Sudden Strike 2 Manual

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Transcript of Sudden Strike 2 Manual

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TABLE OF CONTENTI. INSTALLATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5

II. MAIN MENU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5A SINGLE PLAYER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5B MULTIPLAYER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8C OPTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11D RATINGS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12E REPLAY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13F CREDITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13G QUIT THE GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13

III. GAME CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14A DISPLAY ELEMENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14B MOVING ON THE MAP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16C SELECTING UNITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17D UNIT STATUS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17E MOVING UNITS, HOLDING FORMATIONS, TROOP GATHERING . . . . . . . . . . . . . . . .18F PERFORMING ACTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18G PAUSE MODE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23H GAME MENU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23I KEY CONFIGURATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25J END OF THE MISSION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26K RATINGS MENU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26L GAME FEATURES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27

IV. MULTIPLAYER MODE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28A THE AIM OF THE GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28B REINFORCEMENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28C SPECIAL FEATURES OF THE MULTIPLAYER MODE . . . . . . . . . . . . . . . . . . . . . . . . . .29D COMPLETING A MULTIPLAYER GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29

V. DESCRIPTION OF THE VARIOUS UNIT TYPES . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30A INFANTRY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30B ARTILLERY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32C TRUCKS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33D SUPPLY TRUCKS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34E JEEPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35

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in red), units will not move automatically to attacktheir opponents. This option makes sense when es-tablishing a front line just outside enemy defenses asit stops your units moving into the firing range of theenemy artillery. If only some of your selected unitshave the STAND GROUND option active, the crossand the movement arrow will be gray.The order to STAND GROUND stops the supply truckautomatically driving up to units in order torepair/reload them (see page 34 for details).

4. HOLD FIRE

This option can be activated and deactivated with theT key or by clicking the HOLD FIRE button. Whengiven this order (the target crosshair is crossed out inred), units will not automatically open fire on enemyunits which enter their line of sight. This option makesense if you want your units to move quickly acrossthe terrain without attracting attention. If only someof your selected units have the HOLD FIRE option ac-tive, the cross and the movement arrow will be gray.If all of the selected units have this option active, thecross will be red and the target crosshair will be gray; The order to HOLD FIRE stops the supply truck auto-matically driving up to units in order to REPAIR/RE-LOAD them (see page 34 for details).

5. SPECIAL ORDERS

You can give some types of unit so-called special orders. This option can be toggled on and off usingthe B key or by clicking on the appropriate button.The following special orders are available:

• Combat/March Mode for tanks and anti-tankunits. The Combat Mode is the usual mode fortanks. In the March Mode, a crew member of thetank leans out of the tank.

This increases the tank's line of sight but that par-ticular soldier has absolutely no protection againstenemy fire. When a tank in the March Mode is at-tacked by the enemy, it automatically switches toCombat Mode.

• Foot/Crawl Mode for infantry. The Foot Modeis the usual mode for infantry units. In the CrawlMode, a unit has a decreased line of sight, butbetter protection against enemy fire. It will alsofire more accurately.

• Auto Repair Railway/Airfield option for sup-ply trucks. If this option is enabled, the supplytruck will automatically repair damaged railwaysor airfields, and then return to its previous posi-tion. If the option is disabled, the supply truck willignore railway and airfield damage.

• Distribution For Buildings. This option allowsyou to redistribute your soldiers inside buildingsusing three predefined orders. SEQUENTIALDISTRIBUTION allows you to distribute your in-fantry sequentially - at first occupying all roomson the ground floor, then on the first floor, etc.EVEN DISTRIBUTION allows you to distributeyour infantry evenly on the different floors - withthis distribution mode, every floor will have atleast one soldier on it. DISTRIBUTION BY VISI-BILITY has soldiers with better line of sight oc-cupy upper floors in order to get a better view.Moving soldiers manually between floors is calledUSER DISTRIBUTION of soldiers inside thebuilding.

E. MOVING UNITS, HOLDING FORMATIONS, TROOP GATHERING

Once you have selected one or more units, right-clickin the main window or the map to display the corre-sponding position on the terrain (unless the units donot have MOVE as their standard command).If the formation of these units is divided or separateddue to the structure of the terrain, try to gather yourtroops again once they have reached their target.Hold the CTRL key when giving the order to MOVE.Your units will move to the specified location and thengather together as closely as possible in their respec-tive groups.In any case, right-clicking displays concentric greencircles indicating the position the unit is approaching.

F. PERFORMING ACTIONS

1. MOUSE CURSOR, RIGHT-CLICK

Actions can be performed by selecting units and right-clicking a location in the main window or the map.The first option available is the respective unit's stan-dard command (usually MOVE; the cursor changesinto a circular crosshair with a dot in the center).Move the mouse cursor over another unit or objectyour selected unit (or units) is to interact with. Thenthe cursor will automatically change into the appro-priate icon (for example, if you have selected a truckand you move your mouse over a cannon, the cursorwill change into the LOAD icon; if you have selectedinfantry units and move the cursor across a buildingor transport vehicle, it will change to the ENTER icon,etc.). If you have selected several units at once, thecursor will change if at least one of these units is ca-

pable of interacting with the object under the cursor.If you have selected an order from the Orders Menu,the cursor remains unaltered but the chosen action isstill carried out. If you have selected different unittypes and not all of these are capable of performingthe selected action, then only those capable of doingso will carry it out. You might, for example, ordermultiple trucks to UNLOAD; only those trucks whichactually have a cargo will move to the specified loca-tion.

2. ORDERS MENU

The Orders Menu is located to the right of the map.There is a 3x4 grid of boxes displaying only those or-ders which your units are capable of carrying out.Left-click on one of these orders to issue it (if it is anorder that does not involve interaction with anotherobject). Otherwise, the cursor will change into the appropriate icon and the order will be carried out assoon as you right-click an object in the main windowor a location on the map. If the desired action cannotbe carried out with the object you clicked on, nothingwill happen. The actions represented in the OrdersMenu can be chosen by clicking on them or by press-ing the following keys, representing the 3x4 block ofboxes: Q-W-E-R, A-S-D-F, Z-X-C-V.

3. STAND GROUND

This option can be toggled on and off using the G keyor by clicking the STAND GROUND button. When giving this order (the movement arrow is crossed out

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• Commando: This unit is equipped with throwingknives and flare pistols. It has a small range, alow rate of fire, and can drive any vehicle like thecrew.

• Portable mortar infantry: This unit isequipped with a portable mortar and has a widerange, a low rate of fire, and does an extremelyhigh amount of damage to infantry and lightly ar-mored vehicles.

• Kamikaze unit: This unit is equipped with abomb that can be activated near the target withan extremely high amount of damage, evenagainst heavily armored vehicles.

Infantry units can enter buildings (bunkers, towers,etc.) and shoot from there. Buildings reduce the damage for the units within when they are hit but donot prevent damage completely. For more informa-tion about special abilities for units inside buildings,see the "Buildings" section on page 41.Infantry units can enter and use any vehicle, plane and cannon by right-clicking. All in-fantrymen can find and defuse mines, but only engi-neers can defuse antipersonnel mines without anyrisk. When standing, infantrymen have abetter line of sight than while running.Some of the infantrymen also have thespecial Foot/Crawl Mode option available(see page 19 for details).

MOVE TO POINT: The selected unitmoves to the target position; enemy unitswhich come into range are attacked.Afterwards units proceed directly to thetarget position.

NOTES:MOVE: The selected units move to the target positionwithout attacking enemy units which come into theirrange.

ASSAULT: The selected units advance towards thetarget position. If there is an enemy unit withinreach, the units will change to ATTACK mode and pursue the enemy.

COVER: The selected units try to find an area with better protection. Such protection can be provided bysome trees growing close together.

The LAY MINE order can only be carried out by anti-tank gunners and engineers. The LAY ANTI-PERSONNEL MINE and LAY DELAYED-ACTIONMINE can only be carried out by engineers.

The HEAL order can only be carried out by medics.

Standard orders:ATTACK (enemy units)RELOAD (ammo boxes)ENTER (vehicles, planes and buildings)MOVE TO POINT (anywhere else)

V. DESCRIPTION OF THE VARIOUS UNIT TYPES

Range always refers to the shooting range.

A. INFANTRY

The infantry represents the basic unit of any army. InSudden Strike II, you can choose between a multitudeof different infantry units. Each of them has its ownweapons, range, line of sight, firing rate and specialabilities. The following types of infantry are in thegame:

• Submachine gunner: He is equipped with a submachine gun and grenades. He has an average range and a high rate of fire. Grenades damage light-armored vehicles and guns very effectively.

• Rifleman: He is equipped with a rifle and has awide line of sight, a wide range, and a low rate offire.

• Crew: Crew members are equipped with submachine guns of average range. They have ahigh rate of fire and can drive any vehicle (except planes).

• Pilot: He is equipped with pistols and has a lowrate of fire and does a low amount of damage butcan navigate any type of plane.

• Heavy machine gunner: He is equipped with amachine gun. His rate of fire and his amount ofdamage against infantry are extremely high.

• Sniper: He is equipped with a sniper rifle and binoculars. He has a wide line of sight, a verywide range, and a low rate of fire. His binocularshave a narrow range of sight and aspect sector.

• Officer: The officer is equipped with pistols andbinoculars. His line of sight is extremely wide. Hehas a small range, a low rate of fire, and does alow amount of damage. His binoculars have awide range of sight and an average aspect sector.He can drive any vehicle just like the crew.

• General: He is similar to the officer, but with anaverage line of sight and excellent binoculars withan extremely wide range of sight and a good as-pect sector.

• Flamethrower infantry: He is equipped withflamethrowers and has a very small range, butdoes an extremely high amount of damage, evenagainst heavily armored vehicles.

• Tank hunter: He is equipped with anti-tank rockets, and has a low rate of fire but his fire pierces tanks. He inflicts a high amount of damage on vehicles and their crew, and can layanti-tank mines.

• Bazooka unit: These units are equipped withbazookas and have a low rate of fire. They arearmor-piercing and have do an extremely highamount of damage to vehicles and their crew.

• Engineer: He is equipped with a rifle, has a widerange, a low rate of fire, and he can lay anti-tank,antipersonnel and delayed-action mines.

• Medic: A medic is equipped with a rifle and afirst-aid kit. He has a wide range, a low rate offire, and can heal infantry.

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Orders:

MOVE (Q)

DEFUSE MINES(A)LAY DELAYED-ACTION MINE /HEAL UNITS (Z)

ATTACK (W)

USE BINOCU-LARS (S)MOVE GROUPWITH EQUALSPEED (X)

ASSAULT (E)

COVER (D)

LAY ANTIPER-SONNEL MINE(C)

LAY ANTI-TANKMINE (R)SCATTER (F)

STOP (V)

Not included in the Orders Menu: ENTER, RELOAD, MOVE TO POINT

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NOTES: You cannot give the order to attack a targetin the air. Anti-air targeting is triggered automati-cally.

The crew of a cannon can automatically reload ammofrom boxes of ammo located nearby.

Standard orders:ATTACK (enemy units)

NOTES:UNLOAD: The crew leaves the cannon.

C. TRUCKS

A truck is a transporter which can carry acertain number of soldiers, stationaryheavy machine guns, mortars or ammoboxes. Heavy machine guns and mortarstake two places each: one for the gun itselfand one for the gunner.The ambulance is a special truck which gradually increases the life value of the soldiers in it to the maximum.

Standard orders:ENTER (tunnels)LOAD (own artillery, soldiers, mortars, heavy machine guns or ammo boxes)MOVE (anywhere else)

NOTES: UNLOAD unloads the truck with the followingorder: If there are cannon, they are uncoupled firstand manned with their crew. Next, all soldiers notbelonging to the crew as well as any heavy machineguns or mortars are unloaded.

HITCHING CANNON:

Cannon can be hitched to and towedby trucks. In order to do this, the can-non has to be manned with at leastone infantryman. The crew of the can-non helps to connect it to the truck andthen gets into the truck. After uncou-pling the cannon, its original crew

mans it again. If there are not enough free seats forthe crew when hitching the cannon, some of the sol-diers who are already in the truck must disembark inorder to make room for the cannon's crew.

B. ARTILLERY

A cannon is neutral for as long as it is not held by aninfantry unit. If it is taken, it is owned by the corre-sponding player from that time on. A cannon cannotbe taken by two soldiers of different sides. At leastone soldier is necessary to fire a cannon. If the crewconsists of two soldiers, the rate of fire increases. Inorder to draw a cannon by hand, a crew of at leasttwo is required, but you can only advance very slowlyin this situation. Some of the heavyweight cannoncannot be transported by hand. Some of the hugehowitzers cannot be transported even by heavytrucks.

The following types of artillery are in the game:

• Anti-tank cannon (AT): These cannon do notfire ballistically, but directly (a clear target line tothe object is absolutely necessary) and use armor-piercing ammunition. The range and rate of fireof the cannon depends on its caliber. If a group of anti-tank cannon is highlighted, allof the anti-tank cannon shoot at the highlightedtarget object (cannons which are not ready to firewill reload and fire first). Several target objectscan be indicated by enabling ATTACK and SHIFTplus right mouse click. The cannon shoot one afteranother at each of the given target objects.

• Anti-aircraft cannon (AA): These cannon havethe same properties as anti-tank cannon (directfire only) but rotate much more quickly (the can-non can revolve and is fixed on a stationarybase), and they can target aircraft. Anti-aircraftcannon fire salvos and can be useful against largeamounts of enemy infantry.

• Light (field) howitzer: In addition to directfire, these cannon can fire ballistically (there does

not have to be a clear line to the target object). Inthe indirect fire mode, they have a wide range. Inthis mode, several target objects can be selectedand fired on one after the other without holdingthe SHIFT key. If a group of howitzers is selected,the targets are divided among them, i.e. each target object is only fired at by one howitzer. Agun can only shoot again when all other howitzersof the group have fired. In indirect mode, the rateof fire is lower than with direct fire.

• Heavy howitzer: These cannon only fire ballistically, have a low rate of fire, an extremelywide range and do a high amount of damage. Allof the cannons listed above can be towed bytrucks or armored vehicles for faster transport.

• Coastal artillery: These cannon fire ballisticallyonly, like heavy howitzers. They have an ex-tremely wide range, an extremely high damage radius, a very low rate of fire. Their ammunitionis very low , but their rate of damage is very high.These cannon cannot be towed, even by heavytrucks.

• Heavy mortars: They fire ballistically only,have a wide range and an average rate of fire.

• Grenade launchers and stationary heavymachine guns: Unlike the cannon listed above,these guns can be crewed by only one man.Grenade launchers have the same properties asheavy mortars but their range is not as wide.Heavy machine guns have an average range, ahigh rate of fire and do a high amount of damage to infantry. For transportation, theseguns must be placed inside trucks instead of beingtowed by them. They cannot be transported byhand.

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Orders:

MOVE (Q)UNLOAD (A)

ATTACK (W)LONG-RANGEFIRE (S)

ROTATE (R)

STOP (V)

Not included in the Orders Menu: ENTER

Orders:

MOVE (Q) UNLOAD (A)

STOP (V)

Not included in the Orders Menu: ENTER, LOAD.LOAD: Loads soldiers, grenade launchers, heavy machine guns or ammo boxes.

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E. JEEPS

Jeeps are light and fast vehicles, which have thesame properties as trucks, except they can only carrysoldiers. Soldiers can fire from the jeep. Cannon cannot be connected to them.The same orders as for trucks, including ATTACK andASSAULT, are available for jeeps when there are infantrymen inside them.

NOTE: Some infantrymen, (those equipped with bazookas, for example) cannot fire from jeeps.

Standard orders:ENTER (tunnels)LOAD (own soldiers)ATTACK (enemy units, when any soldiers inside canattack enemies from the jeep)MOVE (anywhere else)

NOTES: ATTACK, ASSAULT: These orders are only availableif there are any soldiers inside that can attack ene-mies from the jeep.

UNLOAD: All soldiers leave the jeep.

F. TANKS AND ARMORED VEHICLES

• Tanks are well-armored vehicles with a revolvingturret. Movement and firing of missiles are inde-pendent of each other. Tanks are better armoredat the front than at the back and the sides. Theycan also attack target objects in an area. If the se-lected area is in reach, the crosshair flashes inred/yellow. If the tank has to move in order toget into range, the crosshair constantly remains red. This only takes the

distance into account, not any obsta-cles in the way! When a group of tanksis highlighted, the crosshair will flashin red/yellow for as long as the targetposition is in reach of any of the mem-bers of the group. When given theorder to fire, those tanks which areclose enough to the target will fire im-mediately. The others will advanceuntil they are within firing range.

NOTE: If the crosshair is over an object, it will beconstantly red in any case.

Tanks can carry soldiers on the lookout. These soldiers cannot fire and can be easily damaged byenemy infantry. Men on the lookout have an increased line of sight. Tanks also have the specialCOMBAT/ MARCH option (see page 19 for details).

• Anti-tank vehicles have the same properties astanks except that they do not have a rotating turret and can therefore only fire forward.

• Armored vehicles have the same properties astanks, except they can transport infantry inside

D. SUPPLY TRUCKS

Supply trucks can be used for:• reloading ammunition• repairing damaged vehicles• building barbed wire entangle-

ments and tank blockades• repairing bridges, railroad tracks

and airfields• building pontoon bridges

Supply trucks transport ammunitionand construction parts. If a supply truck carries out anaction, ammunition and construction parts are reproduced with constant speed until they reach the maximum value. Ammunition is used for resupplyingunits. It is universal and suited for every weapon.Construction parts are used for building and repairing.

NOTE: Tank blockades can be destroyed throughheavy bombardments. Cannon cannot be towed bysupply trucks.

Supply trucks work independently: If a damaged unitor a unit without ammunition is nearby, the supplytruck will repair or reload this unit automatically, i.e.approach the unit, repair or reload it and return to itsprevious position.The orders HOLD FIRE and STAND GROUND canalso be used for supply trucks. These commands prevent the trucks from going to a damaged unit aswell as from automatically repairing and reloading.Supply trucks also have the special AUTO REPAIRRAILWAY/AIRFIELD option (see page 19 for details). Supply trucks carry explosives.

Standard orders:ENTER (tunnels)REPAIR/RELOAD(damaged units and units without ammunition)REPAIR BRIDGE (damaged bridges)REPAIR RAILWAY/AIRFIELD(damaged railways or airfields)RELOAD FROM AMMO BOX (ammo boxes)MOVE (anywhere else)

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Orders:

MOVE (Q)

TANK BLOCK-ADE (A)

REPAIR/RE-LOAD (W)

PONTOONBRIDGE (S)

REPAIR RAIL-WAY/AIRFIELD(E)REPAIR BRIDGE(D)

BARBED WIRE(R)

STOP (V)

Not included in the Orders Menu: ENTER, RELOAD FROM AMMOBOX.

Orders:

MOVE (Q)UNLOAD (A)

ATTACK (W) ASSAULT (E)

STOP (V)

Not included in the Orders Menu: ENTER, LOADLOAD: Load soldiers

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NOTE: You cannot give the order to attack a target inthe air. Anti-aircraft targeting is triggered automati-cally.

Standard orders:ENTER (tunnels)ATTACK (enemy units)MOVE (anywhere else)

I. MOBILE MISSILELAUNCHERS ANDARTILLERY

Mobile missile launchers fire only longer salvos overa long distance and with an extremely high amountof explosive damage. Low target accuracy is compen-sated or with several missiles per salvo. If the targetof the LONG-RANGE FIRE is not in range, the missile launcher will advance towards it. If the targetis in reach, the LONG-RANGE FIRE icon will be constantly red, otherwise its interior becomes greenwith the edges flashing in red/green. If a group ofmobile missile launchers is highlighted, the crosshairis constantly red for as long as the target point is inreach of any member of the group.LONG-RANGE FIRE is similar to the way howitzersproceed. If there are several target objects indicated,the members of the group who are closest to the respective target object will fire first. Once all of themhave fired, any of the missile launchers which are stillout of range will move close enough to the target object to hit it and will open fire.Mobile howitzers and mortars have the same orders,but fire with a single grenade, not with a battery.

Standard orders:ENTER (tunnels)MOVE (anywhere else)

NOTES:LONG-RANGE FIRE: Missile launchers or mobile artillery move towards the target object if the targetis out of range. The mouse cursor indicates whethermovement is necessary.

and the Combat and March Modes are not avail-able. Armored vehicles can also be equipped witha propaganda loudspeaker instead of a gun or machine gun.

• Kamikaze tanks are controlled automatically.They cannot be crewed or transportinfantry. They have the same prop-erties as anti-tank vehicles and at-tack like kamikaze units with a bigexplosion near the target.

NOTES:MOVE: The tank moves towards thetarget point and shoots at enemy unitsif necessary without stopping.

ASSAULT: The tank moves towards the target point.If any enemy units enter the line of sight, it will stopand change to the Attack Mode to pursue theenemy.

Standard orders:ENTER (tunnels)LOAD (own soldiers)ATTACK (enemy units)MOVE (anywhere else)

G. MOTORCYCLES

Motorcycles are light and fast vehicles with the same properties as tank hunters. The only difference is that they are not able to transport infantry. In contrast to other vehicles, motorcycles have not got any crew.

Standard orders:ENTER (tunnels)ATTACK (enemy units)MOVE (anywhere else)

H. MOBILE ANTI-AIRCRAFTCANNON

Mobile anti-aircraft cannon have thesame properties as tanks, except thatthey cannot transport infantry and theCombat and March Modes are notavailable. They are armed with heavymachine guns and can fire at

aircraft as well as ground targets.

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Orders:

MOVE (Q) ATTACK (W) ASSAULT (E) ROTATE (R)

STOP (V)

Not included in the Orders Menu: ENTER

Orders:

MOVE (Q)UNLOAD (A)

ATTACK (W) ASSAULT (E) ROTATE (R)

STOP (V)

Not included in the Orders Menu: ENTER, LOADLOAD: Load soldiers

Orders:

MOVE (Q)LONG-RANGEFIRE (S)

STOP (V)

Not included in the Orders Menu: ENTER

Orders:

MOVE (Q)UNLOAD (A)

ATTACK (W) ASSAULT (E) ROTATE (R)

STOP (V)

Not included in the Orders Menu: ENTER

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Standard orders (train):REPAIR RAILWAY(damaged railways)MOVE (anywhere else)

Standard orders (turret):ATTACK (enemy units)LONG-RANGE FIRE (anywhere else, if target pointis inrange)

L. CRUISERS

Cruisers are huge well-armored ships. They can onlysail straight across the water. Cruisers have the sameproperties as trains, except they cannot be connectedto each other and cannot repair railways and airfields.

NOTE: Cruisers cannot sail in shallow waters.

Cruisers are armed with anti-tank, long-range, anti-aircraft or missile turrets just like trains.

Standard orders (cruiser):MOVE (anywhere)

Standard orders (turret):ATTACK (enemy units)LONG-RANGE FIRE (anywhere else within range)

M. AIRCRAFT

With remote air support (see page 20 for details),you can use aircraft on the map. First assign pilots inorder to have the plane take off. Then you need afree and undamaged landing field. If there are anyobstacles or vehicles on the way, the plane will nottake off. Soldiers are not considered obstacles and (asin the case of trains) will be crushed by the plane ifthey are in the way. If there are any obstacles in theway while landing, the plane will crash into them andcause an explosion.Planes cannot take off using the same landing fieldwhile another aircraft is taking off or landing.If there is more than one airfield on the map you canland the plane on another airfield, but only if the target airfield is not damaged and has a free hangarfor refueling.

NOTE: Planes can be crewed only by pilots. Vehicles'crews cannot control the plane.

You can repair damaged airfields using supply trucks.Interceptors attack air targets automatically.Every plane has a fuel limit, so it

cannot be in the air for an unlimitedamount of time. When the fuel reaches a critical level, a message willappear on the screen. When the aircraft has no fuel left, it will crash.

NOTES:STOP: Returns plane to airfield.

KILL UNIT: Scans the area for the selected unit and attacks it.

PATROL AT POINT: Flies over a land point and scansthe area for enemy units. If there are any land units,the plane will attack them.

J. SHIPS

• Gunboats have the same properties as armoredvehicles. They are armed with heavy machineguns and can transport a small quantity of soldiers inside. Soldiers enter the gunboat fromthe sides.

• Transport ships have the same properties astrucks, except they cannot tow cannon. Soldiersenter the transport ship through a gate at the bowof the ship.

• Kamikaze boats have the same properties asgunboats, but instead of the machine gun theyare equipped with a highly explosive bomb. Thesebombs are activated near the target unit. Theyhave inflict an extremely high rate of damage,even against cruisers.

Standard orders:LOAD (own soldiers)ATTACK (enemy units)MOVE (anywhere else)

K. TRAINS

Trains are well-armored vehicles that move onlystraight ahead. Usually trains consist of a number ofcars. A train can move if it has one or more locomo-tives available. You can couple additional cars to thetrain and uncouple cars to assign them to othertrains. Trains need railways to move. Trains cannot move ifthe rails are damaged. You can have damaged railways repaired by the train's crew or use a supplytruck to do so. If the train detects a damaged railwayon the way while moving, it will stop, repair the damage automatically, and then continue to carry outits previous order.

NOTE: Trains cannot repair damaged bridges. You canonly have damaged bridges repaired by supplytrucks.Trains cannot stop quickly when moving at a high

speed. If there is a soldier on the rails,he will be crushed. If there is a vehicleon the rails, the train will crash into itand cause an explosion.

Trains can be armed with one or moreturrets. Different types of turrets canfire anti-tank, long-range or anti-air-craft ammunition as well as launchmissiles.

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Orders:

MOVE (Q)UNLOAD (A)

ATTACK (W) ASSAULT (E) ROTATE (R)

STOP (V)

Not included in the Orders Menu: LOADLOAD: Load soldiers

MOVE (Q) ATTACK (W)LONG-RANGEFIRE (S)

ROTATE (R)

STOP (V)

MOVE (Q)

UNLOAD (A)

ATTACK (W)

LONG-RANGEFIRE (S)

REPAIR RAILWAY(E)UNCOUPLELEFT CARRIAGE(D)

ROTATE (R)

UNCOUPLERIGHT CAR-RIAGE (F)STOP (V)

Orders (train with turrets):

Orders (cruiser with turrets):

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VI. DESCRIPTION OF ADDITIONAL OBJECTS

A. AMMO BOXES AND CONSTRUCTION PARTS

Ammunition and construction parts are supplied inboxes. These boxes can be dropped by transportplanes (also on request, see page 21 for details), orthey may already exist on the map. Trucks can loadboxes, transport and unload them if necessary.Supply trucks can reload ammunition and construc-tion parts from them. Infantry and guns can also useammo boxes for reloading. Boxes of ammunition andconstruction parts are highly explosive.

B. BUILDINGS

Buildings can be occupied by infantry units. Buildings consist of different rooms on differentfloors. A building can contain up to four floors with abasement beneath. Units inside can move betweenthe rooms on different floors by command. You canalso use the DISTRIBUTION button to set the appro-priate distribution of people inside the building (seepage 19 for details).

Buildings help to reduce the damage to the unitswithin them, but they cannot fully protect the units.Protection is better on the lower floors than on theupper ones. Buildings also have an effect on the lineof sight of the units within. Units on the upper floorshave better sight than units in the basement, whosesight is restricted.

NOTE: Some units (such as anti-tank gunners or bazookas)can fire from the highest or lowest floors only.

Buildings with a basement can be occupied by in-fantry even if the building was destroyed. In this casethe building consists only of the basement.In contrast to vehicles, you can try to occupy a build-ing already occupied by the enemy. When enteringsuch a building, your units will attack the enemy in-side (you are unable to watch this battle). The battlewill occur floor by floor, one after another. If yourunits win, you will control the building. You cannot oc-cupy a building already occupied by an allied player.

C. TUNNELS

You can quickly move your infantry and vehicles toremote map areas by using tunnels. Tunnels look likenormal buildings but have different properties.Tunnels have no upper floors. Units cannot attackfrom tunnels or be attacked by the enemy.

NOTE: Some tunnels can be occupied by infantry only.

If you would like to move your units to a certain lo-cation, click the MOVE button, then click on the de-sired point on the map. Your units will then move tothe nearest undamaged exit point which is not occu-pied by the enemy and move to the specified mappoint.If you set the target point on another tunnel, yourunits will move there and remain at this point.If the target tunnel is occupied by enemy forces,there will be a fight like in buildings.

NOTE: You cannot move to tunnels already occupiedby an allied player.

SPY POINT: Flies over a land point and observes it.

DROP DESCENT AT POINT: Tries to descend at selected point.

Standard orders:

LAND ON ANOTHER AIRFIELD(undamaged landing field)

KILL UNIT (enemy units, interceptors only)

PATROL AT POINT(anywhere else, interceptors only)

SPY POINT (anywhere else, spiesonly)

BOMB POINT (anywhere else,bombers only)

DROP DESCENT AT POINT (anywhere else, transports only)

N. V2

This unique German unit is a missile with both a hugerange and dead zone as well as an extremely highamount of damage. Just like the kamikaze tank, theV2 is automatically controlled and cannot be crewed.

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MOVE (Q)

UNLOAD (A)

KILL UNIT (W) PATROL ATPOINT / BOMBPOINT / SPYPOINT / DROPDESCENT ATPOINT (E)

LAND ON ANOTHER AIRFIELD(R)

STOP (V)

Orders (train with turrets):

Orders:

ATTACK (W)

STOP (V)

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CREDITS

- FIREGLOW -

EXECUTIVE PRODUCERViktor Vinokurov

PROJECT MANAGERVladimir Medeiko

SENIOR PROGRAMMERDenis Konovalov

PROGRAMMERSAlexey "Cupper" NaumovNick KotlyarovOleg SemenovVictor "BukTop" BargachevVictor StreltsovYuri "KilleR" Belotserkovsky

ARTISTSAlexey BykovAlexey GoussevAlexey "Losidze" Krivorot'koDmitry "Plastilin" JempalaEkaterina Krivorot'koGleb "troublemaker" KuznetsovGram PolupadloRoman "Popan" Barinov

SCENARIO DESIGNERSOstap "Ostap" DragomoschenkoSergey "Monty" Korshun

MUSIC, SOUND AND GAMEPLAYIgor "pocomaxa" Rzheffkin

QUALITY ASSURANCEPavel "Pasxa" Pleshachkov

HISTORCAL CONSULTINGSergey Pavlov

MANUALDenis KonovalovOleg Semenov

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