CMC Manual 10_14.qxd

CMC Manual 10_14.qxd
Historical Background
Historical Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
Game Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
GAME INSTALLATION..........................................................................................................................6
System requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Set . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Reinstallation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Uninstall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Starting the game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
MAIN MENU ..........................................................................................................................................9
New game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Select Campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
Load game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
Setup "Settings" . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
STRATEGIC LEVEL.................................................................................................................................16
Campaign screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
Chapter screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
Equipment storage facility screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
Weapons & Armament Encyclopedia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
Article screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
Mission screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
Statistics screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
Load game/Save game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
TACTICAL LEVEL....................................................................................................................................34
<Esc>-menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
Mission completion menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
Cursors in the game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35
Combat screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
Combat units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39
Structures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
Game panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41
Object parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
Command panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45
Combat unit selection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
Giving and Carrying Out Commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47
Objective window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48
Mission completion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
Message bars and console . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
Game speed controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
NETWORK GAME..................................................................................................................................50
General information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50
Game types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
Connection screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
Create new game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52
Game room screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52
Game process . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
Game completion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54
Game controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54
TECHNICAL SUPPORT..........................................................................................................................58
Soon after the end of WW2 the relations between former Allies started rapidly changing
for the worse. Eastern European countries had come under communist influence when
occupied by Soviet Troops, and the leaders of the western world and the US would not
put up with the changeover in the political systems. Fearing a world communist
revolution, they implemented a new policy on the Soviet Block, the so-called “Iron
Curtain”. This soon gave rise to what became known as the “Cold War”. The USSR in
turn, focused its activities on developing nuclear weapons of its own, despite the
country’s sluggish economy due to the war. In the summer of 1949, the Soviet Union held
its first nuclear tests and from that moment on all future international conflicts became a
battleground for two diametrically opposed social systems.
The civil war that broke out in China between the local Communist party and the
Kuomintang (the Nationalist Party, KMT) was the first indirect military-political collision
of the US and USSR in the postwar period. The victory of the CPC in the war, lead to the
formation of the Chinese People’s Republic and subsequently spread socialism over a
substantial area in Asia. The death of Joseph Stalin in 1953 did not alter the relations
between the two superpowers, the arms race continued. They both created their first
thermal nuclear weapons almost simultaneously, the US in 1954, and the USSR one year
later. At this same time both countries began preparing their armed forces for combat in
the new world order. They developed new ordnance and materials that would be more
likely to survive a nuclear detonation and established radiation reconnaissance
detachments. In September 1954, the USSR organized their first military training in the
use of nuclear weapons at the Totsk proving ground. The US was holding multiple
nuclear tests in the area of Bikini Island. The possibility of using nuclear weapons was
introduced into new military regulations. However the mass upgrading of materials was
a lengthy process. By the early 1960’s both the USSR and the US had a large number of
outdated ordnance that was not equipped with anti-chemical and anti-radiation
Between 1950’s and 60’s the conflicts between the two countries were ongoing and
almost nonstop. The USSR established a large space program and in parallel developed
its first intercontinental ballistic missiles. The US began a similar program. Starting in
1958, the US placed short and middle range missiles in the UK, Italy, and Turkey that
were aimed at European Communist targets. In May 1960,an American U-2 recon plane
was shot down over Russian air space. The captured pilot, F. Powers, was tried in an
open trial. The clashes in Europe of the two countries finally led to the blockade of
Western Berlin in 1960-61, and subsequently to the construction of the Berlin Wall.
However, the personal contacts between Nikita Khroushchev and John F. Kennedy
helped resolve this crisis. In October 1961 the USSR tested the most powerful
thermonuclear bomb in the world – a 50 Megaton monster.
In 1960 a new location for the global conflict was set in Cuba. In early 1959, rebels led by
Fidel Castro overthrew the dictatorship of F. Batista. The anti-American stance of the
new Cuban leader quickly led the United States to impose economic sanctions on the
island nation. Seeing this, the USSR began to support of new regime. In 1960, the Soviets
started supplying Cuba with modern weapons and military advisers began training the
partisan forces. In April of 1961 the Cuban army effectively repulsed an attack by Cuban
emigrants supported by the US, in the Playa-Chiron area.
The island of Cuba, located a mere 150km from the US coast, presented an
advantageous strategic position. That, combined with the need to protect the Cuban
revolution, convinced Khroushchev to deploy tactical nuclear missiles on the island.
Also, the US had recently positioned nuclear missile bases in Turkey, mush too near the
homeland. The plans for the shipment of missiles and the construction of the launching
systems were developed over the first half of 1962, and codenamed operation Anadyr.
The plan was to deploy a division of 24 R-12 mid-range missiles and 16 R-14 missiles. The
overall nuclear potential of the division amounted to some 70 megatons. The shipment of
the missiles commenced in August-September of 1962 under strict secrecy. Along with
the missiles, the Soviets brought 42 Il-28 Beagle bombers and six nuclear bombs. The
United States were oblivious to the deployment in Cuba until October 14, when new
aviation recon data was received. On October 16, the leaders of the US started
developing plans to neutralize the Soviet missiles.
On October 22, all US armed forces were put on combat alert, with 24-hour aviation
recon over Cuba. On the same day the island announced mass mobilization. On October
24, the US Navy blockaded Cuba. On October 26, Soviet military command and Fidel
Castro took a joint decision to shoot down American planes in Cuban airspace.
On October 27, 1962, the first squadron of the missile regiment under the command of LtCol Yu. Solovyov, shot down a USAF U-2 recon aircraft piloted by Major R. Andersen. He
died in the crash. The same day the Cuban air defense forces shot down an F-104 fighter
plane cruising at low altitude.
Under pressure from the National Security Council, President John Fitzgerald Kennedy
issued orders to bomb Soviet missile positions in Cuba, and to land US troops on the
island. The greater part of the Soviet launching system was destroyed. Soviet leadership
retaliated with strikes against the US by the surviving five R-12 and R-14 launchers. The
missiles hit New York, Washington and several other American mega-cities.
Simultaneously, groups of Soviet forces deployed in Europe were given orders to
capture US military bases. The US Department of State shifted all blame for starting a
world conflict onto the Soviet leaders. In retaliation, the US launched its nuclear missiles
against the large industrial targets and military formations in the USSR and Eastern
European block. A war with weapons of mass destruction began which lasted till
December 1962...
The exchange of nuclear strikes had catastrophic consequences not only for both major
parties involved, but for the rest of the world as well. New York, Washington, Moscow,
London, Paris, Berlin and a number of other large industrial cities in Europe, Asia, and
the US were wiped off the face of the earth. Hundreds of millions of people perished all
over the world, including practically all political and military leaders in the US and USSR.
Old borders ceased to exist. A large part of Europe and the US was irradiated. Nuclear
explosions destroyed radio communication centers, damaged power lines, telegraph
lines, rail, and roads. Due to disturbances in the ionosphere short-wave communications
were out of order for several months. The world’s infrastructure was in ruins.
Most countries that had suffered in the conflict were now ruled by emergency
governments. Key positions were held by middle ranking military men, low ranking party
officials, and diplomats. These people had undertaken a huge responsibility to help their
nations survive in the coming days, weeks, months… Their first step was to distance
themselves from the traitors, whose political lack of responsibility and ambition, had led
to the death of millions of people. Secondly, orders were issued to outlawed all nuclear
missiles and other weapons of mass destruction, any violators who should attempt to
use them were to be shot immediately.
The population that was still able to work was put on extraordinary work schedule. Aside
from their participation in emergency and relief efforts, and the production of essential
products, their primary objective was to restore the production of resources required for
the support of the army. These resources included such things as fuel, ammo, and later,
the restoration of production facilities to build new equipment.
The army was tasked with defending the outside frontiers of the state, especially
reconnoitering areas in order to determine contamination levels and the possibility for
further use. Also, the army was to identify and seize those resources that had survived
the global conflict, as well as protect their own resources from being captured by the
enemy. The scarcity of resources and materials made the use of deadly force a
necessity, but the capturing of enemy equipment and resources became so paramount
as to become part of military regulations. These were updated to include new rules that
mandated the capturing of military equipment and sharp penalties for the destruction of
their enemy resources.
By late 1962 the political map of the world has been considerably altered. New political
regimes and alliances appeared, that determined the balance of power in the world
arena. The new key military political centers were the USSR, the Anglo-American
Alliance, the Franco-German Alliance, and China.
Game Basics
Game Script and Objectives
Cuban Missile Crisis is a military strategy game set in a world that experienced a global
nuclear conflict between the Soviet Union and the USA. The game includes four
separate campaigns, one for each of the powers that formed after the conflict: the
USSR, the Anglo-American Alliance, the Franco-German Alliance, and China. The
campaigns include battle-grounds in Europe, Asia, and Africa - places where the
interests of the four coalitions collided. Those interests being resources and land still
suitable for living, both of which are now in small supply after the nuclear conflict... The
game unfolds over a period between late 1962 and 1965. Each campaign is divided into
several chapters, each of these being related to a certain theater of war and phase of
the conflict. All chapters end with a scenario operation which must be completed to
advance the history line. Other operations such as capturing and defending territories,
and certain designated facilities can be completed at random. At the start of the game
the player can choose from four different difficulty levels.
Strategic Mode
This mode is played on the campaign chapter map. The chapter map shows the location
of post-crisis theaters of war on the world map. The dynamically changing frontline
shows the territories controlled by the conflicting parties. You are commanding a group
of several military detachments, including armored vehicles and self-propelled artillery
(after completing the first chapter of each campaign you will also be able to take control
aviation squadrons). Each group can include from one to an infinite number of units. This
is only limited by the amount of ground and aviation forces at your disposal. The groups
remain under your control throughout the entire chapter. The experience and combat
ability of units comprising these groups increase with the successful accomplishment of
combat objectives. The overall amount of equipment available to you is determined by
your military rank. As you proceed through the chapter you can obtain new ordnance
within the limits of available resources and regroup existing squads to your at your own
convenience. You must supply fuel and ammo to your units, carry out the necessary
maintenance work and replenish the losses suffered in the course of combat.
Main Chapter Objective — the main objective is to complete the scenario mission (some
of the chapters may feature two scenario missions), however prior to that you will have
to accomplish a series of preliminary objectives. These include capturing territory
occupied by the enemy, capturing enemy resources and facilities, as well as protecting
your own territory, resources, and facilities from enemy attacks. Also, you will be
collecting, stockpiling and distributing resources required for your own troops. After the
completion of each chapter all military detachments used are disbanded. Groups for the
next chapter are manned and equipped with upgraded equipment in accordance with
the historical period and the objectives set for the player on the next stage of the
Turn-Based Mode
The strategic part of the game takes place in turn-based mode: you and the enemy take
turns at performing your actions. Each military formation can move a set number of steps
across the map within one turn (one step equals 1/3 of map grid, see chapter screen
description). Transferring a unit to a remote location may require several turns. The final
destination may be either a random point on the map or a particular designated object.
By directing your troops to an object (facility) you automatically order them to either
capture the landmark (if it is occupied by the enemy) or simply place your troops there
for defense. The final destination may also be set onto an enemy group. In this case,
encountering the enemy shifts the game into tactical mode (see below). There you will
have to directly control your combat units (this can be resolved using automatic
combat). Once the battle is ended, the game returns to strategic mode. After your troops
have completed all of the commands issued to them within the current turn, you must
hand the turn over to the enemy by pressing “End turn”. During your enemy’s turn you
cannot give your troops any strategic orders. If the enemy attacks your troops or
facilities you can only control your forces on a tactical level. After the enemy ends turn,
you regain strategic control over your troops.
In order to maintain the combat ability of the military formations under your command
and obtain new equipment, you, as well as all the other sides involved in the conflict, will
have to find resources: ammo, fuel, and spare parts. These goods can also be
exchanged for any equipment and armament.
Ammo is required for combat. At the beginning of a mission all your weapons will be
provided with a full set of ammo, however in order to successfully accomplish the
mission you will have to replenish the regulation rounds for each weapon at least once.
Ammo is delivered from field storage by supply vehicles.
Fuel and lubricants are needed for any type of mobile equipment (vehicles). Fuel needs
depend on the type of the mission; usually offensive missions require at least one
refueling. If equipment (vehicles) run out of fuel it stops moving, however it can still
shoot. Fuelling trucks supply fuel.
Spare Parts are required for repairing equipment in the field, setting minefields, as well
as repairing and constructing new installations (such as bridges). Spares parts are used
by engineering troops, and can be taken from field storages.
Most available resources are stockpiled at your storage facilities and produced in
factories. In addition, a small amount of resources are constantly provided by the
supreme command from strategic reserves. By capturing enemy storage facilities and
resources, you can change the balance of forces to your advantage and successfully
accomplish the current objectives of the mission.
The strategic map shows a series of objects that play a very important part for all the
sides involved in the conflict. First, the resources — storage facilities and factories
which each side has managed to save or restore after the first phase of the conflict. It is
not possible to do any construction work in the area of combat, so these are very
important. All factions try to seize and make use of these facilities. Factories and storage
facilities that produce or contain ammunition, fuel and spare parts are very valuable.
Fuel consumption during the relocation of troops on the tactical map is calculated
similarly to the fuel consumption formula used in the missions.
Types of Operations
To be successful in the scenario mission of the current chapter, your subdivisions may
need to complete a number of separate missions. They will gain experience and
advance in rank and more importantly — destroy the main enemy forces. The
operations, in which you will have to participate, can be divided into three groups:
facility capture, facility defense, and random encounters.
Facility capture. This type of operation requires good strategic planning. If the enemy is
aware of your plans to attack him, he is able to set several defensive positions.
Reconnaissance units may be unaware of the exact strength of the facility’s defensive
task forces which can be reinforced with a combat group comprised of several
ordnance units. The enemy can use several field storages in the area. The capture of the
facility may require a large concentration of forces. Your advantage is the ability to plan
the operation beforehand.
Facility defense. This type of operation can be sudden and require good tactical
preparation from you. Your facilities that are situated close to the battle line, are an
obvious target for the enemy. In some cases this may require a rather large combat
group to be deployed at the facility. If an attack threatens, you may have some time to
reinforce your defensive positions. Strategically, facility defense is based on reducing
the enemy’s sudden strike possibility by either moving the front line when the facility is
deep in the rear, or by capturing a radar station that provides a detailed look at the
enemy’s territory.
Random encounter. In is the type of operation, both sides are in approximately equal
conditions. As a rule, this happens when your group comes across the enemy while
moving. Your objectives in such an operation should be either to capture a fortified area,
or to destroy the enemy forces. Random encounters involve a number of difficulties.
Information about the enemy could be unreliable, forces could be limited, and air support
could be unavailable.
Recommended configuration:
• Windows 98/ME/2000/XP, DirectX 8.1
• Pentium IV 1.8 GHz or higher
• 512 MB RAM or more
• 3D-accelerator AGP 4x with 128 Mb RAM
• 2 Gb of free disk space
• DVD-drive
• Sound adapter
• Keyboard, mouse
No less than 4 Gb of free space on the hard drive is required for game installation. It is
recommended that you have no less than 500 Mb on the drive for Windows swap-file
and saved games. If you are operating with Windows 98 you require no less than
Internet Explorer 5.01 installed on the system.
Budget version:
• CD (2 disks)
• Registration card — inlay.
Insert Disk 1 into the CD-drive. The autorun menu will appear on the screen. If the
autorun option is disabled on your computer, run Autorun.exe on Disk 1. Select “Install
Game” from the menu, and then follow the instructions on the screen. The installation
program will ask you to select the folder to install the game. By default it is
C:\Program Files\1C\CaribbeanCrisis\
The installation program will offer you to update DirectX. Opt for this if an earlier version
of DirectX than is required for the game is installed on your computer (if necessary, you
can install DirectX manually from \DirectX catalogue on the disk). The installation wizard
will also offer to create a shortcut on your desktop.
System requirements
Minimum configuration:
• Windows 98/ME/2000/XP, DirectX 8.1
• Pentium III 1GHz
• 256 Mb RAM
• 3D-accelerator AGP 4 with 64 Mb RAM
• 2 Gb of free disk space
• 4x CD-rom
• Sound adapter
• Keyboard, mouse
Attention! The installation process may take several minutes. During this time it is
recommended to stop any other programs on the computer, including the ones in the
background. Before the installation it is strongly recommended to stop or switch off the
antivirus agent and the screensaver. When the installation is successfully completed,
the virus monitoring agent and the screensaver can be activated again. After the game
installation the game-folder “CMC” will be created in the computer Start menu with the
following links:
• “CMC” — runs the game
• “Information” — the document containing the last information on the game
• “User manual” — this document
• Uninstall CMC” — the game uninstall program
plus web links to the pages of the game editor, developer, and other useful resources.
If you find that the game does not start correctly, or that the links in the game folder do
not work, game resource files may have become corrupted. Game reinstallation will
allow you to recover the corrupted files. To do this insert Disk 1 into the CD-drive and
wait until the autorun program menu appears on the screen, or manually run
Autorun.exe from the disk. Select the “Reinstall/uninstall the game” item from the menu
and the “Repair” item from the installation program dialog window.
While uninstalling the game insert Disk 1 into the CD-drive, wait until the autorun
program menu appears on the screen, select the “Reinstall/uninstall the game” item
from the menu and “Uninstall” item form the installation program dialogue window or
select the “Uninstall CMC” item from the game folder “CMC” in the Start menu.
Starting the game
Option 1: insert Disk 1 into the CD-drive, wait until the autorun program menu appears on
the screen. Select the “Start Game” item from the menu.
Option 2: insert Disk 1 into the CD-drive and start the game by pressing the “CMC” link
from the “CMC” folder in the Start menu.
After the introductory trailer, the Main menu will appear on the screen. To start the game
select “New game”. You will find a more detailed description of the interface and game
features in the following chapters.
New game
Press this button to start a new game in one of the campaigns.
Press this button to start multiplayer game on the LAN. You can either join an existing
network game, or start a new game. See “Network game” for more information.
Load game
Loads a previously saved game. Campaigns are auto-saved at the beginning of each
chapter and mission, as well as after each mission completion.
Access the Options menu where you can alter many game parameters
Quit the game.
New game
Press to go back to Main Menu.
Select Campaign
This menu allows you to select one of the four sides — the USSR, UK-USA Alliance,
Franco-German Alliance, or China. Each of these Alliance is unique and begins the game
with a different starting position, situation, and with a set number of troops. The USSR
has modern weapons and a numerical advantage in Europe, but it has little resources
and most of its industrial facilities are destroyed. The UK-USA Alliance is well armed but
also lacks resources. As well, its objectives are more complicated as its two partners
operate on opposite sides of the Atlantic Ocean. The Franco-German Alliance has some
hi tech equipment, but a serious lack of manpower and resources complicates warfare.
China has a considerable advantage in manpower but most of its artillery units are
outdated (WWII level). The political situation within the country is also difficult at the
onset of its campaign. Campaigns can be played in any order.
Load game
The “New game” menu shows the following options:
This will allow access to a series of special tutorial missions. These will help you get
familiar with the game interface, teach you how to manage your combat units and
groups, and allow you to practice combat tactics. The missions feature a series of
tutorial objectives along with explanations and hints. You will be able to save your game
and load it later if necessary. It is strongly recommended to go through the training
before starting a scenario game as it will improve your performance and increase your
confidence in your tactical abilities.
Selecting the Campaign button will allow you to select one of four possible parties and
start a new campaign.
Player profile
This will allow you to enter your player name, select the difficulty level and the violence
level (blood display on/off) on the combat screen. Four difficulty levels are available: low,
average, high, and deadly. These refer to the difference in strength between your and
the enemy. Selecting the ‘Deadly’ difficulty will allow you to save ONLY between
missions. Higher difficulty levels are recommended for experienced players who have
already completed the game for several times and who want a real challenge. Note that
the difficulty level is selected before starting a campaign and cannot be changed in the
middle of the campaign!
The load game menu allows you to do the following:
Saved games
This will allow you to choose from a list of previously saved games.
Battle Replay
This log is generated after a multiplayer network game. With the help of this log you can
analyze your actions and discuss the course of the battle with the other participants.
• Switches allow you to select one of the several possible options; they change in cyclic
order when you click the Left Mouse Button in any field space;
Press to go back to Main Menu.
• Fields contain numeric or text parameters. Change a parameter by activating its field
and clicking the left mouse button; then enter a numeric value or a text line and press
• The slidebars allow you to change a numeric value gradually or step by step. To do it,
"grab" the slider with the cursor and move it holding the button up or down the scale. The
left position of the slider shows the minimum parameter value, and the right position
shows the maximum parameter value.
The menu at the bottom of the screen serves to:
The Options menu allows you to do the following:
Access to the settings menu where you can alter the following: Video setting, Audio
settings, Game Control settings, and Network parameters.
Here you can view any cut-scenes played during the game.
View the game credits
Press this button to go back to Main Menu.
— recover the default settings of all parameters set by the developers of the game.
Graphics "video" — switch to the video set up screen.
Sound "audio" — switch to the sound set up screen.
Game — switch to the game set up screen.
Network — switch to the network game set up screen.
Back — accept all changes and get back to the options screen.
Setup "Settings"
The game parameter setup screen consists of several lists, you can switch between
them with the help of the menu at the bottom of the screen (for example, the video set up
screen shown in the picture). The lists can include switches, parameter fields, and
By default
Texture quality High
Sets the mission screen resolution (the resolution of
other screens is 1024x768). The list includes all
videomodes: [pixels in a line] x [number of lines] x
[number of color bits in a pixel]
High, Low, Compressed — defines the texture quality.
High quality is recommended for most of modern
Low quality — for those specified in the minimal
system requirements, Compressed — for GeForce 256
and higher
On, Off — battle violence level
Separate, Common — the type of a destination marker
after the “Move” command: one marker per each
combat unit (recommended for modern systems), or
one common marker (recommended for low-power
Image brightness
Image contrast
Monitor gamma correction
Allows to reduce the quality of video effects for
low-power systems
Sets a limit of minimal number of frames per second
for the mission screen, where the game speed will be
automatically reduced one step down. Please note
that the game speed cannot be restored automatically.
Setting the value to 0 will switch the limiter off
FX quality
FPS Limit
By default
Player name
Your name is shown on some campaign screens
Low, Average, High, Deadly:Defines your enemy’s
strength compared to yours. At the highest difficulty
level, you will only be able to save game between the
Defines the speed of the cursor on the screen
By default
Player name
Your name is entered into the network game interface
and other players see it
Server name
Local Game
Server name is shown in the server list on the game
network connection screen
Password is used to limit access to the network game,
Required by default
Time to
capture the
Minimal time period during which you must retain hold
of a flag for it to change to your side, in seconds
Score limit for
the flag
Amount of captured flags to win
Score limit for
the killed
Amount of kills to win (soldier = 1, tank = up to 100)
Time limit
Game time limit, in minutes
Game speed
Very slow, Slow, Average, Fast, Very fast
The back arrow at the bottom of the menu screen allows you to reset all parameters
back to the default settings.
By default
Music volume
Sound FX volume
save the current the game;
Campaign screen
load a previously saved game;
switch to the current chapter screen;
go back to the campaign selection screen.
Press the
button to go to the chapter screen and start a strategic game.
Chapter screen
After selecting a campaign you will be automatically taken to the campaign screen. This
is also where you will return between missions. The name of the selected campaign is
shown in the screen title. Pressing the
button in the top right corner of the screen will
activate the help dialogue box. You will also see this button in many other game interface
Campaign description
The window on the right displays the description of historical events and the list of the
main objectives that you must complete. This window is scroll-able.
Campaign map
The window on the left shows the current battlefield area on the world map. Green
circles on the map mark separate operations correlating with game chapters. The
current chapter is shown by a circle with multicolored arrows within it. Chapters that
have already been completed are shown by circles with a emblem within them. The
order of the chapters in a campaign is fixed. You can proceed to the next chapter only
after you successfully complete the previous one. Troop disposition and battle lines are
not shown on this map.
The buttons at the bottom of the screen serve to:
view “Weapons & Armament Encyclopedia” installed in the game (see below);
The chapter screen appears after you start a campaign, go to the next chapter, or return
from a mission. This is the main game screen on the strategic level.
The current chapter title is shown at the top of the screen. The left hand window shows
the strategic map. The information box in the right window contains the chapter
description, the SitRep (situation report), and a list of your combat groups and their
composition. Several control buttons are placed at the bottom of the screen.
Chapter objectives
You have several combat groups containing armored vehicles under your command (on
map). Your groups can also summon aviation support if you have the appropriate
detachments. A number of facilities on the map can provide you with the necessary
resources and tactical support facilities (airfields and radar stations).
You can conduct war operations on the map such as moving your combat groups and
managing your resources. An operation objective can include capturing enemy facilities,
defending your facilities and destroying enemy combat groups. Resource management
includes the collection of resources that will be consumed during war operations or for
new equipment.
Your actual task is to complete the scenario mission that is marked on the map by a
circle with multicolored arrows. Click on it to read a detailed mission description in the
information box. Some chapters may contain two scenario missions. If the chapter
objectives are complete, you will go to the next chapter.
Map and description
The chapter strategic map shows the current battlefield. The map is divided into a grid.
The grid is marked by letters (horizontal) and numbers (vertically). The territory under
your control is colored reddish on the map; enemy territory is colored in grey-blue. The
bright red and white line shows the current frontline position (a border contested by two
parties). The lighter colored part of the enemy territory adjacent to the frontline shows
the field of view.
Icons represent different facilities and combat groups on the map. Your troops are
colored in red, enemy groups are colored in blue. If the enemy is on his territory, you can
see only those of his troops that are deployed within the field of your view.
The right window contains the current chapter description with historical events and the
current position of the opposing parties, as well as the objectives you must complete in
the course of the chapter.
Let us proceed with a more detailed review of the facilities on the strategic map. Moving
the mouse cursor over a facility will cause a pop-up to appear with the facility type and
content. For your storage facilities the actual resource amount is shown. Enemy storage
facilities will show only their storage capacity. Production facilities (both yours and
those of the enemy) show the amount of a particular resource it can generate in one
War cannot be conducted without ammunition. Most ammunition production
facilities were destroyed in the first offensive. Thos that survived are
producing insufficient amounts of ammunition. Prewar reserves remain the
primary source for ammo, so armories are well guarded.
Fuel storage facility
Fuel and lubricants are necessary for any type of powered equipment. You
cannot attack without them and will ultimately lose the war. Also, you will
need fuel to obtain new equipment.
Spare parts storage facility
Without spare parts you cannot repair equipment, or the various facilities you
will find in the course of the mission. Spare parts are also needed to build
and repair bridges, and structures, and set minefields. You also need spare
parts to obtain new equipment.
Oil production, oil refinery
Control buttons
After the first conflict, some low-tech production facilities
were restored. But, when fuel reserves in the storage
facilities are used up, oil wells and refineries will become
the only source of fuel and lubricants.
The buttons at the bottom of the screen serve to:
view “Armament & Weapons Encyclopedia” installed in the game (see below);
go to the new materiel storage facility screen;
show the list of your combat groups in the right window;
save the current moment of the game;
Spare parts production facility
Spare part production doesn’t require high technology; it can be done at
restored production facilities similar to repair shops. Spare part reserves
at the armories are limited and in time, production facilities will remain
the only source for equipment and structure repair parts.
load one of the previously saved games;
end your turn and give the turn over to the opponent;
Radar centers allow you to look over large areas from a distance. With a
radar tower you can detect distant enemy combat groups and take measures
to resist them. The radar view area is ringed by dotted lines.
get back to the campaign screen.
Facilities on the map
Airfields are where aviation detachments are located. The initial conflict
destroyed many airfields and new ones cannot be built. The remaining
airfields are well guarded. The area to which an airfield provides support is
ringed by dotted lines.
Click the left mouse button on the facility to see the facility description and advantages
you gain by capturing it.
Guard troops are permanently deployed on all facilities. Usually they include several
infantry detachments, tank chasers, mine throwers, APCs and other light armored cars,
as well as auxiliary weapons and resource reserves. You can reinforce facility guard
troops by temporarily placing mobile combat groups at the facilities. These mobile
groups will then be marked with the facility’s icon.
Combat groups
Separate mobile army groups are shown on the map by tank icons. Red tanks show your
groups, blue tanks show enemy groups. Aviation groups are color coded plane icons.
Army troops can be placed on any land area. Aviation groups can only be placed on the
airfields. You cannot form mixed groups.
A combat group can include no less than one combat unit — a vehicle or a powered
weapon for army troops, and a plane or a helicopter for aviation troops. The maximum
amount of combat units within one group is unlimited but the total amount of units under
your command on the strategic map is limited. This number is based on your commander
military rank.
Combat unit number
Lieutenant colonel
Major general
Lieutenant general
Your combat groups are numbered in order. The name of a detachment is based on its
strength and prevailing type of combat unit. Enemy combat groups don’t have names.
Information about their strength comes from intelligence data and can be unreliable.
Surveillance area, intelligence data
Each combat group has a circular surveillance area. Its border is ringed on the map with
a dotted line. If an enemy combat group appears within this area, it is detected and
shown on the map (the enemy can detect you as well). A radar tower’s surveillance area
is noticeably larger. Enemy territory adjacent to the front line is also surveyed by
intelligence forces.
From the moment an enemy combat group is detected, it is kept under continuous
observation. Intelligence forces track all its movements and try to define its strength. A
combat group is observed until it leaves a surveyed area or is destroyed. Current data on
enemy combat group positions and composition is shown in the SitRep log.
To read the log, activate the description mode in the information window: click the Right
Mouse Button on any free space of the map. The panel that opens the log is situated
under the current chapter description (you can minimize the description by clicking on
its title). After opening the log, you can read the latest intelligence reports. The reports
look like the following:
Growing enemy concentration detected in square :5
Enemy concentration in square D:4 is reducing
Group composition can also be viewed on the map by moving the cursor over the
selected group.
Deployment point
Deployment points are marked by a multicolored triangle below an icon. If you obtain
new units from a storage facility, they will form at that facility where a new combat
group will be formed out of them. This group will get a new number and a name
according to its strength and composition. Aviation units are brought into operation in
the same way but they won’t be available in the missions until they are move from the
deployment point to one of the active airfields.
Resources and Storage Facilities
Below the information window are your resource counters.
They show the amount of each resource you currently
possess, as well as incoming resources per turn.
Resources are stored at the appropriate storage facilities
on the map. One additional storage facility containing each
type of resource is located away from the front (it is not
shown on the strategic map). The capacity of this storage
facility is unlimited. Resources are delivered to storage
facilities from production facilities on the map. Storage
facilities communicate automatically with each other so the
amount of resources within each of them approximately
If the enemy captures storage facility, you lose all the
resources stored there. If you capture an enemy storage, it
is added to your resource storage system, and its contents are distributed amongst your
storage facilities (this includes the one captured).
Vehicle and Equipment List
The button with the tank icon will bring up a list of combat groups under your command
in the right information window. You can access more information on a specific group
(such as its composition) by clicking on it. This information can also be viewed by
clicking on the icon on the map itself. This will select the group.
Combat unit Information
There is quite a bit of information shown for each combat unit. The stripe to the left of its
picture represents the rank. Clicking on the picture, you will send you to the armament
encyclopedia and a detailed description of this combat unit and its specifications.
The long bar in the center shows the damage level (health) of the unit. This bar is color
coded: green — no damage and low damage, yellow and brown — damaged, red —
heavily damaged. The color will let you easily determine which unit requires repairs. The
icons below the unit picture represent the armor values, the attack values, and the
remaining movement points. The four armor numbers show the average thickness of
frontal, side, back, and upper combat unit armor.
The two attack parameters (cannon, high caliber machinegun, or missile) represent
damage and armor penetration. The damage number refers to the amount of damage
that a missile can cause if it hits the target. The Armor penetration number shows the
armor penetrating capacity of the cannon.
The movement points remaining shows the distance in moves that a combat unit can
make in one turn. One move is equal to 1/3 of the map grid. The first number shows the
total number of moves that a combat unit can make in one turn, and the second number
represents the number of moves remaining this turn. Units that have remaining
movement points (when the group is at 0) can be disbanded from the group to move on
their own.
Three control buttons allow you to perform other actions.
• The decommission button (crossed out red circle) allows you to decommission a unit.
The unit will be then sent back to a storage facility and you will receive compensation
in resources equal to its cost minus depreciated damage.
• The repair button (wrench) allows you to send a unit for repairs. Repair time (in turns)
depends on the extent of damages. While being repaired, a unit cannot move on the
strategic map but can take part in defense during an enemy attack. If necessary, you
can cut short repairs ahead of schedule by pressing the repair button again and the
unit return partially repaired. You will only be able to resume the repair works in the
next turn.
• The disband button (check) allows you to withdraw the unit from the current combat
the other hand, the fewer groups you have, the harder it will be to defend a large number
of facilities or the front line.
Group separation is performed manually. To do this you need to use the Unit list in the
information window. Use the disband button (checkmark) to withdraw a combat unit
from the group. Three buttons under the list window serve to dispatch all the units from
the currently selected current group:
• highlight — selects all the units from the list to the group;
• cancel highlighting — deselects all the units from the group;
• invert — changes highlighting of all the units to the opposite option.
The actual group separation is seen after you command the troops to “move”. Only
highlighted units will move.
Group separation can be useful if you want to reinforce the guard troops at one of the
facilities, or to distribute new units from your deployment point.
Moving along map
To move your combat group on the map you must first select it by
left-clicking on it. A selected group will be highlighted in a
brighter color and a red flag will appear over it. Note that you
can select only one group on the strategic map at a time. After
this you can select the final destination point for this group.
The final destination point can be:
• a random spot on the map;
• one of your facilities;
• an enemy facility;
• an enemy combat group.
Select a route for your group by clicking the left mouse button on the selected
destination (the group itself remains still while you are doing it). The route is marked by
arrows. Each arrow represents one movement point. The destination point is marked by
a flag. Colored arrows show the distance your group can cover in one turn and grey
arrows show the distance that will remain to be moved. If you attack an enemy facility or
a combat group, the shape of the cursor changes (see picture).
Group composition management
Note that distributing a route over several turns is only possible for army troops. Your
aviation groups can move only once per turn and their destination point can be your
airfield only.
Merging of two groups is automatic if they happen to be in on the same spot on the map.
You can merge army groups, or aviation groups, but you cannot form groups with army
and aviation units.
Along with your movement arrows, blue enemy arrows can be shown on the map. They
mark the last move of an enemy combat group and the direction if its movement.
To merge two groups send one to the disposition point of the other (cursor “+” will
appear). To merge two aviation groups simply send them to one airfield. A merged group
will be re-numbered as a larger group and its name will reflect that. Merging several
groups will allow to attack facilities and to successfully complete military objectives. On
With a group selected, the cursor will show you various routes as you move it on the
map (see picture). Simultaneously, the amount of resources necessary to move the
group to the selected spot will be shown by red numbers in the resource window. If you
want to delete the first destination point and select another one, left-click on the map.
The old route will be deleted and a new one will be formed. To cancel a group selection,
right-click on any free space on the map.
choose to have all your troops use up all their movement points, or ignore the warning if
it was your strategic decision to stop the group.
There are two ways to give the move order to a selected combat group:
During his turn, the enemy will be completing his own objectives. He can move armies
and aviation groups, combine and separate groups, and form new groups at his
deployment point. You can watch those of his groups that are placed within your visual
• double-click the Left mouse button on the destination point;
• press the
button under the strategic map (if movement is possible, the arrow
will flash in green)
To move a group you must have enough resources. If there are not enough, the group
will stop before reaching its destination. An aviation group that lacks resources to move
to another airfield won’t be able to take off.
Destination Point
Your facility
An enemy combat group attacks your facility and tries to capture
it. Your permanent guard forces oppose it together with your
mobile combat group if it is deployed at the facility. Results in a
“Facility defense” mission. If you lose, the enemy combat group
will be placed at this facility. You cannot cancel this battle.
Your combat group
An enemy combat group attacks your group in the field. Results
in a “Random encounter” mission. The actual mission objectives
can change depending on the terrain and other random factors.
You cannot cancel this battle.
The result of a group’s movement will depend on the selected destination:
Destination Point
Any spot on the map
Your combat group moves to the specified spot. If an enemy
combat group is detected on the way, a “Random encounter”
mission occurs (see below).
Your facility
Your combat group is deployed at the facility with orders to
defend it. In case of an enemy attack this group enters combat
along with the guard forces that are permanently deployed at the
Enemy facility
Your combat group attacks the facility and tries to capture it.
This results in a “Facility capture” mission on the tactical map. If
your mission is a success, your combat group is placed at this
facility. The battle can be canceled, and your group will retreat
at the distance of one move from the enemy.
Enemy combat group
Your combat group attacks an enemy group in the field. You may
suspect the group composition from intelligence data. This
results in a “Random encounter” mission. The mission’s actual
objectives can change depending on the terrain and other
random factors.
The enemy can attack your facilities and combat groups by moving his troops. If the
enemy captures your territory, the area around his combat groups and facilities comes
under his control.
Equipment storage facility screen
If your combat group stops in the enemy territory, the stop point comes under your
control. If the group remains still, the controlled area expands with every turn and can
eventually merge with your other territories. Territory around a captured facility is
converted in the same way.
When all the movements planned within the turn are made and the current missions are
complete, your turn is over and control goes to your opponent.
Enemy turn
Press the Clock button
at the bottom of the chapter screen to end your turn. If any
of your combat groups has remaining movement, a warning window will appear. You may
The equipment storage facility screen allows you to obtain new equipment using some
of your resources. All new units are ranked as “rookies”. On the strategic map new units
always appear at the deployment point. There a new combat group is formed out of
them. You can then use it as a separate group, or merge with existing groups.
The types of units at a storage facility are shown in the right hand window. Equipment
that is not available is shown in grey (see below). Units are divided into three types —
armored vehicles, powered ordnance, and aviation (the latter is unavailable in chapter
1). Use the right vertical scroll bar to view the list. The cost of a selected unit (in
resources) will be shown in the lower part of the right window.
The amount of combat units currently under your command is show at the top of the
screen along with the maximum amount of units you can command (according to your
rank). Your resources are shown in the lower left part of the screen.
Obtaining Equipment
First place select a unit that you want to recruit. It should now be highlighted. Two
arrows in the middle of the screen serve to recruit units or to decommission units. If this
option is available, the arrows will be flashing green. The total cost will be shown in red
numbers. As long as you are in the storage facility screen, you can return any recruited
unit at its full cost.
An equipment storage facility can accept an unlimited amount of units. The quantity of
units that you can have is limited by two factors: your resources and your rank. If you
already have the maximum number of military units allowed by your rank, you won’t be
able to recruit more at the storage facility.
If you do not have enough resources to recruit the selected combat unit, the missing
amount will be shown in red numbers in the cost field under the table, and the unit row
will be grey.
Note: spending too many resources for new equipment will result in a lack of resources
for Missions. This may substantially reduce of the combat efficiency of your groups! See
a more detailed explanation below in “Mission screen”.
button in the lower part of the screen serves to confirm your actions while
obtaining new materiel;
it allows you to quit the storage facility screen canceling all
the operations.
The big panel buttons in the left half of the screen are the menu options for the
All equipment — full equipment and unit list of all the countries involved in the world
China, USSR, USA-UK, Germany-France — operational equipment of each party involved
in the conflict.
The equipment list grouped in types is shown in the right part of the screen. To open any
group, click on it . Click once again to close the list. The list includes the following types
of ammo and units:
Transport — trucks and motor carriages not equipped with weapons, special transport
Artillery — cannons, howitzers, mine-throwers, and high caliber machineguns
GMC — self-propelled artillery units, including MLRSs
Armored vehicles — tanks, armored cars, APCs, infantry fighting vehicles
Aviation — all types of aircraft, including helicopters
Weapons & Armament Encyclopedia
The opening screen shows the table of contents of the installed encyclopedia. All types
of ammo, equipment, and transport vehicles mentioned in the game are listed here
except for light small arms. The encyclopedia is accessible from the campaign screen,
the storage facility screen, and the chapter screen.
Article screen
Mission screen
Click on the picture of the unit to go to the article screen.
The mission screen appears during your encounters with an enemy combat group on the
chapter screen. Either you have attacked him, or he is attacking you. The mission name
is shown in the screen title, and the list of objectives, the SitRep, and the available
resources are listed below. The area sketch-map with mission flags is shown in the right
part of the screen with the bars for highlighting the resources.
The screen title shows the name of the unit described in the article. The pictures of this
unit are shown in the left part of the screen, and the information window to the right
contains its description and specifications. Usually the description includes the function
of this type of unit and some historical reference. The specifications contain tactical and
technical specs (TTS). The
button in the bottom right corner serves to get back to
the previous screen.
The control buttons at the bottom of the screen serve to:
– save the game;
– load one of your previously saved games;
– auto-combat (see below);
– go to the operation screen and start the mission;
– avoid a battle and get back to the chapter screen (this button is inactive if the
enemy is attacking you)
List of Objectives and SitRep
A list of objectives that you must complete during the mission is shown under the screen
title. To complete a mission you must complete the main objective (defined by the type of
the mission). These include capturing an enemy facility, defending a facility you control
from enemy attack, destroying an enemy combat group, capturing the landmark, and
many more. As a rule, the main objective will be the last one in the list. The order of
completion of the missions is not fixed, although following the list order may make the
process easier. Nevertheless, it’s up to you to select tactical means — for example, you
may elect to skirt an area and take it from the rear instead of with a frontal assault, or
postpone the capture altogether until you have completed the main mission objective.
To read a mission description, click on the mission name. Click again to close the
description. Descriptions often contain valuable hints on how to complete your objective
with minimum losses and avoid unnecessary risks.
The SitRep is appears under the list of objectives. It contains the enemy troop
compositions according to intelligence data (it can be rather approximate) and
information on your forces in the mission such as, the strength of your combat groups
and the composition of the mission detachments. Also the SitRep includes the availability
of aviation support for both parties. Note each party can summon support of only one of
its aviation groups if the mission is played within the area of the aviation activity on the
strategic level. The SitRep data allow you to estimate the match-up of forces and
determine the right tactical decisions to complete the specified objectives.If your forces
are obviously outnumbered, it may be a viable option to opt for auto-combat completion
(see below)
Terrain map
The terrain sketch-map is shown in the top right corner of the screen. Forestlands, fields,
rivers, roads, bridges, and larger structures are depicted on it. The objective points are
marked by arrows. The current target is marked by a circle. The map doesn’t show any
information on enemy combat groups or fortified positions. However, you may glean
much useful information from the map prior to starting the mission. For example,
identifying possible ambushes (curves of the roads, bridges, closed forestlands) is easy
using the map, as is finding possible routes around those ambushes.
Sliders controlling the resources available to a combat group for the mission are shown
under the terrain map. The initial position of the sliders is set at 20% of each resource
type available to your units. The numerical value of the given resource is shown under
the sliders. The total amount of resources available to you is shown in black under the
list of objectives along with the resources available for the mission (red numbers).
You must determine your optimal resource allocation. At times it may be advantageous to
use the default allocation values (20%). Consider the following when allocating
• good tactics can lower the need for spare parts (less repairs required), but the
lack of parts when a bridge is needed can be very critical to a mission
If a combat group has already participated in missions, it will be helpful to examine how
resources were distributed and consumed in those missions when planning for future
missions (see “Statistics Screen” below).
This option allows you to run a mission in automatic mode where the artificial
intelligence (AI) will play in your stead. The combat screen doesn’t appear in this mode.
You will simply see the mission outcome and proceed to the statistics screen. The
outcome of a mission depends on the damage and armor values of combat units in both
groups, plus some random factors to allow for a chance of winning or losing in any
situation. In some cases, like when your group has sufficient numeric and qualitative
superiority, auto-combat eases you of routine missions with a predictable outcome.
However, the probability of losing with the AI is slightly higher than running a mission
manually. Also even if the mission is successful, the experience gained by your groups is
minimized in auto-combat.
You can switch to auto-combat mode from the mission screen or from the combat
screen even after the mission has begun manually. This mode can be useful while
ending a mission when you superiority is obvious.
Attention! The Auto-combat option is unavailable in scenario missions. You must
complete all these missions by personally managing your combat groups.
Statistics screen
The statistics screen shows the results of a completed mission. The chapter title in
shown in the screen title, and the title of the completed mission is shown in the screen
subtitle. Three large windows in the top part of the window contain the combat unit lists,
and the statistics window is placed in the lower part of the screen. The right part shows
the window with your awards.
List windows
The list of promoted combat units of your combat group is shown in the left window (see
more info on rank in “Combat screen” and “Object parameters” below). The center
window shows combat losses (of “permanent” combat units). The right window contains
the list of all enemy unit losses.
• resources allocated to a mission are not be available to other combat groups for
the remainder of the turn no matter how the mission turns out
• if you fail a mission, you will lose all the allocated resources beyond recall
• be efficient and frugal with your ammo; targeting areas wastes more ammo than
targeting specific objects (units)
• fuel needs are dependent on mission type: an attack requires much more fuel
than defense
Player statistics
The window in the top right part of the statistic screen shows your current combat
awards — orders and medals. You get awards by winning a certain battles or for your
combat skill. Awards for a victory are given after successfully completing a scenario
mission. Awards for skills are not connected with missions and can be given for
outstanding tactical and troops management skills.
Load game/Save game
These screens allow you to save your game or load one a previously saved one. You can
access them from the Main Menu, campaign screens, chapter screens, and mission
screens. They are also available from the combat screen. Press the <Esc> key (see
“Tactical level”). The list of saved games is shown in the top part of the screen, the
selected row is framed.
The list consists of two columns: data name and record date. By default the dates in the
list appear in descending order. You can organize them in reverse order by clicking the
left mouse button on the title of the column. Use the right scroll bar to browse through
the list.
Load game
Your current military rank, the game difficulty level, and the amount of completed and
missed objectives are shown in the top part of the statistics window. A colored bar in the
window shows your current experience compared to that needed to reach your next
The center part of the statistics window shows the troops management efficiency. The
lower part of the window shows the score sheet for both parties.
Select a game from the list by rolling the marker over
it and pressing the button.
Save game
To save a game, enter its name into the field in the
lower part of the screen. The default name includes
the name of the chapter. You are free to change it.
Any letters, figures, and signs used are valid in file
names except for <~> (tilde) and <`> (left apostrophes)
— these symbols are already in use. After entering
the name press <Enter> or button. If you try to save a
game under an existing name the new record will
replace the old one.
Number of destroyed enemy combat units
Irreparable losses among your combat units
Number of captured enemy combat units
Quick save and autosave
Amount of fuel used for fill-up
Amount of ammo delivered to the detachments
Spare Parts
Amount of spare parts and materials used for repair
Quick save allows you to save a game on the combat
screen without going to the save game screen. Use
<F5>. A game saved with the help of this option always has the name “quick” and is
overwritten every time you use the quick save option. Load a quick save game by
pressing <F8> (quick load).
Note the three bottom rows… the resource consumption of your combat groups allows
you to estimate resource needs in future missions.
The game has several autosave options. The game is saved automatically at the
beginning of each chapter, at the beginning and end of each turn on the strategic level,
and at the beginning and end of each mission. The names of these savegames are
created in the program and include the campaign, chapter, or mission. They are
permanent so the records made in the previous chapter or mission are updated in a new
chapter, turn, and at the beginning and end of every new mission. Only the records of
different campaigns do not change.
Go to Main Menu “Back to Main Menu” — stop the current campaign and go to Main
Menu. Note that the current game will be stopped without autosaving if you select this
Quit game — quit the game.
Back (Esc) — resume current mission.
Tactical level operations in CMC are run on the combat screen. Every time your combat
groups encounter enemy troops the game goes to the tactical level. You actually manage
your forces; moving them on the terrain and giving orders to your “permanent” and
“attached” combat units in an effort to destroy the enemy and succeed in completing all
current mission objectives. This chapter describes interface elements connected with
the combat screen, the interface, types of commands and troop management.
At any point when you are on the combat screen,
you can press the <Esc> button and open the
<Esc>-menu. It serves to open different game
options from the combat screen. The menu
includes the following items:
Save game — save current game.
Load game — load a previously saved game after
selecting it from the list of saved games
Set up “Settings” — go to the game set up screen.
Control help — open the game controls help screen (use <F1> as well to open the help
Mission objectives — go to the screen with the list of objectives that you must complete
in the current mission, see “Mission screen”.
Autocombat — continue to mission using auto-combat, see “Mission screen”.
Mission completion “Mission ending” — go to the mission completion menu (see
Resume game “Continue game”(Esc) — close the <Esc>-menu and return to the current
Note that after you load a game it begins paused. Switch to real time mode and back
using the “Space bar”.
Mission completion menu
This menu appears after selecting “Mission completion” “Mission ending” from <Esc>menu. It includes the following items:
Complete mission “Autocombat mission” — complete the mission and go to the
statistics screen (this item is available after winning a mission only).
Cursors in the game
A large number of “context-related” cursors are
used on the combat screen to facilitate a tactical
game. As a rule, the cursor changes when it is over
an object and shows the action that can be
performed by clicking the right mouse button. The
action also depends on the selected combat unit or
group of units that will be given an order.
Note: all the units in the group must be able to
accept this type of order, otherwise the cursor will not appear. Cursors corresponding to
certain situations in the game are listed below and divided into several groups:
Information Cursors
A simple cursor means that no object is selected; it is also used in all types of
menus and with interface elements.
“Select cursor” A hand icon appears if you move over your combat unit and
shows its availability. Also this image specifies the facility (for example, a
structure) where your infantry group is deployed and allows you to select this
infantry group. Select it by left-clicking.
“Enemy corsor” a skull icon appears if you move over an enemy combat unit or
over a structure known to be held by the enemy (no default action here).
“Neutral cursor” appears if you move over a neutral structure or building,
meaning you have no information on whether or not it is occupied by the enemy
(no default action here).
“Marker cursor” a flag icon appears if you select “marker” on the game panel. It
marks a place that will be seen on the minimap by your allies in a network game.
“Wait cursor” the hourglass appears to show you that the game is processing or
Restart mission — start the mission from the beginning with the same initial disposition
and resources.
Movement, Unit management Cursors
“Move cursor” one arrow shows that one or several combat units are selected
at the moment and you can give orders to them (By default - move in the
direction of the specified location).
“Follow cursor” two arrows appear if you select a combat unit that can move
independently and specify another unit for it to follow (for example, you can give
orders to an infantry detachment to follow a tank).
“Formation cursor” means that when a group of selected combat units reaches
the destination point, it must move into a certain compact formation (usually a
group tries to recover its initial formation). Do it by pressing <Alt>+”follow”.
“Move alert” appears when you select corresponding commands from the menu
to give orders to the selected combat unit or group. These troops will attack any
enemy within their view moving to the specified point and can temporarily
deviate from their route if necessary.
“Occupy” appears if you select an infantry group and move the cursor over
either a structure or a fortification that can be occupied (for example, a house or
an entrenchment), or a transport that can carry infantry.
“Leave” appears if you select a structure or a transport that contains infantry. It
serves to point the place where the infantry must gather after leaving the
structure or the transport means.
“Hitch arms” appears by selecting “hitch” in the transport unit menu (only a
transport that can carry weapons). You also must specify the weapons.
“Unhitch arms” appears by selecting “unhitch” in a transport unit’s menu.
Weapons carried will be unhitched at this point. It may be necessary to aim the
weapons at the enemy.
“Capture vehicle” appears if you move the cursor over an unmanned unit or a
lost motor carriage. You can capture the unit with the help of your infantry.
“Capture weapons” appears if you move the cursor over an artillery unit whose
crew has been killed. You can capture the artillery unit with the help of your
Attack, support, intelligence cursors
“Attack” the gun-sight icon appears if you move the cursor over enemy combat
units or structures sheltering enemy infantry. It allows you to start an attack by
target appears within the shoot in area, it will be hit with higher accuracy and fewer
“Barrage” (fire zone) appears if you select the barrage command from the
artillery unit menu and serves to point the area where you wish to lay a barrage
(this area can be out of the artillery squad sight).
“Change fire zone” appears if you give orders to a combat unit or a group to
“change the objective zone”. Right click to turn the vehicle so that the specified
point is in the center of the sector.
“Summon aircraft” and “summon helicopters” appear by selecting
“aviation support”. This sets the target for the aviation: reconnaissance,
an intercept area for fighters, a target for bomber, an invasion spot, or a
paratrooper drop zone.
“Watch” appears when “watch” is selected in the infantry menu (a detachment
commander with binoculars or a sniper with a scope sight) and sets the
direction for surveillance. Binoculars or a scope sight allow seeing the area at a
longer distance but within a narrower field of view.
Fortifications, engineering works cursors
“Entrench” is used in several cases. On a selected unit, the default action is to
entrench the unit (cover it with sandbags). If you select “entrench” from the
infantry detachment menu, it allows you to select the entrenchment spot. The
detachment shall then dig a standing trench; to start digging you must click one
of the soldiers. The trench will be dug along the infantry position line. For
engineering vehicles the cursor allows you determine a location where a trench
must be dug (right click the start and end-points of the trench, see “Command
“Set mines” appears by selecting one of the “mine-setting” items from the
engineering vehicle menu and allows you to determine the area to be mined.
“Lift mines” appears by selecting “lift mines” from the engineering vehicle menu
and allows you to determine an area to search for mines.
“Build bridge” appears by selecting the build bridge command from the
engineering vehicle menu. You can build a bridge across a river in certain
places only. Look for a semi-transparent bridge outline between the banks.
“Decontamination” appears by selecting the decontamination command from
the radiation and chemical intelligence forces menu and allows you to
determine an area that needs to be decontaminated.
“Shoot in” appears if you select the shoot in command from the artillery unit
menu; it serves to specify an area spot where you wish to shoot. If a visible
Other cursors
The “ammo supply” cursor will appear when you select “supplies” from the
supply truck menu or when you point the cursor to an ordnance unit. This allows
you to determine the point where the supply truck must go to start supplying
ammo to units.
“Refuel” appears by selecting “refuel” command for fuelling trucks or by
pointing the cursor to a unit that needs refueling. This cursor allows you direct
the fuel truck to refuel vehicles.
“Repair” appears by selecting “repair” from the engineering vehicle menu and
allows you to determine where the truck must go to repair units or to flag a
destroyed structure for restoration.
camera (or move the cursor to the screen edge). You can also move the camera with the
help of the minimap (see below).
You can see any area, as well as fields, trees, rivers, roads, bridges, structures, storage
facilities and enemy fortifications at any moment of the game. You can see all the
combat units under your command, as well as any object within their view. In a network
game you can also see your allies’ troops (see “Network game”). You can only see
enemy troops, or any positions and buildings occupied by the enemy when they are in
visual range of your troop or within the surveillance area of your intelligence, bombing,
attack, and airborne aviation. Your fighters can see air targets only, not land troops. Your
troops can see the enemy aviation at any moment and within the whole territory.
Combat units
“Re-man” appears by selecting a supply vehicle that carries soldiers. It Allows
you to specify the spot where the vehicle must go with the reinforcements for
your detachment. It is used in the Chinese campaign only.
A combat unit is a can take orders as one whole. There are the following combat units in
“CMC”: armored unit (tank, self-propelled artillery unit, MLRS, APC, IFV, and so on)
artillery unit (cannon, mine-thrower, and so on) any automobile, plane or a helicopter
“Re-supply” appears by selecting a supply vehicle and pointing it toward a
storage facility. It allows you to give orders to go to that facility and replenish
the used up supplies. Usually the vehicle goes to the nearest storage facility on
its own when its supplies are used up.
An infantry platoon and a special force detachment are infantry combat units. A platoon
consists of several soldiers and an officer. Special force detachments consist of 3
people (sniper, machine gunner, and grenadier). Usually a detachment is considered a
separate combat unit where both a soldier and an officer take the same orders. You can
disband a platoon or a special force detachment, give orders to each soldier and the
officer separately, and then band the platoon as one unit again. Its manpower
composition will remain the same. Infantry combat units cannot be reformed at random.
Combat screen
Artillery squads and unit crews are parts of their combat units and cannot act
separately. If a unit loses its squad or crew, it becomes uncontrollable and is considered
lost (neutral). An icon with a red figure appears over the lost unit. Such vehicles can be
captured by infantry detachments of both parties.
Damage and losses
A colored bar appears over combat units o represent their
health. It’s a health level for manpower, and a level of
structural damage that a motor unit can withstand. The
color of the bar represents the relative damage.
• green — no damage or minor damage;
• yellow — damaged;
• red — heavily damaged.
The combat screen shows the action area for the current mission. The area is shown in
isometric perspective. Use the “left”, “right”, “up”, and “down” arrows, to move the
Once the bar diminishes to zero, it results in the loss of a unit or a soldier. Damaged
combat units have a rose bar over them that shows the repair possibility. If the damages
didn’t result in the “loss” of a unit it can be repaired to a certain extent. The repairs are
done by the engineering crews. Damaged units (yellow or red zond) can be restored only
partially (length of the rose bar). Complete repairs can effected only after the mission is
complete, at the strategic level. It can take several turns to fix a unit depending on the
degree of damage.
Lost manpower cannot be replenished during the mission. There is one exception in the
Chinese campaign. Wounded infantry units can be treated by field paramedics
(somewhere close to a place where a ambulance can stop) or by other servicemen
(wounded must be placed in a large building). Slightly wounded units can move
themselves and continue to take orders and fight. Those who are seriously wounded
lose the ability to move and shoot, and remain in place waiting for medical assistance.
The enemy stops attacking them then.
Besides wounds, infantry and vehicular unit crews can get sustain damage while
passing through contaminated areas. The degree of damage degree depends on the time
spent in the area. Infantry inside armored cars that have anti-gas equipment and the
crews of such cars can not be damaged.
Permanent and Assigned units
Troops under your command in a mission include your combat group on the strategic
level and the detachments assigned to you by the command for the current mission. In
some cases you can manage only assigned detachments, such as in, in “Facility
defense” missions (if there is no combat group of yours at the facility). Assigned
detachments can include light armored cars, artillery, infantry, and engineering units, but
not heavy armored cars, self-propelled artillery units or aviation units. Combat units that
are parts of “permanent” detachments can be identified by chevrons (checks) or on the
information panel to the left of the title. The number of chevrons signifies the combat unit
rank (see a more detailed description in “Object parameters”). Assigned combat units
don’t have such checks.
resource type. The color of three resource icons reflects the amount of each resource
stored in the facility
Green — sufficient resources
yellow — enough to refill one supply vehicle
red — no resource
Each party has what is considered a ‘main’ facility that is usually located near the supply
vehicles at the beginning of the mission. If you lose the main storage facility, you lose all
the available resources and if you capture the main enemy storage facility, his resources
become unavailable for him. The other storage facilities are supply points according to
the game logic and if you lose or capture them it doesn’t influence the total amount of
the available resources.
Resources are delivered by supply vehicles (ammo or manpower in the Chinese
campaign), fuelling trucks (fuel), and engineering vehicles (spare parts). At the beginning
of a mission all vehicles have a full load of resources. If you lose a supply vehicle, you
will receive a new one but without resources.
Game panel
Structures include all man-made installations on the terrain. There are buildings (houses,
facility pavilions, stations, churches, and so on), bridges, fortifications (pillboxes,
permanent firing points, guard towers), and field storage facilities. Each structure has a
specific number of structural points and can be partially damaged or completely
destroyed. Damaged structures can be restored by engineering detachments.
There are also ground fortifications on the terrain (trenches and parallel trenches).
Engineering detachments and infantry platoons can dig them in the course of the
mission. Ground fortifications are not structures and don’t have structural points.
Storage facilities
You can replenish your resources from storage
facilities. Each party has a number of storage
facilities at the beginning of a mission, but each
storage facility can be captured by the opposite
party in the course of the mission.
Four icons are shown over storage facilities.
These indicate ownership (green gates = yours,
red house = enemy) and the amount of each
The Game panel in the lower part of the screen consists of three main parts: the minimap on the left
the command panel with twelve buttons and the aviation support grid in the center and
the parameter indicators on the right. The command panel is described in a separate
Action display on the mini-map
All actions that unfold on a territory outside of the combat screen view are shown on the
mini-map by the following means:
• blue rotating triangles show the location of objectives
• orange expanding circles show the approximate location of enemy long-range artillery
(you will receiving acoustic intelligence data after they start firing)
• red expanding circles show the approximate location of enemy anti-aircraft artillery
• blue expanding circles show units (yours) destroyed or disabled (disabled crew) by the
• red rotating triangles mark failed objectives
• green rotating squares mark reinforcements
• green rotating triangles mark completed objectives
shell and armor depends on various random factors. The average armor value is shown
on the information panel. If armor thickness is equal to shell penetration capacity, then
the chance of damage will be 1/2.
Game control buttons
Three control buttons are placed around the minimap:
Weapon specifications (specs)
<Esc>-menu — this button brings up the <Esc>-menu and pauses the game
Latest objective — this gives access to the information window and the last
issued objectives
Marker positioning — this button allows you to place a marker in a network
game by right-clicking. The marker is shown with expanding circles on the
minimap. Its main function is to mark a position (for attack, defense, etc…) for
your network game allies
Aviation support
A set of aviation support buttons is placed in
the lower part of the game panel if the air units
available in this particular mission (if the
effective radius of your aviation squads covers the mission area). The buttons correlate
with the aviation types: fighter, bomber-fighter, bomber, helicopter, carrier, and scout.
The aviation support availability indicator (aircraft icon) is placed to the left of the
buttons. It indicates the amount of time left before more aviation support is available.
Combat unit condition indicators
There are five colored bars in the right part of the game panel. These are color-coded
and also, the length of the colored bar correlates with the current parameter value
compared to the normal Level.
Damage level
Main ammo lot
or resources
ammo lot
green — close to the normal level
yellow and brown — moderate values
red — for low values.
All weapons have two main specs: damage and penetration capacity. If a combat unit is
equipped with several weapons (tanks for example), the properties of the main weapon
are shown on the information panel.
Damage is the damage dealt on an object (in hit points). This will affect the health level
of manpower units and the structural points of equipment (or structures). Weapon specs
describe average damage values, while actual damage can fluctuate. This depends on
the fire accuracy in the and also on a series of other random factors.
Penetration capacity is the capacity of a bullet or a shell to penetrate the armor of an
object. An object will be damaged if it has no armor or if its value is lower than the
penetration capacity. Weapon parameters show the average value. Actual penetration
can fluctuate, and depends on random factors.
Types of shooting, radiuses, and fire zones
Ordering your troops to fire at a certain area will increase long-range shooting. Any
target appearing in a certain radius around that spot (within the shoot-in area) can be hit
with minimum misses. Of course, doing this reveals your long-range cannon to any
acoustic intelligence your enemy is using.
Anti-aircraft guns with ground fire capacity have three length parameters: short and long
radii for ground targets and short radius for air targets. Anti-aircraft guns also consider
the maximal height they can fire at when firing at an airborne target.
The cannon’s fire zone is defined by its aiming angle. Infantry, armored cars, and antiaircraft artillery have a circular fire zone. They can select any target within the fire
radius when alert. The fire zone of filed artillery is restricted, so it will be disabled for
some time if you need to re-aim outside of the current zone. Entrenched self-propelled
artillery units also have a restricted fire zone.
Object parameters
Infantry in the field has circular fire zones for small arms. The fire zone of the infantry
inside a building is dependent on window views and available firing positions. You can
view firing zones by selecting a building, and then selecting one of the soldier icons from
the top left corner of the screen.
Maximal and minimal point-blank fire radiuses
Red circles
This represents an object’s defensive capacity. Objects with no protective properties
have zero armor value. If a shell hits an object, it will take no damage if the armor
thickness is higher than the shell penetration ability (with some randomness). Soldiers
within the object are likewise protected.
Maximal and minimal ballistic fire radiuses
Green circles
Object defense can vary from front to side to back to roof. As a rule, structural armor will
be similar for the entire object, while unit armor will differ more. The interaction of a
Air target fire maximal radiuses
Point-blank fire zone
Red sector
Ballistic fire zone
Green sector
Blue circle
You can view the firing radii and firing zones of selected combat units by pressing <Alt>
+ <R> on the terrain. On the mini-map, press <Alt> + <Z> to see the shoot-in zone of the
selected weapons.
Damage level
This parameter shows the remaining health for manpower units and structural points for
vehicles and structures (see “Combat units”, “Damages and losses”). Aside from the
colored bar over the object, the damage level is shown on the left colored indicator bar
in the lower part of the game panel. The health level of infantry inside a building or a
manned unit is shown in the vertical column.
Main weapon and additional weapon ammunition lots
The ammo consumption speed of any combat unit depends on the gun fire rate. Once the
ammo levels have become substantially depleted a yellow icon will appear over unit.
When the unit runs of ammo completely it will be indicated by a red icon (see picture).
Artillery uses ammo of one type only — artillery rounds. Most types of armored cars
have weapons of two types (cannon and machine-gun, for example). Cannon shots
would be considered as the main ammo type for this unit, and a machinegun belt — the
additional (secondary) ammo. Both main and additional ammo’s are shown by colored
indicator bars in the middle of the game panel. Supply vehicles have the current
resource indicator instead of the main ammo indicator.
All armored cars and transport vehicles need fuel. Fuel consumption is
determined by machine properties (weight and such). A yellow droplet
above the unit indicates a substantial drop in fuel reserves. A red
droplet means an empty tank. A similar icon is shown in the window
near the name of the combat unit.
A vehicle that spent all its fuel cannot move but can shoot from its builtin weapon (provided it has one). To avoid spending all the fuel you must
refuel your machines with the help of fuelling trucks.
Status icons
Along with rank, ammo and fuel icons, there are multiple other icons that can indicate a
unit’s status. A shovel icon indicates that an artillery or armored car unit is being
entrenched. An exclamation mark means an ambush. A cross means that an artillery unit
cannot fire because it is being moved or is acquiring a target. You can view the status of
a combat unit in the pop-up hint by selecting the unit and moving the cursor over the
Experience and rank
the successful destruction of enemy units. The amount of experience awarded depends
on the type of the unit destroyed. One experience point is awarded for enemy manpower
units (infantry, soldiers). The destruction of vehicles adds more points. Heavily armored
vehicles and and long-range guns offer the greatest rewards as they are the hardest to
After a combat unit gets a certain number of experience points, it is promoted to the next
rank. Rank is the combat experience indicator for a unit that affects its combat
capabilities. When a combat unit is promoted to the next rank its
• movement speed increases
• fire rate increases
• targeting speed increase
• shooting accuracy increases
A combat unit can be one of four ranks: rookie, regular, veteran, and elite. A unit’s
current rank is indicated by the number of chevrons (1 – 4). A unit’s current experience
and the number of experience points necessary to be promoted to the next rank are
shown as you move the cursor over the rank icon on the information panel.
Information panel
The information panel is located in the lower part
of the screen to the right of the game panel. The
name and characteristics of a specified object are shown in this window. You can also
see the rank of “permanent” combat units to the left of the name. Status icons are
duplicated below. Four armor values (front, back, sides, top) for all objects are shown in
the right window of the panel, as well as damage and penetration values for its main
Note: the entire information panel can only be viewed in resolutions no lower than
1024x768. At lower resolutions, the information panel is only partially shown. Use the <B>
key to close or open this panel.
Command panel
The command panel shows a list of commands that a selected combat unit or a group of
combat units can carry out. The panel includes 12 buttons whose function will depend
on the selected object.
Active buttons (valid commands for a unit) are highlighted. Inactive buttons are dimmed
and cannot be carried out by the selected unit. Some buttons will open other menus
which will determine how a specific command is carried out. For example, the
“formation” command for infantry units will allow you to select a specific formation
(march, combat, etc…) for a specific situation. In many cases it is convenient to use the
keyboard to give frequently repeating commands.
Combat units that are included on the list of “permanent” detachments have two
additional parameters — experience and rank. Combat unit experience is determined by
Group Selection (Click and drag)
You can select one or several combat units directly on the territory clicking and dragging
a rectangle around them. Release the mouse button to select all units within the
rectangle. This will also select combat groups (as long as one member of the group is
within the rectangle)
Note: the two top rows of command buttons are universal for all units. These make it
easier to give orders to mixed combat groups.
Command types
Simple commands are carried out
instantaneously and don’t require additional
directions. For example, “stand still” will stop
all the selected combat units, and “cancel” will
cancel a previous command. A command will
be instantaneously carried out after you press
this type of command.
More complicated commands require pointing
to the objects or landmarks. For example,
“change fire zone” requires the player to specify the new area to be targeted (use the
terrain, or the minimap), and “Follow” requires the player to specify a combat unit to
follow. After you press the button for such a command, it will flash red until the
command is completed. The cursor shape changes according to the command. Rightclick to carry out a command and left-click to cancel it.
Lastly, some commands, like “dig trench” require defining the position of the trench to
be dug on the terrain. After you select a command of this type from the engineering
vehicle menu, you must first specify the start point for the trench (right click), then move
the cursor in the direction of the end point. A colored line will appear over the terrain
indicating the position of the future trench. Right-click once again to specify the end
point of the trench. Left-click cancels the command.
Combat unit selection
Select a combat unit by left-clicking. Click on any combat unit that is a part of a combat
group to select the whole group (an infantry detachment or a group that you created,
see below). Colored bars with damage level parameters over selected combat units are
brighter than those over unselected ones. To cancel a combat unit or group selection,
just click the left mouse button on any free space of the terrain.
Unit selection by type
Double click on one combat unit to select all the units of that type. For example, it is
often convenient to select all artillery weapons of one type to begin shooting all of them
Adding units to a combat group
To add a combat unit to a selected group, press and hold Left Shift, then left-click on the
unit to be added.
Assigning group numbers
It is easier to give orders to a group and have it participate in various tactical maneuvers
if you assign a group number to it. Select any combat group and assign a number to it by
pressing <Ctrl> + any number (1-0). You will then be able to select any group by simply
pressing the appropriate number. The assigned number doesn’t prevent you from giving
orders to a unit or including it into any current group.
Group focus
You can quickly find and focus on a specific numbered group by pressing <Alt> + 1-0 (its
assigned number). The camera will quickly move to the area occupied by the combat
Giving and Carrying Out Commands
There are various commands you can use to manage your detachments. Select a
combat unit or a unit group to give orders. The list of available commands depends on
the combat unit or group composition. Available commands are highlighted.
A group consisting of units of one type can carry out all commands available for that
type. For example, you can select several artillery units and command a “change fire
zone”. Each unit will turn alter its targeting to aim at the specified area.
Only general commands are available for combat groups that contain different unit
types. For example, the “barrage” command is not available when an artillery unit and a
tank are selected (a tank cannot barrage).
Use of a pause
In many cases it is more convenient to give commands or a sequence commands while
the game is paused. Press the “Spacebar” to pause and un-pause the action. Switching
to ‘pause’ mode allows you to observe the battlefield, evaluate the current situation, take
the right tactical decision, and give the necessary orders. This mode is also convenient
for aviation management.
Sequence commands
Combat units can keep several commands in memory and carry them out successively
one after the other. To queue up commands, simply press and hold the <Shift> key while
selecting the desired command panel buttons. Units will begin carrying out your orders
once the <Shift> key is released. You can interrupt the sequence of commands by giving
another order to the combat unit without pressing <Shift>. Please note that some
commands requiring “outside” events (for example, “ambush”) can pause or block the
next command in the queue.
Independent actions
If you select a target outside of your combat unit’s fire zone radius (use <Alt> + <R> to
view radius), it will until the target is within range and attack it. If your combat unit is
immobile, it will not be able to carry out your orders.
When given a “Move” command, units will attack enemy units the encounter, but will
attempt to reach their destination without deviating fron their route. Please note that
WWII era armored cars cannot shoot and move at the same time. Only machinegun fire
is possible on the move. In order to shoot from their main weapon these vehicles need to
be stopped first. When given a “Move and attack” command, combat units will chase
any enemy units they encounter for a s long as possible. Then they will resume moving
toward their destination.
If the target is out of your combat unit’s sight (long-range cannon) but still within the fire
zone and can be seen by your other combat unit (watcher), you can order your forces to
attack by selecting the corresponding command. If the target is moving, the watcher will
adjust the fire. A recon aircraft or a helicopter can also be a watcher.
Attacking aviation can also act independently. Fighters can detect and attack enemy
aircraft within their patrol zone. However, they are much more efficient when given the
exact location of the enemy (manually by the player). Bombers and bomber-fighters
adjust the accuracy of a bomb or missile strike by themselves. For example, they attack
a tank or an enemy artillery unit if the latter is located around the point you specified for
the attack.
Mission completion
As a rule, to complete a mission successfully it is necessary to accomplish the main
objective that is given by the mission type (capturing an enemy facility, destroying an
enemy combat group, etc…). Once the main objective of a mission is completed the
“Victory” menu appears on the screen. You can opt to continue playing the mission or
move on to the Statictics screen. If you choose to continue playing the mission, you will
have the option of ending the mission at any time by selecting “end mission” in the
mission completion menu.
Please note that accomplishing the main objective of a mission doesn’t necessarily
mean that all enemy combat units in the field have been destroyed. You can continue to
seek and destroy them and gain experience by continuing. Of course, you losses can
also increase in the course of these operations.
Message bars and console
Message bars
All important events happening in the course
of a game appear in the top left part of the
screen. The color of the message reflects the
message type:
Green — information about completed
objectives, service messages (load and save
game, change of game speed, and so on)
Yellow — new objectives
Red — intelligence on the enemy (enemy aviation take off, enemy long-range artillery
fire, etc)
Objective window
You can open the objective window by
pressing “Mission objectives” in the <Esc>menu or by pressing <Tab>. Detailed objective
descriptions are available as is the current
status of an objective.
Open the console window by pressing <~> (tilde) key. All message lines that appear on
the combat screen in the course of the mission are visible in the console window. To
view the message log use <PgUp> and <PgDn>. Press <~> once again to close the
The latest objective window appears in the top
right corner of the combat screen and contains
the description of the last objective. As a rule,
the information window appears at the
beginning of a mission and contains the first
objective. Please note that some objectives
can be given in the course of a mission as
previous objectives are completed, so it is
useful to view the contents of this window from time to time. A new objective is signaled
by a message in the message bar and is supplemented by an audio warning.
Game speed controls
The game speed range within scenario missions is wide. Changing the game speed
affects all actions on the combat screen. Change the speed by pressing
<Numpad +> key — increase speed by 1 grade;
<Numpad -> key — decrease speed by 1 grade;
<Space bar> — switch to pause mode.
The information about speed change will appear in the message bar and in the console
window. It is possible to examine the terrain, select combat units and give commands
(especially sequenced) while paused.
During a network game the speed change option is only available only before the
beginning of the game and can only be changed by the server (see a more detailed
description in “Network game”).
Game types
A “CMC” network game can be of two types, “assault” and “capture”. Both types are
based on capturing and retaining hold of one or several areas marked by a flag. The
initial conditions and the winning conditions for each team are different for each type of
General information
“CMC” has a multiplayer network game option with LAN TCP/IP connection. The game is
run in the tactical mode on special network maps that are similar to scenario game
mission maps. From 2 to 6 players can play in it. The map defines what side each player
takes in the game. Each player gets equipment, infantry detachments and supply forces
when they appear on the terrain. The game doesn’t have the option of replacing one of
the players with the computer.
An “assault” game has two different parties — defending and attacking. Defending
players must either capture and retain hold of all the points marked by flags throughout
the game, or destroy the enemy forces completely. The attacking players’ objective is to
capture at least one of the flags and retain hold of it for a certain specified period of
time. In the course of the game both sides must act using only the forces that they
received at the beginning of the game. Both parties can use storage facilities for ammo
replenishment, as well as summon aviation support if it is available within the map.
The objective of both teams in a capture match is to capture the maximum number of
flags on the terrain, and retain hold of them as long as possible. Each captured flag adds
one point per second to its owner score. As well, each player gets 1 “base” point per
second regardless of the number of the flags they control. After every 150 points a
player’s troops are reinforced. Consequently, the player who controls the most flags
receives more points and his troops will be reinforced more often. Both teams can
summon aviation support and use storage facilities.
Flags mark areas that must be captured or retained. They are not objects on the map
and can’t serve as obstructions. Flags are also shown on the minimap. Their visibility
doesn’t depend on whether a player’s units are in the area. Neutral flags are shown by a
triangle. Captured flags take the appearance of the country flag that has captured it. To
capture a flag a player’s unit(s) must stay in the area of the flag for a specified period of
time (usually, 30 seconds).
Connection screen
To begin with, one player must become the game server (host). The other players are
clients. The number of players allowed is limited by the map conditions. The host selects
the map and the game type (see below). The other players enter the “game room” where
they, select the party they will be playing for, and can send messages to each other. The
host can change initial terms of the game. At least 2 opposing parties and the consent of
all the participants are required to start a new game. After the game is started, no other
players can connect to the server (host). In the course of the game the players can send
messages to each other that will be shown in the top part of the combat screen or in the
console window.
After selecting “Network game” from the Main Menu, you will see the connection or
“create new server” screen. There you will see a list of LAN servers as well as a list of
all existing sessions; servers available for connection and servers with ongoing games.
You can connect to one of the available servers or create a new game.
The list of game sessions run on the LAN is shown in the top part of the connection
The icons in the left column of the list reflects the session status:
Computer icon — connection available
Swords icon — a game in session, connection is not available.
A lock image on an icon signifies that the server is private (a password is required).
Columns show the server name, the mod and game version (if they are being used), the
map name, the game type, the number of players (connected and total number
available), and the server ping time in milliseconds. Use the “New game” button to
create a server of your own.
Create new game
Go to the game creation screen by pressing “New game” on the connection screen.
Please note that processing of the data from all available network maps and making a
list will take some time. The list of all available maps will appear in the left part of the
screen, and the sketch map of the territory for the current row will be in the right part.
Each row contains the map name, its type, maximum number of players, and the size of
the map. The type of map used defines the type of the network game, “Capture” or
Player list
This list contains the names of all the players in the game room (you can enter or change
your name
on the set up screen). The icon tot the left shows the players’ readiness. The rest of the
columns show the player name, the selected party and the ping time in milliseconds.
Party selection
Select the party you will be playing by pressing the button with a flag image in the left
bottom corner of the screen. Press this button to see all the parties that change in
cyclical order. By default you are offered a random party but you can select a certain
one from those presented on the map. The game will start only after the player list
contains 2 parties.
The button with a table image lets you change the network game parameters. If you
want to protect your server with a password enter your password in the corresponding
field. If not, leave the field empty.
The chat window serves for communication of the players in the room. Send a message
by entering it in the message input field, you can change the keyboard layout (language)
with the help of the operation system if necessary. Press <Enter> to send the message.
View the chat log by using the right scroll bar.
After you have selected a map, press the
game room screen.
The buttons at the bottom of the screen serve to:
button to create a session and go to the
Game room screen
After you have create the server or have connected to an available session, you will go
to the game room where you can select the side you will play for, send messages to the
other players, and view and change the initial game conditions (server player only). The
game starts once all players have signaled that they are ready.
The game room screen resembles the mission screen from the single player game. The
list of the players is shown in the left part of the screen. The territory sketch map is
shown in the right part.
• delete a selected player from the server (available on server computer only)
• change the terms of the game (server computer only) or view them (clients)
• notify readiness or cancel readiness / start the game on the server computer.
Game process
After the players agree on the terms, each of them must confirm his readiness. When
everybody is ready, the server computer must start the game and the players will go to
the combat screen. Each of them will get the initial number of combat units and see the
position of his allies.
Combat unit marking
Each combat unit in a network game is marked by an additional colored line to
distinguish one player from another. This line is shown directly over the health / damage
bar. Its color depends on who it belongs to. They are the same color on the minimap:
• green — your forces
• red — enemy forces
• blue — ally forces
• grey — neutral (for example, lost materiel)
In-game chat
Players can send messages to each other during a game. They are shown in the top part
of the screen. The console window allows a player to see more lines and view the chat
log. Switch to message mode by pressing <Enter>, type your text, and then press
<Enter> once again. Switch your keyboard language if necessary using your operational
system. Open the console window by pressing <~>, and close it by pressing <~> once
again. Use <PgUp> and <PgDn> to view the log.
Messaging the allies, markers, and events
General messages that you entered are visible to all players. If you need to send a
message addressed to your allies only, press <Ctrl> + <Enter> after inputting your text.
Such text won’t appear on your enemies’ screens. Another useful ‘allies’ tool is the
placement of markers on the terrain (see “Tactical level”, “Game panel”). A marker is
shown on the minimap by expanding blue circles. It will be seen on your allies’ minimaps
also. The main function of the marker is to specify a position, a target for an attack,
enemy troop locations, and so on.
Flag capturing is shown by green expanding circles on the minimap.
Game completion
A network game will be finished when the specified game time runs out or when one of
the parties gains a certain number of points necessary for victory. After the game is over,
a message about the winning party appears on the screen and you go to the score
screen. The score list shows both total scores of each party, and personal scores of
each player.
Save log
“Save log” on the score screen serves to save all events in the network game. If you
press this button, the “Save game” screen will appear. The saved log can be viewed
later by pressing “Battle log” on the “Load game” screen. Please note that while
viewing the log you can easily move the camera on the terrain but you cannot manage
any combat units.
After you close the score screen, you can go on playing by either creating a new server,
or connecting to an already existing server.
Game controls
"+" denotes button combinations and means that you must press the first button and
while holding it press the second one.
Mouse use
Click the left mouse button
Click the right mouse button
Double click the left mouse button
General commands
Show control button help screen
Quick save
Load a quick save
screenshot (file shot####.tga in screenshot catalogue)
Strategic map
Select an object on the map, select a combat unit; specify the destination
point or the target for the selected group
Give orders to the group to move to the specified point
Cancel group selection and open the chapter description
Combat screen
<Esc> or <F10>
<Num + >
<Num — >
<Alt> + <Q>
<PgUp>, <PgDn>
<Ctrl> + <Enter>
open <Esc>-menu
Pause on/off
Increase the game speed
Decrease the game speed
Add a command to those already in queue (release <Shift> to execute)
Delete information messages
Quit game
Open / close the console window (command log and player
Page the list in the console window
Start entering the line / send a message (in the network game)
Send a message to allies only (in the network game)
Command Panel Interface
Open / close information panel
Open information panel with the last objective
Switch to the marker setting mode
<Caps Lock>
Switch to the aviation support panel
<Q> <W> <E><R> 4 top buttons on the command panel
<A> <S> <D> <F> 4 middle buttons on the command panel
<Z> <X> <C> <V> 4 bottom buttons on the command panel
Camera Control
<Ctrl> + <F2>…<F4>
Shift camera up
Shift camera back
Shift camera left
Shift camera right
Remember current point on the map (up to 3 points)
Shift to the previously selected place
Combat Unit Management
Select an object on the screen
Select all the units of this type;
Default command (move to the point, attack the target, and so on)
<Ctrl> +<R_click> Forced "Attack"
<Alt> + <R_click>
Alternative command, for example, "order" for an area, "occupy" for
a structure
<Shift> + <Click>
Add the specified unit to the current selection
<Ctrl> +<0>...<9>
Assign group number within 0...9 to the selected units
Select group 0...9
Action Are Display
<Alt> + <R>
Show the fire areas and the fire zones of the selected combat units
<Alt> + <Z>
Show the shoot-in areas of the selected combat units
Command line parameters
To set parameters create a shortcut to Game.exe and place it at your convenience, for
example, on the Windows Desktop. Then select êroperties from the contextual menu by
clicking the right mouse button on it and enter the necessary parameters after the space
in the line with the File.exe link. The parameter name must begin with a hyphen, several
parameters must be separated by space.
Vlad Suglobov
Project Manager
Sergey Sizov
Project Chief Game Designer
Alexander ValenciaKampo
Project Chief Artist
Sergey Khakhin
Concept art
Vsevolod Martynenko
Project Chief Programmer
Andrey Bannikov
Game Designer
Nikolay Sitnikov
Map design
Yury Polyakov,
Kirill Ushakov,
Vladimir Ryabtsev,
Yury Zhuchkov,
Alexey Sergeev,
Anatoly Shevyrin
Dmitry Davydov,
Nikolay Makarov,
Alexey Pavlov,
Konstantin Yablonsky,
Sergey Khakhin,
Denis Ilyin,
Eugeny Sokolov,
Alexey Pavlov
Valery Kapitsina
Eugeny Bunin
Dmitry Davydov
Outsourcing Manager
Timofey Sadovsky
Andrey Bannikov,
Eldar Otarbiev,
Sergey Maltsev,
Alexander Tyrshin,
Daniel Lukin,
Andrey Timofeev
Grigory Semenov
Pavel Stebakov
Sound Directors
Filipp Karchevsky
Pavel Stebakov
-32 -16
-tqh / -tqc / -tql –tqh
By default
Set screen resolution
Set color depth (bit, full-screen mode)
Set frequency, Hz (full-screen mode)
Start game in the window mode
Texture quality (high / average / low)
Do not play trailers
Autosave game after every ## seconds
Start game with <mapname> (in the "maps"
Example: _res1280x1024 _16 _freq75 _mapname.xml
start game with resolution 1280x1024, with 16 bit color depth 75 Hz refresh rate from
map_name.xml. Note that your video adapter must support the set properties.
G5 Software
Maxim Ryumin
Peter Kazakov
Sergey Khakhin
Yury Zhuchkov
Historical Consulting
Boris Yulin
Natalia Rykunova
Lead Tester
Dmitry Anuphriev
Victor Artamonov,
Roman Savonin,
Semyon Bochkarev,
Dmitry Anuphriev,
Andrey Kazakov,
Denis Aleshchenko,
Yury Golovin
Oleg Levchenko
User Manual
Yaroslav Chebotarev
PR manager
Andrey Akimov
System Administrator
Nikolay Illarionov
Legal Adviser
Eugeny Shultz
Executive Director
Vlad Suglobov
Maxim Ryumin
Technical Director
Alik Tabunov
Financial Director
Sergey Shultz
1C Company
Andrey Grishchenko
Marketing and PR
Nikolay Baryshnikov
Svetlana Gorobets
Anatoly Subbotin
Alexey Artemenko
Testing Manager
Alexander Shishov
Sergey Kiyatkin
Marina Savvateeva
Trailer Production
Ilya Fofanov
Package Design and Layout
Tatiana Katova
Sergey Konovalov
Veronika Selchuk
TriDigital Studio
Mikhail Shagin,
Konstantin Skachinsky,
Alexey Tomin,
Andrey Kovyzin,
Nataly Mazevich,
Nikolay Gurov,
Valentin Pen'kov,
Vitaly Shubin,
Airat Gabbasov,
Pavel Bykov
Strategy First
Don McFatridge
Senior V.P.
Brian Clarke
V.P. Product Development
Richard Therrien
V.P. Systems
Dave Hill
Business Development Manager
Pro Sotos
Executive Producer
Jay Podilchuk
Associate Producer
Brock Beaubien
Technical Coordinator /
Associate Producer
Danny Kodais
Manufacturing Coordinator /
Localization Manager
Eman Wall
Graphic Design Manager
Les Parsons
Tech Support
Julian Herten-Greaven
Marketing Coordinator
Jessica Hawker
Should you experience a technical problem concerning the operation of this product,
please contact our technical support staff. Before you call, please read the README.TXT
file on the CD to see any last minute recommendations pertinent to your problem.
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Also, check out the Support page on our web site listed below. When you call, please be
at your computer and have the following information available:
• Computer make and model
• Windows version
• Total system RAM
• Total Hard Drive space
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Phone: (514) 844-2433, Mon.-Fri. 9am-5pm
Fax: (514) 844-4337, Attn: Support
Internet e-mail:
For prompt technical support via email, please fill out our online form at
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Published by Strategy First Inc., All rights reserved © 2005 1C Company. Developed by G5 Software. All rights reserved. This product contains
software technology licensed from Nival Interactive. © 2005 Nival Interactive. All rights reserved. Uses Bink Video. Copyright C 1997-2005 by RAD
Game Tools, Inc. All other trademarks and copyrights are the properties of their respective owners.
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