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Panzer General - Strategy Guide (Page 02)

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        ALLIES:  Air defense, artillery and tanks are your defensive
mainstays in this scenario.   Conserve your air force for the
long haul--working with the help of air defense units, you may
be able to pick off damaged Axis bombers.  Overall strategy
differs between the north and the south.  In the open plains of
the northern theater, use your cities as defensive bastions that
bleed the enemy dry as they advance.  In the south, your best
defensive position is in the Caucasus mountains, and you will
need to devote enough reinforcements to the southern forces to
ensure that the Germans don't force you back into open country.

11. SEALION (43)--see 6. SEALION(40).

12. TORCH--24 turns; Axis: hold Tunis + 2 objectives.

        AXIS:  The Vichy French in North Africa have surrendered to the
Allies and both sides are racing to pick up the pieces.  The
Americans are mostly inexperienced, but they have good equipment
and outnumber you, especially in the air.  Due to air
inferiority, you must coordinate your air units carefully and
use them selectively when it counts.

        The obvious strategy is to use detachments to delay the
Americans while you take up a  defensive position on the east
bank of the Medjerda River with air defense and artillery
support.  Your armored forces can concentrate further south
around Gafsa to strike west and then north through the valleys
east of Biskra.  Time correctly, this force can hit the Allied
support units in the flank, cause serious damage and derail the
Allied offensive along the Medjerda.

        ALLIES:  With the advantages of air and naval superiority, you
can afford straightforward hammering against the Axis defenses
to blood your troops and eventually drive the Axis into the sea.
 Note that the Afrika Korps units are veterans, however, and
that the Tigers they field here are extremely tough.

13. HUSKY--21 turns; Axis: hold 2 objectives.

        AXIS: The Allies are ashore in Sicily and Italy is next.
Husky--the invasion of Sicily and Italy by the Allies--is the
first of the Western fight or flight battles: this means that
your main option is whether to fight to hold your initial
position or fall back to a more defensible location.  This
series of battles is about holding on grimly against an enemy
that, at least in quantity if not in quality, has an advantage
on land, sea and air.  In Husky, the flight option is to pull
back to Italy and try to set up a tough defensive line,
preferably based on the inland cities out of the reach of naval
bombardment such as Foggia and Totenza with infantry and
antitank units entrenched and heavily bolstered by air defense
units and artillery.

        The fight option is to hold in both Sicily and Italy (hard to
do) or defend one and give up the other--pulling out of Sicily
is the usual choice.  Instead of fleeing from enemy landings,
you try to drive them into the sea and keep hammering them with
your limited but concentrated strength.

        Either way, you need to counter the overwhelming Allied air
threat and you need to get more heavy tanks to help pick off
weak Allied units.

        ALLIES: This scenario is an exercise in overwhelming the enemy
by multiple amphibious invasions.  Although your troops are less
experienced, in all other respects you have advantages that you
can turn into victory objectives taken.  You can land anywhere
you please on the Sicilian and Italian coasts and support your
forces with air and naval bombardment.  But don't delay in
Sicily before getting serious about conquering Italy, and don't
ignore the Axis air force.

14. ANZIO--14 turns; Axis: hold Rome plus 2 objectives.

        AXIS: Although still at an overall disadvantage, at Anzio,
south of Rome, you can strike back at the Allies by driving
their landing forces back into the  sea.  Since the Allied
battleships will soon open fire, attack immediately while you
can.  Except perhaps at Lanciano, nowhere else on the Gustav
Line, from Formia to Lanciano, can you attack.

        Guard Rome and Pescara carefully--with Anzio taken, you may be
able to hold off the Allied onslaught.  Consider placing
garrisons in rear area cities to deal with infiltrators or
paratroops.  Use  your air power sparingly so you will have it
available as a threat to the Allied bombers.

        ALLIES:  Use your combination of strength and mobility to press
the enemy and push through gaps.  Using naval power, you can
unhinge the line at Formia and roll it up to Cassino, then march
on Rome.  Meanwhile, your battleships keep the Axis at bay in
the Anzio area.

15. D-DAY (OVERLORD)--15 Turns; Axis: Hold 2 Objectives.

        AXIS: This is the second Western fight or flight scenario--you
must defend three French cities for fifteen turns, while trying
to keep your units alive.  Your good quality reserves are well
behind the line, subject to Allied air attack as they move up
toward the coast.  It is unlikely that you can stop the enemy on
the beaches or drive him back into the sea--a better chance of
winning may be to concentrate heavy combined arms defenses
around the victory objectives you are supposed to defend, or at
least 2 of the 3.  Note that you can disband bypassed
fortifications to allow you to build new units.

        ALLIES:  Air, land and sea, your overwhelming might has
descended on the Norman coast.  Avoid any serious mistakes, and

you should easily win the battle.

16. ANVIL--23 turns; Axis: hold 2 objectives.

        AXIS:  Heavy losses are to be expected as your forces are put
to the test, so save prestige for replacements.  Rugged terrain
and experienced units are your only assets and hope of staying
alive against the Franco-American onslaught, and your safest
strategic goal is a marginal victory based on holding Grenoble
and St. Vallier at the end of the battle.  Don't let your units
stand and die on the coast--get them into successive defense
lines based on the cities and rivers in the hills and mountains.
 Holding on to airfields early on, however, will help you by
forcing the Allied air units to return to their distant bases to
refuel.

        ALLIES:  A lot of tough terrain and a few tough Germans await
you in southern France.   Although the ground is ideal for
defense, recon and ground attacks by your air force will help
neutralize this defensive advantage. Securing an airfield on the
mainland is a high priority to avoid having to fly south to
refuel.

        There are really only two main routes north: one east of the
Rhone and another through Sisteron, where a number of routes
from the coast converge.  The mountainous trails further east
can be easily blocked and will support an advance on only a
one-unit frontage.  Move quickly, because Grenoble and St.
Vallier are each tough defensive positions to be cracked.

17. ARDENNES (THE BULGE)--32 turns; Axis: take all objectives
but Brussels.

        AXIS:  Bad weather is a key factor but a mixed blessing in this
famous battle.  It freezes rivers and protects you from Allied
airpower, but your key spearhead units will consume fuel at a
disturbingly high rate.  The terrain is rugged but has numerous
roads, an interesting challenge for both sides.  You need to
strike quickly before Allied reinforcements can intervene, so
force breakthroughs and let the rear-echelon units mop up
isolated enemy left behind you as you advance.

        The easiest route in the north is through Malmedy and Spa, but
this leaves a dangerously large Allied force on your northern
flank.  The main battlegroup must fight through and take Liege
before it can be reinforced, then sweep down upon Namur from the
north before linking up with the southern battlegroup and
continuing around the Dyle River through Nivelles to Brussels.
The southern battlegroup must take Bastogne ("Nuts!") and
Rochefort before joining up for the final push from Namur.

        ALLIES:  Bad weather, bad terrain and good defensive tactics
will fatally slow the German advance through the Ardennes and
allow reinforcements to swing the tide of battle.  Smashing Axis
airpower early on is a priority so you can attack their ground
units on the march with impunity.

        Delay the enemy at Bastogne and in the northern towns as much
as possible, while using your remaining front line troops to
harass the flank and rear of the advancing Germans.  This may
give you the time you need to prepare an appropriate reception
for the enemy at Liege and Rochefort.

18. COBRA--25 turns; Axis: hold 3 objectives.

        AXIS:  The Allies need to break out and race across France to
their objectives, while you need to stop or delay them despite
serious inferiority across the board.  An overall offensive must
be ruled out--your only good attacks will be against unwary
mounted infantry, artillery and the like as they spread out in
their advance across France.  Even holding the line won't work
for long.  A better course is to pull back to fortify and
entrench in your objectives as strongly as you can and trade
space for what little time the Allies will let you have, but
don't expose your moving troops to Allied air attack while
mounted up if you can help it.  Good luck!

        ALLIES: Despite your superior strength, you can't ignore the
time factor.  You need to explode across France in several
directions to take all the vicotry objectives you need.  One
battlegroup moves south to storm Nantes, another crosses the
Seine and moves to Amiens, while the third strikes southeast to
Paris and Orleans.  Your first wave should ignore isolated Axis
infantry not directly in their path and leave these for the
second-line units to mop up.

19. MARKET-GARDEN--16 turns; Axis: take Arnhem.

        AXIS:  As Arnhem is the most important objective on the map,
smashing the Allied defensive perimeter there is your number one
priority.  Try to close in on Oosterbeek quickly to keep the
Allies from raising new units there and drive the paratroopers
out of Arnhem.

        You need to pick an overall defense line, preferably all
securely behind a river--it is unlikely that you will be able to
drive the Allies around Nijmegen back across the Meuse, but the
Waal is a practical defense line and the Rhine serves in the
last resort.  Your forces in the west need to slow the Allied
advance sufficiently for you to consolidate the Arnhem area and
relieve your garrison in Nijmegen.  The small force at Gembert
is likely to be engulfed if it directly challenges the enemy,
but it may be able to worry the enemy's flank and draw off some
of his forces.  Alternatively, it could move back quickly to
help in the attack on the Allies around Nijmegen.  Your
battlegroup at Nijmegen needs armor to help defeat the
paratroops and artillery, so raising a unit in the area may be
necessary.

        Your small airforce must be nimble enough to avoid getting
wiped out--air defense units are the key to deflecting some of
that Allied airpower from vulnerable targets, but be aware that
the Allied aircraft are increasingly resistant to damage.

        ALLIES:  With airpower and reinforcements of armor, antitank
guns, artillery and luck, you may be able to hold the
Arnhem-Oosterbeek perimeter and permanently tie up the Germans
on the east bank of the Rhine.  Taking and holding Nijmegen is
easier because the force balance is more favorable, but you will
need the main army to come up quickly to fully secure the
Nijmegen area and push on to Arnhem.  Don't let too much ground
strength be diverted against weakly-defended secondary
objectives.  Your massive air force should be able to take care
of any particularly strong resistance in the western part of the
battlefield.

20. BERLIN WEST--13 turns; Axis: hold Berlin & 5 other
objectives.

        AXIS:  To hold 5 objectives and Berlin at the battle's end you
will need to make a stand at the Rhine while the forces near
Berlin move up as reinforcements.  You will need strong
artillery, air and air defense cover to counter the Allied
onslaught, using your armor for local counterattacks to cripple
the vulnerable enemy infantry the Allies will need to dig you
out of your defenses.

        Although a defensive strategy with purely local
counterattacks can win the battle, you may also try strategic
counter-offensives to keep the Allies off balance and win
valuable time.  Your heavy tanks remain powerful units if
adequately protected from air attack--armored thrusts south from
Holland and across the Rhine near Karlsruhe and Stuttgart when
the enemy weakens his forces in those areas can draw off enemy
forces from the crucial central sector of the Rhine for several
turns.  You may even be able to wreak havoc among the artillery
in the enemy rear areas or seize an objective.

21. BALKANS--25 turns; Axis: take all objectives.

        AXIS:  You have numerous allied Italian and Bulgarian units
available to you, but your Germans will still have to do the
toughest fighting.  Yugoslavian resistance will be crushed by an
advance into Yugoslavia from all sides, but, unless you switch
forces towards Greece as early as practicable and make the
necessary air and naval support available, you could find
yourself unable to secure Greece by your deadline.  To avoid
this, the German troops in the eastern battlegroups should shift
towards Greece as early as possible, letting your Bulgarian
troops mop up resistance further north.  You may even initially
only screen Kragujevac to allow the troops nearby to head
directly for the ultimately decisive theater.

        ALLIES:  Heavily reinforce all objective cities     You have
serious air inferiority and need to take care of your air force
if you want planes available when you need them to defend
Greece.

        To the extent you have the strength to score "kills," pick on
the Italians, especially early on at the Albanian front, and the
Bulgarians when they arrive at your fortifications near
Thessaloniki.  Use your Matilda IIs and air defense units wisely,
and note that Yugoslav infantry are inexpensive and very useful for
harassing Axis rear areas so long as they survive.

 22. CRETE--13 turns; Axis: take all objectives.

        AXIS:  Your first priority is to get the paratroops safely
landed on the island and to screen your naval transports from
hostile warships.  Although sometimes the Axis fleet can win the
naval battle, particularly if air power is diverted to help it,
it is more likely that the result will be a draw or the fleet
will sacrifice itself to get the ground troops ashore on Crete.
Although spreading out the landings is desirable, it may not be
practical or safe if the Allied naval threat is severe.  The
paratroops will usually land and attack isolated cities in
groups supported by air power while the regular army lands and
fights its way east from the west end of the island.  Speed is
important.

        ALLIES:  Sinking naval transport is your first priority, and
you second is to sink the Axis fleet so it is you rather than
they who can provide shore bombardment.  Build up your air force
to keep the German air units occupied and prevent them from
influencing the land battle.  When the Axis troops land, see if
you can hit them effectively on the beaches, but don't sacrifice
high entrenchment levels for this purpsoe.

23. BARBAROSSA--23 turns; Axis: take all objectives.

        AXIS:  This is a race to Smolensk and little time can be
wasted.  Focus on speed and rely on quality.  Once across the
Bug and Narew Rivers, move full speed east.  The northern
battlegroup can quickly take Grodno and the airfield, but should
push on east rather than turning south to help against
Volkovysk.  It should drive forward to Vilna and then Postavy
before joining with the southern battlegroup to thrust to
Smolensk.

        The southern battlegroup is large and it has more work to do.
The front-line Soviet units need to be gotten rid of, but keep
in mind the need to push forward rather than chasing after
crippled enemy units.  The first big battle should be at
Volkovysk and include Soviet armor reinforcements--some of their
tanks are powerful, and should be weakened by air strikes before
you venture to attack them with your armor.  After taking
Volkovysk, the southern battlegroup wil push on to Minsk,
letting rear-echelon units clean up around Baranovichi.  The
attack on Minsk should not delay the continuing march on
Smolensk, which will develop into a joint attack by both
battlegroups between the Dvina and Dniepr Rivers.


        ALLIES:  Don't try to hold at the initial lines for long--
fall back to the bad terrain west of Vilna in the north and west
of Volkovysk in the south.  Save your mobile units by pulling them
back to the Vilna-Lide-Baranovichi line while fortifying Minsk and
Smolensk.  Letting your KV-2 dig in between the Dvina and the
Dniepr is a good idea, particularly if it is supported with more
of a defense line.

        Because of the nature of the terrain, you will often have the
chance to infiltrate units behind German lines, or to launch
limited counterattacks from peripheral cities such as Pinsk.
Cavalry is useful in this role.  Your air force is outclassed
but may be able to overcome the Germans by massing against
single air units.  Your well-armored heavy tanks can by
themselves block or slow the enemy advance for a turn or two, so
use them for that purpose but pull them out before they are
destroyed.

24. KIEV--28 turns; Axis: take all objectives.

        AXIS:  Fortunately, you will be able to achieve decisive air
superiority in this battle.  So soften up the Soviets around
Kiev with airpower, secure Zhitomir and Boguslav with garrisons,
and put pressure on the Red Army massed around Kiev.  Update
your older equipment in preparation for a tough fight around
Kiev.  Your northern force (on the left-hand side of this map)
should split into  two battlegroups, one attacking through
Konotop to Rumnyr and then fanning out to take Lokhvitsa,
Mirgorod and  Priluki while the other moves through Gorodnya to
cross the Seym River at Chernigov and take Kiev in the rear.
Your forces in the south (on the right of the map) should tie
down the Soviets facing them and gain what ground they can.  The
decisive final battle of this encirclement will be, as it was
historically, around Kiev.

        ALLIES:  Your forces are widely spread out--while you need
to garrison the important cities, you will need to concentrate
your better combat units at decisive points to contest the Axis
assault.  The Seym River line near Konotop and near Chernigov is
a solid defensive position if adequately supported with armor,
and you should be able to delay the Axis for some time.  In the
Kiev area, you could use the strength of your massive army to
entrench or launch a counteroffensive against the Germans
nearby.

        The Axis troops are more experienced than yours--giving
your troops some experience before the Axis close in from all
sides is a good idea.  Your air force, unfortunately, is
outmatched and you will need to rely on air defenses to provide
protection from Axis bombing and strafing.

25, 27, 31, & 35. MOSCOW 1941, 1942, 1943 & Early
Moscow(41)--22, 23, 21, & 24 turns; Axis: take all objectives.

        AXIS:  These scenarios differ in terms of the extent of the
Soviet defenses and Axis deployments, but the objectives remain
consistent.  You want to break through enemy defense lines
quickly and us these corridors to push forward to your
objectives.  One approach divides the Axis forces into 5
battlegroups: (1) in the north, either pushing toward Nelidova
or screening off this sector and passing south of the forests to
reinforce the attack on Rzhev and then Mozhaysk; (2) forces
around Smolensk which clear out the area between the rivers
before taking Rzhev and Mozhaysk, supporting the attack on
Vyazma, and attacking Moscow from the west; (3) troops deployed
north of Roslavl which advance through Vyazma and Obninsk to
attack Moscow from the south and southwest, perhaps even moving
troops to take Moscow in the rear; (4) units south of Roslavl,
which take Kirov and then Kaluga, then proceeding to support the
attack on Tula to the south, Obninsk to the north, or Moscow to
the northeast; and (5) the southern battlegroup, which drives
east toward Tula and usually will not have the time to
participate in action near Moscow.

        ALLIES:   Most of your units entrenched in fortifications or
rugged terrain should stay there--don't move heavily entrenched
units without good cause.  Retreat only as a result of combat,
at which time the unit should move to safety and obtain
replacements.  Artillery and air defense units at objective
cities will make the Axis assault more cautiously and gain time,
while patrolling armor should be used to challenge attempts to
encircle or bring up infantry to storm Soviet-held cities. Try
to make the Axis disperse their spearheads to attack your
defenses and respond to your counterstrokes.  Conserve at least
part of your air force to contest the skies over Moscow and hope
for bad weather.

26. SEVASTOPOL--17 turns; Axis: take all objectives.

        AXIS:  Airpower is key in order to hit the Soviet artillery,
which otherwise will inflict heavy losses on your infantry as it
attacks city and fortification hexes.

        The way to deal with fortified lines is to force a single
breach several hexes wide, pass your forces through, and force
the enemy to retreat or come out to fight you.  To shorten your
front and capture a vital objective, taking Bartenevka must be
your first objective.  It can be done quickly with relatively
few units.  Crossing the fortified lines and the Alma River is
the next goal, which could be most safely done on a broad front
between Inkerman and Novyi Shuli.  Once that is done, the
armored forces can swing south around Sevastopol past Nikoaevka,
destroying Soviet units in the open ground, while the infantry
(especially the pionieres) and artillery begin the city fight
for Sevastopol on as broad a front as possible in order to speed
the victory.

        ALLIES:  While losing Bartenovka is inevitable if the Axis
really want to take it, otherwise you must yield no ground.
Stop the enemy in the river hexes and attack them while they are
there with heavy armor.  Except for units entrenching in
Sevastopol's victory hexes and adjacent hexes, mobilize your
rear area troops to come forward and defend the front lines.

27. MOSCOW(42)--see 25. MOSCOW(41).

28. STALINGRAD--31 turns; Axis: take all objectives.

        AXIS:  Your strategy will be three pincers converging on
Stalingrad.  The first battlegroup, north of the Donets, can
capture Rossosh and Voronezh and then drive along the Don to
Stalingrad.  The second battlegroup, immediately south of the
Donets, should attack toward Millerovo and then Stalingrad,
while the third battlegroup, consisting of the more southerly
units, should converge on Rostov and then storm up the Don to
Stalingrad.  Air superiority, as always, is important to protect
your own forces and soften up Soviet entrenchments.

        ALLIES:  Make the Axis pay for the ground they take by focusing
on garrisoning your cities with strong defenses, including
artillery and air defenses and tanks posted nearby to
counterattack vulnerable enemy units.

29. KHARKOV--22 turns; Axis: take all objectives.

        AXIS:  This is a highly fluid battle in its early stages as
your counteroffensive gains as much ground as possible before
the Soviets can consolidate.  You need to hurry to recapture
Kharkov and especially Belgorod from the enemy.  Strategic plans
can differ.  According to one plan, the westernmost battlegroup
advances on the axis Pereshchepino-Krasnograd-Lyubotin and
ultimately attacks Kharkov from the west and northwest, the
battlegroup at Pavlograd and that at Krasnoarmeyskoye converge
on Krasnopavlovka and then drive up to Kharkov from the south,
the fourth battlegroup moves through Izyum to attack Kharkov
from the southeast, and the fifth battlegroup drives through
Kupyansk to Belgorod, which may already have been secured by
parachutists taking advantage of bad weather to escape detection
by Soviet aircraft..

        ALLIES: Your great winter offensive overextended itself and now
you are paying the price.  You cannot hold your advanced
positions, but a precipitate retreat lets the Axis roll forward
too freely.  Concentrate in defensible positions near
Pereshchepino and Krasnopavlovka.  Izyum and Kharkov itself are
good defensive positions.  Use your heavy tanks aggressively in
the battle.

30. KURSK--20 turns; Axis: hold one objective.

        AXIS:  Your bombers will play a key role in the attack towards
Kursk so preserve their strength and knock out enemy fighters to
help gian air superiority early on.  Your northern battlegroup
will break through the strong Soviet defenses between Novosil
and Kromry and then have free scope to continue on to
Maloarkhangelsk and ultimately attack Kursk from the north.  At
the same time, the southern battlegroup will break through the
defenses around Prokhorovka on its way to Kursk and Lgov from
the south.

        Artillery and air bombardment will be necessary to dislodge the
 stubborn Russians from their entrenchments, so keep your
supporting units close by.  You need to capture your objectives
with reasonable speed to preempt a Soviet counterattack, and
near the city of Rylsk you need to be sure that no Allied
counterattack develops.  Reinforce this city and knock out as
much of the Soviet artillery in that sector as you can.

        ALLIES:  Back up your heavily entrenched line with as much
artillery as possible, screened by other units from both ground
and air attacks. Artillery can cripple advancing infantry
intending to attack your defense works.  Play your air force
carefully, and use air defense units to provide ground forces,
especially artillery, with protection.

        Your goal is to hold while the Axis batter themselves against
your fortifications.  With luck you can hold Prokhorovka in the
south, but you are likely to lose ground in the more open
northern sector before reinforcements arrive in strength..

31. MOSCOW(43)--see 25. MOSCOW(41).

32. BYELORUSSIA--23 turns; Axis:  hold Warsaw.

        AXIS:  This is familiar ground: Barbarossa in reverse.  You
start with decent entrenchments and should make the most of them
before falling back behind the Dniepr-Dvina river line to a new
defensive position.  Airpower is once again important, and with
skill and luck, your superior aircraft will enable you to win
air superiority against the enemy fighters and destroy their
bomber force.

        Begin by bringing the small armored group at Minsk forward to
Borisov to help keep the partisans at bay.  The front line is
precarious.  Mogilev will hold out for some time, but VItebsk is
doomed--the main question is whether to stand and fight or fall
back.   While a forward "stand or die" defense would let you
hold on to those prestigious cities for a while, the "big step
back" strategy in due course can also pay off by relieving the
pressure on your line and forcing the Soviets to either separate
their armor from their infantry and support units or to bring
them forward in vulnerable trucks susceptible to air, artillery
and armored attack.  Spend what time you have entrenching
defenders in Minsk and other rear-area cities.  If you get
driven back too quickly, Warsaw is a strong defensive position
where you can consolidate for a last stand.

        ALLIES:  Mogilev will be tricky to take by a frontal assault,
but elsewhere you can push the Axis hard.  Storm Vitebsk and try
to drive the Axis center and left wing into the river.  Use your
partisans to take Borisov if possible, otherwise keep them in
the woods but position them where they can interfere with Axis
movement between the woods.

        Once you force a gap, remember the lessons of blitzkrieg you
learned from the Germans the hard way--when a gap opens, push
forward relentlessly and bypass isolated points of resistance.
One northern and one southern thrust is a standard plan.  You
will need to use trucks to move quickly enough forward, but be
aware of the risks involved--in particular, watch out for the
Tigers and Panthers prowling the Byelorussian countryside.

33. BUDAPEST--20 turns; Axis: take all objectives.

        AXIS:  This is set up as a head-on fight, but you can turn it
into an encirclement battle if you can turn the Allied line at
the city of Slofok on Lake Balaton.  Open a corridor past the
Soviet left wing and do an end-run to the city of Simontornya.
From there, your strike force can sent a detachment to take
Dunafoldvar and Solt which will then push west along the far
bank of the Danube while the bulk of this battlegroup cuts
behind the Soviet line to attack towards Rackeve.  When the
Soviets leave their entrenchments to mass to defend Aba, they
lose their defensive advantage and you can close in on them from
both sides for a crushing victory.  The downside of this
strategy is that the flanking force can become bogged down or
the forces left behind might not be sufficinet to hold the line.

        ALLIES:  Start by putting a garrison in Slofok and concentrate
on taking the city of Tatabanya first.  Since the German left
wing is weak, this should happen quickly and open a gap in the
line through which the Allies can push troops headed for Zirc
and Gyor.  The added prestige you earn from these successes may
be enough to add additional strength before turning back north
to attack the Germans near Szekesfehervar.

        Your heavy tanks remain a strong point you should plan around.
Unfortunately, your air force is not so good, but LA-7's and Yak
9's can counter the enemy's bombers and thus force him to escort
his bombers.

34. BERLIN EAST--13 turns; Axis: hold Berlin & 5 other
objectives.

        AXIS:  You need to hold Berlin and 5 other objectives, but
Berlin is crucial so keep the Soviets on the other side of the
Oder as long as you can.  Counterattacks through gaps in the Red
lines toward the rear objectives can draw off enemy forces (and
you may get lucky and take objectives).

        ALLIES:  You have superior strength but limited time.  The
Germans are spread fairly thin except around Berlin, so you can
make good time seizing the other objectives.  But don't let so
many units chase after other objectives that you wind up
attacking Berlin too late, and make sure the Germans don't slip
past your lines to seize objectives in your rear areas.

35. BERLIN--13 turns; Axis: hold Berlin.

        AXIS:  Berlin is crucial.  You will have to defend firmly
against the Soviets in the east, but in the west you have enough
space for an elastic defense--trade space for time.  There are
many defensive obstacles on the road to Berlin, so use
successive strongpoints to slow the advance of the western
Allies while conserving your strength so it will last through
the battle.  Remember that bad weather gives you more freedom of
movement because Allied airpower is ineffective.

        ALLIES:  With superior forces consisting of veteran troops on
both fronts, you should press the Germans relentlessly and drive
on Berlin.  Rear-echelon units can mop up isolated German
defenders not already pulverized by airpower, and your air
superiority will ensure that even small detachments can capture
secondary objectives.

36. WASHINGTON--22 turns; Axis: take all objectives.

        AXIS:  This is the final battle--you will need to use everything
you have to storm Washington and win decisively.  Your
paratroops and air force should carry the attack behind enemy
lines, seizing ill-defended cities and airfields and attacking
vulnerable support units.  Your veterans have more experience
than the enemy troops, although the Allies are numerically
strong.

        You may want to advance on Washington using a 4-pronged attack.
The westernmost landing group lands near and captures Port
Tobacco, then moves to Potomac Heights and divides into two
groups: one crosses the Potomac River to capture South Arlington
and then strike Washington from the southwest while the other
follows the east bank of the Potomac to Anacostia to join the
attack on Washington from the southeast.  The landing group at
Lexington Park takes that city and then thrusts up the main road
through Brandywine to attack Washington from the east.  The
forces moving up the Potomac may be able to help this
battlegroup advance by turning the flank of the defenses at
Brandywine.  The last landing group steams up Chesapeake Bay to
a landing site near West River or Annapolis and drive west
towards a position northeast of Washington from which they can
attack the city directly or encircle it.

        Whatever your plan, Washington is a big city and make sure to
allocate enough time for your troops to arrive there and fight
their way through it, hex by hex.

        ALLIES:  If you can gain air superiority, you can slow the
Germans enough to save the capital.  Protect your British
aircraft since you can't build   any more.  In the air, knocking
out the enemy paratroops can save you a lot of headaches when
they drop behind your lines.  Your land strategy should be
defense in depth--move units not defending towns or cities south
to make defensive stands at Brandywine, Port Tobacco and Owings.
If you can slow the Germans enough, they will not have the time
to push their panzers down Pennsylvania Avenue.

37. EARLY MOSCOW--24 turns; see 25. MOSCOW 41.

38. SEALION PLUS--see 6. SEALION(40).


END OF SCENARIO LIST




-----------------------------------------------------------------------------
* 1.3 *         Help on specific Scenarios
                ==========================

NORWAY, 1st suggestions:
------------------------

1) Air and naval superiority are needed to conquer Norway.

2) NAVAL:  your subs are deadly but are vulnerable to destroyers.
Pull your subs back until your western and southern fleets converge,
then start attacking.  Knock out the Allied destroyers first--then your
subs are free to knock out the big Allied ships.  I leave one battleship
near Oslo for shore bombardment until it's out of shore bombardment range.

3)  AIR superiority is a must.  Buy fighters - 4 or 5 are needed.  Keep
them healthy with elite replacements.  Take the Western airport (Steinkjer
?) with Fighters, Parachutes, and bombers.  Move the Western fleet up the
coast taking cities as they go (2 destroyers and one cruiser will wipe out
anything in the cities).

4)  Use your naval transports in the north to take Trondheim airfield.
Taking the 2 hex city at first is difficult as the naval bombardment is
deadly on infantry.  Use a Panzer to take the airport and this isolates
the air units.  Buy some 24 point Anti-tank PZJagers and use them to hold
the Trondheim airfield (they're cheap and stand up to naval bombardment).

5)  Take all cities as this builds up prestige points for elite
replacements.  Buy tracked arty if you can afford it.

6)  Send a few tracked units up the river to the north (along the
eastern edge of the map).  Then can make it up there in time.

7)  Use your parachuters and send them north when your tracked units
make it to the end of the river (I can't remember the city names).  Work a
tracked arty up north by the river.

8)  The more you play it, the better you get at the Norway scenario.  it
is tough, but it is winnable.  Balancing air superiority with naval
strategy and constant northward movement is hard.

   --- John Heidle 

NORWAY, 2nd suggestions:
------------------------

In Norway, pull back your fleet (i.e. disengage from any fighting)
Have your armor and infantry push their way up the valley, while the southern
fleet comes to reinforce the northern fleet.  Try to gain air superiority.
Next, take out his destroyers and torpedo boats with your level bomber(s).
Then bring in the subs, and wipe out the rest of the navy.  Finally, bring
your battleships and heavy cruisers to support taking the final cities.
I know it's easier said than done.  Got a major victory with these tactics.
   --- Tim Matsuoka 

NORWAY, 3rd suggestions:
------------------------

In Norway, land a IVD and maybe some infantry in the North, with the rest
of your force in the south. Land the North units ASAP! And then move them
south as quickly as you can. Use them to clear the corridor up the middle
(with help from paratroopers). This means that by the time the South units
have the airport they should be clear to move right up the middle.
  Do not challenge the English fleet in the North. Move your fleet just
to the NW of theland mass and bombard his cities there. Move your subs down to
join your fleet. With any luck the computer will start sending bits of his
fleet over to stop you from bombarding his cities. Use your surface fleet to
destroy the destroyers and the subs to sink his heavy ships. With a little
bit of luck you can get rid of a good part of his fleet without loss. When
you have done enough damage, move your fleet in to attack his destroyers and
let the subs sink the capital ships. You won't need to waste core units on
Junker88's.
   By the time your land units need to move to the North Coast, hopefully a
large part of the fleet is sunk. But you will take losses anyway.
   --- Roderick Duncan 

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