers,
mortars, heavy machine guns or ammo boxes)
MOVE (anywhere else)
33
D. SUPPLY TRUCKS
Orders:
Supply trucks can be used for:
• reloading ammunition
• repairing damaged vehicles
• building barbed wire entanglements and tank blockades
• repairing bridges, railroad tracks
and airfields
• building pontoon bridges
MOVE (Q)
TANK BLOCKADE (A)
REPAIR/RELOAD (W)
PONTOON
BRIDGE (S)
REPAIR RAIL- BARBED WIRE
WAY/AIRFIELD (R)
(E)
REPAIR BRIDGE
(D)
STOP (V)
Not included in the Orders Menu: ENTER, RELOAD FROM AMMO
BOX.
Supply trucks transport ammunition
and construction parts. If a supply truck carries out an
action, ammunition and construction parts are
reproduced with constant speed until they reach the
maximum value. Ammunition is used for resupplying
units. It is universal and suited for every weapon.
Construction parts are used for building and
repairing.
Standard orders:
ENTER (tunnels)
REPAIR/RELOAD
(damaged units and units without ammunition)
REPAIR BRIDGE (damaged bridges)
REPAIR RAILWAY/AIRFIELD
(damaged railways or airfields)
NOTE: Tank blockades can be destroyed through
heavy bombardments. Cannon cannot be towed by
supply trucks.
Supply trucks work independently: If a damaged unit
or a unit without ammunition is nearby, the supply
truck will repair or reload this unit automatically, i.e.
approach the unit, repair or reload it and return to its
previous position.
The orders HOLD FIRE and STAND GROUND can
also be used for supply trucks. These commands
prevent the trucks from going to a damaged unit as
well as from automatically repairing and reloading.
Supply trucks also have the special AUTO REPAIR
RAILWAY/AIRFIELD option (see page 19 for
details). Supply trucks carry explosives.
RELOAD FROM AMMO BOX (ammo boxes)
MOVE (anywhere else)
E. JEEPS
Jeeps are light and fast vehicles, which have the
same properties as trucks, except they can only carry
soldiers. Soldiers can fire from the jeep. Cannon
cannot be connected to them.
The same orders as for trucks, including ATTACK and
ASSAULT, are available for jeeps when there are
infantrymen inside them.
F. TANKS AND ARMORED
VEHICLES
• Tanks are well-armored vehicles with a revolving
turret. Movement and firing of missiles are independent of each other. Tanks are better armored
at the front than at the back and the sides. They
can also attack target objects in an area. If the selected area is in reach, the crosshair flashes in
red/yellow. If the tank has to move in order to
NOTE: Some infantrymen, (those equipped with
get into range, the crosshair constantly
bazookas, for example) cannot fire from jeeps.
remains red. This only takes the
distance into account, not any obstaOrders:
cles in the way! When a group of tanks
is highlighted, the crosshair will flash
MOVE (Q)
ATTACK (W)
ASSAULT (E)
in red/yellow for as long as the target
UNLOAD (A)
position is in reach of any of the memSTOP (V)
bers of the group. When given the
order to fire, those tanks which are
Not included in the Orders Menu: ENTER, LOAD
close enough to the target will fire imLOAD: Load soldiers
mediately. The others will advance
until they are within firing range.
Standard orders:
ENTER (tunnels)
NOTE: If the crosshair is over an object, it will be
LOAD (own soldiers)
constantly red in any case.
ATTACK (enemy units, when any soldiers inside can
attack enemies from the jeep)
Tanks can carry soldiers on the lookout. These
MOVE (anywhere else)
soldiers cannot fire and can be easily damaged by
enemy infantry. Men on the lookout have an
NOTES:
increased line of sight. Tanks also have the special
ATTACK, ASSAULT: These orders are only available
COMBAT/ MARCH option (see page 19 for
if there are any soldiers inside that can attack enedetails).
mies from the jeep.
• Anti-tank vehicles have the same properties as
UNLOAD: All soldiers leave the jeep.
tanks except that they do not have a rotating
turret and can therefore only fire forward.
• Armored vehicles have the same properties as
tanks, except they can transport infantry inside
34
35
and the Combat and March Modes are not available. Armored vehicles can also be equipped with
a propaganda loudspeaker instead of a gun or
machine gun.
• Kamikaze tanks are controlled automatically.
They cannot be crewed or transport
infantry. They have the same prop- Orders:
erties as anti-tank vehicles and attack like kamikaze units with a big MOVE (Q)
explosion near the target.
G. MOTORCYCLES
Motorcycles are light and fast vehicles with the same
properties as tank hunters. The only difference is that
they are not able to transport infantry. In contrast to
other vehicles, motorcycles have not got any crew.
ATTACK (W)
ASSAULT (E)
ROTATE (R)
STOP (V)
NOTES:
MOVE: The tank moves towards the
target point and shoots at enemy units
if necessary without stopping.
Not included in the Orders Menu: ENTER
Standard orders:
ENTER (tunnels)
ATTACK (enemy units)
MOVE (anywhere else)
ASSAULT: The tank moves towards the target point.
If any enemy units enter the line of sight, it will stop
and change to the Attack Mode to pursue the
enemy.
Orders:
MOVE (Q)
UNLOAD (A)
ATTACK (W)
ASSAULT (E)
ROTATE (R)
H. MOBILE ANTIAIRCRAFT
CANNON
Mobile anti-aircraft cannon have the
same properties as tanks, except that
they cannot transport infantry and the
Combat and March Modes are not
available. They are armed with heavy
machine guns and can fire at
aircraft as well as ground targets.
STOP (V)
Not included in the Orders Menu: ENTER, LOAD
LOAD: Load soldiers
Standard orders:
ENTER (tunnels)
LOAD (own soldiers)
ATTACK (enemy units)
MOVE (anywhere else)
Orders:
MOVE (Q)
UNLOAD (A)
ATTACK (W)
ASSAULT (E)
NOTE: You cannot give the order to attack a target in
the air. Anti-aircraft targeting is triggered automatically.
Standard orders:
ENTER (tunnels)
ATTACK (enemy units)
MOVE (anywhere else)
I. MOBILE MISSILE
LAUNCHERS AND
ARTILLERY
Orders:
MOVE (Q)
LONG-RANGE
FIRE (S)
STOP (V)
Not included in the Orders Menu: ENTER
Mobile missile launchers fire only longer salvos over
a long distance and with an extremely high amount
of explosive damage. Low target accuracy is compensated or with several missiles per salvo. If the target
of the LONG-RANGE FIRE is not in range, the
missile launcher will advance towards it. If the target
is in reach, the LONG-RANGE FIRE icon will be
constantly red, otherwise its interior becomes green
with the edges flashing in red/green. If a group of
mobile missile launchers is highlighted, the crosshair
is constantly red for as long as the target point is in
reach of any member of the group.
LONG-RANGE FIRE is similar to the way howitzers
proceed. If there are several target objects indicated,
the members of the group who are closest to the
respective target object will fire first. Once all of them
have fired, any of the missile launchers which are still
out of range will move close enough to the target
object to hit it and will open fire.
Mobile howitzers and mortars have the same orders,
but fire with a single grenade, not with a battery.
Standard orders:
ENTER (tunnels)
MOVE (anywhere else)
NOTES:
LONG-RANGE FIRE: Missile launchers or mobile
artillery move towards the target object if the target
is out of range. The mouse cursor indicates whether
movement is necessary.
ROTATE (R)
STOP (V)
Not included in the Orders Menu: ENTER
36
37
J. SHIPS
K. TRAINS
Standard orders (train):
M. AIRCRAFT
• Gunboats have the same properties as armored
vehicles. They are armed with heavy machine
guns and can transport a small quantity of
soldiers inside. Soldiers enter the gunboat from
the sides.
Trains are well-armored vehicles that move only
straight ahead. Usually trains consist of a number of
cars. A train can move if it has one or more locomotives available. You can couple additional cars to the
train and uncouple cars to assign them to other
trains.
Trains need railways to move. Trains cannot move if
the rails are damaged. You can have damaged
railways repaired by the train's crew or use a supply
truck to do so. If the train detects a damaged railway
on the way while moving, it will stop, repair the
damage automatically, and then continue to carry out
its previous order.
(damaged railways)
MOVE (anywhere else)
Cruisers are huge well-armored ships. They can only
sail straight across the water. Cruisers have the same
properties as trains, except they cannot be connected
to each other and cannot repair railways and
airfields.
With remote air support (see page 20 for details),
you can use aircraft on the map. First assign pilots in
order to have the plane take off. Then you need a
free and undamaged landing field. If there are any
obstacles or vehicles on the way, the plane will not
take off. Soldiers are not considered obstacles and (as
in the case of trains) will be crushed by the plane if
they are in the way. If there are any obstacles in the
way while landing, the plane will crash into them and
cause an explosion.
Planes cannot take off using the same landing field
while another aircraft is taking off or landing.
If there is more than one airfield on the map you can
land the plane on another airfield, but only if the
target airfield is not damaged and has a free hangar
for refueling.
NOTE:
Cruisers cannot sail in shallow waters.
NOTE: Planes can be crewed only by pilots. Vehicles'
crews cannot control the plane.
• Transport ships have the same properties as
trucks, except they cannot tow cannon. Soldiers
enter the transport ship through a gate at the bow
of the ship.
• Kamikaze boats have the same properties as
gunboats, but instead of the machine gun they
are equipped with a highly explosive bomb. These
bombs are activated near the target unit. They
have inflict an extremely high rate of damage,
even against cruisers.
Orders:
MOVE (Q)
UNLOAD (A)
ATTACK (W)
ASSAULT (E)
NOTE: Trains cannot repair damaged bridges. You can
only have damaged bridges repaired by supply
trucks.
Trains cannot stop quickly when moving at a high
speed. If there is a soldier on the rails,
he will be crushed. If there is a vehicle
on the rails, the train will crash into it
ROTATE (R)
and cause an explosion.
STOP (V)
Not included in the Orders Menu: LOAD
LOAD: Load soldiers
Standard orders:
LOAD (own soldiers)
ATTACK (enemy units)
MOVE (anywhere else)
Standard orders (turret):
ATTACK (enemy units)
LONG-RANGE FIRE (anywhere else, if target point
is inrange)
L. CRUISERS
Cruisers are armed with anti-tank, long-range,
anti-aircraft or missile turrets just like trains.
Orders (cruiser with turrets):
MOVE (Q)
ATTACK (W)
LONG-RANGE
FIRE (S)
Orders (train with turrets):
MOVE (Q)
UNLOAD (A)
38
Trains can be armed with one or more
turrets. Different types of turrets can
fire anti-tank, long-range or anti-aircraft ammunition as well as launch
missiles.
REPAIR RAILWAY
ATTACK (W)
LONG-RANGE
FIRE (S)
You can repair damaged airfields using supply trucks.
Interceptors attack air targets automatically.
Every plane has a fuel limit, so it
cannot be in the air for an unlimited
amount of time. When the fuel
reaches a critical level, a message will
appear on the screen. When the
ROTATE (R)
aircraft has no fuel left, it will crash.
STOP (V)
REPAIR
RAILWAY
(E)
UNCOUPLE
LEFT CARRIAGE
(D)
ROTATE (R)
UNCOUPLE
RIGHT CARRIAGE (F)
STOP (V)
NOTES:
STOP: Returns plane to airfield.
Standard orders (cruiser):
MOVE (anywhere)
KILL UNIT:
Standard orders (turret):
ATTACK (enemy units)
LONG-RANGE FIRE (anywhere else within range)
PATROL AT POINT: Flies over a land point and scans
Scans the area for the selected unit and attacks it.
the area for enemy units. If there are any land units,
the plane will attack them.
39
VI. DESCRIPTION OF
ADDITIONAL OBJECTS
SPY POINT: Flies over a land point and observes it.
DROP DESCENT AT POINT:
NOTE:
Some units (such as anti-tank gunners or bazookas)
can fire from the highest or lowest floors only.
Tries to descend at selected point.
A. AMMO BOXES AND
CONSTRUCTION PARTS
Orders (train with turrets):
MOVE (Q)
KILL UNIT (W)
PATROL AT
POINT / BOMB
POINT / SPY
POINT / DROP
DESCENT AT
POINT (E)
LAND ON
ANOTHER
AIRFIELD
(R)
Ammunition and construction parts are supplied in
boxes. These boxes can be dropped by transport
planes (also on request, see page 21 for details), or
they may already exist on the map. Trucks can load
boxes, transport and unload them if necessary.
Supply trucks can reload ammunition and construction parts from them. Infantry and guns can also use
ammo boxes for reloading. Boxes of ammunition and
construction parts are highly explosive.
UNLOAD (A)
STOP (V)
Standard orders:
B. BUILDINGS
LAND ON ANOTHER AIRFIELD
(undamaged landing field)
KILL UNIT (enemy units, interceptors only)
PATROL AT POINT
(anywhere else, interceptors only)
SPY POINT (anywhere else, spies
Buildings can be occupied by infantry units.
Buildings consist of different rooms on different
floors. A building can contain up to four floors with a
basement beneath. Units inside can move between
the rooms on different floors by command. You can
also use the DISTRIBUTION button to set the appropriate distribution of people inside the building (see
page 19 for details).
N. V2
Orders:
ATTACK (W)
only)
STOP (V)
BOMB POINT (anywhere else,
bombers only)
DROP DESCENT AT POINT
(anywhere else, transports only)
This unique German unit is a missile with both a huge
range and dead zone as well as an extremely high
amount of damage. Just like the kamikaze tank, the
V2 is automatically controlled and cannot be crewed.
Buildings help to reduce the damage to the units
within them, but they cannot fully protect the units.
Protection is better on the lower floors than on the
upper ones. Buildings also have an effect on the line
of sight of the units within. Units on the upper floors
have better sight than units in the basement, whose
sight is restricted.
Buildings with a basement can be occupied by infantry even if the building was destroyed. In this case
the building consists only of the basement.
In contrast to vehicles, you can try to occupy a building already occupied by the enemy. When entering
such a building, your units will attack the enemy inside (you are unable to watch this battle). The battle
will occur floor by floor, one after another. If your
units win, you will control the building. You cannot occupy a building already occupied by an allied player.
C. TUNNELS
You can quickly move your infantry and vehicles to
remote map areas by using tunnels. Tunnels look like
normal buildings but have different properties.
Tunnels have no upper floors. Units cannot attack
from tunnels or be attacked by the enemy.
NOTE:
Some tunnels can be occupied by infantry only.
If you would like to move your units to a certain location, click the MOVE button, then click on the desired point on the map. Your units will then move to
the nearest undamaged exit point which is not occupied by the enemy and move to the specified map
point.
If you set the target point on another tunnel, your
units will move there and remain at this point.
If the target tunnel is occupied by enemy forces,
there will be a fight like in buildings.
NOTE: You cannot move to tunnels already occupied
by an allied player.
40
41
You can also move through other tunnels into a
destroyed tunnel. You will be unable to unload in
destroyed tunnels and you will have a limited line of
sight. To unload units from such tunnels, you have to
use another tunnel as an exit point. If all of the tunnels of the same type are destroyed, all the units inside the tunnels will die.
VII. SHORT DESCRIPTION OF
THE CAMPAIGNS
D. BRIDGES
A. GERMAN CAMPAIGN
Bridges can be damaged and destroyed. When the
damage to a bridge is beyond a certain level, it cannot be crossed any more. When a bridge is damaged
that much, it will explode and destroy all units on it.
Damaged bridges can be repaired by supply trucks.
Oil tanks are highly explosive and burst into flames
quickly, even if they are only slightly damaged. In
this case, units in the affected area will be damaged
as well.
The German campaign is based on the events of the
year 1943. In February/March 1943, the German
army group "South" launched a counter-offensive
against the Russian "Voronezhsky" front. One of the
main results of this offensive was the capture of the
town of Kharkiv and the destruction of the forces defending it.
In this campaign, you have to command light infantry subdivisions and large tank groups. Among
the Sudden Strike II campaigns, the German campaign is the easiest one: You will receive hints from
time to time and have enough forces even without
saving some of your units from previous missions.
F. RAILWAYS AND AIRFIELDS
B. RUSSIAN CAMPAIGN
Railways and airfields must be undamaged in order
to be used by trains and planes. Use supply trucks or
trains to repair damages on railways or airfields.
In fall 1943, the Russian front line forces
"Voronezhsky" and "Stepnoy" launched a counteroffensive in the south. They crossed the Donets river
and recaptured Kharkiv. The Russian forces reached
the Dniepr river and crossed it as well. The later missions of this campaign take place in Berlin in the year
1945.
In the Russian campaign you will not have large
forces (except in the last missions), but you will always be able to get enemy weapons and equipment
under your control. Among the Sudden Strike II campaigns, the Russian campaign is not an easy one.
E. OIL TANKS
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All campaigns are based on the historical events of
World War II. They are described in chronological
order.
C. BRITISH CAMPAIGN
E. JAPANESE CAMPAIGN
The British campaign shows the first days of the
"Market Garden" operation in the Netherlands in
September 1944. The British 1st Paratrooper Brigade
landed near the river Rhine and had to capture and
defend the city of Arnheim until the main forces approached. Although the landing was mainly unsuccessful, the major part of the Second Battalion
reached Arnheim and took control of the northern
end of the motor bridge.
The Japanese campaign is based on the battles on the
Pacific islands during the period from the 1942 to
1945. You have to fight against allied British and
American forces. The campaign consists of offensive
operations in an early period of the war and the later
defensive operations.
In connection to the fact that Japan had no heavy armored troops (in comparison to Germany, for instance) and due to the mission design, the Japanese
campaign is the hardest of the Sudden Strike II campaigns.
In the British campaign, you will mainly command infantry divisions for diversionary maneuvers. Among
the Sudden Strike II campaigns, the British campaign
is one of the hardest.
D. US CAMPAIGN
Following the "Market Garden" and other more or
less successful operations, the Allies drove the
German forces back to the river Rhine along almost
its full length. The 1st and 9th American Armies consisting of allied forces took an active part in the
forced crossing of the Rhine.
In the American campaign, accurate tactics are essential as you will often be able to use your units saved
in previous missions. Among the Sudden Strike II
campaigns, the American campaign is relatively easy.
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VIII. HINTS
A. SCOUT, SCOUT, AND SCOUT
One of the most effective ways of inflicting losses on
the enemy without being affected is to fire at them
before they are able to do so. The dilemma is that the
line of sight is limited for units with strong weapons,
which have a wide shooting range, while units with a
wide line of sight are not equipped with the best
weapons. The solution to this problem is to combine
both possibilities when advancing into unknown territory or to enemy lines.
Tanks, for example, are able to shoot at distant
target objects and cause heavy damage, but the gunner has only a small view port, and his line of sight is
heavily restricted.
If you add an officer to a tank unit, though, you will
obtain a powerful unit which can attack enemies
heavily from a great distance.
Fixed front lines make it appropriate to position a
number of anti-tank cannon as offensive weapons,
and to order one or several of the officers to take
command. Since officers are very vulnerable, they
should be positioned directly behind the armored
anti-tank cannon, and there should be additional
officers available in case of losses.
If you have artillery with LONG-RANGE FIRE
available, you will be able to employ an air scout and
thus find and destroy large groups of enemy units or
even a supply base (see page 21 for details). Still, the
number of bombers at your disposal can by no means
be compared to the amount of artillery ammunition.
Besides, bombers can easily be destroyed by enemy
anti-aircraft artillery. In order to reconnoiter enemy
44
territory, quick units can be used as scouts. A motorcycle, for example, can cross unknown territory
quickly and return without being hit by slow weapons
such as cannon or tank guns. It is then possible to
attack sighted target objects with wide range
weapons. Another possibility is to drop paratroopers
in the rear of valuable enemy equipment (e.g. howitzers) in order to capture them.
Fast scouting units should only be at one place for as
short a time as possible in order not to make a target
for slow weapons.
This is why you should keep the following instructions
in mind.
Set sufficient waypoints
You should make sure your units do not come to a
halt just because there are no waypoints to be followed any more. In order to achieve this, enter the
course in the PAUSE mode with the SHIFT key or
always follow the scout unit in the main window (first
having allocated a group number to your scout) and
set a new waypoint in good time before the unit
reaches the last one. Following the unit by sight will
give you an idea about the position of enemy units.
Do not attack
Enable the HOLD FIRE mode so that units do not
leave their course in order to attack enemy troops.
Use as few changes of course as possible
B. WHY DO MY UNITS DISOBEY
MY ORDERS?
Sometimes units do not react to commands given to
them. This is by no means a refusal to obey orders
but it is simply not possible for the units to obey the
command. Here are some items listed which need to
be checked if units do not react to commands:
Units do not fire at a certain target object
although it is within their range.
Is the line of fire to the target object clear? Anti-tank
cannon, for example, fire in a straight line as
opposed to howitzers and missile launchers. If there
are any obstacles in the way, objects cannot be hit. Of
course, it is possible to clear those obstacles. Mobile
anti-aircraft cannon are very useful for clearing
whole forests, but only with sufficient ammunition.
Units do not obey commands when they
have to move to another position in order to
do so.
Are there any obstacles in the way to the target position? Big units such as tanks cannot go through dense
forests; narrow positions such as bridges can be
blocked by units positioned on them. Units go as far
as possible in the direction of the target position and
stop only when the way is blocked. If the way is
cleared within a certain period of time, the previously
blocked units will go on automatically and obey the
command.
Instead, design a round stretch instead of ordering
the unit to turn 180 degrees, since that takes up
much more time.
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IX. FAQs
In the right window, select Limit reservable bandwidth and decrease the value to zero.
LICENSE CONTRACT
Why don't my units attack the enemy? I'm
sure that the enemy is in shooting range and
I see him!
My plane cannot take off. I'm sure that its
crew is complete.
With the use/installation of the CD Sudden
Strike II, you agree to the following license
agreement:
A: There can be several different reasons why units
cannot attack the enemy:
• The unit's crew is not sufficient.
It can only move and not attack.
• The unit is completely out of ammo.
• The unit cannot damage the enemy
(e.g. rifleman vs. tank).
• There are obstacles in the line of fire
(trees or houses for example, for direct-fire units).
None of my guns can hit the enemy tank!
A: Heavy tanks are well-armored, especially at the
front. Don't try to hit the VI E Tiger at the front or
with a 37mm gun.
Try to hit such units from the rear or the sides.
My engineer laid an antipersonnel mine and
was blown up by it! How can that be?
A: Engineers with a neutral morale and no experience have a chance of about 10% of being blown
up by antipersonnel mines (particularly by their
own mines). Engineers must have more than 10%
experience to be safe from their mines.
Which infantry units can lay anti-tank mines?
A: Engineers and anti-tank gunners.
My network game runs slowly under
Windows XP.
A: Remove the channel limit. Run C:\WINDOWS\system32\gpedit.msc, then select Local Computer
Policy -> Computer Configuration ->
Administrative Templates -> Network -> QoS
Packet Scheduler.
46
A: There can be different reasons for the plane not
taking off:
• The airfield is damaged. Use a support truck to repair it (activate the AUTO REPAIR RAILWAY/AIRFIELD).
• Another plane is landing or taking off at the same
landing field. Just wait for a moment.
• There are vehicles on the airfield. Remove them.
This huge howitzer has only one missile! Do I
always have to keep the supply truck
nearby?
A: Alternative: Position some boxes with ammo near
the howitzer. The crew will reload the howitzer automatically.
Why can't my anti-tank infantry fire from the
jeep?
A: Of the anti-tank infantry, only PIAT riflemen can
fire from the jeep. Portable mortars cannot be
fired from jeeps either.
I had some tanks from previous missions in
the campaign. I lost the mission and tried to
play it again. But where are my tanks?
A: All information from previous missions are saved
in your save file. If you simply restart the mission,
this information will be lost. So, always save your
game at the beginning of the mission! If the mission cannot be completed without forces from the
previous missions, you will get additional reinforcements instead.
IMPORTANT: PLEASE READ THROUGH THIS CAREFULLY!
This end-user-license ("EULA") is a legal binding contract between you and Fireglow Games for the above mentioned
software poduct, consisting of the computer software and
possible relevant media, printing material and electronic operating instructions (the "software product"). By installing the
software product, copying it or using it in any other way, you
admit to the conditions of this EULA unlimited. Should you
not agree to the conditions of this EULA, do not install this
software product, but hand it back to the person you received
it from, in return for refund of the licence fee within 30 days.
Product name: Sudden Strike II
Software product licence
This software product is copyrighted (by national law and international contracts.). This software product has not been
sold to you, but is only licensed to you.
1) Licence warranty
This EULA warrants you a licence with the following rights:
Use of the delivered software. This software product must
only be used by you. You are allowed to install this software
product and use it on one computer only.
2) Description of further rights and restrictions
Restrictions concerning Reverse Engineering, Decompilation
and Disassemblierung. You are not allowed to change the
software product, subject it to a Reverse Engineering, decompilize, or disassemblise it. The software product is licensed in a whole. Its parts must not be seperated, to use
them on more than one computer.
Hiring out: You must never lease, rent or lend the software
product to anybody.
Software negotiation: You are allowed to negotiate all
rights you are entitled to under this EULA completely and
durable, as far as you (a) do not retain any copies (of the
whole software product or single parts of it), (b) negotiate
the whole software product (including all covering material
(in media- or form), upgrades, and the EULA durable and
completely to the consignee.
3) Copyright and trade-mark rights
The software product (inclusive all illustrations, photos, animation sequencies, video-, audio-, music- and text parts,
which were embeded in the software product), as well as all
the connected trade-mark and rights of usufruct, the covering, printed materials and all copies of the software products
are property of Fieglow Limited or a connected enterprise.
The software product is protected copyright and trade-marklegal by national law , international law and international
contract stipulations. With regards to archives purposes, you
must handle the software product like any other by copyright
protected work, and you must not make copies of the printed
materials which are covering the software product. You must
not remove, modify or change the hints about copyrights and
trade-marks from the software product. This particularly regards to hints on the packing and the data media, in hints
which are published on the web site or which are accessible
by internet, or others which are icluded in the software product or are created from this.
4) Limited warranty
Limited warranty. Fireglow Limited warrants, that (a) the
software product essentially works in aggreement with the
written records being supplied with the softare product from
Fireglow Limited. This warranty covers 90 days, beginnig
with the date stated on the receipt.
Legal remedy of the customers. The responsibility of Fireglow
Limited and its suppliers as well as their excluding guarantee
claims limit to - by choice of Fireglow Limited - (a) the payback of the licence fee you payed, as far as those was payed
47
and do not overstep the recommended retail price, or (b) pepair or peplacement of the part, or the parts of the software
product, which efficiency Fireglow Limited must guarantee
for, as far as the software product is given back to Fireglow
Limited , including a copy of your receipt. This limited warranty is not valid, if the defect is based on an accident or misused or faulty handling. For each replaced software product,
the guarantee for a period of 30 days, or, as far as it causes
a longer period of warranty, is taken over from the first
guarantee period Fireglow Limited yields this guarantee
steps and product services only, when it is proved, that the
software product was obtained legally. No further warranties.
Fireglow Limited and its suppliers exclude, as far as this is
permitted by practicable law, any further warranty, as well as
the liability for occuring or failure of an explicit or tacitly
agreed condition. This includes especially the concludant
legal warranty for marketable quality, for the suitability for
a special aim, for property, for the non-violation, concerning
the software product and the stipulation, which assigns service activities, respective for shortcomings in the field of service activities.
5) Limited liability
As far as this is permitted by practicable law, Fireglow Limited
and its suppliers are not liable for special damages being
based on accident, or mediate damages, just as little as for
any following damages, especially for compensation for the
loss of business takings, for the interruption of business operation, for the loss of business information or any other financial damages, arising from the use or an impossibility of
the use of the software product, or from the guarantee or abstained guarantee of service activities. This even applies, if
Fireglow Limited was drawn to the possibility of such damages. In any case, Fireglow Limited´s entire liability will be,
by instruction of this EULA, limited to the amount you actually paid for the software product. All this restricitons are not
valid, if Fireglow Limited caused the damage wilfully.
6) Final restrictions
whole or in part, and/or not practicable, and/or loose their
legal force later, the validity of the remaining restrictions of
the contracts shall not be touched. This also applies, if it
should be proved, that the contract includes a settlement gap.
Instead of the ineffective and/or impracticable restriction or
for filling the gap, an adequate settlement shall be valid,
which, as far as legally possible, approaches best to the intended settlement.
SAFETY INFORMATION
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 sitting farther from the television screen,
using a smaller television screen, playing in a well-lit
room, and not playing when you are drowsy or fatigued.
If you or any of your relatives have a history of
seizures or epilepsy, consult a doctor before playing.
CREDITS
SCENARIO DESIGNERS
Ostap "Ostap" Dragomoschenko
Sergey "Monty" Korshun
- FIREGLOW -
MUSIC, SOUND AND GAMEPLAY
Igor "pocomaxa" Rzheffkin
EXECUTIVE PRODUCER
Viktor Vinokurov
QUALITY ASSURANCE
Pavel "Pasxa" Pleshachkov
PROJECT MANAGER
Vladimir Medeyko
HISTORCAL CONSULTING
Sergey Pavlov
SENIOR PROGRAMMER
Denis Konovalov
MANUAL
Denis Konovalov
Oleg Semenov
PROGRAMMERS
Alexey "Cupper" Naumov
Nick Kotlyarov
Oleg Semenov
Victor "BukTop" Bargachev
Victor Streltsov
Yuri "KilleR" Belotserkovsky
ARTISTS
Alexey Bykov
Alexey Goussev
Alexey "Losidze" Krivorot'ko
Dmitry "Plastilin" Jempala
Ekaterina Krivorot'ko
Gleb "troublemaker" Kuznetsov
Gram Polupadlo
Roman "Popan" Barinov
- CDV LOCALISATION MANAGER
Thomas Kröll
BOX/MANUAL LAYOUT
Oliver Krainhöfner
Christina Gorenflo
Sara Stehlin
Should restrictions of this contract be not legally binding in
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Coming up soon!
SUDDEN STRIKE 3:
Arms for Victory
Sudden Strike 3: Arms for Victory
is a Real Time Strategy based on
the battles of World War II
The game expands the borders of
conventional RTS game. We introduced some major interface and
gameplay innovations that will distinguish it from other WWII RTS
games, and definitely from all the
previous Sudden Strike series
games.
The game will simulate joint operation of ground, naval and air forces
on vast areas. New user interface
paradigm will allow player to control these forces avoiding unnecessary micro-management, while allowing controlling individual units,
if player would so desire.
Gameplay will include land and sea
operations, with aviation acting as
a support force for both. Sea forces
will also be supported by submarines that can for example hunt
down an enemy supply convoy.
Carrier-based aviation will support
both naval and land operation when
possible.
New Sudden Strike Next 7 3D engine will be used in Sudden Strike 3
and other upcoming games. It utilizes the most recent versions of
DirectX and OpenGL APIs, thus taking advantage of modern graphics
accelerators power. It supports realistic-looking dynamic shadows
and special effects on a close-up
view. Engine™ AI is able to effectively manage both large armies,
and individual units.
System requirements:
CPU: Pentium 2,8 Ghz or better
RAM: 1024 MB or better
Graphics card should
shaders version 2.0.
support
OS: Win 98/ME/2000/XP
Contacts:
• via e-mail at:
[email protected]
Please do not address support requests to
our company address or phone number
as there we cannot answer any technical questions.
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