Tank Warfare Tunisia 1943 Learner's Manual
Tank Warfare Tunisia 1943 Learner's Manual
Tank Warfare Tunisia 1943 Learner's Manual
Graviteam (R)
TUTORIAL GUIDE AND MANUAL
TABLE OF CONTENTS
TABLE OF CONTENTS 2
ACKNOWLEDGEMENTS 6
INTRODUCTION 7
Terminology 7
Overview 7
UNITS 30
Unit Quick Selection Panel 30
Unit Markers 31
Unit Marker Color 33
Unit Movement 35
Movement Notes 38
Unit Data Bar 40
Stay Concealed 48
Fire Control 49
Maneuver Control 50
Uncontrolled Unit Action 51
How units become uncontrolled: 51
Abandoning knocked out vehicles 51
Enemy vehicle destruction 52
FIRE ORDERS 53
The Fire Control Panel 53
Area/Observed Fire 54
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Smoke 55
Not Firing! 55
Fire Sector/Target Arc 56
COMMUNICATION 57
Voice 57
Wire 57
Radio 58
Signal flares 58
Tank phone 59
Loss of communication link 59
Communication and Target Indication 59
Communication: Events and unit messages 60
COMMAND LEVEL 64
AIR AND ARTILLERY SUPPORT 65
Categories of artillery support 66
Commanders and artillery 66
Artillery tasking 67
BATTLEGROUP LIST 89
AFTER BATTLE REPORT (ABR) 93
HINTS AND TECHNIQUES 96
Command Chaining 96
Mounting Infantry on Tanks 96
Reconnaissance 96
ACKNOWLEDGEMENTS
What started out as a project to assist my fellow Tank Warfare: Tunisia 1943 gamers at the Few
Good Men (FGM) wargaming site has grown to the document that you see today. Without the
encouragement, feedback, and gamer’s comraderies of the Few Good Men this document would not
have evolved to its current state.
In that regard, I would like to thank (in no particular order): Badger73, HOA_KSOP, Rinaldi, and
Bootie.
While I have titled this document “Tank Warfare: Tunisia 1943, Tutorial Guide and Manual” it is
in all ways an unofficial, charitable act aimed at promoting the game and acknowledging its
developers – Graviteam.
The fact that the game has inspired a group of people to take the time to produce this document
is a testament to the imagination, artistry and technical prowess of the developer. I believe
they have produced a gem of a game.
Documents written by gamers will always fall short of the technical excellence of an official
document. We do not have access to internal documentation. But sometimes we can value add by
providing a gamer’s perspective, particularly when the gamer and the developer do not share a
native tongue. I hope this document in some way does that.
Any errors or omissions are totally my fault and represent an honest attempt at the time of
writing. As I mention in the text, this document should be read in conjunction with the
official manual.
Finally, I would like to give a plug for the Few Good Men website, where Wargaming and History
Collide! - http://www.thefewgoodmen.com/ . Our interest is primarily in multiplayer games but
single player are not off the menu. While the project team have the common link of the FGM this
document is not an FGM publication or has any official FGM status.
Good gaming!
Lethal2615
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INTRODUCTION
Terminology :
Squad single squad (section) or vehicle (tank, APC, gun, etc.)
Unit Combination of squads of the same type
Battlegroup (BG) group of Units
[LMB] left mouse button - used for selection
[RMB] right mouse button - used for orders or mode changing
[MMB] middle mouse button (mouse wheel)
Operational mode turn-based 2D map mode, in which units are moved
Operations Campaign
Tactical mode 3D mode where the real-time combat occurs.
Overview
If you are a grog-nard from the classic tiled wargames or modern iterations like the Combat
Mission (CMx2) series of games you will find the transition to Tank Warfare: Tunisia 1943
(TWT43) challenging conceptually. While Graviteam games seem similar to CMx2/Close Combat etc
they are, in fact, a totally different take on squad/platoon/company level combat.
Players can micro-manage units during tactical play but that is not the most effective, or
enjoyable, way to play TWT43. You will be surprised to learn how few “clicks” it takes to play a
TWT43 scenario versus a scenario from Combat Mission, Steel Division, the venerable Close Combat
series to name a few. This is an RTS game like no other.
Many new players have found the pace of the in-game tutorials over-whelming. The goal of this
(unofficial) guide and manual is to present the learning in a clear, concise, self-paced format.
As a beginner it is not important to “play well” at the tactical level as much as it is to learn
the mechanics of how the player interacts with units and the map. The suite of options
available during play seems mind-boggling at first but once comprehended, their power allows the
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player to control units with surprising subtly, enriching the gaming experience. The majority
of learning during the in-game tutorials is in Tactical mode with a brief introduction to
Operational mode.
Amongst our niche gaming community, the learning curve for Graviteam games is considered
difficult or awkward. This is a little unfair and largely due to TWT43’s transliterated
Russian-to-English language manual. Similarly, the User Interface (UI) has received a lot of
criticism from native English speakers. The UI is a reflection of Russian logic/flow and is a
bit jarring at times for western players, but with a little effort this can be overcome.
In every game the basic mechanics must be learned. There is no getting away from that. It is a
worthwhile endeavor because once you understand the concept behind TWT43, many hours of gaming
goodness await you. Good Luck!
Once you have completed the Basic Training, Defense and Attack tutorials, I recommend viewing
THE WARSIMMER’s Youtube video https://www.youtube.com/watch?v=wwwacMv-IjQ “Graviteam Tutorial:
Combat”.
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Basic Training
Defense
Attack
It is recommended that player’s take the time to view the other tutorials. Before playing a
campaign view “How to pass an operation?”.
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Camera
The map is viewed via the Camera controls. The game offers multiple key options for camera
control. While viewing the tutorial “Pause – [Enter]” is your friend.
Unit Markers
Movement Options
Select a unit [LMB], then [RMB] at the
destination to display the movement options.
3. Fast[J] 7. Assault[I]
4. Covert[K] 8. Attack[O]
Command Chaining
A sequence of commands is called “Command Chaining.” For example, the player wants a unit to
move using “Recon” mode [U] for the first leg and then a short “Take defense” [F] movement to
finish.
To follow a unit: select the unit [LMB], then use one of the following:
To target an enemy unit, press [T], then [LMB+drag] a box over the target. It may be useful to
use binocular view [TAB].
The AOS [Ctrl+~] tool provides a green (visible) and red (hidden) overlay. The Left: Area
Line of Fire [~] tool is very useful when siting a defensive position. of Sight
Right: Line
of Fire
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Concealment factor
The color of the inner square indicates the
concealment factor.
grey - open,
red and orange - partial cover,
yellow and green - good cover (green = best
cover).
Occupation factors
The border color of each square indicates the
following:
Visibility factor
Visibility: Blue marks inside each square indicate how far a target can be seen in each
direction from this location: 100, 500, 1000 and 1000m plus. Target type toggle [F2] or by the
Target Visibility icon on the Interface Menu Bar when in Operational mode.
In the map square above far right, a tank can be seen up to 1000m (3 blue marks) to the north
and north-east of this position and 100m to the north-west (1 blue mark).
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Unit Deployment
Method One.
Select a unit [LMB],
select [N] – unit will move to a defensive square with maximum view to the front and minimal
to sides and rear.
[LMB] to de-select.
Method 2.
Select a unit [LMB],
[RMB] new square.
[RMB+drag] in direction of facing.
[LMB] to deselect
In some scenarios the player will not be able to deploy (place) units. Generally, it will be
because the units have just “arrived” on the battlefield and have not had time to deploy (this
will be displayed in the Unit Quick Selection Panel). Often this is a pretext for an enemy
ambush or a counter-attack as a continuation of the previous battle in the campaign.
Select [Enter] or the Finish Deployment icon on the Interface Bar to finish the Operational
Deployment Phase.
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The messages in the Events and Groups message bar can be viewed anytime. If
you start getting information over-load, consider using one of the [Pause]
commands.
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Out of action
Movement Modes
March - maximum speed – will use
roads if available; the units will
try to avoid engagement with the
enemy, but are vulnerable to attack.
March is automatically selected when
[RMB] on allied and neutral cells.
Attack - movement in attack formation. Units attack the enemy when spotted. This order is
automatically selected when [RMB] on an enemy square.
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[LMB+drag] the selection box over the infantry and armor unit markers.
Order the infantry to mount the tanks [E] or the Mount icon on the left of the screen.
Order the tanks, once the infantry are mounted, to proceed to the deployment area.
[RMB] on the destination point and select March from the menu or shortcut [M].
En-route to the destination you will be introduced to Key Points [F5] and the Command level
indicator.
During the early part of the attack, your units will be attacked by an anti-tank gun (ATG). You
may want to [Pause](or select [Enter]). Select a friendly unit, then view its AP/AT (Anti-
personnel/anti-tank) capability [‘].
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I have tried to keep the original author’s terminology so readers will not be confused if they
have to refer to the official manual. Having a tutorial guide and manual combined will result
in some duplication of material but the goal is to fast-track the player’s learning curve.
The game is an impressive accomplishment by the Ukrainian developers – Graviteam. I wish them
every success and hope at some stage in the future they invest in providing a professionally
written English manual.
The goal of this manual is modest and is aimed at the player new to the game. Like all computer
manuals it is best to read this and confirm the learnings on screen.
This is a powerful game, so it will take time to get to grips with its layered level of detail.
What may appear as arcane at first will make sense in due course. Be patient and the game will
provide a rewarding gaming experience. For first time RTS players it is best to ignore how
other games play and concentrate on learning a very new way of gaming. Enjoy!
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11. Goto selected unit [Ctrl+F] 12. Show line of fire [~]
13. Show firing capabilities of the selected squads and vehicles [Ctrl+']
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UNITS
Unit Quick Selection Panel
Units can be selected using the Quick Selection Panel. The panel is located at the bottom of
the screen and displays:
[LMB] Deployment Phase: Select the 1st squad of the unit. Tactical mode: the unit.
Second [LMB] select all combat ready squads in the unit.
[RMB] move the camera to the senior active commander in the unit, but without selecting it.
[ALT] or [SH] + [LMB] to select half squad.
[Ctrl]+[LMB] combines units.
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Unit Markers
Each unit has a marker (symbol) indicating its type (see Unit Marker table below). There are
four types (modes) of unit markers that can be toggled via [F6] or the interface menu.
Out of action
Unit Movement
Select a unit that is to move [LMB]. Movement orders are given
by [RMB] on the destination. The Movement Options will be
displayed (right).
Movement Notes
The AI generally does an excellent job of moving units to the destination. It will always
attempt to comply with your orders and this may result in an unintended move or event.
For example, if a unit meets an impassable obstacle using “No formation” (wedge), the effected
squad will break off and seek a path independently. It is recommended that this mode only be
used in flat, clear terrain.
When moving in column, the leading squad will select the path of least resistance, i.e.,
avoiding obstacles. However, a mixed unit formation (vehicles, tanks, infantry) moving in column
may need to take alternate paths because of the terrain and the various units movement
characteristics, for example, on a steep grade that is impassable for vehicles, infantry may
clamber over it while vehicles will have to find another route.
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When using covert movement [K] units will attempt to move out of enemy sight. These areas are
generally low lying and can be problematic for vehicles, increasing their risk of bogging.
Movement by road is preferable for long distances. It is faster, minimizes bogging risk and
reduces fatigue.
The “Actively maneuver” option allows units to break formation when in contact with the enemy.
The unit will actively search for targets on the battlefield. However, this maneuvering can
increase the risk of bogging and moving beyond command radius.
In summary, movement is influenced by weather and terrain. Bad weather (rain, snow) may degrade
movement factors during the battle.
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It has a crew of 5, all of whom are active. Number unfit for combat is in brackets when
applicable.
Examine the Unit Data Bar tables below to view the range of factors it displays.
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Stay Concealed
The factors in the two sections below Surveillance
vary according to the factors pertaining to the unit
selected.
Fire Control
The official manual describes Fire control:
Maneuver Control
The player may not want the unit to return to the leader. For instance, placing a unit in an
observation post/early warning surveillance.
Select the unit [LMB] and [Ctrl+M] – the unit will now stay at the destination.
Note, in this example, the OP units may see the enemy but that information will not be available
to the force until it gets back into communications range, and if it loses sight on the enemy
the information degrades – see Unit Marker colors.
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When a unit's combat ability is lost it will attempt to withdraw to a safe area.
Heavy weapons are abandoned if they run out of ammunition and the enemy is in the immediate
vicinity (less than 200 meters).
Panic - units stop responding to orders, cease fire and abandon positions.
In some instances, vehicles and heavy weapons may be abandoned due to low morale or death of
crew members. Abandoning can occur quickly, in the event of fire, or over time representing
degradation of equipment.
Tank Warfare: Tunisia 1943 52
The AI fires on vehicles until one of the above is evident. This may result in firing
continuing on destroyed or abandoned vehicles.
Crews can return to their vehicle or heavy weapon if there is no visible enemy nearby (in 250 m
radius). If the vehicle/heavy weapon is operable it can return to normal service.
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FIRE ORDERS
The Fire Control Panel
6. Turn [R]
7. Reverse [Y]
Area/Observed Fire
In some instances, the player may suspect enemy units are in a certain area and want to direct
fires at that location.
Above: Knitz Unit Quick Selection Panels (green), fire control panel (grey)
and lower two sections of the Unit Data Bar are displayed.
The observed fire mission will continue until ammunition is exhausted or cease fire is ordered
[G].
For indirect fire units (mortar, howitzer) the Show indirect fire abilities [|] overlay is
useful.
Smoke
To fire smoke rounds the sequence has an additional step. Select an eligible firing unit then
the Stay concealed icon [Ctrl+G] prior to selecting Observed fire [G]. For a mix of HE and
smoke, when firing multiple mortars, select Stay concealed for one of the mortar’s in the squad.
The same order sequence is used with any on map firing unit (direct or indirect fire) – tanks,
anti-tank guns, infantry guns, mortars. Note: Off-board artillery has a different sequence.
Not Firing!
Right: Mortar and MG fire is going in at the grove
(yellow cross). But one mission has issues (red cross).
Fire will be conducted at targets located closer than 75m (25m for small arms). Holding fire
and limiting the sector does not apply to throwing hand launched weapons, e.g., grenades.
To maximize the advanced features in the game it is important that players understand the
Communication and Targeting symbols discussed in the Communication section.
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COMMUNICATION
Units communicate by the following methods:
voice,
wire, and
radio.
Other types: signal flares, tank phone.
Voice
Voice communication is available to all unit (for enclosed vehicles the hatch must be open).The
maximum voice range, in optimum conditions, is about 100 meters. Range and quality of voice
communication is significantly reduced in combat, the voice indicator will be red in these
instances.
Wire
Wire is physically laid by signalers. Signalers are assigned to the commander’s platoon. If the
platoon is on the defensive, wire links are considered established prior to the start of battle.
Signalers operate in pairs and move covertly when possible. A signal’s squad can establish
three wire links or repair damaged links. To establish a wire link the respective units must not
move position. Wire links can be broken in combat. Wire communication enables accurate target
reporting in all conditions. Some signals formations have special equipment or vehicles in
service that can lay one channel per vehicle.
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Radio
Radio is generally available for vehicle and tank communication (infantry sometimes have
portable radio). Radio transmissions can be bidirectional or unidirectional (one-way from
commander to subordinates - the connection type indicator will be red). Some vehicle mounted
radio equipment only operate when the vehicle is stationary.
Signal flares
Signal flares allows units to communicate actions quickly and broadly. Each commander normally
has flares. In daytime smoke signals are used.
Defense/Retreat
Recon
Attack
Air Spot
Enemy Spotted
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Tank phone
A Tank phone lets the crew communicate with nearby infantry without the need to open hatches.
Units under AI control, i.e., have no orders from the player, will try to regain communication
with their commander by moving into voice communication radius except when they are in trenches.
COMMAND LEVEL
In the first half of the Second World War the Wehrmacht generally had the advantage of
operational tempo over its adversaries. In brief, operational tempo is not just the ability to
cover the ground quicker, although that is important, but to think and transmit ideas and
intentions faster than the adversary can react, gaining tactical advantage. In the game this
command factor is reflected in the Command Level indicator. Command Level is derived from
factors such as leadership, experience, morale, stamina and equipment (radio). Later in the
document these factors will be discussed in the Force List and Battlegroup sections.
The Command level indicator is located on the interface menu bar. This displays how long a unit
will take to react to an order and its ability to reorganize, via the recovery rate, after
receipt.
Order cost depends on its type and how many times it has been issued, not the number of units it
is issued to. There is no cost per order during the deployment phase, i.e., pre pressing the
Start Game button from Tactical mode.
When multiple units are selected, the lowest Command value is displayed.
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A Battalion or Regimental commander can call any type of artillery, including divisional.
A Company commander can call regimental artillery. Battalion artillery is always available.
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Artillery tasking
Unscheduled artillery fire is “called in” by artillery spotters and commanders. Delay between
request and fire mission depends on the battery workload. Accuracy will depend on the spotters
LOS to the target, the spotter’s stress and skill level, and the quality of the communication
link.
It is highly recommended that players complete the TWT43 in-game tutorial – “How to win an
operation?”
Editor Note: The developer calls Campaigns, Operations. This can cause confusion when discussing
Operational mode. In this version of the manual, the term Operations is replaced with Campaign.
A campaign is comprised of a series of turns played on the campaign map. Each turn is a series
of tactical battles, some fought by the AI and others by the player. In campaign mode the
player moves units, organizes supply and reinforcement, assembles battlegroups and starts the
tactical phase (3D combat).
Blue – German
Red – Allies
Left of image:
Campaign mode menu
bar
Zoom in/out
Pan the map
Operations phase – player turn
Operational score
Time
Weather
HQ Reserves arrival
Air support
Show map only
View briefing [F2]
Show battalion and company structure
Forces list
Summary statistics
Next phase
Undo changes
Exit
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Units that cannot be supplied from external sources can replenish from reserves held within the
formation or continue with a reduced supply status. Running out of supply will result in the
unit not being able to move or participate in attacks.
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Force Data
Right: Hover or select a unit [LMB],
then [Spacebar] to see the Battalion and
Company relationships.
Force List
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The entry for the unit [MMB] is highlighted (e.g., Captain Tubbs).
The unit symbols colored red, green and blue are the same as the disks on the campaign map.
The Force List icons are displayed in the table below. Note that reinforcement strategy is set
on this table or the Battlegroup list.
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An attack ordered against one square [RMB] is available to all unit’s with attack capability.
Advance – movement is in
a deployed formation,
one cell per campaign
turn. The unit will
attack any enemy unit
encountered. This order
is automatically
selected when selecting
a unit in enemy
territory. To cancel an
order [RMB] on the unit
symbol.
Movement factors
Unit mobility is determined by its type, the presence of transport and towed weapons, as well as
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vehicle condition. If a unit was entrenching or attacked in the previous turn, its movement is
restricted (by ~50% in both cases). If a unit’s personnel is exhausted, movement will be
restricted.
If the unit has not moved for some time (turns) and not involved in combat, its mobility is
increased for one turn.
Terrain effects movement speed – roads are the fastest and rivers, mountains and swamps
impacting speed.
The mobility of combined units (Battlegroups) is determined by the slowest member of the group.
Units are placed in the “arrived” state. They deploy near their attacked location and face the
nearest enemy key point. Infantry and armored vehicles are in columns, artillery and support
units are deployed in line. This deployment cannot be changed by the player in the Tactical
Deployment Phase. Recon units are not blocked.
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The Tactical deployment bar provides the player with a selection of tools to assist in deploying
units. Target arc [V] is very useful when siting anti-tank guns or other ambush positions.
Captures are distributed based on the distance and applicability in a particular unit: small
arms to infantry units, equipment to tank and artillery units.
If a unit has not enough ammo (less than 25%) for standard weapons, in this case it will be
rearmed to captured small arms.
To use captures, their quantity, of the appropriate type, must be greater than or equal to 1 (in
the “CASUALTIES AND CAPTURES” table). Personnel experience is reduced when rearming to captures.
Units armed with captures are marked with ‘?’.
Captured weapons can be selected in the quick battle editor as well, by setting a value of less
than 25% in the ammo quantity section.
Special Actions
In some campaigns, units can conduct special missions aimed at disrupting the enemy and
improving friendly unit capability. Most special actions are performed automatically, the
player only needs to ensure that units are in vicinity of the headquarter or settlements.
Extend supply lines: improve the logistics system resulting in longer supply lines.
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Mobilization: Commanders of partisan units can mobilize the local population in neighboring
settlements. Mobilization provides personnel to replenish units that have losses. The commander
must be located near a village or directly in it to do this. Mobilization is conducted daily,
during daylight hours.
Noise generators: Units with special noise generators aimed at reducing the morale of poorly
trained enemy troops. Noise generators operate each turn but only affect the enemy at night or
in a forest.
Disinformation: some headquarters and command units have propaganda specialist that aim to
weaken the enemy’s will to fight. Disinformation is conducted daily.
Agitation: is a stronger form of disinformation and is conducted several times a day. The aim
being to get enemy troops to defect.
Instructors and advisers: Units with foreign instructors and advisers increase the level of
training and morale of the troops. Conducted twice per day. To conduct this training, units are
not to move, participate in battles or dig trenches.
Diversion: some special (usually recon) units conduct attacks on enemy facilities and
communications. Diversions are more effective at night or during bad weather. Diversions can be
conducted once per day.
Air illuminating bombs: used at night to interfere with the sleep of the enemy personnel,
leading to increased fatigue levels.
Use of transport aircraft as ersatz-bombers: transport aircraft were used as bombers in areas
with weak enemy air defense. Although the bombing effectiveness was low its impact on enemy
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BATTLEGROUP LIST
The Battlegroup (BG) list displays the tactical organization of units (BG do not appear in all
scenarios). The player can select and deselect BG constituents and set the reinforcement
strategy. A BG can be comprised of 2 to 8 units.
BG mobility is determined by the slowest member of the group. If speed is required consider
removing slower members.
Right: The unit popup for 2nd Company, 7th Tank Regiment (2./7 tnk)
at the end of a Campaign turn.
BG2 entry in the BG List is displayed above. Note that the second unit, 2 tnk coy, 3 tank
platoon is green. The reason for this is that the unit has an excellent morale rating of 75%.
Note that 1 tnk battalion, Bn cmd is rated at 86%. The unit’s morale is rated at 54%.
Selecting the unit indicates why. Unit 2 has been destroyed (Cat IV) and only one member
survived (20%).
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The BG list for Battlegroup 6./II is displayed above. Note that the blue BG add/replacement
button at left is active. [RMB] to add a unit to this BG from the reserve.
The red BG button is to remove a unit from the BG and place it in reserve.
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8 hvy coy, Mortar platoon has been added to 6./II Battlegroup. Note that the reinforcement type
has not been selected for this unit (plus sign). [RMB] to select a reinforcement type.
1. Back [ESC]
2. Hit vectors
3. Area occupation
4. Impact filter
5. Identify victorious unit
Subcalibre rounds of all types Shaped charge (HEAT) and high-explosive plastic shells
(APCR,APDS, APFSDS) (HESH)
Reconnaissance
Use small formation.
Disable Fire at will[Ctrl+Y]
Stay concealed [Ctrl+G]
Use a chain command with “Take defense” [F] as final command.
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Select [~]
This displays:
Distance to target,
Accuracy probability, and
Hits score to date.
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Appendix A. Miscellaneous
System requirements:
CPU AMD FX 8120 or Intel i5 3 GHz
RAM 4 GB
Video card ATI Radeon 7800 or nVidia GeForce 680 2 GB
Operating system Windows 7 SP1, 8.1 or 10
You need to install additional software from the "docs\support\redists" folder in the main game
folder to run it properly. It is recommended to install the latest drivers for your video card.
When installing the game the required software will be installed automatically.
It is strongly recommended to disable forced anti-aliasing (smoothing) setting in the drivers!
Screenshot
To create a screenshot [F12]. The image will saved in the "users\scrshots" folder in the root
folder of the game. Images are saved in JPEG format with .jpg extension. Each screenshot name
consists from gtmf (game name) with a suffix: date in YYYY:MM:DD format, time since the start of
the day in seconds and the sequence number of the current game session. To create a screenshot
without the interface (in tactical battle or statistics mode) press [Ctrl+Back] key combination
to disable the interface. Then make a screenshot with [F12] key, and then enable the interface
again with [Ctrl+Back] key combination.
The chart displays an optimistic estimation of armor penetration over distance and armor aspect
by the firing unit. Note that penetration of armor does not always lead to destruction.
Alternately, it can be viewed as how close the armored unit can approach, in relative safety,
the weapon types.
After creating a modification it is necessary to set the folder ("Select folder") where the
files to replace will be stored. If needed, you can get list of game files (by clicking "Source
files" button) with the names and formats (for sounds and textures) and the game files
themselves for modifying (for textures) - they will be placed in the
modification folder.
After making all changes and creating the modification files, press "Build" button. Modification
archive will be created in the mod folder, which can be used in the game. To test the
modification press "Install" button – the game updater utility (see Section 5.1) will be
launched, which will install the modification.
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INDICATORS
Check line of fire ~ Check area of sight Ctrl+~
Show sectors [ Protection diagram }
Command lines : Fire capability level
Show indirect fire abilities |
DEPLOYMENT PHASE - TACTICAL MAP
Automatic placement around selected in column I Deploy squads R
Automatic placement around selected O Deploy squads in defense M
Automatic placement around selected in inverted wedge Ctrl+P Prepare Ambush B
Automatic placement around selected in line U Rotate squads N
Automatic placement around selected in wedge P Toggle visibility map F2
Deploy automatically in main square X Undo Changes Back
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GAME SPEED
Increase game speed F11 Pause Pause
Pause Enter
INFORMATION
Advanced info F4 Show key points F5
Display briefing F7 Show order list and current targets F8
Markers display mode F6
INTERFACE
Enable in-game menu Esc Disable in-game menu Esc
Interface display mode Ctrl+Back
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UNIT BEHAVIOR
Transfer unit's fire control under Al commander control Ctrl+O
Transfer units under Al commander control Ctrl+M
Stay concealed Ctrl+G
Hold Fire Ctrl+U
Fire at will Ctrl+Y
Save ammo Ctrl+E
Fire at infantry Ctrl+H
Fire at aircraft Ctrl+J
CAMPAIGN MAP
Actions menu in platoon parameters Space Next turn Enter
Briefing F2 Operation statistics F5
Close popup menu Esc Paste data Ctrl+V
Copy data Ctrl+C Platoon info I
Copy information Shift+C Return to Main Menu Esc
Exit briefing or tables Esc Save battle as mission Ctrl+S
Exit briefing or tables (add.) Enter Select reinf. strategy Space
Exit operational phase to menu Esc Statistics F3
Hide squad markers F6 Supply lines F4
Movement Default
March [H]: Column, 3 lines, dense, fast move by road, tanks in front.
Move: Column, 3 lines, medium density
Fast Move: Column, fast move, tanks in front
Covert Move: Column, 1 line (abreast), medium density, Move covertly, fast.
Recon: Line, 1 row, medium density, fast, active maneuver, interrupt order after contact with
enemy.
Assault: Line, 1 row, high density, buttoned, move behind vehicles.
Attack: Line, 1 row, medium density, tanks in front, active maneuver, buttoned, set smoke
screen.
Take defense: Fast move without formation, find cover at end of path.
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During the first play through resist the temptation to issue commands and follow the Events messages
and the changing status of unit markers.
The view of enemy units at “the farm” in Spring Walk is typical. Enemy Unit Marker colors:
The yellow markers indicate the enemy unit has been identified but currently out of LOS of the
selected friendly unit,
the light yellow markers - identified but not visible by selected unit,
white - visible and identified by selected unit, and
blue - visible and identified.
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