Operation Crusader

Operation Crusader

10.10.2013 10:35:09
Welcome to the Operation Crusader FAQ. This is version
1.0 of that guide. Thanks and a tip o' the hat to all those who
contributed. I've tried to cite everyone who contributed, so if
I forgot to mention you, drop me a line.

This article is provided as is without any express or implied
warranties. While every effort has been taken to ensure the
accuracy of the information contained in this article, the
author/maintainer/contributors (take your pick) assume(s) no
responsibility for errors or omissions resulting
from the use of the information contained herein.


Bob
creel@bioch.tamu.edu

What is Operation Crusader?
Operation Crusader is a game put out by Atomic Games
representing the situation around Tobruk from mid November
to mid December, 1941. In this area, the previous major action
by the Allies was Operation "Battleax", a poor attempt at the same
objectives given to Operation "Crusader". The Commonwealth army
had obtained nearly 500 tanks with five infantry divisions in
support and enjoyed a numerical advantage in the air. The
operational plan was to divide the Eighth Army into two parts: XIII
and XXX Corps. XIII Corps had most of the infantry was given the
task of pinning and destroying the Italian frontier garrison, then to
move in support of XXX Corps. XXX Corps was to sweep around the
southern flank of the Axis forces, destroy the Axis armoured
formations, and then, with XIII Corps, relieve the Tobruk defenders.

Players have the option of taking either side in this conflict,
with their opponent being either the AI or another human. Playing
another human can be done in two ways, either via PBEM or by
the two-player same-machine option. A variety of scenarios exist, ranging
from simple (Il Duce's Finest) to difficult (Operation
Crusader campaign).

------------------
Table of contents
------------------
1. What is the relationship between the V for Victory (v4v) and
the World at War (w@w) series?
2. Hey, if the v4v series isn't being sold, how come I see it on
CD-ROM?
3. How can I contact Atomic Games?
4. How do I subscribe/unsubscribe to Atomic's listserver?
5. What is Atomic coming out with next?
6. Any Game Specific Bugs?
7. How can I attach one HQ to another HQ?
8. What's that young woman on the calender saying when I
click on her picture?
9. In OC, where are my supply dumps?
10. What happened to minefields?
11. Hey, the brits don't have any engineers, what gives?
12. How to PBEM
13. Hey, where's the OOB for OC?
14. TEC Chart
15. OC tactics/strategy
1. The Italian Army: Strengths
1.A. What are Italian light tanks good for?
1.B Italian Foot soldiers: These boots were made for climbing.
1.C. Italian Mg Battalions:
2. General
2.A. Bunker Busting, killing tanks, supply
2.B Zones of Control (ZOC)
2.C. Headquarters (HQs)
3. Questions
Q. Is there a benefit to fortifying a hex that is
already dug in?


------------------------------------------------------------------
1. What is the relationship between the V for Victory (v4v) and
the World at War (w@w) series?
------------------------------------------------------------------
V4V was a series of four operational-level WWII land
wargames created by Atomic Games and published by 360
Pacific, Inc.. The WaW series, (also created by Atomic, but
published by Avalon Hill) is built on V4V, but represents a
complete rewrite of its predecessor. The changes emphasize
more and better gameplay (read: Fun!), easier access to game
functions, greater accuracy and higher-quality graphics. The
first release in the WaW series was Operation Crusader (set in
North Africa; PC Gamer's Editor's Choice Award) followed by
Stalingrad, a massive treatment of this critical eastern-front
battle. In addition to new WaW titles, such as the upcoming
Kharkov, Atomic/AH will be revising the V4V titles and
upgrading them to the WaW standard.

------------------------------------------------------------------
2. Hey, if the v4v series isn't being sold, how come I see it on CD-ROM?
------------------------------------------------------------------
From March 1995 Atomic News
Some of you may have read the series of articles in PC Gamer
concerning a contract on which someone forged my signature
(ie K. Z.). This contract allowed a company to manufacture CD-
ROM versions of our V for Victory games - which they did.
Even though we immediately notified them of the forgery and
they represented to PC Gamer and us that they understood
they did not have the right to make or sell these CDs, they
ultimately decided to sell them. We are now trying to track
down these bootleg CDs. If you see any of them, please let us
know where, when, about how many, and how much they
were selling for. I appreciate any help you can give us. The
address to send info to is 'sightings@atomic.com'. Be sure to
include enough info so we can call the store if necessary.
Thanks.

--------------------------------------------------------------
3. How can I contact Atomic Games?
--------------------------------------------------------------
Atomic monitors comp.sys.ibm.pc.games.strategic and
maintains a www web site at http://atomic.com. Game patches
are available at their ftp site atomic.com in the appropriate
directory. Atomic may be contacted at Compuserve
72662,1333, internet feedback@atomic.com (see also
listserver). People who have America On Line accounts should
contact FishBo at LeadEaters@AOL.com. This is a new wargame
club that will be supporting Atomic's products.

--------------------------------------------------------------
4. How do I subscribe/unsubscribe to Atomic's listserver?
--------------------------------------------------------------
This section was lifted directly from crusader-
request@atomic.com

This is the gateway to the Atomic Games
discussion groups. In the language of the Internet, these
groups are called "mailing lists" because your email address is
added to an electronic mailing list. Whenever anyone on a
mailing list sends a message to us, we automatically echo that
message to everyone else on that mailing list.
Atomic Games currently has two public mailing lists: one for
World at War: Operation Crusader and one for World at War:
Stalingrad. Topics usually range from strategy and tactics to
reading lists to finding play-by-email opponents. The lists are
constantly monitored by Atomic Games. This gives you direct
access to the game designers and developers and it assures that
no one talks about the OJ Simpson trial or fuzzy bunnies.

Also, membership to these lists is free of charge. Your Internet
provider may have a charge but that's not set by us, nor do we
get any money at all for these lists. Currently, we only know of
charges levied by CompuServe.

Warnings

1) Sometimes each list can generate 50+ messages a day. The
newer and more popular the game, the more messages you'll
get. If they get to be too much for you, you may want to try
the digest version of the list. This will come to you three to
five times a week (depending on the lists traffic) and will
contain all the messages that were sent to the list since the last
digest version was mailed.

2) Remember that when you send a message to a mailing list,
EVERYONE on the list reads it. But don't let this inhibit you.
The people on these lists are extremely polite, helpful, and
knowledgeable. So, enjoy yourself, but know that everyone is
listening.

To make the listserver more efficient, please use the
following subject prefixes:

BUG: Bug reports
OPP: Opponent wanted
SUGG: Suggestions
TAC: Tactics and Strategy
HIST: Historical background/discussion relevant
to the game.
CHAT: Legit Chat subjects include notifiying the list
of interesting topics elsewhere on the net, TV
shows, books, movies, etc. PLEASE keep
Chat messages brief and to a minimum.
SYS: Annoucements and responses from Atomic -
(not for your use)


How to Join
To join a list, you must "subscribe" to it by sending email to a
special address. If you want to join the Crusader mailing list,
you'd send mail to:

crusader-request@atomic.com

Or for the digest version:
crusader-d-request@atomic.com

Similarly, to join the Stalingrad list, you'd send mail to:

stalingrad-request@atomic.com

Or for the digest version:
stalingrad-d-request@atomic.com

Once you have addressed your note, put the word SUBSCRIBE
as the subject. (To unsubscribe, put the word UNSUBSCRIBE as
the subject.)

Then send the message. Usually within minutes, you will
recieve confirmation that you have been added to the list.
Depending on the time of day, you may also start receiving
mail from the list almost immediately. Don't worry unless you
don't see mail for 24 hours. The Internet can be a very twisted
place - literally. Also, digest versions may not come for several
days.
In the event your mailing address changes, it would be the
wise to first send an UNSUBSCRIBE message to the
-request@atomic.com or -d-request@atomic.com address from
your old address and then resubscribe from your new address.
Otherwise, all the mail will still be going to your old address.

The archive server
-------------------

Every submission sent to this list is archived. The size of the
archive depends on the limits set by the list maintainer (it is
very well possible that only, say, the last two mails sent to the
list are still archived, the rest might have expired).

You can look at the header of every mail coming from this list
to see under what name it has been archived. The X-Mailing-
List: field contains the mailaddress of the list and the file in
which this submission was archived.

If you want to access this archive, you have to send mails to
the -request

Subject: archive help

This archive server knows the following commands:

get filename ...
ls directory ...
egrep case_insensitive_regular_expression filename ...
maxfiles nnn
version

Aliases for 'get': send, sendme, getme, gimme, retrieve, mail
Aliases for 'ls': dir, directory, list, show
Aliases for 'egrep': search, grep, fgrep, find

Lines starting with a '#' are ignored.
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per request). Egrep supports most common flags.

Examples:
ls latest
get latest/12
egrep some.word latest/*

---------------------------------------------------------------
5. What is Atomic coming out with next?
---------------------------------------------------------------
We have been going around and around about how to handle
the V4V re-releases. We KNEW that we'd end up upgrading
them to the WaW series, although we were determined not to.
But in addition to that, we have just decided to, on a cases by
case basis, go even further. The first title, (formerly known as
V4V:Utah Beach) will be upgraded to the WaW series with
revised OBs, scenarios maps, and graphics. All of the goodies
introduced w/Stalingrad and OC will be included (PBEM,
Toolbar, Overview Map, OB display, Supply System, Overruns
(umm..well you might not see too many of these!), etc.). The
scenario list has not been finalized, but will include several
from UB, as well as new ones covering the Omaha Beach area,
and a Utah/Omaha campaign. And, as always, we've got the
hood up, and are extensively revising the engine to handle the
Normandy environment. Players familiar with UB, will have a
brand-new set of challenges! We have similar plans for the VL,
Market Garden and GJS releases. VL is next on the list and will
be quite a different kettle of fish with the Stalingrad engine in
place! Also, we have already announced that Kharkov ('43)
will be coming out this year. So, for W@W this year, we'll have:
Cherbourg to St. Lo (working title - formerly Utah Beach),
Velikiye Luki, and Kharkov. This is in addition to Beyond Squad
Leader and (hopefully) Blitzkrieg. (atomic)

------------------------------------------------------------------
6. Any Game Specific Bugs?
------------------------------------------------------------------

Several, but the meanest is that pesky pbem bug. a patch
is being made, but you may be lucky and recover if you
perform the following ritual

THIS PAGE LEFT BLANK ON PURPOSE


-------------------------------------------------------------------
7. How can I attach one HQ to another HQ?
-------------------------------------------------------------------
This is not in the OC manual.
1. Open the "HQ side window"
2. Click on the hex containing the regimental HQ
3. Repeatedly click on the arrow left to the HQ icon
in the "HQ side window" until the corps HQ icon
is displayed
4. The "attach" button will be activated and you just
press that

-------------------------------------------------------------------
8. What's that young woman on the calender saying when I
click on her picture?
-------------------------------------------------------------------
She's says "Don't, Please". According "Strangers in a strange
land" by Hans-Heir Stapfer (Squadron signals publications, Inc.
Number 6047) She's name was Shady Lady, a noseart of a B-
17G (42-97385) of the 398th Bomb Group based at
Nuthampstead, England. Crash landed at Rechicourt Le Chateau,
France on 8th September 1944. American fighters destroyed
the bomber before it could be recovered by the Germans (J.
Seppane).

-------------------------------------------------------------------
9. In OC, where are my supply dumps?
-------------------------------------------------------------------
The depots ARE on the map. Your enemy's are not see by you,
but yours look like little towns. There are several on the map
edges. The Axis have one each around Bir Hakim, Gambut and
Bardia. The Allies have 2 that move around the middle of the
map. (They done move DURING the game.) You can hide the
troops and scan the map for them. We intentionally didn't list
them and then move them around, so that the bad guys don't
zero in on them. (Atomic)

-------------------------------------------------------------------
10. What happened to minefields?
-------------------------------------------------------------------
The effect of minefields is factored into the overall effect of
fortifications

-------------------------------------------------------------------
11. Hey, the brits don't have any engineers, what gives?
-------------------------------------------------------------------
Needless to say, a controversial topic.

Eric Young, the games designer/researcher feels that at
this point in the war, the British did not use their engineers as
homogenous entities, as did the Germans. Instead, they spread
them out among all of their units and the AT values of the
British units reflect that. In response to the question about
then allowing the British HQs and such to build fortifications, he
says (as best as I can remember) that they didn't during this
battle. (Atomic)

Why shouldn't the British be able to build fortifications?
Though it was not in their doctrine to have combat engineers,
they did have engineering assets assigned to Division and at
Corps level. They should probably be allowed to convert some
of the wadis to trail hexsides also since they did provide 8th
army with bridging equipment. Gosh, us wargamers are picky!
(B. Wood)

---------------------------------------------------------------------
12. How to PBEM
---------------------------------------------------------------------
The Not Nearly Canonical Treatise on
How to Send Binary Files
Through the Internet

by Carl D. Fago (cdf1@psu.edu) (Comments and corrections
welcome)
Mac details provided by P. Gabrillo
(GABRILLOP@STU.ADMIN.USFCA.EDU)

During the playtesting of Atomic's Stalingrad wargame I found that
many people on the Internet didn't know how to send binary files to
someone else on the internet. This is necessary if you have
internet access and want to play the game using the excellent PBEM
facility included in the game. In addition, the ability to play
computer wargames via PBEM is expanding as the capabilities of the
programmed artificial intelligence for these games continues to be
on the order of a bright lemming. (Apologies to the lemmings.)

First, a little history. The internet was developed as a non-
centralized communications and command and control system that
would survive a nuclear attack. Thus, there is no one place that
is the internet. It is a collection of linked mainframe,
workstations and personal computers at government institutions,
universities, businesses, and personal homes.

As one can see, this system would be inherently chaotic and it is.
There are innumerable configurations of different hardware
platforms and capabilities.

Now for people to be able to communicate with one another some
unified system needed to be developed to exchange written
information and ideas. Computers use 8 bit bytes as their main of
information. Each byte has 256 possible bit combinations. To
represent our alphabet, not all 256 possible combinations were
needed. Plus, communications back then were not nearly as reliable
so the system designers reserved one bit to use for error checking
leaving 128 bit combinations (7 bits out of 8) to represent text.
Thus, the most basic email system only looks at or transmits the
first 7 bits in any byte that gets transmitted to it. The 8th bit
it would use for its own purposes of error checking.

Now, a binary file as would be generated by a computer game
system to be able to exchange information during PBEM play relies
on all 8 bits of each byte. If you were to send the binary file to your
opponent using email, each 8th bit would be corrupted as it would
be used by the email systems. Thus, your opponent would receive
the file but it would be so much garbage and you both would be
frustrated that he couldn't use the file. But people still wanted to
send binary files via email as that is often the only way some people
have to exchange files. So some bright person came up with the idea
of encoding the binary file so that it could be represented by a file
of text that an email system would transmit without corrupting. In
short, this system takes each 7 bits of the binary file and writes the
corresponding alphabetic representation to another file. This second
file would appear as text and since it is pure text, it can be sent via
an email system without being inherently corrupted on the other
end. Also, as you can tell, the second file would be generally 8/7 the
size of the original file.

Now, as the recipient of such a text file, one would only need to
reverse the algorithm to reconstruct the original binary file.

There are actually a couple of different algorithms that can do
this process. Sample algorithms are uuencoding (on PC, Mac and
Unix) and BinHex (Mac and PC at least). Some differences in
encoding schemes would be which alphabetic characters it would use.
Some computers 20 years ago wouldn't send lower case characters so
some encoding schemes would use less than the 128 7 bit
combinations. It really doesn't matter what encoding scheme is
used so long as you and your opponent use the same encoding
schemes.

So, now, to send a binary file to your opponent, you would have a
program that encodes the binary file. You would run the program on
your binary file. The output would be a text file that you would
send to your opponent via your favorite email program. One way to
do this is to import the text file into the text editor that your
email program uses to let you write your messages.

Having received your mail, your opponent would save the message in
a file, decode the file with the decoding program and then use the
resulting binary file. Real simple!

On unix systems there are often utilities included that are named
uuencode and uudecode.

For PC compatibles, there are a number of possible utilities. My
favorite is uuencode.exe and uudecode.exe developed by Richard
Marks. It is available from many different ftp sites such as
oak.oakland.edu or ftp.wustl.edu. Look for a file named
UUEXE???.ZIP where ??? would be the version number.

For macintosh systems there are similar utilities that are
available. UULite, UUundo and UUTool are some example encoding
programs for the Mac. UULite is the most common because it is
robust and bigger than the others in terms of handling files. FTP
sites where these utilities can be found include sumex-
aim.stanford.edu, nic.funet.fi, src.doc.ic.ac.uk or ftp.wustl.edu.

Ok, there is one other useful utility that can be used in this
process...a compression utility. It is always easier, and
sometimes cheaper, to send a smaller file than a larger one. The
PBEM files generated by the game can generally be made smaller.
The compression programs examine the binary file for repeating
sequences of bits. They then replace the long repeating sequences
with a smaller tag keeping track of what long sequences are
represented by the smaller tags. When a compressed file is
uncompressed, the smaller tags are then substituted by the longer
sequences to reconstruct the file. The more repeating sequences,
the more the original binary file can be compressed.

There are utilities available that implement the compression
algorithms making the PBEM files significantly smaller. Popular
algorithms are pkzip, zoo, sit and compress.

A popular unix compression scheme is 'compress'. Files compressed
with 'compress' have a .Z file extension. To reverse the process,
the unix utility 'uncompress' would be used. Utilities are
available for the Mac and PC than can compress and uncompress
these .Z files. PKZIP and ZOO are popular on the PC while SIT is
popular on the Mac. SIT is actually not a very good if you send one
between mac and pc. Try ZipIt, Zippop, Macgzip, Macunzip, and
Maczip. they are all compatible with pkzip/unzip files on Dos.
Again, there are utilities available for each platform to deal with
the compression schemes used on the other platforms. To get one of
these programs, check the ftp sites I listed previously.

An additional advantage of the compression routines is that many of
them include error checking so that if the compressed file gets
corrupted along the way, the routine will tell you that something
went wrong. Your opponent can then ask you to resend your file
without possibly screwing up the PBEM game by running
a corrupt PBEM game file.

Note that I have not mentioned exactly how to use the particular
encode/decode/compression routines. There are too many out there
to go over each individually. As you obtain the routines, they
will each have their own instructions and possibly more detailed
explanations of how they work.

Also note that cross-platform games are now possible because there
are common compression and encoding/decoding routines. These
routines also allow cross-system (CI$ to GEnie to Internet) play
since they rely only on email capability. The Mac user on CI$ can
play a game with a PC clone user on GEnie.

To conclude how to exchange PBEM game files via email, here is a
short synopsis

1) Generate your binary PBEM game file that you want to send.

2) Reduce the size of the file using your favorite compression
routine.

3) Convert the compressed binary file to a text file using
uuencode.

4) Email the resulting text file to your opponent.

5) Your opponent saves the email in a file.

6) Your opponent decodes the text file with uudecode into your
compressed binary file.

7) Your opponent decompresses the binary file with the compliment
of your favorite compression routine.

8) Your opponent now has your original PBEM game file.

And that's it. I hope that this has helped and I invite corrections from
those who know more than I do.

------------------------------------------------------------------
13. Hey, where's the OOB for OC?
------------------------------------------------------------------

there isn't one in the manual, but someone compiled it for
us (L. Bouton) The following is the order of battle of the 8th
army at the start of the campaign game. All the information is
taken directly from AH's Operation Crusader by laboriously
looking at each unit on the map and copying down the various
characteristics. The mind does wander in such exercises. If
you notice any errors, let me know and I'll do something
(correct the errors?)
AS DS QU AC AT
8th Army HQ 0 4 6 0 2
16 Motorized Light Flak 5 5 6 0 5
KDG-XXX Mechanized Recon 9 9 7 3 6

29th Indian Infantry Brigade HQ 0 2 7 0 1
1-29-5IN Motorized Infantry 8 8 7 0 2
2-29-5IN Motorized Infantry 8 8 7 0 2
3-29-5IN Motorized Infantry 8 8 7 0 2
6-SA-XXX Mechanzied Recon 9 9 7 3 6

11th Indian Infantry Brigade HQ 0 2 7 0 1
1-11-4IN Motorized Infantry 9 9 7 0 2
2-11-4IN Motorized Infantry 9 9 7 0 2
3-11-4IN Motorized Infantry 9 9 7 0 2

AS DS QU RA
1-4IN Motorized Artillery 6 3 7 11
8-XIII Motorized Artillery 6 3 6 11

AS DS QU AC AT
70th Infantry Div HQ 0 4 6 0 2
2 Motorized Light Flak 5 5 6 0 5
13 Motorized Light Flak 5 5 6 0 5
14 Motorized Light Flak 5 5 6 0 5
57 Motorized Light Flak 5 5 6 0 5
89 Motorized Heavy Flak 2 2 6 0 14
1-14-70 Motorized Infantry 9 9 6 0 3
2-14-70 Motorized Infantry 9 9 6 0 3
3-14-70 Motorized Infantry 9 9 6 0 3
4-14-70 Motorized Anti-tank 1 1 6 0 2
1-16-70 Motorized Infantry 9 9 6 0 3
2-16-70 Motorized Infantry 9 9 6 0 3
3-16-70 Motorized Infantry 9 9 6 0 3
4-16-70 Motorized Anti-tank 1 1 6 0 2
1-23-70 Motorized Infantry 9 9 6 0 3
2-23-70 Motorized Infantry 9 9 6 0 3
3-23-70 Motorized Infantry 9 9 6 0 3
4-23-70 Motorized Anti-tank 1 1 6 0 2
2-23-9Aus Motorized Infantry 9 9 6 0 3

AS DS QU RA
144-70 Motorized Artillery 6 3 6 11
1RHA-70 Motorized Artillery 6 3 6 11
104 RHA-70 Motorized Artillery 6 3 6 11
107 RHA-70 Motorized Artillery 6 3 6 11

AS DS QU AC AT
Carpathian Brigade HQ 0 2 6 0 1
1-Carpathian Infantry 8 8 6 0 2
2-Carpathian Infantry 8 8 6 0 2
3-Carpathian Infantry 8 8 6 0 2
4-Carpathian Motorized MG Infantry 5 10 6 0 3
Carpathian Motorized Anti-tank 1 1 6 0 2

32nd Tank Brigade HQ 0 2 7 0 1
1-RTR-32 Tank 2 2 7 1 1
4-RTR-32 Tank 4 4 1 10 5
7-RTR-32 Tank 2 2 7 2 1

AS DS QU RA
Carpathian Motorized Artillery 6 3 6 11

AS DS QU AC AT
XXX Corps HQ 0 4 6 0 2

22nd Guard Infantry Brigade HQ 0 2 7 0 1
9RB-22 Motorized Infantry 9 9 7 0 3
3CG-22 Motorized Infantry 9 9 7 0 3

AS DS QU RA
51-22 Motorized Artillery 6 3 6 11

AS DS QU AC AT
4th Armored Brigade HQ 0 2 7 0 1
4-SA-XXX Mechanized Recon 9 9 7 3 6
1-102-XXX Motorized Anti-tank 1 1 6 0 2
8 Hussars-4 Tank 4 4 7 6 6
3 RTR-4 Tank 4 4 7 6 6
5 RTR-4 Tank 4 4 7 6 6

AS DS QU AC AT
7th Armored Div HQ 0 4 7 0 2
3 x Dummy Inf 0 1 1 0 0
3 x Dummy Tank 0 1 1 0 0

AS DS QU RA
3 x Dummy Art 0 0 1 0

AS DS QU AC AT
7th Tank Brigade HQ 0 2 7 0 1
7 Hussars-7 Tank 4 4 7 10 5
2-RTR-7 Tank 4 4 7 10 5
6-RTR-7 Tank 4 4 7 10 5
2-102-XXX Motorized Anti-tank 1 1 6 0 2

AS DS QU RA
2 RHA-XXX Motorized Artillery 6 3 6 11

AS DS QU AC AT
22nd Tank Brigade HQ 0 2 7 0 1
11 Hussars-7 Tank 9 9 7 3 6
2-RGH-7 Tank 4 4 7 6 6
3-CLV-7 Tank 4 4 7 10 5
4-CLL-7 Tank 4 4 7 10 5
3-102-XXX Motorized Anti-tank 1 1 6 0 2

AS DS QU AC AT
7th Support Group Brigade HQ 0 2 7 0 1
1-KRRC-7 Motorized Infantry 9 9 7 0 3
2-Rifle Bde-7 Motorized Infantry 9 9 7 0 3
1-3RHA-7 Motorized Anti-tank 1 1 7 0 2
2-3RHA-7 Motorized Anti-tank 1 1 7 0 2

AS DS QU RA
4 RHA-7 Motorized Artillery 6 3 7 11

AS DS QU AC AT
1st South African Infantry Div HQ 0 4 4 0 2
1-1SA-1SA Motorized Anti-tank 1 1 4 0 2
2-1SA-1SA Motorized Anti-tank 1 1 4 0 2
3-1SA-1SA Motorized Anti-tank 1 1 4 0 2
3-1SA Mechanized Recon 9 9 4 3 6
RPS - 1SA Motorized MG Infantry 5 10 4 0 4
1RNC-1-1SA Motorized Infantry 8 8 4 0 2
2RNC-1-1sa Motorized Infantry 8 8 4 0 2
1TS-1-1SA Motorized Infantry 8 8 4 0 2
SAI-5-1SA Motorized Infantry 8 8 4 0 2
2RB-5-1SA Motorized Infantry 8 8 4 0 2
3TS-5-1SA Motorized Infantry 8 8 4 0 2

AS DS QU RA
3-1SA Motorized Artillery 6 3 4 11
4-1SA Motorized Artillery 6 3 4 11
7-1SA Motorized Artillery 6 3 4 11

AS DS QU AC AT
XIII Corps HQ 0 4 6 0 2
1-65-XIII Motorized Anti-tank 1 1 6 0 2
2-65-XIII Motorized Anti-tank 1 1 6 0 2
3-65-XIII Motorized Anti-tank 1 1 6 0 2
1-73-XIII Motorized Anti-tank 1 1 6 0 2
2-73-XIII Motorized Anti-tank 1 1 6 0 2
3-73-XIII Motorized Anti-tank 1 1 6 0 2

AS DS QU RA
7-XIII Motorized Artillery 14 3 6 22
64-XIII Motorized Artillery 14 3 6 22
86-XIII Motorized Artillery 14 3 6 22

AS DS QU AC AT
4th Indian Infantry Div HQ 0 4 7 0 2
1 Motorized Light Flak 5 5 6 0 5

AS DS QU RA
25-4IN Motorized Artillery 6 3 7 11
31-4IN Motorized Artillery 6 3 7 11

AS DS QU AC AT
7th Indian Infantry Brigade HQ 0 2 7 0 1
1-7-4IN Motorized Infantry 9 9 7 0 2
2-7-4IN Motorized Infantry 9 9 7 0 2
3-7-4IN Motorized Infantry 9 9 7 0 2

AS DS QU AC AT
1st Tank Brigade HQ 0 2 7 0 1
CIH-4IN Mechanized Recon 3 3 7 0 0
8-RTR-1 Tank 4 4 7 8 4
42-RTR-1 Tank 4 4 7 10 5
44-RTR-1 Tank 4 4 7 10 5

AS DS QU AC AT
2nd New Zealand Infantry Div HQ 0 4 7 0 2
27NZ-2NZ Motorized MG Infantry 5 10 7 0 4
1-7NZ-2NZ Motorized Anti-tank 1 1 7 0 2
2-7NZ-2NZ Motorized Anti-tank 1 1 7 0 2
3-7NZ-2NZ Motorized Anti-tank 1 1 7 0 2
2NZ-2NZ Mechanized Recon 9 9 7 3 6

AS DS QU RA
4-2NZ Motorized Artillery 6 3 7 11
5-2NZ Motorized Artillery 6 3 7 11
6-2NZ Motorized Artillery 6 3 7 11

AS DS QU AC AT
4th NZ Infantry Brigade HQ 0 2 7 0 1
1-4-2NZ Motorized Infantry 9 9 7 0 3
2-4-2NZ Motorized Infantry 9 9 7 0 3
3-4-2NZ Motorized Infantry 9 9 7 0 3

AS DS QU AC AT
5th NZ Infantry Brigade HQ 0 2 7 0 1
1-5-2NZ Motorized Infantry 4 4 7 0 0
2-5-2NZ Motorized Infantry 4 4 7 0 0
3-5-2NZ Motorized Infantry 4 4 7 0 0
4-5-2NZ Motorized Infantry 4 4 7 0 0

AS DS QU AC AT
6th NZ Infantry Brigade HQ 0 2 7 0 1
1-6-2NZ Motorized Infantry 9 9 7 0 3
2-6-2NZ Motorized Infantry 9 9 7 0 3
3-6-2NZ Motorized Infantry 9 9 7 0 3


On 27th of November AS DS QU AC AT
2nd South African Infantry Div HQ 0 4 5 0 2
1 ILH-3-2SA Motorized Infantry 8 8 5 0 2
1 RDC-3-2SA Motorized Infantry 8 8 5 0 2
1 RLI-3-2SA Motorized Infantry 8 8 5 0 2

On 27th of November
AS DS QU AC AT
UMR-4-2SA Motorized Infantry 8 8 5 0 2
2RDC-4-2SA Motorized Infantry 8 8 5 0 2
KR-4-2SA Motorized Infantry 8 8 5 0 2
2TS-6-2SA Motorized Infantry 8 8 5 0 2
1SAP-6-2SA Motorized Infantry 8 8 5 0 2
2SAP-6-2SA Motorized Infantry 8 8 5 0 2
7-SA Mechanized Recon 9 9 5 3 6
1-2SA-2SA Motorized Anti-tank 1 1 5 0 2
2-2SA-2SA Motorized Anti-tank 1 1 5 0 2
3-2SA-2SA Motorized Anti-tank 1 1 5 0 2
DM-2SA Motorized MG Infantry 5 10 5 0 4

AS DS QU RA
1-2SA Motorized Artillery 6 3 5 11
2-2SA Motorized Artillery 6 3 5 11
3-2SA Motorized Artillery 6 3 5 11



Total Attack Points 616
Total Defense Points 702
Average Quality 6.1
Total Armor Points 136
Total Anti-tank Points 365

Total Barrage Points 168
Total Support Points 72
Average Quality 5.7
Average Range 12

AS Attack Strength/Barrage Strength
DS Defense Strength/Support Strength
QU Quality
AC Armor Strength
AT Anti-tank Strength
RA Range

--------------------------------------------------------------------
14. TEC Chart (Courtesy of Greg "hammerhead" Martin)
--------------------------------------------------------------------

HEX FINAL ARTILLRY FINAL CLOSE AIR ARMOR ANTI-
TYPE STRENGTH COMBAT ODDS SUPPORT TANK


HAMMADA X 2 D


BUNKER X 2.5 D X 0.25 A IGNOR RETREAT
-X 3 A X 2 D

CITY X 0.5 A -X 3 A X 2 D


LAND
MARK NEE: NO EXTRA EFFECT


ENTRENCHED X 2 D X 0.5 A X 0.5 A X 1.5 D


DUG
IN X 1.5 D X 0.5 A X 0.5 A X1.25 D


SALT
MARSH ENTRENCH TAKES EIGHT TURNS TO BUILD!!


WADI NON-ART
X 0.5 A ON ROAD
X0.5 A
OFF ROAD
X0.25A

ESCARP
MENT NON-ART
X 0.05 A


NOTES ON FORMULATIONS:

A=ATTACKER D=DEFENDER X=MULTIPLICATION OPERATOR [NOT A VARIABLE].

Greg,

I just looked over your chart, and found a couple thingsI'd like
to point out.

1. Under Close Air Support for Bunker and City, I believe
the strength is reduced as well.

2. Under final Combat odds for Entrenched and Dug in, there
should be a -2 and -1 odds shift as well.

3. For escarpment, perhaps a note saying ZOCs do not
extend across.

4. I'm not sure about this one for wadi, but aren't
infantry effected by attacking across a road (.5) vs
non-road (.25) as well?

5. Salt Marsh has 8 turns to build an entrenchment, is that
true for Dig In? And no mention that you have to be on
a road to even enter. (B. Sielski)


-------------------------------------------------------------------
15. OC tactics/strategy
-------------------------------------------------------------------

The best strategy/tactics ideas are found in the manual, but here
are some general and scenario specific comments.A place to discuss
our favorite use of some units, methods of carrying out our
missions, and general strategy. As for strategy articles, be
careful, your PBEM opponent may be watching.

1.The Italian Army: Strengths

1.A. What are Italian light tanks good for?

Though certainly not armour in the sense we would like to use
armour, Italian light tanks are useful.

1) Local reconnaisance, you don't feel too bad when one gets
crushed.

2) They are overrun proof, so stack 'em with artillery or HQs,
just in case the enemy gets some marauding armour behind
your lines. An idea might be to split them up and assign one to
each Axis HQ for security.

3) Dump security, a good place for those unmotivated, yet mobile
blackshirts too.

4) Mobile AT units, better than AT companies for having a bit of
an armour value (see 2).

5) Stack them behind a defense line. The brits might be a bit
taken by them; they could be M13/40s. While in the back,
dig in fall back positions.

1.B Italian Foot soldiers: These boots were made for climbing.

Weak, lacking equipment, and easily destroyed by armour, the best
use for them are:

1) They are the only units that can cross escarpments or wadis
at non-track or non-road hexes. They could help you get that
bridgehead to capture 'the Angle' (That hex near the south
edge of the N-S escarpment with a track running through it);
not to mention the difficult terrain around Tobruk.

2) Other than that, send some to guard dumps and use 'em to build
and maintain defense lines (most of them will be doing this
around Tobruk).

1.C. Italian Mg Battalions:

Weak on the attack, they do have high mobility, good defensive
values and excellent AT values.

1) Reconassiance, deep in the enemy rear they can survive at least
one attack from enemy Reccs, one of the more common things you
will run into once the enemy finds out he better send something to
guard his supply lines. They can then run so fast, you can get lost in
the sands.

2) Important component of a mobile defense, especially if the front
line consists mostly of foot soldiers. these guys can do pretty good
damage to Stuarts, and paired with Flak, can stop Cruisers. (B. Wood)

2. General
2.A. Bunker Busting, killing tanks, supply
HQs can be bombarded greater than two hexes and be hurt if
the odds exceed 1.0

Bunker Busting; another superb tactic I experienced as the Allies
in Tobruk and use now myself is using probes to inflict fatigue
points on units in bunbker hexes or any tough nut for that manner.
This takes time, but it will were a defender out if you keep it
up. My favored way to use it is with NZealanders at night, esp AT
companies and the 5NZ as probers(even 0.0 odds will do harm and if
units are not too far apart in size, damage is @1%) then hit them
with at least one assault with a stack or two of strong
NZealanders at 2am followed up with assaults all day. Great for
reducing Bardia or prying Germans out of Escarpment passes.

Raids on Depots: Take them at 6am for maximum capture of supply,
2am for stoppages. The latter does not work too well with road
depots, their never seems to be anything there at 2am and nothing
seems to arrive if you leave and come back.

Killing tanks; absolute best way is artillery. Set up artillery
killing zones and lure your opponents armour too close and slam
them. Armour is also vulnerable to air of course, but I find
artiller too be far more reliable. I prefer air for stoping strong
enemy stacks or bombarding hexes I know the enemy is in that is a
natural strong point, like for the axis, the escarpment passes in
the north.

In Crusader, some of the depots are not even mentioned, most
importantly a huge one (a conduit actually, for it seems all axis
westedge supply sources comes through it) at or near Bir Hackiem.
Take that on a 6am turn and ruin the axis supply for a few turns.
(B. Wood)

2.B Zones of Control (ZOC)

The rule book explains the mechanics of ZOCs quite well, but their
are some subtleties we all should know. ZOCs are reduced when you
attack a unit, the higher the odds the better it seems. ZOCS are
reduced from fatigue and disruption. ZOCs are reduced in bad
weather. Units having superb quality ratings relevant to bad ones
they are in contact with have a good chance of infiltrating the
weak guys. Combine these undestandings with say, my bunker busting
notes, and you can bypass bunkers to cut them off. Also good to
remember if got to extract some folks or to cut up an enemy line.
Another thing, All out Assaults can provide a means of bypassing
enemy ZOCS. If someone is defending a hex near a bunker as
otherwise it would be cut off, any odds (>3.0) All out assault may
well make his predicament worse. (sometimes it is best not to
defend a hex). If you have a tough nut to crack, maybe a night
attack in a storm or no moon will be the solution you need. (B.
Wood)

2.C. Headquarters (HQs)
I would have to say one of the most wasted combat units in the
game are HQs. HQs? you say. Yes. Though having no attack strength
they are proven (for me) good assets in a battlefield role.
Usually they have very good AT strengths and good defense
strengths. These only get better as the game goes on with the true
combat units beating each other up. Avoid putting HQs in the front
line, but plan to have that happen. Stack two artillery units
together (also possesing good defense and above average AT
strengths) and a HQ together, and while you artillery sets up or
fires away, use the HQ to dig in. Use your HQs in coordination to
build a base line/defense where you are going to commit offensive
operations. This base provides a variety of functions.

1) Safer places for HQs and artillery (combined um def strength,
@12, AT, @12)

2) Excellent anvil for enemy penetrators to run into and then
trap with as your counter attack forces hammer the enemy
penetration point and forcing the enemy onto the anvil.

3) A superb rally point in the event of withdrawing beat up or
worn out units for recovery.

4) Flank protection. For the really guttsy, HQs can make good
dummies as long as you stay on your side of the Battlefield.
Some may complain about HQ step losses giving 'away' VPS,
but I say worry about VP in the last third of the game and
the crippling of the enemy army in the first two thirds.
Ruining of an enemy army while saving something of yours
will guarantee VP sites in the end. (B. Wood)


3. Questions
Q. I don't understand this. Is there a benefit to fortifying a hex
that is already dug in? Can't you fortify a hex to its full
capacity of 9 companies? (Surely you can.)

Fortifying a hex provides more benefit than just digging in.
Check in the manual for the exact specs. (e.g. AT strength is
doubled in fortified hexes, as opposed to 1.5 times for being dug-
in.)

Fortifications represent trenches, mines, bunkers... Digging in
is mostly just foxholes/sangars plus the organization of the units
into a defensive stance.

The advantage of digging in over-capacity is because fortifying a
dug-in hex reduces the stacking capacity (of those works) by half
(FRU). The motivation for doing this sort of thing is to maximize
the engineering batallions. It takes an engineer 12 turns to
build a 9 companie fortification. Whereas it takes an engineer
only 4 turns to "convert" a 15 capacity dug-in into an 8 capacity
fortification. You *can* dig-in enough capacity for 15 companies
in a single hex, even though that many units cannot actually be in
that hex concurrently. This is done in case the hex gets
fortified. Remember that the capacity of a dug-in hex in reduced
when it gets fortified.

The following is the order of battle of the Panzer Armee Afrika
at the start of the campaign game. All the information is taken
directly from AH's Operation Crusader by laboriously looking at
each unit on the map and copying down the various
characteristics. The mind does wander in such exercises. If you
notice any errors, let me know and I'll do something (correct the
errors?)


AS DS QU AC AT
Pz Armee Afrika HQ 0 4 6 0 2
30 DAK Motorized Heavy Flak 1 1 7 0 7
I-53 DAK Motorized Light Flak 5 5 7 0 5
I-6 DAK Motorized Heavy Flak 3 3 7 0 21
3 x Dummy Infantry 0 1 2 0 0
2 x Dummy Armor 0 1 2 0 0

AS DS QU RA
1 x Dummy Artillery 0 0 2 0

AS DS QU AC AT
DAK HQ 0 4 6 0 2
1-300-DAK Motorized Infantry 1 1 7 0 1
2-300-DAK Motorized Infantry 1 1 7 0 1
3-300-DAK Motorized Infantry 1 1 7 0 1
III-255-90 Motorized Heavy Inf 12 12 7 0 6
III-347-90 Motorized Heavy Inf 12 12 7 0 6
Genova Machine Gun Infantry 4 8 5 0 4
368-DAK Motorized Heavy Flak 3 3 7 0 21
33-15 Mechanized Recon 12 12 8 3 8

AS DS QU RA
362 DAK Motorized Artillery 3 1 7 15
364 DAK Motorized Artillery 4 1 7 15
350 GAF Motorized Artillery 4 2 4 10
149 DAK Motorized Artillery 4 2 7 10

AS DS QU AC AT
21st Panzer Div HQ 0 4 7 0 2
2 MG Bat Motorized Heavy Inf 11 11 7 0 6
8 MG Bat Motorized Heavy Inf 11 11 7 0 6
200-21 Motorized Engineers 9 9 7 0 6
1-33-21 Motorized Light Flak 5 5 7 0 5
616-21 Motorized Heavy Flak 3 3 7 0 21
605-21 Panzer 3 3 7 3 12
1-39-21 Motorized Anti-tank 1 1 7 0 3
2-39-21 Motorized Anti-tank 1 1 7 0 5
3-21 Mechanized Recon 12 12 7 3 8

AS DS QU RA
II-155-21 Motorized Artillery 6 3 8 10

AS DS QU AC AT
104th Regiment HQ 0 2 7 0 1
I-104-21 Armored Infantry 11 11 7 3 5
II-104-21 Armored Infantry 11 11 7 3 5
III-104-21 Armored Infantry 11 11 7 3 5

AS DS QU AC AT
5th Panzer Regiment HQ 0 2 7 0 1
I-5-21 Panzer 6 6 7 12 12
II-5-21 Panzer 6 6 7 12 12

AS DS QU AC AT
15th Panzer Div HQ 0 4 8 0 2
33-45 Motorized Engineers 9 9 8 0 6
1-200-15 Motorized Infantry 9 9 8 0 3
192-DAK Motorized Light Flak 5 5 7 0 5
1-33-15 Motorized Anti-tank 1 1 8 0 3
2-33-15 Motorized Anti-tank 1 1 8 0 5
II-25-DAK Motorized Heavy Flak 3 3 7 0 21

AS DS QU RA
33-15 Motorized Artillery 7 2 8 14
140-15 Motorized Artillery 7 2 8 14
I-115-15 Motorized Artillery 3 1 8 6

AS DS QU AC AT
115th Regiment HQ 0 2 7 0 1
I-115-15 Armored Infantry 11 11 8 3 5
II-115-15 Armored Infantry 11 11 8 3 5

AS DS QU AC AT
8th Panzer Regiment HQ 0 2 7 0 1
I-8-15 Panzer 6 6 8 12 12
II-8-15 Panzer 6 6 8 12 12

AS DS QU AC AT
90th Afrika Div HQ 0 4 7 0 2
900-90 Motorized Engineers 10 10 7 0 5
580-90 Mechanized Recon 12 12 7 3 8
841-DAK Motorized Light Flak 5 5 7 0 5
613-90 Motorized Light Flak 5 5 7 0 5
I-18-DAK Motorized Heavy Flak 3 3 7 0 21

AS DS QU RA
I-155-DAK Motorized Artillery 7 2 7 14
III-155-DAK Motorized Artillery 7 2 7 14
533-DAK Motorized Artillery 4 2 7 10
557-DAK Motorized Artillery 7 2 7 14
529-DAK Motorized Artillery 7 2 7 14
523-DAK Motorized Artillery 7 2 7 14
528-DAK Motorized Artillery 7 2 7 14
190-90 Motorized Artillery 3 1 7 6
1-902-DAK Motorized Artillery 4 1 7 15
408-DAK Self Propelled Artillery 7 2 7 14

AS DS QU AC AT
155th Regiment HQ 0 2 7 0 1
I-155-90 Motorized Infantry 10 10 7 0 3
II-155-90 Motorized Infantry 10 10 7 0 3
III-155-90 Motorized Infantry 10 10 7 0 3

AS DS QU AC AT
361th Regiment HQ 0 2 7 0 1
I-361-90 Motorized Infantry 9 9 7 0 2
II-361-90 Motorized Infantry 9 9 7 0 2

AS DS QU AC AT
XXI Corp HQ 0 4 4 0 2

AS DS QU RA
1 I Motorized Artillery 3 1 4 6
2 I Motorized Artillery 3 1 4 6
1 II Motorized Artillery 4 2 4 10
2 II Motorized Artillery 4 2 4 10

AS DS QU AC AT
17th Pavia Div. HQ 0 4 5 0 2
17 MG-17 Machine Gun Infantry 4 8 5 0 4
I-27-17 Infantry 6 6 5 0 2
II-27-17 Infantry 6 6 5 0 2
III-27-17 Infantry 6 6 5 0 2
I-28-17 Infantry 6 6 5 0 2
II-28-17 Infantry 6 6 5 0 2
III-28-17 Infantry 6 6 5 0 2
17-17 Motorized Anti-Tank 1 1 5 0 3
59th CCNN Motorized Infantry 6 6 4 0 2
60th CCNN Motorized Infantry 6 6 4 0 2
I-17 Light Tank 2 2 5 2 2
17-17 Engineers 7 7 5 0 4
IV-26-17 Motorized Heavy Flak 3 3 5 0 21

AS DS QU RA
I-26-17 Motorized Artillery 3 1 5 6
II-26-17 Motorized Artillery 3 1 5 6
III-26-17 Motorized Artillery 4 2 5 10

AS DS QU AC AT
25th Bologna Div. HQ 0 4 5 0 2
25 MG-25 Machine Gun Infantry 4 8 5 0 4
I-40-25 Infantry 6 6 5 0 2
II-40-25 Infantry 6 6 5 0 2
III-40-25 Infantry 6 6 5 0 2
I-39-25 Infantry 6 6 5 0 2
II-39-25 Infantry 6 6 5 0 2
III-39-25 Infantry 6 6 5 0 2
25-25 Motorized Anti-Tank 1 1 5 0 3
32nd CCNN Motorized Infantry 6 6 4 0 2
I-25 Light Tank 2 2 5 2 2
25-25 Engineers 7 7 5 0 4
IV-10-25 Motorized Heavy Flak 3 3 5 0 21

AS DS QU RA
I-10-25 Motorized Artillery 3 1 5 6
II-10-25 Motorized Artillery 3 1 5 6
III-10-25 Motorized Artillery 4 2 5 10

AS DS QU AC AT
27th Brescia Div HQ 0 4 4 0 2
27 MG-27 Machine Gun Infantry 4 8 4 0 4
I-20-27 Infantry 6 6 4 0 2
II-20-27 Infantry 6 6 4 0 2
III-20-27 Infantry 6 6 4 0 2
I-19-27 Infantry 6 6 4 0 2
II-19-27 Infantry 6 6 4 0 2
III-19-27 Infantry 6 6 4 0 2
27-27 Motorized Anti-Tank 1 1 4 0 3
56th CCNN Motorized Infantry 6 6 4 0 2
I-27 Light Tank 2 2 5 2 2
27-27 Engineers 7 7 4 0 4
IV-57-27 Motorized Heavy Flak 3 3 4 0 21

AS DS QU RA
I-57-27 Motorized Artillery 3 1 4 6
II-57-27 Motorized Artillery 3 1 4 6
III-57-27 Motorized Artillery 4 2 4 10

AS DS QU AC AT
55th Savona Div HQ 0 4 5 0 2
55 MG-55 Machine Gun Infantry 4 8 5 0 4
I-15-55 Infantry 6 6 5 0 2
II-15-55 Infantry 6 6 5 0 2
III-15-55 Infantry 6 6 5 0 2
I-16-55 Infantry 6 6 5 0 2
II-16-55 Infantry 6 6 5 0 2
III-16-55 Infantry 6 6 5 0 2
55-55 Motorized Anti-Tank 1 1 5 0 3
7th CCNN Motorized Infantry 6 6 4 0 2
I-55 Light Tank 2 2 5 2 2
55-55 Engineers 7 7 5 0 4
IV-12-55 Motorized Heavy Flak 3 3 5 0 21

AS DS QU RA
I-12-55 Motorized Artillery 3 1 5 6
II-12-55 Motorized Artillery 3 1 5 6
III-12-55 Motorized Artillery 4 2 5 10

AS DS QU AC AT
102nd Trento Div HQ 0 4 5 0 2
551 MG-102 Machine Gun Infantry 4 8 5 0 4
I-61-102 Motorized Infantry 8 8 5 0 2
II-61-102 Motorized Infantry 8 8 5 0 2
III-61-102 Motorized Infantry 8 8 5 0 2
I-62-102 Motorized Infantry 8 8 5 0 2
II-62-102 Motorized Infantry 8 8 5 0 2
III-62-102 Motorized Infantry 8 8 5 0 2
I-7B-102 Motorized Infantry 9 9 6 0 3
II-7B-102 Motorized Infantry 9 9 6 0 3
III-7B-102 Motorized Infantry 9 9 6 0 3
1-200-102 Motorized Anti-Tank 1 1 5 0 3
2-200-102 Motorized Anti-Tank 1 1 5 0 3
IV-12-55 Motorized Heavy Flak 3 3 5 0 21
102-102 Motorized Light Flak 5 5 5 0 5
51-102 Motorized Engineers 7 7 5 0 4

AS DS QU RA
I-46-102 Motorized Artillery 3 1 5 6
II-46-102 Motorized Artillery 3 1 5 6
III-46-102 Motorized Artillery 4 2 5 10

AS DS QU AC AT
XX Corp HQ 0 4 4 0 2
1-XX Light Tank 2 2 5 2 2
2-XX Light Tank 2 2 5 2 2
3-XX Tank 3 3 6 6 6
5-XX Tank 3 3 6 6 6
21-XX Tank 3 3 6 6 6
52-XX Tank 3 3 6 6 6
RECAM Mechanized Recon 12 12 7 4 6

AS DS QU RA
1-2 Motorized Artillery 3 1 4 6
2-2 Motorized Artillery 3 1 4 6
3-2 Motorized Artillery 4 2 4 10
4-2 Motorized Artillery 4 2 4 10

AS DS QU AC AT
101st Trieste Div HQ 0 4 5 0 2
101-HW-101 Motorized MG Infantry 4 8 5 0 4
I-65-101 Motorized Infantry 8 8 5 0 2
II-65-101 Motorized Infantry 8 8 5 0 2
III-65-101 Motorized Infantry 8 8 5 0 2
I-66-101 Motorized Infantry 8 8 5 0 2
II-66-101 Motorized Infantry 8 8 5 0 2
III-66-101 Motorized Infantry 8 8 5 0 2
I-9B-100 Motorized Infantry 9 9 7 0 3
II-9B-100 Motorized Infantry 9 9 7 0 3
III-9B-100 Motorized Infantry 9 9 7 0 3
40th HW-9B-101Motorized MG Inf 4 8 5 0 4
8B-101 Armored Infantry 10 10 7 3 5
1-101-101 Motorized Anti-Tank 1 1 5 0 3
2-101-101 Motorized Anti-Tank 1 1 5 0 3
21-101 Motorized Light Flak 5 5 5 0 5
101-101 Motorized Engineers 7 7 5 0 4

AS DS QU RA
I-21-101 Motorized Artillery 3 1 5 6
II-21-101 Motorized Artillery 3 1 5 6
III-21-101 Motorized Artillery 4 2 5 10
IV-21-101 Motorized Artillery 4 2 5 10

AS DS QU AC AT
132nd Ariete Div HQ 0 4 7 0 2
1-2-132 Motorized Anti-Tank 1 1 7 0 3
2-2-132 Motorized Anti-Tank 1 1 7 0 3
RECoN C Mechanized Recon 8 8 7 2 4
7-132 Tank 3 3 7 6 6
8-132 Tank 3 3 7 6 6
9-132 Tank 3 3 7 6 6
IV-132-132 Motorized Light Flak 5 5 7 0 5
2 x Dummy Infantry 0 1 1 0 0
1 x Dummy Tank 0 1 1 0 0

AS DS QU RA
I-132-132 Motorized Artillery 3 1 7 6
II-132-132 Motorized Artillery 3 1 7 6
III-132-132 Motorized Artillery 4 2 7 10


AS DS QU AC AT
8th Regiment HQ 0 2 7 0 1
I-8B-132 Motorized Infantry 9 9 7 0 3
I-8B-132 Motorized Infantry 9 9 7 0 3
I-8B-132 Motorized Infantry 9 9 7 0 3


Total Attack Points 825
Total Defense Points 931
Average Quality 5.1
Total Amor Points 138
Total Anti-tank Points 741

Total Barrage Points 200
Total Support Points 74
Average Quality 4.4
Average Range 7.3

AS Attack Strength/Barrage Strength
DS Defense Strength/Support Strength
QU Quality
AC Armor Strength
AT Anti-tank Strength
RA Range

 
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