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. Multiple commands per mail are allowed. Setting maxfiles to zero will remove the limit (to protect you against yourself no more than maxfiles files will be returned 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 --------------------------------------------------------------------- (long, removed by me. Arnaud) ------------------------------------------------------------------ 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 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 -------------------------------------------------------------------- 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.